You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
2. Depends on which one was given the action to use Merge: if it was B, then A is on click 3; if it was C, then A is on click 2.
Note that if it was C, when the two Split again B would land on click 2 instead of 3, so it's an easy way to heal a wounded figure if you keep half of the duo safe.
Note that if it was C, when the two Split again B would land on click 2 instead of 3, so it's an easy way to heal a wounded figure if you keep half of the duo safe.
Not that easy.
MERGE
When this character is adjacent to other friendly characters that each represent one distinct qualifying character listed on a Duo character’s character card and all of them have no action tokens, give this character a free action to replace all of them with that Duo character, the same number of clicks from its starting line as this character. The combined point value of the qualifying char acters must be equal to or greater than the point value of the Duo character (unless that Duo character previously used the Split ability to be replaced by these same characters). The Duo character can’t use the Split ability this turn. This ability can’t be countered.
The red bit means that you can't merge and split in one turn, so your opponent will have at least one turn to smack your Duo around before it splits (and any healing would occur).
SPLIT
Give this character a power action if it has no action tokens. Replace this character with one or more qualifying characters each from a different entry listed on this character’s character card. The qualifying replacement character(s) must have either qualifying name and total no more than this characters point value (unless those characters previously used the Merge ability to be replaced by this character). Replacement character(s) are assigned an action token and can’t be given an action this turn. Replacement character(s) begin a number of clicks from their starting line equal to the number of clicks from this character’s starting line. This ability can’t be countered.
The blue bits mean that if you were going in the opposite way (splitting a Duo into characters that could easily heal, like a Wolverine that heals at the beginning of every turn or something), you'd have to wait at least one turn to clear the tokens, too.
So either way, your opponent has some time to get to you and deal some damage. Sure you could hide back in the corner or something, but then you'd probably have to spend some actions moving back there (if your character needs healing, it was probably in the middle of a dangerous area of the map and needs to evacuate) and you'll have to keep your opponent off the wounded character with the rest of your team. Lots of ifs and maybes... it could work, but it'd be a gamble.
Very true; I didn't mean to imply it was a cakewalk or without risks, but any time there's a chance to heal without relying on my terrible healing rolls I consider that "easy," even if that means sitting out a possible five turns before the pair is able to do anything but the Split/Merge dance.