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Gravity Feed.
12 Characters.
12 Items.
Each foil pack comes with 1 character and 1 item.
Roster
Characters
Mario
Donkey Kong
Link
Samus
Fox
Pikachu
Kirby
Yoshi
Captain Falcon
Jigglypuff
Ness
Luigi
Items
Barrel
Beam Sword
Maxim Tomato
Fan
Fire Flower
Green Shell
Hammer
Heart Container
Home-Run Bat
Poke-ball
Ray Gun
Super Star
GOALS:
The goal of this set was to emulate the video game in the world of clix. To properly do so 3 specific traits/abilities were created to modify game play.
Damage Percentage: In smash brothers you cannot be KO'd (unless stamina battle) but rather are defeated once knocked off the map. The damage percentage trait helps ensures the more damage a character takes the more likely they will be KO'd but ultimately they must be knocked off the map.
Recovery: In smash brothers, if you do get knocked off a stage you can double jump then up special to make it back onto the map. The recovery ability emulates this by requiring two action tokens (1 jump and then 1 up special) to get back on the map.
Smash Attacks: The games name kinda says this is a big deal. All double rolls in the game are considered Smash Attacks and therefore have added benefits.
All Characters posses their signature four special moves they can use anytime and a throw; just like in the real game. All characters are 100 points and indomitable. The base combat value for each character dial is 38 but broken into speed, attack, defense, and damage values.
For this set specifically, characters with the SSB keyword ignore the rule of 3.
GAMEPLAY
Play testing the set among itself has shown positive results and many new techniques and strategies to win a game. It mixes things up for quite a fun change of pace. Mixing the pieces with this set from other sets; the characters all fairly balanced. Indoor maps with blocking terrain or indoor maps and barrier becomes important.
FUTURE SETS
Melee
Brawl
Wii U/3ds
Ultimate
BUGS
Some of the wording, looking back over it, can be simplified. Some characters are definitely better than others clearly reflecting the tier list that exists in the SSB META. Point values need to be adjusted for individual characters rather than a set 100 as well as adjusting a few of the items.
Mario
Team: No Affiliation
Range: 0
Points: 100
Keywords: SSB, 64
7
10
18
3
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10
18
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7
10
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Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Throw: POWER: Make an attack against an adjacent opposing character. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Super Jump Punch: Sidestep with IM Characters and a locked value of 3. POWER: Make a close attack targeting all characters moved through from sidestep. Fireball: POWER: Make a ranged attack with a range of 6 F.L.U.D.D.: POWER: Place a water marker on Mario's card (max 6). FREE: Remove all water markers and choose a character within X range & line of fire then knock back that character X squares where X is the number of water markers removed. Cape: When Mario is targeted with an attack roll a D6. On a 5/6 a close attack misses and the actions resolves. On a 5/6 the attacker is dealt damage from a ranged attack instead of Mario.
Donkey Kong
Team: No Affiliation
Range: 0
Points: 100
Keywords: SSB, 64
5
12
16
5
5
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16
5
5
12
16
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5
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Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Giant Throw: POWER: Make an attack against an opposing character within 2 squares and line of fire. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Spinning Kong: POWER: Halve speed value then move action with flight symbol, if Donkey Kong didn't carry any characters this turn, CLOSE as Free. Giant Punch: Super Strength. POWER: Place a Punch Token on Donkey Kong's Card (Max 6). FREE: Remove all Punch Tokens as make a close attack with Donkey Kong's Damage value increased by the number of Punch Tokens removed. Handslap: POWER: Close attack targeting all opposing characters within 2 squares. Headbutt: POWER: Make a close attack and a hit character gains immobile and cannot be given actions until your next turn.
Link
Team: No Affiliation
Range: 1
Points: 100
Keywords: SSB, 64
5
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19
3
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Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Throw: POWER: Make an attack against an adjacent opposing character. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Spin Attack: IT: Adjacency. POWER: Halve speed value and move action with flight symbol, If link carried no characters this turn then CLOSE or RANGE as FREE. Bow and Arrows: Giant Reach: 2. POWER: Make a Ranged attack with 9 range & single target, increase the damage dealt by the number of costed actions given this turn before using this power, after actions resolve place a standard light object adjacent to the target. Remote Bomb: Energy Shield/Deflection. POWER: Generate a Light Bomb Object. FREE: Place the bomb object within 3 squares and line of fire. Link may make a close attack as if he occupied the bombs square, when he does, KO the bomb. Boomerang: POWER: Make 2 ranged attacks with 6 range and single target.
Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attacks: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Grappling Arm: POWER: Make an attack against an opposing character within 3 squares. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Screw Attack: SideStep with IM Characters and a locked value of 3. POWER: Make a close attack targeting all characters moved through from sidestep. Charge Shot: POWER: Place a Charge Token on Samus Aran's card (Max 6). FREE: Remove all Charge Tokens and make a Ranged attack, increase the Damage dealt by the number of Charge Tokens removed. Bomb: Super Senses. When Samus Aran succeeds at Super Senses she may use Sidestep as free and place a standard light object within 3 squares. Samus may make a close attack attack as if she occupies the square of the light object, when she does, KO the object. Missile: POWER: Make a ranged attack with 6 range, single target, +1 damage, and IT hindering, Elevated, Characters.
Yoshi
Team: No Affiliation
Range: 0
Points: 100
Keywords: SSB, 64
10
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Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Tongue: POWER: Make an attack against an opposing character within 3 squares. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Egg Throw: SideStep. POWER: Make a Ranged attack with 6 range and single target. Egg Lay: POWER: Make an attack against an opposing character within 3 squares and line of fire. If hit, instead of normal damage place the hit character within 3 squares and line of fire with up to 2 action tokens. Egg Bomb: POWER: Halve Yoshi's speed value then Move using flight symbol, if Yoshi carried no characters this turn then CLOSE targeting all adjacent opponents as FREE. Egg Roll: POWER: Move Yoshi up to his speed value then CLOSE as FREE
Fox McCloud
Team: No Affiliation
Range: 6
Points: 100
Keywords: SSB, 64
10
10
15
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3
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Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Throw: POWER: Make an attack against an adjacent opposing character. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Fire Fox: POWER: Halve speed value and move action with flight symbol, If Fox carried no characters this turn then CLOSE or RANGE as FREE. Blaster: POWER: Make a ranged attack, if hit then instead of normal damage deal 1 damage instead, Fox May continue to use this power as long as he continues to hit. Reflector: When Fox is targeted with an attack roll a D6. On 5 or 6 Deal the attacker the damage instead and the action resolves. Fox Illusion: Leadership. POWER: Halve Speed and Move with IM Characters, then CLOSE as FREE targeting all characters moved through.
Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Throw: POWER: Make an attack against an adjacent opposing character. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Final Cutter: POWER: Choose an opposing character within half Kirby's Speed Value and Line of Fire, Place Kirby Adjacent then Close as FREE. After actions resolve place Kirby back in his original square, if he hit the opposing character place the opposing character Adjacent and Kirby may CLOSE as FREE. Inhale: IT: Hindering. POWER: Make an attack against an opposing character within 3 Squares and line of fire, instead of normal damage place the hit character within 3 squares and line of fire and Kirby can use an attack Power the hit character can use until Kirby uses this Power again. Stone: POWER: Move Kirby half his range, if Kirby Carried no characters then CLOSE as FREE. Kirby ignores all damage until the start of your next turn. PROTECTED: Pulse Wave Hammer: POWER: Place a hammer marker on Kirby's card (max 6). FREE: Remove all hammer markers and Kirby can make a close attack increasing his damage by the amount of Hammer Markers removed.
Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Throw: POWER: Make an attack against an adjacent opposing character. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Quick Attack: SideStep. POWER: Double Pikachu's Speed Value then MOVE with IM: Characters, Hindering, & Elevated, CLOSE as FREE targeting all opposing characters moved through, instead of normal damage each hit character is dealt 1 damage. Thunder Jolt: POWER: Ranged attack with 6 range and single target using IT hindering, characters, elevated, & blocking Thunder: POWER: Pikachu can use IT: Adjaceny, Hindering, & Characters, choose a square within 9 range and line of fire and make a ranged attack targeting all opposing characters within the path, then CLOSE as FREE. Skull Bash: POWER: At the start of your next turn choose an opposing character within 6 squares and line of fire, place Pikachu adjacent to that character, they automatically become hit, and are dealt Pikachu's Damage value.
Luigi
Team: No Affiliation
Range: 0
Points: 100
Keywords: SSB, 64
6
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20
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Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Poltergeist: POWER: Make an attack against an opposing character within 3 squares. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Super Jump Punch: Sidestep with IM Characters and a locked value of 3. POWER: Make a close attack targeting a single character moved through from sidestep, if this character was adjacent to Luigi when Luigi began his turn then increase Luigi's attack and damage +1. Fireball: POWER: Make a ranged attack with a range of 6 Luigi Cyclone: POWER: Make up to two close attacks targeting all adjacent opposing characters. Green Missile: POWER: At the start of your next turn choose an opposing character within 6 squares and line of fire, place Luigi adjacent to that character, they automatically become hit, and are dealt Luigi's Damage value.
Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Throw: POWER: Make an attack against an adjacent opposing character. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Falcon Dive: POWER: Halve Captain Falcon's speed value then MOVE with Flight Symbold, if Captain Falcon carried no characters this turn he can use the THROW ability as FREE. Falcon Punch: POWER: Until your next turn -3 to attack value then make a close attack with +3 to damage value Falcon Kick: Combat Reflexes. POWER: Until your next turn -3 to attack value and +3 to speed value, Move Captain Falcon in a direct line up to his speed value, then CLOSE as FREE. Raptor Boost: POWER: Move Captain Falcon halve or less of his speed value then CLOSE as FREE
Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Throw: POWER: Make an attack against an adjacent opposing character. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. Sing: Sidestep with IM: Characters. POWER: Give all adjacent opposing characters up to 2 action tokens Roll Out: POWER: At the start of your next turn Move Jigglypuff up to it's speed value in a direct path then CLOSE as FREE, increase damage by the total number of squares Jigglypuff moved through. Rest: POWER: Make a close attack targeting all adjacent opposing characters, increase attack & damage by the total number of action tokens on each adjacent opposing character. Pound: Every time after Jigglypuff uses sidestep then CLOSE as FREE using her printed attack and damage values, if Jigglypuff hits she may use Sidestep again.
Damage Percentage: This character cannot be dealt damaged or clicked beyond click 12. When this character takes damage from an attack they are always dealt knockback equal to their current click number instead of any other kind of knockback. This kind of knockback ignores traits, abilities, and powers. This kind of knockback ignores characters, hindering, elevated, and outdoor blocking terrain. When this character reaches the edge of the map and can continue to be knock backed off of the map they are instead KO'd. PROTECTED: Outwit & PulseWave. Recovery: When this character would be KO'd and has zero action tokens instead place them on the edge of the map in their last occupied square with 2 action tokens. PROTECTED: Outwit & Pulsewave. Smash Attack: For all attack rolls of doubles increase Attack, Damage, and Knockback +1. This character cannot make a critical miss. PROTECTED: Outwit & Pulsewave. Throw: POWER: Make an attack against an adjacent opposing character. If hit, instead of normal damage, place them up to their current click number within line of fire from the square they currently occupy. PK Thunder: Force Blast. POWER: Make a Ranged attack with 9 range, single target, IT hindering, blocking, adjacency, & elevated. If Ness misses then you may move Ness half his speed value and make a close attack as free. PK Flash: POWER: Make a Ranged attack with 6 range and single target. Attack -X & Damage +X where X is the number of squares between Ness and Target. If Ness hits the target all opposing characters adjacent to the target also become hit. PSI Magnet: When Ness is targeted with a Ranged Attack roll a D6, 5 or 6 heal Ness the total amount of damage he would've received from the attack and the action resolves. PK Fire: POWER: Make Ranged attack with 3 range, single target, IT adjacency. After Resolutions place a fire marker adjacent to the targeted character. At the end of each turn opposing characters take 1 damage if adjacent to the fire marker. At the start of your next turn remove the fire marker.
Any character with the SSB Keyword may hold or equip this item regardless of their damage symbol.
This item only costs half its points if it is included in a 64 theme team build.
All items can be KO'd in an object attack unless otherwise stated.
BARREL
Heavy Object 25 points
EFFECT: When this item is KO'd place 3 light special objects from outside the game that are 10 points or less each in the last square & adjacent squares the barrel occupied.
BEAM SWORD
Light Object 5 points
EFFECT: At the start of your turn roll a D6, the equipped character has Giant Reach equal to half the result of the D6 roll.
Maxim Tomato
Light Object 15 points
EFFECT: Equipped character has POWER (KO this object then heal equal to half your current click number)
FAN
Light Object 5 Points
EFFECT: Equipped Character has POWER (Flurry, instead of normal damage deal 1 unavoidable damage & place the hit character within 1 square of their current square)
FIRE FLOWER
Light Object 10 points
EFFECT: Place 6 Fire Tokens on the Fire Flower card at the start of the game. Equipped character has POWER (Remove X Fire tokens then make a single target ranged attack with IT Adjacency & hindering for X range and X damage where X is the number of Fire Tokens removed)
GREEN SHELL
Light Object 10 points
EFFECT: Equipped character has POWER (KO this object and make a RANGED Attack with IT Adjacency for any range but line of fire must be clear and a direct vertical or horizontal path)
HAMMER
Light Object 20 points
EFFECT: Equipped character has FREE (KO this item, this character can use Sidestep and can only use CLOSE attacks. They cannot be carried nor use IM. Replace the Damage Value equal to the total number of action tokens on the map and it is locked. These effects end when the character clears action tokens)
Heart Container
Light Object 20 points
EFFECT: Equipped character has POWER (KO this item and heal this character to click 1, then remove all action tokens.)
Home-Run Bat
Light Object 15 points
EFFECT: Equipped character has POWER (Giant Reach 2, -3 from attack value, +3 to Damage value, target cannot use powers, traits or abilities for this attack, then CLOSE as FREE)
Poke-ball
Light Object 10 Points
EFFECT: Equipped character has POWER (KO this object then Generate a Pokemon bystander who shares all the same combat values of the character that generated it, if that Character is KO'd then the Pokemon shares the values of the character as if it was on it's last click number. The first time a pokemon is generated choose a standard symbol (Speed or Damage) and a standard power. The Pokemon has that symbol and power this game. The pokemon ignores all damage but is removed from the game after making an attack. PROTECTED: Pulse Wave.)
Ray Gun
Light Object 5 points
EFFECT: Equipped character can only make ranged attacks with a locked range of 6, single target, and can only use IT Adjacency.
Super Star
Light Object 20 points
EFFECT: Equipped character has FREE (KO this object and this character ignores all damage until they clear action tokens. Protected: Pulse Wave.)
Any character with the SSB Keyword may hold or equip this item regardless of their damage symbol.
This item only costs half its points if it is included in a 64 theme team build.
All items can be KO'd in an object attack unless otherwise stated.
BARREL
Heavy Object 25 points
EFFECT: When this item is KO'd place 3 light special objects from outside the game that are 10 points or less each in the last square & adjacent squares the barrel occupied.
BEAM SWORD
Light Object 5 points
EFFECT: At the start of your turn roll a D6, the equipped character has Giant Reach equal to half the result of the D6 roll.
Maxim Tomato
Light Object 15 points
EFFECT: Equipped character has POWER (KO this object then heal equal to half your current click number)
FAN
Light Object 5 Points
EFFECT: Equipped Character has POWER (Flurry, instead of normal damage deal 1 unavoidable damage & place the hit character within 1 square of their current square)
FIRE FLOWER
Light Object 10 points
EFFECT: Place 6 Fire Tokens on the Fire Flower card at the start of the game. Equipped character has POWER (Remove X Fire tokens then make a single target ranged attack with IT Adjacency & hindering for X range and X damage where X is the number of Fire Tokens removed)
GREEN SHELL
Light Object 10 points
EFFECT: Equipped character has POWER (KO this object and make a RANGED Attack with IT Adjacency for any range but line of fire must be clear and a direct vertical or horizontal path)
HAMMER
Light Object 20 points
EFFECT: Equipped character has FREE (KO this item, this character can use Sidestep and can only use CLOSE attacks. They cannot be carried nor use IM. Replace the Damage Value equal to the total number of action tokens on the map and it is locked. These effects end when the character clears action tokens)
Heart Container
Light Object 20 points
EFFECT: Equipped character has POWER (KO this item and heal this character to click 1, then remove all action tokens.)
Home-Run Bat
Light Object 15 points
EFFECT: Equipped character has POWER (Giant Reach 2, -3 from attack value, +3 to Damage value, target cannot use powers, traits or abilities for this attack, then CLOSE as FREE)
Poke-ball
Light Object 10 Points
EFFECT: Equipped character has POWER (KO this object then Generate a Pokemon bystander who shares all the same combat values of the character that generated it, if that Character is KO'd then the Pokemon shares the values of the character as if it was on it's last click number. The first time a pokemon is generated choose a standard symbol (Speed or Damage) and a standard power. The Pokemon has that symbol and power this game. The pokemon ignores all damage but is removed from the game after making an attack. PROTECTED: Pulse Wave.)
Ray Gun
Light Object 5 points
EFFECT: Equipped character can only make ranged attacks with a locked range of 6, single target, and can only use IT Adjacency.
Super Star
Light Object 20 points
EFFECT: Equipped character has FREE (KO this object and this character ignores all damage until they clear action tokens. Protected: Pulse Wave.)