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I once made an all incap. team, and it worked pretty well. It was early on when the Unique Wasp was one of the better Incaps out there. The team ended up being extremely playable, because there wasn't a single figure that was impossible to incapacitate with the team. with Scarlet Witch there to help with rerolls, the low attack values became less of a problem.
Since they changed the rules. Imperv no longer has the "roll to dodge" effect. It's a roll to reduce damage to 0, and if the roll fails, reduce by 2.
Which means powers like PBlast and Exploit now work against it like they should from the beginning.
And Incap, since it does no direct damage, doesn't trigger the Imperv. If you take a Push you can have all the Imperv in the world, you're still taking the Push.