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#019 Sacred Crane
Real Name: various
Team: No Affiliation
Range: 3
Points: 70
Keywords: Light, Winged Beast, Animal, Herald
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KO
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GLISTENING RED CAP: FREE: Once per game, choose a friendly character that has not been given an action this turn; place Sacred Crane and the selected character in each other's square. WING REQUITAL: When a friendly character with the Winged Beast keyword is within 4 squares and line of fire, modify Sacred Crane's attack and defense +1. FORTUNE CHARMS: Sidestep, Stealth. // When Sacred Crane hits, until your next turn, it has, "Friendly characters within range that it shares a keyword with have SAFEGUARD: Outwit". SYMBOL OF IMMORTALITY: Running Shot, Regeneration. OBSERVER: Enhancement. Support, but only if a friendly character that Sacred Crane shared a keyword with has been KO'd this game.
Rivalry: When Ryu Kokki attacks an opposing character with the Warrior or Spellcaster keyword, damage dealt is penetrating. Final Form: Perplex, Shape Change. When Ryu Kokki uses Shape Change and succeeds, after resolutions modify his combat values +1 until the end of your next turn.
Sidestep
Charge
Blades/Claws/Fangs
Super Strength
Invincible
Impervious
Invulnerability
Close Combat Expert
#021 Prickle Fairy
Real Name: unknown
Team: No Affiliation
Range: 0
Points: 85
Keywords: Earth, Plant, Monster, Mystical
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KO
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ENGAGEMENT: When Prickle Fairy hits an opposing character with a close attack, after resolutions you may place an adjacent friendly character with the Insect keyword adjacent to a hit target. THORNY SKIN: When Prickle Fairy is hit by an opposing character's close attack, after resolutions deal that character 1 penetrating damage. STEEP HOLD: Giant Reach: 3. // FREE: Choose an adjacent friendly character and roll a d6. 6: The chosen character's close attacks deal penetrating damage this turn. SHARE THE LOVE: Willpower, Invulnerability. // Friendly characters with the Insect keyword within 3 squares and line of fire can't be targeted by an opposing character's attacks.
#022 Pinch Hopper
Real Name: unknown
Team: No Affiliation
Range: 0
Points: 65
Keywords: Earth, Insect, Animal
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KO
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Improved Movement: Elevated, Move Through STRONG JUMPS: When Pinch Hopper occupies clear terrain, it can use Sidestep and opposing characters can't draw lines of fire to it unless they are within three squares of it or it has 2 action tokens. PINCH HITTER BATTER: Blades/Claws/Fangs. When Pinch Hopper uses it and the result is a 6, after resolutions you may place it adjacent to any character within 6 squares. SUBSTITUTE INSECT: Adjacent friendly characters with the Insect keyword can use Charge. WHERE THERE IS ONE...: Poison, Quake. During your turn up to 2 adjacent friendly characters with the Insect keyword can use Quake.
Charge
Poison
Super Senses
Energy Sheild/Deflection
Combat Reflexes
Battle Fury
#023 Molten Zombie
Real Name: various
Team: No Affiliation
Range: 0
Points: 40
Keywords: Fire, Pyro, Zombie Horde, Monster
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DOES A ZOMBIE HAVE MORALE?: At the beginning of the game for all characters with this trait, choose an opposing character with , , Police Team Ability, or the Light keyword. That character can't remove action tokens except by clearing or have its combat values increased. MELTING SOLIDS ON CONTACT: When Molten Zombie would take damage from a character equipped with an equipment, Molten Zombie ignores that damage and rolls a d6. 1-3: Deal Molten Zombie 1 unavoidable damage. This ability can't be ignored. ONLY THICK SKIN CAN HOLD MOLTEN BLOOD: Invulnerability, Combat Reflexes.
Charge
Sidestep
Smoke Cloud
Precision Strike
Invulnerability
Close Combat Expert
Last edited by Luigilikespie; 12/10/2024 at 12:47..
#024 Manju of the Ten Thousand Hands
Real Name: Manju
Team: No Affiliation
Range: 3
Points: 40
Keywords: Fairy, Light, Deity, Herald, Monster
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AND WE BECOME ONE: Manju of the Ten Thousand Hands and adjacent friendly characters share keywords. 31 HANDS AT A TIME: Precision Strike. When Manju of the Ten Thousand Hands uses it and has no action tokens, each hit character also receives an action token. UNDERSTAND MY FURY: STOP. Toughness, Regeneration.
Charge
Sidestep
Energy Explosion
Willpower
Combat Reflexes
Leadership
#025 Lord Poison
Real Name: Lord Poison
Team: No Affiliation
Range: 0
Points: 65
Keywords: Plant, Water
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KO
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DEADLY REBOUND: Sidestep. COILED ROOTS: When Lord Poison is hit with a close attack, after resolutions you may place it in any unoccupied square within 2 squares and line of fire. If you do, heal it 1 click. // Modify damage +1 if targeting a character with a range value of 0. VARIETY OF SPINES: Poison. Lord Poison can use it after being moved or placed and damage dealt is penetrating. CLOSE COVERAGE: Invulnerability and Mastermind, but only for close attacks.
RELIVE YOUR DARKEST MOMENTS: Opposing characters modify attack -2 and damage -1 when attacking Inferno if they have the same name as a character friendly to Inferno. MALEVOLENT FLAMES: At the beginning of your turn, if there is no d6 on this card, roll a d6 and place it on this card. // When a character within range rolls an attack roll, you may remove the d6 from this card and replace a die in the roll with it.
Charge
Precision Strike
Steal Energy
Invulnerability
Toughness
Outwit
Battle Fury
#027 Hyper Hammerhead
Real Name: various
Team: No Affiliation
Range: 0
Points: 55
Keywords: Earth, Dinosaur, Animal, Past
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RAPTOR PACK: Adjacent friendly characters with the Dinosaur keyword can use Super Senses. FOSSIL EXCAVATION: FREE: Roll a d6, increasing the result by +1 for each character in your KO area with the Dinosaur or Past keyword. 6: Give an action token to an opposing character within range and line of fire. HAMMERHEAD'S HITTER: Precision Strike. When Hyper Hammerhead would take more than 2 damage from a single attack, it takes 2 damage instead.
Leap/Climb
Flurry
Precision Strike
Toughness
Super Senses
Regeneration
Battle Fury
Close Combat Expert
#028 Gren Maju Da Eiza
Real Name: unknown
Team: Underworld
Range: 0
Points: 70
Keywords: Fiend, Fire, Maju, Monster
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MAJU OF MYTH: Modify Gren Maju Da Eiza's attack and defense +1 for every 40 points of characters in your KO area. CIRCULATE: Empower. // When an opposing character misses Gren Maju Da Eiza, after resolutions place Gren Maju Da Eiza in a square adjacent to its current square. (Successful Super Senses rolls count as a miss.) BETWEEN DIMENSIONS: When Gren Maju Da Eiza makes a move action it ignores all terrain except indoor walls and indoor blocking.
Charge
Flurry
Super Strength
Precision Strike
Poison
Impervious
Willpower
Exploit Weakness
Close Combat Expert
#030 Gora Turtle of Illusion
Real Name: Gora Turtle
Team: Mystics
Range: 3
Points: 95
Keywords: Aqua, Water, Animal, Mystical
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DRAWING TENSION: If Gora Turtle of Illusion hasn't been moved or placed this turn, modify attack and damage +1. DELAYED IMAGING: Enhancement, Shape Change.
#031 Gigantes
Real Name: various
Team: No Affiliation
Range: 0
Points: 75
Keywords: Earth, Rock, Brute, Monster
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Improved Targeting: Elevated, Hindering, Destroy Blocking BURGEONING STRENGTH: Super Strength. // Once per attack, you may force the attacker to reroll a 6 in an attack roll targeting Gigantes. HORNED GIANT: Quake. CLOSE: Make up to two close attacks.
#032 Fenrir
Real Name: Fenrir
Team: Cosmic Energy
Range: 0
Points: 95/10
Keywords: Beast, Water, Animal, Deity, Monster
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SPELL/TRAP: When this character is KO'd or when building your force by paying the purple point cost, add this dial face down to your Trap/Spell pool. Give a friendly Yu-Gi-Oh! character a power action to set this dial from your pool by choosing "Spell Symbol" or "Trap Symbol" and placing it face down on their card. The set character may use the effects of that Trap/Spell. SPELL: D.D. DESIGNATOR: POWER: Roll a d6. 1-3: Remove an equipment equipped to one of your characters from play. 4-6: Remove an equipment equipped to one opposing character from play. After resolutions, remove the spell. TRAP: CHAIN DISAPPEARANCE: When an opposing character in the set character's line of sight generates a character or bystander, you may activate this trap. Deal that generated character/bystander 1 unavoidable damage, then deal 1 unavoidable damage to each character on your opponent's force that shares a name with the generated character/bystander. Remove the trap. AVOIDING DECEPTION: Leap/Climb, Hypersonic Speed. SON OF LOKI: Exploit Weakness. When making a close attack, if the target character occupies hindering terrain, modify attack and damage +1.
Charge
Precision Strike
Blades/Claws/Fangs
Steal Energy
Invincible
Impervious
Combat Reflexes
#033 Don Turtle
Real Name: various
Team: No Affiliation
Range: 0
Points: 70
Keywords: Reptile, Water, Animal, Ruler
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BOSS'S EXPECTATIONS: POWER: Generate a #033 Don Turtle on click #5. CHAMPION SPECIES: Invulnerability, Defend. POACHING SACRED BEASTS: Adjacent friendly characters of 75 points or less modify their attack and damage +1 when attacking a character that can use Penetrating/Psychic Blast.