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What all powers can be used with flurry? I know B/C/F can be used with it and I was wondering what other powers.
Flurry is a close combat action grants two free close combat attacks.
That leaves Super Strength, Steal Energy, and BCF. And BCF works because anytime you use a close combat action (i.e. Flurry), BCF is activated. If you can't give the character a close combat action at all (i.e. during HSS or transporter move and attack), then you can't use BCF.
Super Strength. If you're holding an object, it will be used on the first half of the Flurry (whether you hit or not). I think that's it.
EW, Earthquake, CCE, and the like all force you to take either a power action or a separate close combat ACTION to activate them. Flurry allows you two close combat ATTACKS. B/C/F works because it replaces the damage dealt by a close combat ATTACK, and objects add to damage DEALT.
Not much.
Flurry is a close combat action in and of itself, and therefore cannot be combined with powers requiring their own actions. Aside from Blades/Claws/Fangs (which is activated when the figure is given a close combat action), Flurry can also be used with Super Strength (but the object can only be used in the first attack) and Steal Energy (although no figure has that particular combo at the moment)
If one uses Flurry and Steal Energy do you wait to after both attacks are finished before taking the SE healing or do you make one attack heal one click, then make the next attack?
hmm...as far as I know, there are no figures with the flurry/steal energy combo...but in theory, if you did two steal energy attacks like this, would you gain two life?, or would you gain one life, and then see if you still had flurry to make another?
You'd take the click of healing first. The attacks involved in Flurry resolve themselves entirely before the next one starts, so that includes knockback, damage dealt, and critical misses.
For example, if you roll a crit miss on the first attack, you click your dial. If you lose Flurry, you don't get the second attack.
another example is that you roll the B/C/F damage and then deal the damage with the first attack, then the figure clicks its dial before the second attack takes place, so the defense numbers might change.
if after the first attack resolved, the figure still had flurry, it would get a second attack. if it still had flurry and steal energy, it would get a second click of healing if it hit for damage.
You'd take the click of healing first. The attacks involved in Flurry resolve themselves entirely before the next one starts, so that includes knockback, damage dealt, and critical misses.
For example, if you roll a crit miss on the first attack, you click your dial. If you lose Flurry, you don't get the second attack.
another example is that you roll the B/C/F damage and then deal the damage with the first attack, then the figure clicks its dial before the second attack takes place, so the defense numbers might change.