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First breakthrough endurance loss happens only when you attack a character and your character's attack is higher then the characters your attacking's defense. The difference between your characters attack and their characters difference is how much breakthrough endurance loss they get.
Second, Overload works like this. Say i have a 1/1 character out in play. I attack you and play a plot twist that gives my target attacking character +5 attack. now my character is a 6/1 character. since 6 is greater then twice the printed attack (1) you can play overload and stun my character.
*Edit* Just in case you used the wrong term. I would also lose endurance equal to the recruitment cost of the character because he became stunned. This is not called breakthrough endurance loss though.
And yes, Overload is a very good card. It is one of the best ways to stop combat tricks, often acting at a counter to Nasty Surprise and Savage Beatdown.
I believe you are correct.
PT's only check for legal targets and conditions twice. Once when it is played and once when it resolves. Because the Nasty Surprise has not resolved (as per the first situation), overload would resolve first and fizzle, then nasty surprise would resolve and give the defender +5 attack.
Originally posted by erick I'm too tired from that 'failure to find' fiasco on the Thing/Yancy Street/Mystique thread to go into the minutae of the exact order of my combo.