POWERS
Charge
Earthbound/Neutralized
Flurry
Force Blast
Hypersonic Speed
Leap/Climb
Mind Control
Phasing/Teleport
Plasticity
Running Shot
Sidestep
Stealth
Blades/Claws/Fangs
Energy Explosion
Incapacitate
Penetrating/Psychic Blast
Poison
Precision Strike
Pulse Wave
Quake
Smoke Cloud
Steal Energy
Super Strength
Telekinesis
Barrier
Combat Reflexes
Defend
Energy Shield/Deflection
Impervious
Invincible
Invulnerability
Mastermind
Regeneration
Super Senses
Toughness
Willpower
Battle Fury
Close Combat Expert
Empower
Enhancement
Exploit Weakness
Leadership
Outwit
Perplex
Probability Control
Ranged Combat Expert
Shape Change
Support

TEAM ABILITIES
•Batman Ally
•Batman Enemy
•Calculator
•Crime Syndicate
•Green Lantern Corps
•Hypertime
•Injustice League
•Justice League
•Justice Society
•Kingdom Come
•Legion of Super-Heroes
•Mystics
•Outsiders
•Police
•Quintessence
•Suicide Squad
•Superman Ally
•Superman Enemy
•Titans
•Underworld
•Watchmen
•2000 AD
•Arachnos
•Bureau of Paranormal Research and Defense
•CrossGen
•Crusade
•Danger Girl
•Founders
•Freedom Phalanx
•Guardians of the Globe
•Kabuki
•Top Cow
•Vox Populi
•Avengers
•Avengers Initiative
•Brotherhood of Mutants
•Defenders
•Fantastic Four
•Hydra
•Masters of Evil
•Minions of Doom
•Morlocks
•Mystics
•Police
•Power Cosmic
•S.H.I.E.L.D.
•Serpent Society
•Sinister Syndicate
•Skrulls
•Spider-man Ally
•Ultimate X-Men
•Ultimates
•X-Men

OTHER
•Carry
•Colossal (symbol)
•Colossal Stamina
•Duo (symbol)
•Duo Attack
•Fist (symbol)
•Flier (symbol)
•Flier (transporter symbol)
•Flight
•Giant (symbol)
•Giant Reach
•Giant Stride (retired)
•Great Size
•Indomitable (symbol)
•Merge
•Move and Attack
•Multiattack
•Sharpshooter (ability)
•Sharpshooter (symbol)
•Split
•Swim
•Swimmer (symbol)
•Swimmer (transporter symbol)
•Tiny (symbol)
•Tiny Size
•Transporter (symbol)
•(Objects General)
•Continual (retired)
•Destroying Objects
•Holding An Object
•Immobile Objects
•Objects As Terrain
•Objects In Close Attacks
•Objects In Ranged Attacks
•Objects In Your Force
•Picking Up An Object
•Relics
•Special Objects
•Using Objects as Weapons
•Additional Team Abilities
•0 Damage
•Area Of Effect
•Damage Depletion Modifier
•Evade
•Healing
•Knock Back
•Knock Back Damage
•Knocked Back Off Elevated Terrain
•Locking
•No Damage
•Penetrating Damage
•Themed Teams
•Unavoidable Damage
•Use and Possess
•Victory Points
•Wild Cards
•Close Combat Actions
•Double Power Actions
•Epic Actions
•Free Actions
•Power Actions
•Ranged Combat Actions
•Rule of Action Tokens
•Rule of Minimums
•Rule of Occupancy
•Rule of Replace then Modify
•Rule of Three

ATA
•All-Star Squadron
•Amazon
•Atlantis
•Checkmate
•Green Lantern Honor Guard
•Justice League International
•League Of Assassins
•Legionnaires
•Monster Society of Evil
•Secret Six
•Shadowpact
•The Society
•White Lantern Corps
•Alpha Flight
•Dark Avengers
•Fantastic Force
•Guardians of the Galaxy
•Hellions
•Horsemen of Apocalypse
•Morlocks
•New Mutants
•Nextwave
•Outlaws
•Reavers
•Runaways
•Serpent Society
•Squadron Supreme
•Thunderbolts
•U-Foes
•X-Force


Flurry

(Last Updated: 03-06-2014 )

HeroClix Power RedGive this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action. The first attack does not activate the Damage Depletion Modifier.

See Damage Depletion Modifier

2013 Wording: Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action.

2012 Wording:  Give this character a close combat action. After the close combat attack resolves, it may make a second close combat attack as a free action. If this character loses Flurry before it makes the second attack, it can’t make the second attack. 


Official FAQ

•(Players Guide, 2014) Any powers that are not in use when the first attack is made with Flurry can’t be used for the second attack. Any powers in use for the first attack are in use on the second attack unless the power has been lost.

•(HeroClix Website 04-30-2013) There is only one change to Flurry, but it is a very important one.  If you compare this wording above to the 2012 wording, you’ll see that we’ve removed the line that tells you Flurry will stop working if the power is lost mid-action.  While rolling a critical miss or taking Mystics damage will still probably not be a happy occasion for you, at least now you don’t have to worry about Flurry ending prematurely when your character takes that damage.  Instead your character will get to finish the action normally and make its second attack, even if they power is lost and no longer on the dial.

Similarly, if you have the combo of Flurry with Steal Energy, then if you hit with that first attack and you heal onto a click that doesn’t have Flurry, you can still make that second attack.