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


Telekinesis

(Last Updated: 03-06-2014 )

HeroClix  Power Give this character a power action and designate a target character or object (A) and a destination square (B). This character, A, and B must all be within 8 squares and line of fire of each other. Place A in B. If A is a character, it must be a single base character and possess the HeroClix Tiny Damage Symbol or HeroClix Standard Damage Symbol symbol. If A is an opposing character, make a close or ranged combat attack that deals no damage against A, and only place the character in B if the target is hit. If A is an object and B is occupied by an opposing character, this character may make a ranged combat attack targeting the character occupying B, dealing object damage and destroying the object. A character that has been placed by Telekinesis this turn can’t use Telekinesis this turn.

2012 Wording: Give this character a power action and designate another target character or object (A) and a destination square (B). This character, A, and B must all be within 8 squares and line of fire of each other. Place A in B. If A is a character, it must be a single base character and possess the symbol. If A is an opposing character, make a close or ranged combat attack that deals no damage against A, and only place the character in B if the target is hit. If A is an object and B is occupied by an opposing character, this character may make a ranged combat attack targeting the character occupying B, dealing object damage and destroying the object. A character that has been placed by Telekinesis this turn can’t use Telekinesis this turn.


Official FAQ

•(Players Guide, 2014):  A character that has been placed via Telekinesis can’t use Telekinesis until the end of the turn.

•(Players Guide, 2014): A friendly character placed via Telekinesis can still be given a non-free action the turn it was moved (though it can’t use Telekinesis).

•(Players Guide, 2014): A figure may not target itself with Telekinesis.

•(Players Guide, 2014): Any reference to an "option" of Telekinesis is resolved as follows. Option 1: A is an opposing character; Option 2: A is a friendly character or A is an object placed with no attack; Option 3: A is an object placed to make an attack.

•(Players Guide, 2014): The third sentence reads: "Place A in B. If A is a character, it must be a single base character and possess the HeroClix Tiny Damage Symbol or HeroClix Standard Damage Symbol symbols."

•(Players Guide, 2014): The last sentence reads: "If A is an object and B is occupied by an opposing character, this character may make a ranged combat attack targeting the character occupying B, dealing object damage and destroying the object."

•(Players Guide, 2014): When designating an object as A and making an attack, the only line of fire required is to square B. The attacked character does not have a line of fire drawn to it and, as such, would not benefit from a hindering terrain bonus (even if the target is using Stealth while occupying hindering terrain). It is still a target of a ranged combat attack, though, so powers like Energy Shield/Deflection, Shape Change and Super Senses would still activate.

•(Players Guide, 2014): A range value of 0 will not prevent a character from using Telekinesis to make ranged combat attacks