Unit
7 sidestep |
7 sidestep |
6 sidestep |
6 sidestep |
5 sidestep |
5 sidestep |
4 flurry |
4 flurry |
KO |
KO |
|
12 special |
11 special |
11 penetrating/psychic blast |
11 penetrating/psychic blast |
10 special |
10 special |
10 steal energy |
10 steal energy |
KO |
KO |
|
18 special |
17 special |
17 special |
17 special |
18 invincible |
17 invincible |
17 invulnerability |
17 invulnerability |
KO |
KO |
|
4 special |
4 special |
3 ranged combat expert |
3 ranged combat expert |
3 close combat expert |
3 close combat expert |
3 special |
3 special |
KO |
KO |
|
slot | 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
EXTERNAL THREAT ANALYZED Shape Change. // Super Adaptoid can use the EFFECT of all equipment equipped to opposing characters within range and line of fire.
HAMMER & HEX BOLTS Energy Explosion, Force Blast, Quake. // If Super Adaptoid is 150 points, when it uses Energy Explosion or Quake you may choose a targeted character. Opposing characters within 2 squares and line of fire of the chosen character become targets as well.
SHIELD & DENSITY SHIFT FREE: Choose one to use until your next turn. If Super Adaptoid is 150 points, choose two instead:
- Energy Shield/Deflection
- Impervious
- Super Senses
ARROWS & IRON FISTS FREE: Choose one to use until your next turn. If Super Adaptoid is 150 points, choose two instead:
- Modify attack and damage +1
- Super Adaptoid deals penetrating damage
- When Super Adaptoid attacks, opposing characters can't use Shape Change or Super Senses
APPEARANCE: AVENGERS: EARTH'S MIGHTIEST HEROES #4 (2006)