] Francesco Rook's Top Seven Power Combinations Here is my Top Seven List of Power Combinations.   This is a list of powers that compliment each other and that can yield the greatest results for points invested. For example, Blade/Claws/Fangs is a great power but alone on your dial, it doesn’t do that much for you two squares away from an opponent. Or at least, not as much as you would like.   7 – Defend and Enhancement : I don’t know of any character that has these two powers on his dial at the same time but you have to admit that this is clearly the basis of a good support piece, if the defense value is high enough of course. This character could actually contribute in two ways at the same time by just standing there and remain free to do ranged attacks on its own. Ex : No one I know   6 – Charge and Close Combat Expert : I know that these two cannot be combined, stop flaming and read until the end of the entry. After you charge your victim, if he’s still up for it, you can add two clicks of damage to his already lowered health on the following turn. Charging a character that is already Pushed (with two tokens) means that you will be able to land both these attacks without getting one on the nose yourself. In this scenario, you just hope that you don’t roll a knockback. Ex : Veteran Ulik.    5 – Charge and Super Strength : Charge is a great power on its own but the sheer damage that you can add with super strength is simply great. With the 3D objects, it’s possible to turn a 4 clicks of damage into a killing 7 clicks of damage while wielding a Coke Machine. Who needs to turn off defensive powers if you can add 3 more clicks of damage? : ) Ex : Rhyno and any other self respecting brick.   4 – Stealth and Outwit : Being able to hide from ranged attackers, while weakening any one target within 10 squares is something you should be looking for. This means that to stop your outwit capacity, the opponent has to walk all the way up to you and even then, needs to block your LOS or damage the Outwit right off your dial. I know this is cancelled by trick shot or the Ultimates Team Ability but let’s say this is valid for most of the cases out there. The best power to add to all of this would be BCF, that way you could actually make the opponent pay dearly for walking up to you. Ex : Veteran Mysterio or Veteran Kraven   3 – Charge and Blade/Claws/Fangs : You get to move across part of the board and then inflict up to 6 clicks of damage. This power combo is a given on this list. As great as charge is on its own, this has the fun aspect of gambling for clicks put right into it : ) Ex : Ultimates Sabertooth.   2 – Flurry and Blades/Claws/Fangs : Two attacks of (possibly) 6 clicks of damage in one turn using one action. Do I really need to explain this further? Doing this to a character that’s pushed might mean that he doesn’t get to attack again for the rest of the game. Ex : Ultimates Sabertooth    1 – Hypersonic Speed and Super Strength : Being able to move across the board, pick up a Heavy Object, strike down an opponent and run away like a little girl on one action token will always be the best strategy in my book. It is even better if you can find these powers on a character that has flying as you can ignore the effects of hindering terrain. : ) Ex : Count Nefaria or KC Superman for a flying version.   francescorook@hotmail.com