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For example, in the counterattack mission type, sometimes when you hit the button the enemies will be clumped up.
Even then, I keep thinking it's better to make them beat each other up instead.
It's my main use too.
I love to use it with move card, like Magik Trap Door or Spidey Special Delivery.
By the way, you can kill the Hexed enemy as a last action of the turn to make it explode early. Combined with Hex Mark, you can easily make a 5-8 action turn.
the hex charge card is....useless. it is super situational and just not worth it. even after upgrading and modding it.
It removes the enemy's action for the turn making them instead explode. They can still be moved with knockbacks (unlike bind). It does damage upfront and on explosion.
It's a decent card for what it does.
You'd expect that with it being magic, you could cast it from a longer range than just beyond arm length. Plan accordingly.
I didn't realize it prevented the enemies from taking an action. In all my testing, I tried to use it as a grenade and put it on minions to throw (KB) into someone else on my turn.
It is still very costly, but now I have some new strategies to test.
I personally prefer banish way more as that disables both actions for supervillains and also stops end turn stuffs such as shield dude reguarding or the one giving counter or explosion to someone, and yea can be used defensively as well,basically and upgraded version of conceal... as you cannot take dmg and i think also stops DOTs and provides a drop where you can roll the dice :) funny how nico supposed to be the gambling hero but you can be way more good at it with magiks portals into drops with quick knockbacks lol
I have not seen this behavior on other villians, and have not tested it on other frenzy enemies (yet).