Probability Control is the one power I will almost never build a team without. I just don’t trust my dice rolls to not come up snake eyes at a critical moment, and I like having some assurance of my opening hit landing.

In this article, we’re gonna take a look at some of the nuances of Probability Control and some things for newer players to remember when planning to use it.

Want to reroll those bad dice like a pro? Keep reading!

No matter how well you build teams or set up your opening assault, you will eventually find yourself at the mercy of the dice. Probability Control is the best means at your disposal of thwarting the malevolent will of the dice.

Let’s start with the basics: what is Probability Control, and how does it work?

Unmaking Reality: Breaking down Probability Control

Probability Control: Once during your turn, this character allows you to reroll one of your rolls, ignoring the original roll. A character using this power must be within range (minimum range 6) and line of fire to the character for which the original roll was made. Using the same rules, once per round during an opponent’s turn, this character allows you to force that opponent to reroll one of their rolls, ignoring the original roll.

There’s a lot there. Thankfully, the basics are very simple. Once on your turn, and once on your opponent’s turn, you can have a roll be ignored and rerolled. Do take note of the limitations!

The character using Prob must have range (which in this case is set at a minimum of 6 for characters with lower range than 6) and line of fire to the character making the roll. More on this in a moment.

Prob can only be used for the roll of the “active” player. So you can reroll your own attack rolls and those of your opponent, but not things like Shape Change, Super Senses, or Impervious that occur when not the “active” player.

Most of the time, Probability Control just happens. The opponent is attacking your DP036 Bullseye? BAM. Probability Control. You go to attack them back? BAM. Probability Control. There’s no real work that goes into it. That’s not always the case, though. There are some occasions where skillful play (or, if you’re like me, lack thereof) can impact your ability to take advantage of Prob.

Altering Reality: Getting the Most out of Probability Control

The first limitation of Probability Control clues us in to a couple of things we always need to be aware of, especially if we’re using a support piece just because they have Prob. If they’re out of range or can’t see the target, they are sadly a waste of points!

Always, always, always consider the position of your figure that has Probability Control.

Generally, you can see your own friendly figures, and won’t have to worry too much. I have seen it happen with large teams, however, where you will inadvertently block your own figure’s line of fire and not be able to reroll an attack. Trust me when I tell you, that sucks. Don’t be that guy (me)!

On your opponent’s turn, remember: you need line of fire to their attacking figure, not your defending one! I have seen tons of newer players, myself included, make this simple mistake. Just remember that you’re rerolling for the figure making the roll, which will be the attacker. This can be tricky, as a wily opponent will attempt to position in a way that blocks your line of fire. Do anything you can to avoid this without risking losing the figure!

Lastly, remember your range. If you have a range of 6 and your opponent attacks you from 8 squares away, you’re out of luck!

Take advantage of these ideas when your opponent is packing Prob, as well. If they’re relying on a support figure behind their front line to provide Prob, either outrange it with your attacks, or use their own figures to block the line of fire they need. At worst, they won’t be able to use it at least for your turn. At best, they’ll reposition the support figure and perhaps give you an opening to take it off the map!

Odds and Ends

Yes, the use of the word “Odds” is a Probability Control pun, and I’ll admit to being quite pleased with myself for using it.

Just a couple of notes and bits of miscellany about Prob:

Probability Control is not an action of any kind. Feel free to use it even in situations where Free Actions might be limited.

There are powers that mimic the effects of Probability Control but are not specifically this power. They are generally free from the limitations and can be used on defensive powers as well. The most notable is GOTG052 Rocket Racoon’s special damage power which allows reroll of anything.

Per a recent Wizkids ruling, Probability Control is limited to 6-sided dice. Sorry, Felix Faust and Doctor Strange.

Lastly, there’s a special variant of Probability Control granted to named keyword theme teams. They may use it one time per 100 points of the build total. Per the core rulebook, the following limitations are applied to Themed Team Probability Control:

Must possess the keyword that establishes the theme of the force.

Must not have already been given a non-free action this turn.

Must not be able to use Probability Control through another game effect.

Must not have used Probability Control in this way earlier in the turn.

Must immediately be given an action token (this does not affect your action total for the turn).

Note that, based on a recent Wizkids ruling, the third point no longer applies…though if you can use regular Prob over a Theme Team Prob, you should.