Doctor Doom

Doctor Doom
As ruler of Latveria, Doom commands other figures -- even those in other armies thanks to Mind Control. A high Defense and Magical Combat make him harder to kill than his 5 Life would indicate, and he can choose any type of ranged attack to exploit his opponents' weaknesses.

Abilities
Flight (symbol) - Figures with the Flying ability may choose, before moving, to start flying, and while flying, figures move as normal, but ignore elevations and obstacles, as well as engagement with any figures they may pass over. If a figure begins flying while engaged, they automatically take all leaving engagement attacks even if they do not move away from these figures.

Super Strength (symbol) - Figures with Super Strength do not take normal or major falling damage. If a figure with Super Strength wounds an adjacent figure that does not have Super Strength with an untyped attack, you may move the wounded figure 1 space. A figure so moved does not take leaving engagement attacks.

Magical Combat (symbol) - Attacks made by figures with the Magical Combat ability are considered MAGIC attacks. If a figure with Magical Combat rolls at least 1 shield when rolling defense against a non-MAGIC attack, the most wounds it can take from that attack is 1.

Magic and Science - When attacking a non-adjacent opponent, you may choose which type attack to consider that attack.

Diplomatic Immunity - When Doctor Doom would be destroyed, roll a 20-sided die. On a roll of 17 or higher, place Doctor Doom in his army’s starting area and remove all Wound Markers from this card.

Doom Commands It - Before taking a turn with Doctor Doom, you may take a turn with 1 Hero or 1 squad you control.

Mind Control (Magic) - After taking a turn with Doctor Doom, you may choose 1 Unique Hero figure within 4 clear sight spaces of Doctor Doom. Roll the 20-sided die. If you roll a 17 or higher, immediately take a turn with the chosen Hero. At the end of that turn, control of the chosen Hero returns to the player who controlled that Hero before the Mind Exchange. All Order Markers that were on the chosen Hero’s card will stay on the card.