Deadpool

This Mutate Mercenary is designed to deal a lot of damage and take a lot of damage, relying on his Healing Factor -- and if necessary, his Teleporter Belt -- to keep him alive.

Abilities
Mercenary (class ability): Deadpool can be considered any class for purposes for leadership abilities but does not gain other class benefits.

'''Bang! Bang!:''' After attacking with Deadpool, you may make 1 additional attack against the same figure or a different figure.

@#$&! Teleporter: Deadpool begins the game with the Glyph of Teleportation Belt on this card.

Oof, Right Up Main Street: If Deadpool is attacked, you may choose not to roll defense dice. If Deadpool is not destroyed by the attack, Deadpool may immediately make 1 attack against the attacking figure.

Healing Factor X: At the end of each round, remove 1 Wound Marker from this card. If the ‘X’ Order Marker is on this card and was not revealed this round, remove 1 additional Wound Marker.

Strategy
The trick to using Deadpool effectively is to stay in character: He's an assassin -- an annoyingly mobile and durable assassin. Teleporter Belt makes it easy to grab the high ground, from which he can unleash two 6-die attacks per turn. On average, that's two wounds PER attack on a 4 Defense hero -- or four wounds in a turn, which will drop many heroes. Keep in mind, though, that Deadpool's Defense (4) is only average, and Healing Factor X doesn't kick in until the end of the round, so don't let him take too much damage all at once. When in doubt, Teleport away and live to fight another day ... or at least another round.