First development of the 4 of this character’s different developments:

  • RescueHaxpicture
    starstarstarstarstar
    Power3AbilityAbility unlocked at
    Damage1BonusSupport: Attack +3
  • RescueHaxpicture
    starstarstarstarstar
    Power5AbilityAbility unlocked at
    Damage2BonusSupport: Attack +3
  • RescueHaxpicture
    starstarstarstarstar
    Power7AbilityAbility unlocked at
    Damage3BonusSupport: Attack +3
  • RescueHaxpicture
    starstarstarstarstar
    Power7AbilityCourage: Power +3
    Damage5BonusSupport: Attack +3
Ability

Ability of Hax:

Courage: Power +3

When played first in the round, Hax's Power is increased by 3. If Hax is played second in the round, their Power is equal to the amount shown on the card.

Bonus

Bonus

Support: Attack +3

Rescue’s attack points are increased by 3 points for each character belonging to Rescue’s clan and who is part of their team. Remember that Rescue is also taken into account.

36 comments about Hax

Tuesday 05/10/2010, 05:48

The way its starting to look for ELO Hax is probably gonna be the next card banned from ELO and GOD help us if they ban Kerry if that happens the Rescue clan is useless I mean you can try to use them in type1 but everyone is going to be useing an Uppers deck which is a pain in the ass so please unban some Rescue cards at least. RATE GREEN IF YOU AGREEsmileysmileysmileysmileysmiley

Monday 02/06/2008, 13:35

Okay, his name is Hax, because he is a living cheat code. Lets run the numbers.

At level 5 he gets a base of 7/5.
From there you add the Courage: +3 Power to get a 10/5
Now we add in the Clan bonus, because there isn't anyone who is foolish enough to run a split Rescue deck. We have Attack 22 / Damage 5. And that without a single pill.

In order to match that just about any other card will require the use of three pillz. Forget blocking, and with Random you're still likely to have him tear through your lines. As an opener or a finisher, all you have to do is spend 2 pillz on him to get 42 attack with an upper range of 7 Rage damage in one go. Conditionals be damned, because everyone who'll play him knows how to weasel that obvious power out of this powerhouse. And even as a bluff, he'll either win by default due to his overpowering starting Attack, or cause your enermy to blow five or more pillz trying desperately to stop him.

I just want to know why this guy is still legal. The +3 courage I can live with (BARELY) but in conjunction with the Clan Bonus he is unstopable. You should have named him Juggernaut.

He ranks right up there on the cheapness scale as the Clan bonuses for the Uppers and Montana. And people have noticed this because his sell price has increased, so get him soon or not at all.

Seriously, am I the only person playing Pussycats and Fang Pi Clang? I must be because everyone is always surpised when their "Two Turn Kills" fail miserably.

Monday 25/04/2011, 22:53

Why is he so expensive, when I have never seen him even once in any game mode?

Rate up if you're confused too.

Thursday 26/02/2015, 11:14

Hax
Rescue
5 stars
7/5 courage power +3

I know many people look over Hax, but hes an amazing card, just a raw power house that can go toe to toe with the best of them. The damage of 5 on a 5 star isn't ideal, but with cards like Glosh, Kerry, Buckler, that can fill out extra damage on lower star counts. I think Hax truly shines in T2 where he can open up or go in the third round to finish almost anyone off. It's all about timing, and can be used to take out serious threats you face. Look lets face it Rescue's Base power for cards isn't that high, a potential 10 power with support +3 attack is just devastating. I feel he fits well in ELO now also due to the 14 health, its harder to knock out the opponent, and becomes a round to round win situation

T2 9/10 He's amazing here and really shines doing whath e does best uppercutting mofos out the window.
T1 7.5/10 He's still a great card, but the lacking damage kinda hurts
ELO 8/10 I am telling you guys give him a shot, and it might surprise you.

Overall

Friday 22/02/2008, 18:44

Hax
faster than a speeding bullet
stronger than a locomotive
able to leap tall buildings in a single bound (although you can just walk around it..lol..)

Sunday 16/08/2009, 16:57

lvl1 art: definetely the best out of them all.
lvl2 art: alright.
lvl3 art: not that good.
lvl4 art:looks horrible. they should have reversed the order in my opinion that would have been alot better.

Friday 11/10/2013, 18:19

It's been about 5 years since Hax's release if I'm not mistaken, and I've always thought of him as "that card that people agree is good but never use". It's been on my mind for a while so I've decided to do a proper review to decide how well he fares in today's 14-life elo environment.

Hax:
5*
7/5
Courage: Power +3

Pros:
-base 7 power is good for Rescue, whereas other clans might have quite a few more 8 base powered cards.
-With his ability, his power reaches an astronomical number of 10.
-10 power and +12 attack means that you'll be having 22 atk without any extra pillz, 32 atk with a single pill, and 42 atk with 2 pillz, etc etc. this means that sending Hax out usually makes for an easy free or low-cost victory.

Cons:
-Predictability for the "Courage" condition. Pretty obvious.
-5 damage. It might not have been that bad during the 12 life days, but 5 damage, imo, is not enough in the 14-life environment -- ESPECIALLY with heal, +life, and DR floating around.
-competition with other 5* in terms of utility. Hax's low damage for a 5* turns possible 2hkos with Sledg or Cliff into 3hkos, and he has no other utility.

Conclusion: Hax can reach massive levels of power, but IMO in this 14-life elo format the low 5 damage holds him back a lot, often getting DR'ed into 2 or 3 and almost wasting your 5* slot...

The competition for the 5* slot is fierce:

Cliff has SoA and the amazing 8 damage
Sledg's ability solves one of rescue's most glaring weaknesses, SoB
Pastor has respectable stats and a very good DR ability
Reeve can reach a high power of 8 while retaining a high damage of 7
Aurora has the same base stats but 3 more life gain, which also makes her less susceptible to DR
Nancy's conditional ability can create astounding life gaps.

With so much more varied utility from today's Rescue 5*'s, I personally don't think Hax's 5 damage is worth the 5* slot in the current ELO environment. Pam reaches 24 atk with no pillz, which is 2 more than Hax at no pillz, and with the same damage of 5... all the while only being a 3*.

However, this doesn't change Hax being a powerful beast who, while having low damage for a 5*, can deliver it very easily.

7/10

Friday 11/10/2013, 18:20

Correction: 6 years*... I really need to learn to proofread better. Or maybe it's my maths.

Tuesday 17/04/2012, 02:37

Everyone is wondering why this card is so much like Azgroth butt heir both drawn by Phalliode. so yep the art is similar as are the stats.

rate green if this helpedsmiley

Sunday 29/04/2012, 09:10

Hax is a goood card for attack but he's only 10/5 and what will happen if another card lowers its 5 attack:confused

Wednesday 08/08/2012, 15:43

Transformer 91 - Guru - Craziest Canucks
Sunday 13/05, 19:59
Sting is better

So, you are gonna use Sting in your Rescue deck?

Tuesday 21/08/2012, 08:41

@canopusHOA
I do agree with you, but that's what make him so good; you come into a fight with him and no-one has any idea what to do against him except just say screw it and DR; especially in elo.

Sunday 18/10/2015, 12:31

I just got Hax in the final mystery crate.. awesome smiley

Tuesday 14/09/2010, 01:01

Hax+Bonus+Ambre=Badass!!
i would say =chuck norris, but chuck norris has way better damagesmiley

Sunday 04/09/2011, 23:53

smiley RATE smiley if you think the art should be reversed! smiley

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