PBF - The Four Legacies

I only have one power so I use Atomic Glare for net 3 energy damage [29].  

Don't forget that Iron Legacy heals after you use Gung Ho and Atomic Glare, so he'll be at full HP after Greatest Legacy's turn.

Finest Legacy

HP: 27
Hand: Back-Fist Strike, Danger Sense, Next Evolution, Superhuman Durability
Play:
Trash:
Effects:

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Start:
Play: Danger Sense; Iron Legacy deals 3 projectile damage to Finest Legacy [24]
Power: Galvanize; Iron Legacy heals 2 [32]
Draw: Take Down
End:

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HP: 24
Hand: Back-Fist Strike, Next Evolution, Superhuman Durability, Take Down
Play: Danger Sense
Trash:
Effects: Immune to Environment damage

He was at full health before Gung Ho and Atomic Glare went off.   So on your turn after Galvinizing he'll only be down one HP

Don't forget, he heals after every power use, not just the first.

-Gung Ho

--Heal YL 1
--Atomic Glare

---Deal 3 damage to Iron Legacy

--Iron Legacy heals 2 (from Atomic Glare)

-Iron Legacy heals 2 (from Gung Ho)

So, Iron Legacy is at full hit points after all of that.

He heals when the power is triggered.  So he was at full initially and couldn't heal. Then he is dealt the damage.  That's how I read it. 

A power resolves fully, then activates triggers based on using powers

Doesn't the effect of IL happen on using the power, not resolution?

GL uses a power, which heals IL 2 (he's already at full)

GL chooses YL to use a power

YL uses a power, Which heals IL2 (he's still already at full)

YL chooses to targets IL and hits him for net 3.

Or am I completely wrong?

 

EDIT: Curses! Ninja'ed and pointed out I am wrong, how horrible.

My question though is do I play an Inspiring Presense?  It'll make Demoralizing Presence hurt for one more on ILs turn. 

It’s based on the Bio-Eng Toxic Seaweed ruling. You can use Bio-Eng to destroy Toxic Seaweed and not take any damage, because Toxic Seaweed only triggers after the power resolves.

Well I guess I’ll just bring more pain on

America’s Newest Legacy

HP: 26
Hand: Bolster Allies, Surge of Strength, Inspiring Presense, Danger Sense


Start
Play: Inspiring Presense each hero gains 1 HP GL[23], FL[25], and myself [27]. I take 3 damage from IL [24]
Power: Atomic Glare - I deal net 5 energy damage [27] and IL heals for 2 [29]
Draw: Fortitude
End

HP: 24
Hand: Bolster Allies, Surge of Strength, Danger Sense
In Play: Inspiring Presense
Trash:
Effects: Increase damage by heroes by 1

Which is sort of the opposite of the Informant ruling - where the Informant triggers a card play before the hero's card play can potentially destroy her.

Though the latter mainly discussed card play as a trigger rather than power use as a trigger.

-  Given that I'd probably have been better off using Gung-ho on Finest Legacy to get a Galvanize maybe.

Galvanize would have been worthless, since it would have worn off on my turn.