John Constantine (Post-Flashpoint)

==Summary==
John Constantine, sometimes known as The Hellblazer, is an occult detective and scammer from Liverpool. Despite him having good intentions and typically wishing to protect the world, John's extreme methods have often put him at odds with other heroes: John is a very pragmatic man, and is willing to sacrifice others to save more, or even to protect himself, though it greatly hurts him to do so.
While John's backstory is mostly unknown thanks to his own attempts to obfuscate it, it is known that his introduction to magic led to the accidental death of his parents. Some years after that, he moved to New York to study under Nick Necro, a powerful sorcerer who also had Zatanna Zatara under his wing at the time. John quickly fell in love with both of them, and the trio entered a romantic relationship as they fought occult threats like the Cult of the Cold Flame, but Nick's obsession with certain obscure magic texts, the Books of Magic, drew him away from Constantine and Zatanna, eventually leading them to betray him. He would eventually come back to try and haunt their lives, but back then John and Zatanna remained a couple for a while until John caused her father to die during a spell gone wrong.
While John Constantine's past is filled with much more darkness and blood than this, he is still a hero deep down, and has often fought alongside the Justice League and been a founding member for the Justice League Dark, a team assembled by Madame Xanadu to protect the world from mystical threats.
==Powers and Stats==
Tier: , up to at least , likely higher with magic
Name: John Constantine, The Hellblazer
Origin: DC Comics
Gender: Male
Age: Unknown
Classification: Human
Powers and Abilities:
<tabber>
|-|Base=
Superhuman Physical Characteristics, Genius Intelligence, Martial Arts and Weapon Mastery (Threw an axe with enough precision to kill a vampire after using it to defeat some others.Justice League Dark Vol 1 7 Can brawl against large groups of enemies, and has a tendency to pick up anything available to use as a weapon.Justice League Dark Vol 1 0The Hellblazer Vol 1 16 He's also aware of how to fight as an astral projectionConstantine Vol 1 6), Social Influencing (Known as the world's greatest con man, John is incredibly skilled in scamming others,Constantine Vol 1 5 tricking them into following his plansConstantine Vol 1 18 or gathering the right material to force them to,The Phantom Stranger Vol 4 4 as well as simply lying in a very convincing mannerConstantine Vol 1 16 and talking his way out of any situation,Constantine Vol 1 2 using his smarts alongside his own powers to fool beings much stronger than him,Constantine Vol 1 23 even when he has absolutely nothing to offer.The Hellblazer: Rebirth Can make people who strongly dislike him start to like him in the span of a conversation,The Hellblazer Vol 1 5 even if they don't understand English. Caused an enemy of his to blurt out the truth to get his sidekick to betray him. Constantine's sheer ability in talking is such that he can predict how to direct any conversation to the result that will fit his goals.The Sandman Universe Presents: Hellblazer Vol 1 1 Even under the insanity caused by a spell, he convinced an entire town under the same effects that he should be their king, with them accepting his every order despite their hyper-aggressive state.Swamp Thing Vol 5 22Swamp Thing Vol 5 23 John is so charismatic that people fall for him even when he isn't really trying to appear attractiveThe Hellblazer Vol 1 18), Extrasensory Perception and Enhanced Senses (Can sense magic and even whether it is evil or not.Animal Man Vol 2 15Justice League Dark Vol 1 12 Can see normally invisible demons and ghosts.All-Star Western Vol 3 24Constantine: The Hellblazer Vol 1 1 Sensed when the Swamp Thing used his connection to The Green to spy on an area he was in. Can feel all events happening around him), Preparation (John holds in-depth knowledge about most members of the Justice League, Justice League Dark and other superhuman beings,Justice League Dark Vol 1 14 being aware of weaknesses most don't know of,Justice League Vol 4 73 and has seemingly developed plans to defeat them if necessary. Has imprisoned gargoyles to released them when needed and set up protective but temporary wards ahead of dangerous encounters.Justice League Dark Vol 1 13 Knows how to hide places of interest from opposing mystical forcesConstantine Vol 1 18), Instinctive Reaction (Instinctively conjured up a forcefield to protect himselfJustice League Dark Vol 1 19), Stealth Mastery (Is a very skilled pickpocket and can rapidly identify ongoing scams, and knows how to start cars by crossing their wiresConstantine Vol 1 4Constantine Vol 1 19), Breaking the Fourth Wall (Addressed the audience after narrating one of his adventures), Probability Manipulation (Thanks to Synchronicity Wave Traveling, John can cause unlikely events to happen, often leading him into situations advantageous to him or his goals)
|-|With Magic=
Magic, Sealing (Can create magical circles to keep demonic entities out.Justice League Dark Vol 1 5 Locked a door with seven seals that the Swamp Thing was unable to break through.Justice League Dark Vol 1 25 Bound Deadman to a body he was possessing.Justice League Dark Vol 1 26 Believed he could seal The Spectre, albeit with great cost.Constantine Vol 1 10 Can track the location of the one who summoned the exorcised beingJohn Constantine: Hellblazer Vol 1 5), Purification (Can draw spirits out of whoever they're possessingConstantine: The Hellblazer Vol 1 6), Teleportation (Can teleport himself and others, or the bullets out of a loaded gunConstantine Vol 1 2), Creation and Light Manipulation (Created a small sun to weaken a vampireI, Vampire Vol 1 4), Fire Manipulation (Can amplify any flame, even one as small as his lighter's, into huge blasts of fire.Animal Man Vol 2 14 His precision with this ability is such that he can draw things in fire.All-Star Western Vol 3 25 He can also just shoot fire out of his handsTruth & Justice Vol 1 9), Dimensional Travel (Can travel across The Green and escape the Astral PlaneConstantine Vol 1 12Justice League Dark Vol 1 31), Plant Manipulation (Can also use his connection to The Green to manipulate plants), Clairvoyance (Can use divination to pinpoint the location of magic energyCan track the location of the one who summoned the exorcised being), Text Manipulation (Can conjure hidden textJustice League Dark Vol 1 0), Energy Projection (Can fire magic bolts), Forcefield Creation (Defended himself from a huge explosion with a forcefield), Possibly Ice Manipulation (Doppelgangers of John, who shared his knowledge, were capable of casting an ice spell), Absorption (Can absorb tulpas and beings born of his blood back into himselfJustice League Dark Vol 1 20), Paralysis Inducement (Froze Tig in midairI, Vampire Vol 1 17), Soul Manipulation (Seemingly turned a bunch of vampires into spirits and banished them), Power Bestowal (Can empower his cigarettes and other weaponsJustice League Dark Vol 1 26), Fragrance Manipulation, Sound Manipulation and Stealth Mastery (Can dampen the sounds he makes as well as his smell), Damage Transferal (Can damage people remotely by trying a knot.Constantine Vol 1 11 Transmitted a message to Zatanna by carving it in his arm so the same would happen to herJustice League Dark Vol 2 6), Electricity Manipulation and Weapon Creation (Can shoot lightning out of his hands and shape it into weapons), Air Manipulation (Can make himself and others breathe underwater by making air appear around them with an Amphibious Charm), Body Puppetry (Threatened to make Jonah Hex' innards burst out of him.All-Star Western Vol 3 26 Made a man shoot himselfEarth 2: World's End Vol 1 10), Mind Manipulation (Commanded the Swamp Thing to drop him, but he can only use this ability every once in a while. Hypnotized a cashier), Cosmic Awareness Negation (Cut off Swamp Thing from his connection with The Green for several hours), Sleep Manipulation (Put himself in a magic-induced coma with the Mark of Don-Kun-Wen.Trinity of Sin: Pandora Vol 1 6 Can also put others to sleepWonder Woman Vol 5 56), Explosion Manipulation (Shown here), Fusionism (Took part of a spell that fuses two magicians into an evil beastJustice League Dark Vol 1 27), Magic Negation (Cancelled various spells laid by another sorcerer. Temporarily nullified a spell from a much more powerful sorcererConstantine Vol 1 15), Pocket Reality Manipulation and limited BFR (Sent Frankenstein's sword in a pocket dimension to make it pass through himJustice League Dark Vol 1 30), Pain Manipulation (Caused Frankenstein to feel an intense jolt of pain strong enough to knock him out), Retrocognition and Telepathy (Showed Black Orchid her past), Non-Physical Interaction (Could hurt the manifestation of nothingness in an astral planeJustice League Dark Vol 1 31), Empathic Manipulation (Zatanna believed he could cast a seduction spellJustice League Dark Vol 1 Annual 2), Healing (Restored a bit of Swamp Thing's powerSwamp Thing Vol 5 39), Technology Manipulation (Can make an answering machine work without it being plugged inConstantine: The Hellblazer Vol 1 7), Illusion Creation (Can change his appearance or create fake images of himselfConstantine: The Hellblazer Vol 1 8Trinity Vol 1 13), Memory Manipulation (Used some charms to delete or manipulate Brimstone and his friend's memoriesThe Curse of Brimstone Annual Vol 1 1), Energy Manipulation (By tapping into eventual energies surrounding him, Constantine can draw upon much more power than usual, possibly even enough to exorcise HecateWonder Woman Vol 5 57), Metal Manipulation (Can summon chains to bind enemies), Poison Manipulation (Poisoned the ice in Dark Multiverse John Constantine's drinkDark Nights: Death Metal The Last 52: War of the Multiverses Vol 1 1), Time Stop (Can stop time by destroying his watchJustice League Vol 4 59)
|-|With Preparation and Optional Equipment=
Preparation (Has imprisoned gargoyles to released them when needed and set up protective but temporary wards ahead of dangerous encounters. Knows how to hide places of interest from opposing mystical forces), Sealing (Sealed the Trinity of Sin within chains, although they managed to escape.Trinity of Sin: The Phantom Stranger Vol 1 14 Can seal the souls of those he stabs within a dagger he owns. Owns a cube that can be used to seal demons), Holy Manipulation (Carries holy water with him. Can bless any liquid provided he has a crucifixThe Hellblazer Vol 1 22), Dimensional Travel (Can reach the Elemental Realms such as The Green or The Rot with the Key of Houdini.Justice League Dark Vol 1 21 Could move across dimensions with the House of Mystery back when it belonged to him), Summoning (Has summoned the Swamp Thing and The Phantom Stranger, albeit with a goat sacrifice. In a painful, 12-hour spell, he managed to summon the entire Trinity of Sin. Can summon a daemon that can break through any lock), Soul, Thought, Concept, Dream and Energy Absorption and Sealing (The Moonblade is said to absorb all of those things and hold them within itConstantine Vol 1 8), Clairvoyance (Can cast spells to find people he's looking for and place tracking charms on people), Perception Manipulation and Illusion Creation (Managed to conceal an entire universe from Earth 2's Darkseid), Damage Transferal (Can make those who hurt him eventually receive the same damage as him with Turnabout Charms, but he needs to set them up in advance), Sound Manipulation (Swapped his voice and Billy Batson's with a magic artifact to obtain the power of Shazam), Spatial Manipulation (Misdirected space in an alleyway to conceal it), Mind Manipulation (Influenced a witch's subconscious to make her fail every lethal spell she castConstantine Vol 1 17), Empathic Manipulation (With a lot of preparation, John cast a spell that allowed him to completely change the personality of everyone in New York for several hoursConstantine: The Hellblazer Vol 1 13), Life Manipulation (Gave life to a shoeThe Hellblazer Vol 1 8), Memory Manipulation (Knows a spell to witness his forgotten memories tied to any specific place againThe Hellblazer Vol 1 14), Invisibility (Knows a spell to become invisible), Necromancy (Can contact ghosts from the afterlifeJohn Constantine: Hellblazer Vol 1 8), Astral Projection (Can use astral projection, albeit it requires taking hard drugs or fulfilling other unknown alternative methodsJohn Constantine: Hellblazer Vol 1 16), Resistance to Magic (Constantine has many kinds of wards and spells on all of his clothing meant to protect him from magical attacks)
|-|Resistances=
Resistance to Possession (Cannot be normally possessed as his mind is too filthy for most to handle, and can also prevent possession in a more direct way as well as forcefully expel anyone attempting to possess him even after they've entered him), Corruption and Empathic Manipulation (Temporarily withstood the effects of Pandora's Box, which immediately drove Shazam or Wonder Woman into a bloodlusted frenzy.Justice League Dark Vol 1 23 Was unaffected by The Rot for unknown reasons, when every other survivor had some connection to The Red or The Green or other methods of surviving, such as being robotic.Animal Man Vol 2 13 Was immune to a broadcast that induced rage and despair), Fire Manipulation (Withstood a fire blast from a powerful Fire Troll), Madness Manipulation (Withstood the effects of a spell that drives most people insane), Poison Manipulation and Perception Manipulation (Could fight after being dazed by both medical and magical means), Telepathy (Has mental blocks to prevent others from reading his thoughts), Magic (Constantine has many kinds of wards and spells on all of his clothing meant to protect him from magical attacks. John's demon blood greatly lessened the toll the magic he casts had on him, although it was recently removed from his bodyJustice League Dark Vol 2 5) </tabber>Attack Potency: Building level (Cut off the head of one vampire then fought and killed some more, with vampires being strong enough to throw cars. Those vampires had their strength increased by Cain, and were able to restrain and threaten Batgirl albeit in a group. Should be comparable to his durability), up to at least Solar System level (Hurt I, Vampire, who stomped Apollo. Madame Xanadu does not have the power to contrast John's magic. Was considered to be among the five magicians on Earth who could contribute to a powerful spell meant to save the Earth, implying him to be at least somewhat comparable to Dr. Fate and Zatanna, though he is certainly weaker than either of them.Martian Manhunter Vol 4 11 Hurt Frankenstein and Black Orchid with a magic attack), possibly higher (Knows a spell "powerful enough to kill a god", who he believed might stop The Upside-Down Man, though it ultimately failed to scratch him. Still, it should be much stronger than any other attack of hisJustice League Dark Vol 2 3) with magic
Speed: Possibly Peak Human running speed (Could briefly outrun some magic monkeys, with most real life monkeys being able to run at 30 km/h or faster), at least Supersonic+, possibly Hypersonic+ combat speed (Could fight a group of vampires that managed to overpower and surprise Batgirl), up to Massively FTL+ attack speed (Can tag Frankenstein and I, Vampire with his spells)
Lifting Strength: Athletic Human
Striking Strength: Building level
Durability: Building level (Comparable to his striking strength. Survived an attack that smashed him against a wallJustice League Dark Vol 1 29), up to Solar System level with forcefields and seals
Stamina: Superhuman. Walked back to his home and performed a spell after being brutally beaten and stabbed in the stomach.Justice League Dark Vol 1 2 Performed a 12-hour ritual summoning that involved much self-harm. Could fight after being dazed by both medical and magical means. Withstood a night of hellish torture without breaking a sweat.Constantine: The Hellblazer Vol 1 9 Could calmly hold a conversation and weasel his way out of a dangerous situation after being shot with an arrow through the shoulder and beaten up by a small gang of criminals.The Hellblazer Vol 1 20The Hellblazer Vol 1 21
Range: Standard Melee Range, Extended Melee Range with weapons, Varies, up to Multiversal+ with magic (Has been able to tap into The Green. However, note that John's spells greatly vary in range, with him once struggling to cover New York City with a single spell)
Standard Equipment: A lighter and far too many packs of cigarettes, his usual clothes which are covered in magic protections, holy water.
*Optional Equipment: Key of Houdini, Moonblade, axes and guns among other weaponry, The House of Mystery (Formerly)
Intelligence: At least Genius, possibly Extraordinary Genius. John Constantine is very knowledgeable in ancient and occult matters,Constantine Vol 1 1 such as obscure monsters from various mythologies, not to speak of the many, many spells he is able to use and defuse.The Hellblazer Vol 1 15 Learned how to use Zatanna's backwards magic just by having heard her mumble it in her sleep,Justice League Dark Vol 1 3 while she had to endure years of incredibly rigid training to master it. John's sheer magic skill is such that he could threaten even powerhouses such as The Spectre or Swamp Thing. Was the only one among the Justice League Dark to figure out how to seal June Moon and the Enchantress together and that Madame Xanadu was the one to split them in the first place. Despite the (mutual) hatred that almost everyone in the Justice League Dark has shown towards Constantine, he has proven to be a very good leader, coming up with clever plans and being able to adapt them on the spot.Trinity of Sin: Pandora Vol 1 7Justice League Dark Vol 1 9 Knows all about Shazam's origin and powers.Justice League Dark Vol 1 22 Mostly correctly guessed that The Phantom Stranger was only imitating human feelings. Defeated all the Justice League Dark except Zatanna at once while drunk. Came up with a plan to turn a madman's obsession with William Blake against him. As better detailed in his Social Influencing section in Powers & Abilities, John Constantine is known as the World's Greatest Con Man for a reason, with him having shown the ability to adapt his incredible talking and planning skills to basically any situation, to the point that one could say that despite his wealth of magical knowledge, John's best weapon is his cunning.
Standard Tactics: Constantine is typically not a fighter. If possible, he will retreat from a fight to find help or a better strategy. If that is impossible, he is a dirty fighter, sometimes completely forgoing flashy magic spells for more subtle and sneaky tactics if it fits the situation. Other times, he will seek to end the fight as quickly as possible, resorting to techniques that ignore durability in favor of incapacitating or even killing the enemy in some other way.
Weaknesses: Suffers from lung cancer now that his Demon Blood has been removed. Most of his magic has a cost he will eventually have to pay, though this cost will often not be physical, but end up making his life worse by hurting those close to him instead.
Notes:
*Before making any changes to this page, please read and follow the Power-scaling Rules for Marvel and DC Comics
*In Justice League Dark Vol 2 3, John lost access to his Demon Blood, which allowed him to ignore some of the cost of his spells. In future appearances, however, he hasn't been shown to struggle more than before with his magic. As this leaves it uncertain whether he could use the great majority of his abilities, thus making it impossible to know how he might perform in any certain fight, it is advised to give John access to his Demon Blood in VS Threads.
==Notable Matchups==
Victories:
Losses:
Inconclusive:
==References==
Category:Magic Users
Category:Wizards
Category:Comic Book Characters
Category:Post-Flashpoint
Category:DC Comics
Category:Male Characters
Category:Characters
Category:Antiheroes
Category:Heroes
Category:Justice League Dark Members
Category:Neutral Characters
Category:Geniuses
Category:Martial Artists
Category:Weapon Masters
Category:Social Influencers
Category:Extrasensory Perception Users
Category:Enhanced Senses Users
Category:Preparation Users
Category:Instinctive Action Users
Category:Stealth Masters
Category:Fourth Wall Aware Characters
Category:Sealing Users
Category:Purification Users
Category:Teleportation Users
Category:Creation Users
Category:Light Users
Category:Fire Users
Category:Dimensional Travel Users
Category:Plant Users
Category:Clairvoyance Users
Category:Text Users
Category:Energy Projection Users
Category:Forcefield Users
Category:Absorption Users
Category:Paralysis Users
Category:Soul Users
Category:Power Bestowal Users
Category:Fragrance Users
Category:Sound Users
Category:Damage Transferal Users
Category:Electricity Users
Category:Weapon Creation Users
Category:Air Users
Category:Body Puppetry Users
Category:Mind Users
Category:Power Nullification Users
Category:Sleep Users
Category:Explosion Users
Category:Fusionism Users
Category:Pocket Reality Users
Category:BFR Users
Category:Pain Users
Category:Retrocognition Users
Category:Telepaths
Category:Non-Physical Interaction Users
Category:Empathic Manipulation Users
Category:Healers
Category:Twins
Category:Technology Users
Category:Illusionists
Category:Memory Users
Category:Energy Users
Category:Metal Users
Category:Poison Users
Category:Time Users
Category:Holy Users
Category:Summoners
Category:Concept Users
Category:Dream Users
Category:Perception Users
Category:Space Users
Category:Life Users
Category:Invisibility Users
Category:Necromancers
Category:Astral Projection Users
Category:Time Users
Category:Smokers
Category:Alcoholics
Category:Musicians
Category:Exorcists
Category:Ice Users
Category:Probability Users
Category:Water Users
Category:Key Users
Category:Lighter Users
Category:Humans
Category:Tricksters