Injustice League

## **Injustice League Faction Strategy**

**Overview**
As a dark mirror of the Justice League, the Injustice League (IJL) is centered on Injustice Marker "hubs", acting as the leaders of the faction. These designs gain markers only via drafting units from specific classes tied to that character, as we will detail below. The markers gained can then be spent during play to gain a bonus for your team.

Antagonist is the class shared by all marker hubs, and a lot of Antagonist designs were built specifically with the marker hubs in mind, to make great use of the bonuses granted by spending the markers.

This guide is geared around Antagonist-centered armies, but each marker hub is also designed to work with their thematic allies without any other specific Injustice League designs. For example, you can build a solid army of Gorilla Grodd (IJL) or Reverse-Flash (IJL) alongside the Rogues, or pair Joker (IJL) with other Gotham City villains.

**Leaders**

The marker hubs are going to act as your "leaders" in a way that you'll always want one or two of them to build your army around.

* Lex Luthor (Injustice League) (185) - Lex is the strongest IJL leader, as he provides passive benefits without ever leaving your start zone. Lowering the defense of enemies and saving your Order Markers when an ally falls allows you to keep a strong offensive presence consistently. Lex's *Legion of Doom* subtracts from opponents' d20 rolls, and much of the faction is built around opponents rolling a d20 to work well with this mechanic. I typically start spending his Injustice Markers in Round 2.
* Gorilla Grodd (Injustice League) (285) - Grodd provides turn efficiency, offering a double turn once per round. He's a solid beatstick in his own right as long as you send him after weaker figures (to maximize his chances of getting a second attack from *Pounding Fists*).
* Reverse-Flash (Eobard Thawne) (295) - Reverse-Flash offers some free movement and potential autowounds. While the unblockable attack dice from *Legion of Zoom* are nice, don't be afraid to spend a marker just to move an ally up. And sometimes just repositioning is worth it. Reverse-Flash is really nasty offensively with *Phase Attack*, but he is fragile on defense. Try and zip in and out of engagement to keep him at a safe distance from the enemy.
* Joker (Injustice League) (245) - Joker offers some unique tricks to the faction, automatically ending an opponent's turn when an ally is destroyed and then repositioning your army. Joker pairs well with anyone who can roll the 20-sided die to get more chances to activate *Pernicious Prankster*.
* Vandal Savage (335) - Vandal doesn't use Injustice Markers, but he functions as a leader all the same. *Planned For Centuries* gives Vandal’s army one round where they get double turns - this can be a big momentum swing in your favor. *Chessmaster* is very useful to move one of your figures out of an enemy's threat range, or just to help move everyone up in the early game.

**Tailored Inclusions**

There are other options that can still be successful, but the following were designed specifically around working well with the Injustice League hubs.

* Bizarro (330) - Bizarro's *Villainous Duty* makes him a protector unit of sorts for the rest of your army. *Heat Breath* is a very useful pod clearer.
* Black Adam (380) - Black Adam is a big flying beatstick. His two d20 powers combo well with Joker, and *Wisdom of Zehuti* allows some OM flexibility in an IJL army without relying on Lex Luthor.
* Black Manta (230) - Black Manta has a versatile special attack, and *Concussive Energy Beam* combos well with it. However, Black Manta is extremely fragile for his cost, so you need to pair Black Manta with defensive figures like Giganta or Clayface to get the most out of him.
* Brainiac (II) (455) - Brainiac is expensive, but offers a solid boost to an army with his *12th Level Intellect*. *Mind Melt* allows him to crowd clear or land a big attack on a single enemy depending on what you require.
* Cheetah (Barbara Ann Minerva) (275) - Cheetah should go after figures who are hurt by reduced defense, or figures with many wounds on their card. She pairs well with figures that reduce the defense of opponents (increasing the odds that *Opportunistic Predator's* autowounds activate), such as Lex Luthor, Sinestro, or Deathstroke.
* Clayface (Basil Karlo) (II) (265) - Clayface is a hard-to-kill lockdown figure for the faction. *Claymation* can pull enemies into engagement, and then they're stuck there. While stuck enemies subtract 3 from their d20 rolls - comboing well with many other designs in the faction. Clayface pairs especially well with figures such as Giganta or Bizarro whose powers activate off of opponents attacking other figures, but he really works well with the entire faction.
* Darkseid (II) (520) - Darkseid works best with Parademons, but he's a solid expensive juggernaut to use with the Injustice League as well. His *Omega Effect* can recharge Injustice Markers, which is useful as you often won't have the points to fully equip your markers due to how expensive Darkseid is.
* Deathstroke (II) (285) - Deathstroke is a solid beatstick, and his *Tactical Sabotage* reduces the defense of nearby opponents. Pairs especially well with Cheetah, but Deathstroke works well with any of the Injustice League figures. Deathstroke is the same cost as Gorilla Grodd, so you can swap the two freely in the suggested armies.
* Doctor Light (190) - *Blinding Light* can shut down some enemy bonding powers while protecting your own army from ranged attacks. Get Doctor Light into position then attack with stronger figures.
* Doctor Psycho (175) - Psycho can disrupt enemy synergies with his *Nightmare Projection* aura. And it's a hard aura to erase once Psycho is in place, as Psycho punishes the enemy for attacking him with his *Reactive Mind Control*.
* Giganta (235) - Giganta is a bruiser of the Injustice League faction. She's hard to kill quickly, has some powerful attacks, and *Antagonistic Deterrent* keeps fire off her allies. Get her into position early so she draws fire and can land her special attack.
* Poison Ivy (I) (165) - A supporter, Poison Ivy slows down the opponent so you can have more time to move your army forward. *Pheromone Seduction* is a risky power but is game-changing if it lands.
* Scarecrow (Injustice League) (170) - Scarecrow is meant to shut down an enemy with his Fear Markers. Scarecrow works well with Lex Luthor or Clayface, as both subtract from an opponent's d20 rolls, to keep the *Fear Hallucinations* going. He's fragile though, so keep him protected.
* Sinestro (250) - Sinestro's *Yellow Light of Qward* defense subtraction combos especially well with Cheetah's *Opportunistic Predator*, which activates when a defending figure rolls no shields on defense. Combine that with Lex Luthor's *Legion of Doom* and you'll be subtracting even more defense dice from opponents!
* Thinker (225) - Thinker provides some mind games with your opponent via his *Outthink The Thinker* power. He doesn't have great stats, but his *A.I. Possession* is handy, especially since you can use it on friendly figures.
* Solomon Grundy (II) (355) - Grundy is a big tough beatstick, and making the most out of *Grundy Crush!* is key. Pair him with figures like Lex Luthor and Clayface so opponents subtract from their d20 rolls, increasing the chance of back-to-back autowounds.
* Ultra-Humanite (255) - *Mental Machinations* can cause major trouble to enemy pods, though it requires Ultra-Humanite to be in the thick of things. Try to activate him only late in the round to avoid the negative penalty of *Maniacal Gloating*. *Mind Transference* isn't something you'll want to use every game, but if Ultra-Humanite is almost dead and there's a good enemy body to steal, go for it!

**Army Build Examples:**

800 Points

* Vandal Savage (335), Cheetah (275), Doctor Light (190)
* Lex Luthor (185), Doctor Psycho (175), Sinestro (250), Doctor Light (190)

900 Points

* Lex Luthor (185), Cheetah (275), Sinestro (250), Doctor Light (190)
* Gorilla Grodd (285), Deathstroke (285), Bizarro (330)
* Lex Luthor (185), Gorilla Grodd (285), Clayface (265), Poison Ivy (165)
* Vandal Savage (335), Giganta (235), Bizarro (330)

1000 Points

* Lex Luthor (185), Gorilla Grodd (285), Reverse-Flash (295), Giganta (235)
* Lex Luthor (185), Gorilla Grodd (285), Icicle (150), Black Adam (380)
* Lex Luthor (185), Gorilla Grodd (285), Cheetah (275), Sinestro (250)
* Lex Luthor (185), Deathstroke (285), Cheetah (275), Ultra-Humanite (255)
* Reverse-Flash (295), Poison Ivy (165), Cheetah (275), Clayface (265)
* Joker (245), Reverse-Flash (295), Solomon Grundy (355), Doctor Psycho (175)

1100 Points

* Lex Luthor (185), Deathstroke (285), Cheetah (275), Solomon Grundy (355)
* Lex Luthor (185), Gorilla Grodd (285), Black Adam (380), Sinestro (250)
* Joker (245), Clayface (265), Solomon Grundy (355), Giganta (235)
* Gorilla Grodd (285), Reverse-Flash (295), Doctor Light (190), Bizarro (330)
* Vandal Savage (335), Reverse-Flash (295), Sinestro (250), Bizarnage (220)

1200 Points

* Lex Luthor (185), Gorilla Grodd (285), Cheetah (275), Brainiac (455)
* Lex Luthor (185), Vandal Savage (335), Doctor Light (190), Ultra-Humanite (255), Giganta (235)

Important Links

* Ultraman
* Reverse-Flash (Eobard Thawne)
* Gorilla Grodd (Injustice League)
* Amazo
* Lex Luthor (Injustice League)
* Joker (Injustice League)
* Bizarro
* Black Adam
* Black Manta
* Brainiac (II)
* Orange Lantern (Lex Luthor)
* Bane (Antagonist)
* Cheetah (Barbara)
* Vandal Savage
* Giganta
* Clayface II
* Darkseid II
* Bomb Queen
* Prometheus
* Sinestro
* Solomon Grundy II
* Ultra-Humanite
* Deathstroke II