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.
* 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 (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*.

**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.

### 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