Justice Society of America

## **Justice Society Faction Strategy**

**Overview**

The Justice Society of America (JSA) make up two separate classes in C3G: Mystery Men (the golden age heroes) and the Protégés (the younger heroes). Many of these figures offer synergy to both Mystery Men and Protégés, but some only offer synergy to one or the other. This often can make the JSA tricky to play. Maximizing the mechanical synergy between members is key to doing well with them.

**Important Links**

List of Mystery Men & Mystery Man synergies

List of Protégés & Protégé synergies

**The Leaders**

Every Justice Society army should generally be built around one of these figures, as they provide bonding (multiple turns) to the faction.

* Hawkman (Carter Hall) (220) - The definitive Mystery Men leader. You'll generally want all Order Markers on Hawkman when using him. Try and keep Hawkman safe, as he's relatively fragile and the centerpiece to most armies using him.
* Power Girl (400) - *JSA All Stars* makes Power Girl a combined Mystery Men & Protégé leader (you'll need a mix!). Her leadership powers aren't the strongest compared to other factions, but Power Girl makes up for that by having incredible stats of her own. She's super durable with *Kryptonian Defense* and packs a huge punch with *Indomitable*.
* Magog (330) - Magog leads Protégés exclusively, but does so very efficiently. He offers extreme offense at the cost of defense, making armies built around him rather swingy and full of impactful turns. Generally all your Order Markers should be on Magog when using him.

**The Mystery Men**

* Atom (Al Pratt) (170) - *Society Resolve* can be helpful in niche situations, but otherwise Atom doesn't bring much to the table other than raw stats. *Atomic Punch* can get a key knockout if needed.
* Doctor Fate (Kent Nelson) (I) (290) - Teleportation Spell and Magical Defense alongside his stats is always useful, but Doctor Fate is generally thought to be slightly overcosted. He gets way better on huge maps.
* Doctor Mid-Nite (150) - Can toss *Blackout Bombs* to help his allies' Defense, but he isn't the most reliable or easy to use.
* Flash (Jay Garrick) (220) - Pretty useful supporter, as Jay's *Inspiring Speedster* defense aura makes his allies survive longer. *Disorienting Whirlwind* can pull off some great tricks by moving Order Markers to useless enemy figures or moving enemies out of important auras or away from key allies.
* Green Lantern (Alan Scott) (280) - Alan offers decent offense and some nifty tricks with his various green markers. But he's a bit expensive for what he offers.
* Johnny Quick (Johnny Chambers) (170) - Johnny provides a nifty attack aura, but it requires him to attack an enemy each round to activate it. Try to stick OM1 on Johnny and use hit-and-run tactics to keep Johnny safe, as he's quite fragile when targeted. Using him with multi-attackers like the Tornado Twins is best to maximize his attack boost.
* Johnny Thunder (20) and Thunderbolt (330) - *Say You* requiring an OM on Johnny makes him a tough factional fit, but Thunderbolt offers significant offensive power if you can keep Johnny safe.
* Max Mercury (190) - Max doesn't really offer anything to the JSA, so keep Max in Flash Family builds.
* Mister Terrific (Terry Sloane) (150) - He's a solid support figure, though a couple of his support abilities have some unusual restrictions on them. Still, he's pretty solid for a cheap cost, only really lacking offensive might.
* Sandman (Wesley Dodds) (80) - Decent support for a cheap figure. Send the Sleeping Gas out on OM1 to disrupt your opponents.
* Starman (Ted Knight) (190) - Lots of tricks, but fragile.
* S.T.R.I.P.E. (180) - He is designed to work well with the JSA members with powers involving revealing or removing an Order Marker, such as Stargirl, Hawkman, Atom, and both Doctor Fates. S.T.R.I.P.E. can replace those Order Markers if he inflicts a wound when attacking. This is a very powerful combo with Stargirl and Hawkman especially - though not always consistent.
* Superman (Kal-L) (370) - Basically just a pile of stats. Weak to special attacks.
* Wildcat (240) - *Fight Coach* acts as a buff to one of the Protégés. But Wildcat is also a solid fighter in his own right. His only weakness is that he's a melee ground pounder.

**The Protégés**

* Black Canary (Justice Society) (160) - Great combo with Wildcat since he allows her to reroll the blanks from *Mixed Martial Arts*. Even without him, Black Canary's a solid generalist figure. *Sonic Shatter* is stronger now that Gundams and other DOs are more common.
* Cyclone (170) - *Defying Gravity* gives her allies a powerful speed boost at the start of the game. Following that, Cyclone should exclusively attack with her *Tornado Force Special Attack* to move enemies to low ground.
* Damage (250) - It's worth attacking Damage with your own (weaker) figures to charge up his Energy Markers. Then he can spend them to unleash strong special attacks or autowounds. Positioning Damage properly so *Unstable Energies* doesn't backfire on you is key to using him.
* Doctor Fate (Kent V. Nelson) (270) - *Double Down* requires some luck to use well, but you can minimize the downsides by keeping the "X" Order Marker on Fate. *The Hand of Fate* lets you resurrect an ally, which is a great saving grace if your army would have fallen apart upon the death of a leader.
* Hourman (190) - Hourman is a solid ground pounder, though choosing when to spend his Miraclo Markers can be tricky. Generally it's better to spend them early, as he's the more fragile figure between him and Liberty Belle, and if he lasts past 3 rounds that's pretty good anyway.
* Liberty Belle (190 or 310) - Liberty Belle can combine with Jesse Quick to power up. Either way, she's a great pairing alongside Hourman. *Society Fortitude* can be tricky to use for figures other than Hourman, but it's a great boost if you can get it working.
* Mister Terrific (Michael Holt) (160) - Get Terrific in place then just let him passively spawn T-Spheres to mess with enemy placement and threaten unblockables. He's pretty fragile for the low range and impact of the T-Spheres, though.
* Stargirl (150) - One of the strongest members of the JSA, Stargirl has decent offense, disruption with her *Cosmic Converter Belt*, and support with *Cosmic Rod Passenger* and *Protective Force Field X*. It's rarely a bad idea to use Stargirl.
* Tornado Twins (270 total) - The Tornado Twins offer a lot of offensive might while both are alive, and are a reliable crowd clearing option. Once one falls they start to struggle. Try to keep them attacking the same figure(s) so the second Twin gets the attack bonus.

**Army Build Examples:**

700 Points

* Hawkman (220), S.T.R.I.P.E. (180), Mister Terrific (Terry) (150), Doctor Mid-Nite (150)
* Hawkman (220), S.T.R.I.P.E. (180), Sandman (80), Flash (220)
* Liberty Belle (190), Hourman (190), Johnny Quick (170), Stargirl (150)
* Magog (330), Stargirl (150), Flash (220)

800 Points

* Power Girl (400), Wildcat (240), Black Canary (160)
* Power Girl (400), Damage (250), Stargirl (150)
* Hawkman (220), S.T.R.I.P.E. (180), Atom (170), Mister Terrific (Terry) (150), Sandman (80)
* Magog (330), Damage (250), Flash (220)

900 Points

* Power Girl (400), Johnny Thunder (20), Thunderbolt (330), Stargirl (150)
* Power Girl (400), Liberty Belle + Jesse Quick (310), Hourman (190)
* Power Girl (400), Johnny Quick (170), Stargirl (150), S.T.R.I.P.E. (180)
* Hawkman (220), Flash (220), Green Lantern (280), S.T.R.I.P.E. (180)
* Magog (330), Stargirl (150), Damage (250), Cyclone (170)

1000 Points

* Power Girl (400), S.T.R.I.P.E. (180), Stargirl (150), Doctor Fate (Kent V. Nelson) (270)
* Hawkman (220), S.T.R.I.P.E. (180), Atom (170), Mister Terrific (Terry) (150), Green Lantern (280)
* Magog (330), Stargirl (150), Damage (250), Tornado Twins (270)