Martian Manhunter (Justice League)

**Character Bio -** For years after his tenure with the Justice Experience, J'onn continued wandering Earth, taking many different forms and identities. Although he believed that if he again revealed himself as a superhero that he would draw more trouble to himself, something quickly changed his mind. The super-powered protector of Metropolis, Superman, revealed himself to the world, and soon costumed vigilantes were saving lives everywhere. Eventually, in an freak alien invasion, Hal Jordan, Flash, Aquaman, and Black Canary rushed into battle. J'onn quickly put aside his fears of revealing himself, and changed to his typical Martian garb, but kept his overall appearance more humanoid. He battled alongside the other heroes, and they left triumphant. From that point on, these five heroes, along with Superman, Batman, and Wonder Woman fought together as the Justice League of America. This team would become a mainstay in the DC Universe, consistently protecting the Earth from otherworldly threats and even home-grown emergencies.

Through many years with the Justice League, J'onn J'onzz managed to find some measure of solace among his new found friends. The people of Earth accepted him, along with his fellow superheroes. He still kept many secret identities across the globe, maintaining a carefully built system that he used to learn all about his fellow Earthlings.

## Stats

* Life: 7
* Move: 7
* Range: 4
* Attack: 6
* Defense: 7
* Points: 420

## Abilities

**JUSTICE LEAGUE OF AMERICA**

At the start of the game, place 1 blue Justice League Marker on this card for each Unique Hero you control with the class of Champion, Officer, Vigilante, or Warrior, to a maximum of 7.

**TELEPATHIC LEAGUE LINK**

All figures you control are considered within clear sight of each other. An opponent may never take control of Martian Manhunter or any figure you control within 4 spaces of Martian Manhunter. Once per round, after revealing a numbered Order Marker on this card and instead of taking a turn normally with Martian Manhunter, you may remove a Justice League Marker from this card and immediately choose up to two Unique Heroes you control within 8 spaces of Martian Manhunter to take a turn. Martian Manhunter may be one of the chosen heroes.

**DENSITY CONTROL**

Martian Manhunter can move through all figures, Fortress Walls, and obstacles, and is never attacked when leaving an engagement. Martian Manhunter cannot be targeted by opponents' non-adjacent figures for any attacks or for any opponents' special powers that require clear sight. Martian Manhunter may not be moved by any special power on an opponent's Army Card.

**SUPER STRENGTH**
**FLYING**

## More Info

**-Rulings and Clarifications-**

* N/A

**-Combinations and Synergies-**

* Martian Manhunter receives 1 Justice League marker for each Champion, Officer, Vigilante, or Warrior you control. Current Champions, Officers, Vigilantes, and Warriors.

**-Strategy, Tactics and Tips-**

* Martian Manhunter is best paired with Champions, Officers, Vigilantes, and/or Warriors. To get the most out of your army, try to pair him with other figures that start with Justice League markers, that also give him a Justice League marker, or share the same classes that offer more markers. Pairing Martian Manhunter with Superman III, will get you effectively double the markers for each Champion, Vigilante, or Warrior you control.
* Picking lower point characters who has a class listed in Martian Manhunter's Justice League of America power will net you more markers to use, but less effective when benefiting from them due to their lower power level. Try to pick some big hitters as well as lower point characters, to get the most out of each marker.
* Justice League Faction Strategy