Greetings HeroClix fans!
In an effort to bring you the best coverage we can for the DC HeroClix Justice League: Trinity War set, we’ve endeavored to bring you some team-building articles focused on themes from the set. Today’s piece will bring you a 300-, 400-, and 500-point team featuring one of our favorite keywords, the Justice League Dark!
One of the things you’ll notice right off the bat with the Justice League Dark is that many of the characters featuring that keyword have great synchronicity from their traits or special powers, typically keying off of the caveat of “When adjacent to a friendly character with the Justice League Dark keyword.” While the positioning can be challenging, the Dark league can be incredibly effective when used well.
For our 300-point team, we chose to combine solid range with strong powers, close combat, and major-league versatility and support. First on the team is the previously seen Blue Devil at 135 points. His dial and abilities speak for themselves, and his trait – Demon Hunter – allows for friendly adjacent, or friendly characters with the Justice League Dark keyword to ignore the Mystics team ability. Next on the team is Zatanna, who offers a bevy of powers like Outwit, Pulse Wave, and Support. Her trait, Ananym, grants versatility to the team by allowing Zatanna to begin on either click 1 or click 6, with her dial either proceeding normally down the dial, or moving in reverse toward the front.
Also on this team, and coming in at a slight 44 points, is Black Orchid. Possessing a very straightforward dial for close combat, Black Orchid brings some tie-up and punch to an otherwise all-range squad. Don’t forget her opening two clicks with Charge and Super Strength which, when paired with her Shape Change power, will mean that even at only 44 points Black Orchid will be a major tie up piece that will hopefully allow for you to position Blue Devil and Zatanna to blast your opponent with ranged attacks or, in a pinch, use Zatanna’s Telekinesis to get Black Orchid out of danger.
Our next team comes in at 392 points, and features Black Orchid returning to fill a secondary tie-up role. Joining her as the primary close combat fighter is Frankenstein, whose indomitable undead body will allow for the monster to push in consecutive turns. He also has a special power in the middle of his dial called Necronauts, which states that when Frankenstein or a friendly character KO an opposing character of over 50 points, all friendly characters with the Justice League Dark keyword can be given a move action as a free action this turn.
Also on the team as a bothersome floater who fills many roles, Deadman brings some fun design to the equation with two sets of countdown clicks, making him incredibly difficult to permanently eliminate. His trait, Whose Body Am I In? grants Deadman both Phasing/Teleport and Shape Change, but also makes it that when an adjacent friendly character with the Justice League Dark keyword makes an attack, opposing characters can’t use Shape Change. Joining them on the team are Tim Hunter, whose trait prevents opposing characters from using Probability Control against adjacent friendly characters with the Justice League Dark keyword, and John Constantine, whose trait We Operate From The Shadows, Alright? grants him and adjacent friendly characters with the Justice League Dark keyword the ability to use Stealth.
Finally, we have a 489-point team which returns both John Constantine and Tim Hunter to the front lines in the war on evil. Joining them is Madame Xanadu, the definition of a support piece. Her standard powers of Telekinesis, Probability Control, Outwit, and Stealth make her an ideal back-line player, but don’t be shy about using Penetrating/Psychic Blast if the opposition gets in too close. She also has the trait It’s In the Cards, which states that when an opposing character targets either Madame Xanadu or a friendly adjacent character with the Justice League Dark keyword with an attack, you’ll be able to choose a number between 1 and 6. After the actions resolve, you’ll be able to heal one damage to that character for each die in the final attack roll showing the chosen number.
Also along on the 500-point level squad is the powerhouse I, Vampire, played at his 170-point starting line. A brutal mixture of power, destruction, and support in areas, I, Vampire is likely to be the focus of your opponents’ aggression. Which is precisely where Black Orchid comes into play, this time represented in her dial from the DC HeroClix Justice League: Trinity War gravity feed primer! This version of the character comes in at 90 points, and features a lot of the same abilities as her main set version (albeit on a longer dial), with one notable exception: her trait, Shape Shifters & Con Artists. This trait states that when she’s part of a Justice League Dark themed team, the first time each game a friendly character not named Black Orchid would be dealt damage by an attack, you may instead choose to deal that damage to Black Orchid. If you choose to do this, you would then place Black Orchid and the friendly character in each other’s squares.
So, there you have it – our picks for Justice League Dark theme teams at 300-, 400-, and 500-point levels. The 400- and 500-point teams allow for you to play around with Relics and lower-cost Resources to help fine tune your teams to your play style. Be sure to mix and match teams until you find something that works for you, and make sure you’re looking towards a team that plays naturally and can support itself strongly in most situations!
Until next time, keep rolling sixes and shape change for the win!