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Thank you so much for doing these! With all the figures and army options now, my players and I would rather choose from pre-built, balanced, thematically synergized armies (and get right to playing) then spending time we don't have mulling over army creation. These are all incredibly helpful. Keep up the good work! Bookmarked!
Re: C3G Faction Strategy Guides: X-Men guide is up!
Thanks for another great guide! This faction has been particularly daunting to build for me because of the sheer amount of units in it, will definitely be playing them now!
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!
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.
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.
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)
Overview
The Bat-Family is built around the Sidekicks (like Robin) bonding with various Vigilantes (like Batman). That bonding is your main source of turn efficiency, and most armies will want at least two Vigilantes and two bonding figures in order to keep a consistent level of offense.
Most members of the Bat-Family are inexpensive, with stats that are not that impressive compared to many other C3G figures. However their synergy and sheer number of figures can keep the faction competitive with other factions.
Leaders
Unlike most factions, the Bat-Family doesn’t really require a leader figure to function well, as their strongest synergy is the bonding offered to them by Sidekicks. That said, using either of these leaders will almost always make your Bat-Family army better.
Oracle (110) - Oracle is a figure that makes just about any army better, but she uniquely helps with several of the Bat-Family's weaknesses. Secret Attack Plan allows your figures to take down figures with hefty defense they would normally struggle with. Contingency Plan allows for repositioning your OMs when one of your figures falls. Considering how the Bat-Family is made up of many cheap, relatively fragile heroes (compared to the wider C3G library), this is an invaluable synergy. Oracle also offers a helpful initiative boost, and she has a decent attack stat if it comes down to the endgame. She's a figure that you'll keep in the back of your start zone and only put the "X" OM on her until she's your last figure left.
Batman (Bat-Family) (270) - This Batman was specifically designed to shore up the Bat-Family's weaknesses, but in a different way than Oracle. Bat-Family Movement keeps the Family together so your Sidekick bonding is always available, and so figures like Catgirl and Ragman can be in position to utilize their powers. I Am The Night increases the offensive might of your figures as long as Batman is near the enemy. And Batarang Flurry is one of the rare offensive autowound options for the faction. Keeping Batman safe is key to doing well with him because his passive benefits are quite strong yet encourage him to be close to the enemy. But he's also reasonably durable, so Batman can take a few hits.
Important Sidekicks / Bonding Figures
Most of the Sidekicks require them to be within 6 clear sight spaces of the Vigilante they're bonding with, so keeping everyone close to each other is a big part of the strategy behind the faction.
Robin (Dick Grayson) (100) - Dick is hard for opponents to take out and draws fire off your other figures with Daring Decoy.
Robin (Jason Todd) (70) - Jason is the cheapest Robin, and doesn't have a range limit on his bonding, but he can mess with your plans if the d20 doesn't go your way. It's a pretty minor drawback in my experience.
Robin (Tim Drake) (120) - Tim is the easiest Robin to keep alive thanks to Vigilante Protection and his more durable stats than the other Robins.
Robin (Damian Wayne) (80) - Damian boasts the best offense of the Robins thanks to Deadly Strike. But he's fragile and can get sent back to your start zone if he kills anyone. Damian also works well alongside Superboy (Jon Kent) in a Super Sons build.
Catgirl (60) - The cheapest bonding figure, Catgirl isn't really great at bonding, but her Batarang Cannon is very useful as support. Move her into position then take turns with other figures.
Nite Owl (130) - Nite Owl and Catwoman both fulfill the role of Vigilante and Vigilante-bonder, which is handy because a savvy opponent can shut off your bonding by destroying either all your Sidekicks or all your Vigilantes. This unique role of Nite Owl, along with his decent stats, makes him very useful in factional builds.
Catwoman (II) (170) - Catwoman only bonds with Bruce Waynes, but she's got solid stats and good support with her utility glyphs. Like Nite Owl, Catwoman can also receive OMs and bond with Robins since she is considered a Vigilante.
Important Vigilantes
There are a ton of Vigilantes, and you generally can't go wrong with any of them. Including some of the Marvel vigilantes is also a powerful combination (the Symbiotes are higher cost with greater offense), but I limited this guide to more thematic synergies.
Azrael (170) - Azrael offers great offense for his cost with a double attack of 5 plus potential autowounds from Flaming Blades. And when Vigilante synergy no longer matters, let him turn into an Assassin for a stat boost.
Batgirl (Barbara Gordon) (130) - Babs gets a decent attack for her cost if you juggle your OMs appropriately. Use Reckless Advance against low-defense opponents.
Batgirl (Stephanie Brown) (130) - Steph isn't particularly good at any one thing, but she is very flexible and she brings one of the few special attacks to the faction.
Batman (Bruce Wayne) (I) (200) - Batman was one of the first C3G figures designed, and he remains solid. His only weakness is reliance on the d20.
Batman (Bruce Wayne) (Utility Belt) (250) - This version of Batman is pretty much the same as the above, but with the added flexibility of Utility Glyphs and a slightly stronger defensive power.
Batman (Dick Grayson) (170) - Strategic Discipline is a very useful counter to any enemy that moves your OMs around. Outside of that situation, Dick isn't that good.
Batman (Jean-Paul Valley) (220) - Jean-Paul is pretty swingy with System Psychosis, but he has great stats and a nice special attack. Generally I think Azrael is a better draft for his better consistency.
Batman (Terry McGinnis) (150) - Terry's not bad, but his offense is pretty weak for his cost, and avoiding attacks with Stealth Mode isn't as useful when you'll generally have larger threats for your opponent to go after anyway.
Batwoman (180) - Durable defensively with Bulletproof Suit and strong offensively with Surgical Strike, Batwoman is a solid draft choice.
Black Bat (200) - Black Bat essentially offers the offense of Black Canary (minus the special attack) combined with much stronger defense, assuming your d20 cooperates.
Black Canary (190) - She offers strong normal and special attacks. Bring along Green Arrow with her to get a nice combo where you take a turn with Black Canary and Robin plus get an attack with Green Arrow all in one Order Marker.
Harley Quinn (Batman Ally) (160) - While her place as a Bat-Family member can be disputed, Harley greatly benefits from the free movement that Batman (Bat-Family) provides. Use that movement to get her into position or trigger her Acme Explosive.
Huntress (170) - Huntress has strong offense and her Ruthless Counter Strike is handy for defense.
Nightwing (II) (200) - Nightwing brings a double attack and good mobility to the faction. He's a bit fragile for his cost, but a Smoke Pellet Utility Glyph can help with that.
Ragman (140) - Ragman is one of the few fliers of the faction. He's usually nothing special, but if you're fighting swarms, he can get multi-attacks fairly easily and becomes pretty strong.
Other Bat-Family Synergy
Alfred Pennyworth (60) - Alfred offers some very powerful healing to the Bat-Family, but it requires putting an OM on him at the right time to bring the wounded figure back next to Alfred. He’s tricky to use, but pretty strong when it works.
Alfred Pennyworth (II) (100) - Useful as a start zone supporter or a Batmobile driver. The attack reroll round from Batcave Resources can massively help your offense. It's useful to pass Alfred's First Aid Kit off to an ally at the start of the game.
Lucius Fox (50) - Lucius gives the Bat-Family extra Utility Glyphs for free. It’s a small bonus, but he’s cheap.
Bruce Wayne (100) - Bruce offers some d20 support to his allies initially then you can switch to Batman in the endgame. I feel his impact is generally lower than his cost, but he's a fun addition to any build.
Batgirl (Cassandra Cain) (130) - She can’t fully bond off of a Vigilante OM, but Cassandra can movement bond which is helpful for getting her into position and locking down other figures. Cassandra has decent stats for her cost so even lacking bonding, she’s not a bad choice.
Spoiler (50) - Spoiler has movement bonding off of Sidekick OMs, which can be useful at times. It’s definitely a niche synergy in-faction though.
The Batmobile (250) - While it's a nice mobility upgrade for the faction and can provide some autowounds (especially with the Batmobile Remote Utility Glyph), the Batmobile is generally considered a bit overpriced for what it offers.
Utility Glyphs
Many of the Bat-Family utilize Utility Glyphs. Most Utility Glyphs are very niche - the idea is you’ll look at the map and opposing army and choose those niche glyphs if they work well in that situation (such as bringing the Kryptonite Gauntlets when fighting Superman). But let’s take a look at the Utility Glyphs you should consider every time.
Smoke Pellets - This is the strongest Utility Glyph by far. You avoid an attack for free and get some free movement too. Figures can use them to protect adjacent allies too.
Bolas - The Bolas are handy offensively and defensively, because they can stop an enemy from moving and reduce their defense! It’s not reliable, but the benefits of the Bolas are quite strong.
Bat-Grapple - Getting to grapple up height while ignoring leaving engagement attacks is generally always useful. It gains a ton of utility if the map has a lot of height, castle walls, or the warehouse ruin.
Bat Shuriken - While only Bruce Wayne should consider using these, they’re pretty much an auto-draft for him. Getting the option to use 3 ranged attacks is really useful.
Flash Bang Grenade - A guaranteed temporary stat debuff on opponents is always useful, but the others listed here are generally better. Batwoman is the exception as she uses the Flash Bangs very effectively.
First Aid Kit - A free wound heal is always quite handy, especially when boosted to 2 wounds healed by Alfred (II). Though the Bat-family is fragile enough that you do run the risk of leaving it unused.
Army Build Examples:
600 Points
Batman (I) (200), Robin (Tim) (120), Robin (Damian) (80), Nightwing (II) (200)
Black Canary (190), Green Arrow (150), Robin (Dick) (100), Oracle (110), Lucius Fox (50)
700 Points
Batman (Bat-Family) (270), Robin Jason (70), Batgirl Barbara (130), Huntress (170), Catgirl (60)
Batman (Utility Belt) (250), Batmobile (250), Robin Dick (100), Alfred (II) (100)
800 Points
Batman (Utility Belt) (250), Oracle (110), Nightwing (200), Robin Tim (120), Robin Jason (70), Lucius Fox (50)
Batman (Bat-Family) (270), Catwoman (170), Catgirl (60), Batwoman (180), Robin Tim (120)
Batman (Bat-Family) (270), Harley Quinn (160), Bud and Lou (70), Batwoman (180), Robin Tim (120)
Super Sons I: Batman (I) (200), Robin Damian (80), Superman (I) (400), Superboy Jon (120)
900 Points
Batman (I) (200), Nightwing (200), Robin (Tim) (120), Batgirl (Cassie) (130), Robin (Damian) (80), Oracle (110), Alfred (60)
Batman (Bat-Family) (270), Azrael (170), Catwoman (170), Ragman (140), Lucius Fox (50), Robin Dick (100)
Batman (Bat-Family) (270), Catwoman (170), Nite Owl (130), Azrael (170), Catgirl (60), Robin Dick (100)
Super Sons II: Batman (Utility Belt) (250), Robin Damian (80), Superman (II) (450), Superboy Jon (120)
1000 Points
Batman (Bat-Family) (270), Catwoman (170), Nite Owl (130), Azrael (170), Catgirl (60), Robin Tim (120), Robin Damian (80)
Batman (Bat-Family) (270), Catwoman (170), Harley Quinn (160), Huntress (170), Robin Tim (120), Oracle (110)
Batman (Bat-Family) (270), Nightwing (II) (200), Batgirl (Cassie) (130), Alfred (II) (100), Batwoman (180), Robin Tim (120)
1100 Points
Batman (Bat-Family) (270), Nightwing (200), Oracle (110), Catwoman (170), Robin Damian (80), Robin Jason (70), Batman Terry (150), Lucius Fox (50)
1200 Points
Batman (Bat-Family) (270), Black Bat (200), Oracle (110), Catwoman (170), Robin Damian (80), Robin Jason (70), Robin Dick (100), Ragman (140), Alfred (60)
Bat-Family options by Point totals:
Spoiler Alert!
50 - Lucius Fox, Spoiler
60 - Alfred Pennyworth, Catgirl
70 - Robin (Jason)
80 - Robin (Damian)
100 - Bruce Wayne, Robin (Dick), Silk Spectre, Alfred Pennyworth (II)
110 - Oracle
120 - Robin (Tim)
130 - Batgirl (Barbara), Batgirl (Cassandra), Batgirl (Stephanie), Nite Owl
140 - Ragman, Rorschach
150 - Batman (Terry)
160 - Harley Quinn (Batman Ally)
170 - Azrael, Batman (Dick), Catwoman, Huntress
180 - Batwoman
190 - Black Canary
200 - Batman (Bruce - I), Black Bat, Nightwing
210 - Hawk
220 - Batman (Jean-Paul)
250 - Batman (Bruce - Utility Belt), Batmobile
270 - Batman (Bruce - Bat-Family)
400 - Hawk & Dove
Re: C3G Faction Strategy Guides: Injustice League & Bat-Fami
Been looking forward to this one the moment the wave dropped. Will definitely be giving Bat-Family a try between the new Harley and Batman, and Huntress and Cass Batgirl being some of my favourites.
Overview
The Challengers are the Dragon Ball Z hero class. The class revolves around expensive, strong heroes like Goku or Vegeta. The weaker heroes such as Krillin provide synergy to the group and act as the glue holding the faction together. Generally, you will always want at least one source of bonding (an extra turn per Order Marker) in your Challenger armies.
Main Challengers
These figures are the powerhouses of your army. They'll be the main figures you activate each turn.
Goku (Super Saiyan) (380) - Goku is an offensive juggernaut, able to take on single foes or groups and bypass most defensive powers with his own versatile powerset. Moving anywhere with Instant Transmission, knocking an enemy into a line with Meteor Smash, then hitting multiple enemies at once with Super Kamehameha is a brutal move.
Goku (base) (300) - Base Goku is designed to be an optional power-up for Super Saiyan Goku, nearly doubling his cost. But the ability to take double turns and wound enemies on defense is often worth it. The trick with Base Goku is knowing when to transform to avoid losing Order Markers on Base Goku - or when to put Order Markers on Super Saiyan Goku's card before he even enters the battlefield, in anticipation of Base Goku's destruction. Don't bother using Base Goku without another Goku to transform into.
Vegeta (Super Saiyan) (380) - Vegeta is the same cost as Goku, so they can swap for each other in most builds. While Goku is more of a jack of all trades, Vegeta excels at close-range combat against single opponents. Play him aggressively.
Vegeta (base) (220) - Good power-up for Vegeta (Super Saiyan) or a useful partner alone for any of the other Saiyans or Challengers. You can place all your Order Markers on Super Saiyan Vegeta and take turns with Base Vegeta via Prince of All Saiyans. Remember that Super Saiyan Vegeta's Atomic Rush is not moving normally, so you can use that to set up a boosted Galick Gun Special Attack.
Piccolo (260) - Piccolo requires a bit of charging up to unleash an optimal Special Beam Cannon, so charging him up for the first turn of the game is often a good move. Piccolo is very much a glass cannon, so try to keep fire off of him. A good Special Beam Cannon roll can be game-winning.
Android 18 (270) - Using Android 18 to break a key enemy's arm to permanently lower their stats is a strong ability. She also has some versatility with a useful special attack.
Android 17 (280) - He leads Androids 16 and 18 in an 800-point army. Since Android 17 is the centerpiece to this army, keeping him safe is key, so pepper opponents with his ranged Photon Flash Special Attack, only going in for his normal attack when you need a key kill or you want to keep pressure off of someone else. Android 17 works well alongside just one of the Androids as well, since they can also benefit from the usual Challenger synergy.
Trunks (Future) (250) - Trunks is another glass cannon, offering autowounds, multi-attacks, and figure movement to the faction. He excels against swarms or midlevel heroes.
Supporting Challengers
These figures are weaker but are designed to fill a supporting role to the main Challengers. Challenger armies should generally include at least one of these.
Krillin (150) - Krillin bonds with Challengers and provides a limited but steady stream of offense. Solar Flare discourages opponents from going after Krillin unless they can move adjacent to him. Good choice of early placement is key for playing Krillin, as you want him in a spot where he can fire off plenty of Destructo Discs without having to waste a turn moving.
Gohan (kid) (110) - Like Krillin, Gohan offers turn efficiency to the Challengers. He's a bit weaker (and cheaper) than Krillin, though Masenko can have a higher upside, and Gohan doesn't mind repositioning thanks to Unrelenting Barrage.
Bulma (140) - Bulma will take a few of your early Order Markers so that she can collect some dragon balls. Two OMs in round 1 then one OM in round 2 fully charges her by the start of round 3. Then, when the time is right, you want to use her to either heal or resurrect your main fighter (which is likely either Goku or Vegeta). That's My Bulma! provides Bulma some protection from attacks in case she is attacked early.
Android 16 (250) - Send Android 16 out first, using either his strong normal attack or Hell's Flash against hard-to-hit enemies. Bear Hug means Android 16 can function somewhat as a lockdown unit. You want Android 16 to die before the rest of your army to take advantage of 16 granting an extra turn to someone. Both Goku and Vegeta are good options for this extra turn, and Piccolo is also handy in order to fully charge and unleash a Special Beam Cannon with a single Order Marker.
Yamcha (130) - The free turn from Enemy Interception can be nice, and Wolf Fang Fist will wreck low-defense heroes. But Yamcha dies quickly as well.
Beam Struggle Story Card (50) - The Beam Struggle can be a useful save from a ranged attack, while also inflicting wounds on the attacker.
DBZ Villains
While these figures are not Challengers and have no synergy with the above figures, this guide is designed to teach the strategy of all DBZ designs. Every hero needs a villain to fight!
Frieza (380) - As a Sadistic Conqueror, Frieza works well alongside the Arthrian Invaders, the Crime Syndicate, or now the Frieza Force Soldiers. Frieza likes to pick on the wounded with Death Beam, so have your other figures soften up enemies before sending Frieza in. It's valuable to use your Arthrian Invaders as lockdown units so Frieza can stay protected and chip away at the enemy with Death Beam, only going in for the kill with his normal attack if absolutely necessary. With the Crime Syndicate, using Frieza more aggressively is recommended, as Ultraman is the figure you most want to keep alive there.
Frieza Force Soldier (80) - A cheap ranged flier that bonds with any Invader. This is the core of any Frieza Force synergy.
Great Ape (300) - Allows for any Saiyan to transform into it upon death. This can cause a lot of carnage due to the Great Ape's high offensive potential! Great Ape also functions well in Invader builds alongside the Frieza Force Soldiers, even without using his transformation power.
Super Buu (900) - Start every game with a Human Extinction Attack to weaken the opposition. You'll then have to decide whether it's a better plan to go after the opponent's biggest threat, or whether you want to destroy some weaker figures first to power up Super Buu's attack. Use Majin Resilience's free movement often to move enemies to low ground.
Broly (800) - Use Lariat often to throw figures to low ground and potentially wound them. Wounds from leaving engagement attacks power Broly up, after all. If you can carry enemies away from their allies to limit the amount of attacks Broly has to take, Broly will be in a good position.
The Ginyu Force:
The Ginyu Force are five figures that form their own 1000-point army. As Invaders, they can be played individually alongside the Frieza Force Soldiers as well. Notably, their last member Guldo was not completed in C3G 1.0, but you can substitute a Frieze Force Soldier in instead.
Captain Ginyu (280) - The leader. All Order Markers should be on Ginyu. Attempting Body Change is risky but can be game-winning.
Jeice (220) - Supports the rest of the Ginyu Force by granting them rerolls. Keep Jeice adjacent to other members so you passively build up Ginyu Force markers.
Burter (180) - Speedster that can move allies and enemies alike. Move allies adjacent to Jeice or Ginyu while moving enemies to low ground.
Recoome (240) - An offensive brute. Defensively benefits from Jeice's rerolls.
Army Build Examples:
700 Points
Android 17, Android 18, Krillin
Captain Ginyu, Burter, Recoome
Recoome, Great Ape x1, Frieza Force Soldier x2
800 Points
Broly
Android 16, Android 17, Android 18
Goku (Super Saiyan), Android 18, Krillin
Vegeta (base + Super Saiyan), Krillin, Beam Struggle Story
Goku (Super Saiyan), Piccolo, Gohan, Beam Struggle Story
900 Points
Super Buu
Goku (Super Saiyan), Vegeta (Super Saiyan), Bulma
Vegeta (base + Super Saiyan), Great Ape x1
Goku (Super Saiyan), Gohan (kid), Piccolo, Krillin
Android 16, Piccolo, Yamcha, Krillin, Gohan (kid)
1000 Points
Vegeta (base + Super Saiyan), Trunks (Future), Krillin
Vegeta (base + Super Saiyan), Gohan (kid), Bulma, Krillin
Goku (Super Saiyan), Piccolo, Trunks (Future), Gohan (kid)
Android 16, Android 17, Android 18, Krillin, Beam Struggle Story
Frieza, Great Ape x1, Frieza Force Soldier x4
1100 Points
Frieza, Arthrian Invaders x4
Goku (base + Super Saiyan), Android 18, Krillin
Android 17, Android 18, Krillin, Piccolo, Bulma
1200 Points
Goku (base + Super Saiyan), Vegeta (Super Saiyan), Bulma
I'm glad they get used! Let us know if there's any other factions you all are wanting a guide for, or if there's any expansion/clarification wanted on any of these guides.
I'm glad they get used! Let us know if there's any other factions you all are wanting a guide for, or if there's any expansion/clarification wanted on any of these guides.
I'm sure I'm not the only one, but these guides are both the main way I discover new factions (like Outsiders and Thunderbolts), and help me settle on teams for larger factions (like Mutants, Teen Titans, and Fighters).
They're also a great starting block to your own builds, playtesting or not. For example, I often swap Ronin for Wolverine (Laura) for any team using him that needs 100 more, and recently made a slightly different X-Men team in the guide using Cyclops (Utopian), Nightcrawler (II), Sage, Maverick, Magik, and Jubilee, which ended up being a lot of fun!
As for new faction guides, might be a big undertaking, but I'd love to see a Guardians of the Galaxy one (both thematic teams and optimal teams), and a Suicide Squad one.
As for new faction guides, might be a big undertaking, but I'd love to see a Guardians of the Galaxy one (both thematic teams and optimal teams), and a Suicide Squad one.
Yeah I’d say only a few of those are really substantial enough to need guides at the moment.
Legion is definitely something I’ve been saying I’ll do for a long time. I’ll see if I can find a little time today.
DC Mystic is probably something I’d be interested in writing up too, maybe after a few more key pieces are finished. (Calling Occult Batman the JLD piece does get my nerd brain a little agitated though. )
Blue Lanterns are included in the Green Lantern guide - due to how their battery markers work, they're not really usable without the GLs (or White Lantern Kyle who functions as a GL).
I dig those other suggestions. Lots of factions I haven't played much or at all on those. Creatures are one I've been meaning to try, I remember Tornado using those a lot in testing.