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The Book of Gorilla Grodd (Injustice League)

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Archie
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The Book of Gorilla Grodd (Injustice League)

C3G DC WAVE 39
JUSTICE LEAGUE UNLIMITED


C3G_GorillaGroddII_comic.png

Comic PDF

C3G_GorillaGroddII_mini.png

Mini PDF

The figure used for this unit is a DC Heroclix figure from the Hypertime set.
Its model number and name are #70, 71, or 72 / Gorilla Grodd.

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Character Bio - Gorilla Grodd is an evil, super-intelligent gorilla who gained telepathic powers after being exposed to a strange meteorite's radiation. When he's not taking over Central City with an army of warriors from Gorilla City, he's leading the Secret Society of Super-Villains against the Justice League. Either way, the Flash will try and stop him.
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-Rulings and Clarifications-
  • N/A
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-Combinations and Synergies-

Incoming Synergy:Outgoing Synergy:
  • N/A
Immunities, Benefits, and Weaknesses:
  • N/A
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-Strategy, Tactics and Tips--Heroscapers Community Contributions-
 
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Re: The Book of Gorilla Grodd (II) (breathing)

NAME = GORILLA GRODD

SPECIES = SIMIAN
UNIQUENESS = UNIQUE HERO
CLASS = ANTAGONIST
PERSONALITY = ARROGANT

SIZE/HEIGHT = MEDIUM 5

LIFE = 6

MOVE = 6
RANGE = 1
ATTACK = 5
DEFENSE = 6

POINTS = 285


SECRET SOCIETY OF SUPER-VILLAINS
At the start of the game, place 1 black Injustice Marker on this card for each Unique Hero you control with the class of Antagonist, Psychopath, or Rogue, to a maximum of 4. Whenever a figure you control is destroyed, you may place any Injustice Markers on its card onto this card.

SOCIETY MIND LINK
Once per round, after revealing a numbered Order Marker on this card and instead of taking a turn normally with Gorilla Grodd, you may immediately remove an Injustice Marker from this card and choose up to two Unique Heroes you control within 8 spaces of Gorilla Grodd to take a turn. Gorilla Grodd may be one of the chosen heroes.

POUNDING FISTS
Figures without the Super Strength special power roll 1 fewer defense die against Gorilla Grodd's normal attack. If Gorilla Grodd inflicts one or more wounds with his normal attack, he may attack the same figure one additional time.

SUPER STRENGTH
 
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Re: The Book of Gorilla Grodd (II) (breathing)

Comic Art:
Spoiler Alert!


Mini Pics:
Spoiler Alert!


Background:
Spoiler Alert!
 
Re: The Book of Gorilla Grodd (II) (breathing)

Really like how this looks. I can draft Grodd, Zoom, & Weather Wizard all together for a nice little anti-Flash army. Pounding Fists are real effective on Piledriver, good re-use here. Then the double turns are limited to 4 per game, which seems manageable.

Only concern would be looking at all 4 OM's with this power and how that combos with some of our other OM looking/picking powers we've made. If you know exactly where all 4 are placed with his power, is there not other powers that become automatic now?
 
Re: The Book of Gorilla Grodd (II) (breathing)

Definitely like the Rogue call out here. :up:
 
Re: The Book of Gorilla Grodd (II) (breathing)

Love it :up:

Brutal guy himself and a great leader. He’s gunna be NASTY.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Fun design! Excited to see it and dig the power set!

Really like how this looks. I can draft Grodd, Zoom, & Weather Wizard all together for a nice little anti-Flash army. Pounding Fists are real effective on Piledriver, good re-use here. Then the double turns are limited to 4 per game, which seems manageable.

Only concern would be looking at all 4 OM's with this power and how that combos with some of our other OM looking/picking powers we've made. If you know exactly where all 4 are placed with his power, is there not other powers that become automatic now?

Yeah that'll definitely be the thing to watch. It's interesting, because I think we would default in olden days to largely testing/costing him in paper builds due to his multiple turn activations, but his strongest builds may be more of the scissors variety. Joker (I) synergy in particular seems high here with Psycopath being one of his call-outs. Joker (I) definitely likes to know exactly where your Order Markers are if he's going to reoganize.

We'll have to scour the index for other powers that key off of knowing where Order Markers are placed.
 
Re: The Book of Gorilla Grodd (II) (breathing)

I think one of the detective types gets a boost if they pick the right #OM. The Chimp maybe, or Ralph? I'm a bit rusty on those units as I haven't used them in a game yet. I try to stay away from those kinds of effects when solo play testing.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Elongated Man and Detective Chimp would both benefit from that effect for sure. And anyone who can remove Order Markers. Maybe it'd be better to remove the viewing Order Markers effect or tone it down, to avoid cheese builds costing him out of his intended role.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Yeah, that's probably true. Right now Grodd, Detective Chimp, and Joker (I) are a pretty solid go-to army core with that effect. Sprinkle in a couple of cheapies to get the other two markers (Captain Cold (I) and Golden Glider?) and Gorilla City Warriors to round things out.

Like not a terribly unthematic army, but not necessarily the play style you want.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Yeah, it's a nice touch for his psychic powers but I'm not 100% sure it's needed.

I kind of like the idea of Grodd collecting IL markers from your other leaders if they go down - like how Batman does for the JL markers - but I'm not sure if we want to do that, and of course it means we'd need to design those guys first. But it makes sense, since Grodd is on so many teams and is kind of an usurper type?
 
Re: The Book of Gorilla Grodd (II) (breathing)

I kind of like the idea of Grodd collecting IL markers from your other leaders if they go down - like how Batman does for the JL markers - but I'm not sure if we want to do that, and of course it means we'd need to design those guys first. But it makes sense, since Grodd is on so many teams and is kind of an usurper type?

That's a fun idea. Grodd's typically the type of guy to have his own agenda even in the villain team-ups. Grodd will have Joker (IV) to test with at least if we go that route.
 
Re: The Book of Gorilla Grodd (II) (breathing)

That would be a cool effect to use once more. Here it would get you more bonding turns and actually be pretty useful. Batman just kind of takes the extra markers and waits to see if anyone ever needs them.
 
Re: The Book of Gorilla Grodd (II) (breathing)

What if the Order Marker viewing also required a marker burn? So you could either go psychic or telepathic (leader)? You could pair that with the contingency plan or a higher marker cap if you feel it's too harsh. But it's definitely easier for him to earn cheap markers than a lot of others.
 
Re: The Book of Gorilla Grodd (II) (breathing)

I think this guy definitely runs the risk of some of the things we talked in Joker reeval reemerging, where we were worried about just making it pricier, not fixing things.

His main comparison to a Joker stack would be Gypsy, but he's gonna passively get you a lot of markers viewed, with no limitation, whereas Gypsy could only target one card. So opponent doesn't have the ability to spread to reduce impact like they would with Gypsy. And he can burn markers to get double turns, thus making impact of losses from the rearrange a lot stronger.

Rogues can set up a solid defensive pod for the clown between Weather Wizard and Magenta for relatively cheap, and Cold I currently can chain turns off Grodd if you don't lock out additional turns. Mirror Master can be an easy (if unwieldy) cart for Joker. So something like,

Grodd II, Joker I, Magenta, Cold I, Weather Wizard, Mirror Master can be a solid and relatively easy base. And Weather Wizard and Mirror Master would be easy to flex in and out of that base depending on your foes build. If you go more heavy on Rogues, swapping to Cold II is also viable.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Yeah, it's a nice touch for his psychic powers but I'm not 100% sure it's needed.

I kind of like the idea of Grodd collecting IL markers from your other leaders if they go down - like how Batman does for the JL markers - but I'm not sure if we want to do that, and of course it means we'd need to design those guys first. But it makes sense, since Grodd is on so many teams and is kind of an usurper type?
That kind of mirror of Bats'd be fun, yeah! :)
Are we certain about Grodd providing basically the exact same thing to the IL that J'onn does the JL?
 
Re: The Book of Gorilla Grodd (II) (breathing)

What if the Order Marker viewing also required a marker burn? So you could either go psychic or telepathic (leader)? You could pair that with the contingency plan or a higher marker cap if you feel it's too harsh. But it's definitely easier for him to earn cheap markers than a lot of others.

I was going to suggest this as well...if you have to choose between double turns and OM looks it may help to balance that fear.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Sounds like this has some support. It's a bit complex, but I think it tones down the OM viewing aspect to make it less of a competitive concern.

SECRET SOCIETY OF SUPER-VILLAINS
At the start of the game, place 1 black Injustice Marker on this card for each Unique Hero you control with the class of Antagonist, Inventor, Psychopath, or Rogue, to a maximum of 4. Whenever a figure you control is destroyed, if it has any Injustice Markers on its card, you may place any of them on this card.

SOCIETY PSYCHIC
At the start of each round, you may remove an Injustice Marker from this card to choose an opponent's Army Card and view all unrevealed Order Markers on the chosen card. Once per round, after revealing a numbered Order Marker on this card and instead of taking a turn normally with Gorilla Grodd, you may remove an Injustice Marker from this card and immediately choose up to two Unique Heroes you control within 8 spaces of Gorilla Grodd to take a turn. Gorilla Grodd may be one of the chosen heroes.

POUNDING FISTS
Figures without the Super Strength special power roll 1 fewer defense die against Gorilla Grodd's normal attack. If Gorilla Grodd inflicts one or more wounds with his normal attack, he may attack the same figure one additional time.

SUPER STRENGTH

I don't mind the similarity to Martian Manhunter (II), double turns is a fairly general mechanic and each has enough other stuff going on so they feel unique. I like the idea of Captain Cold (I) chain bonding too, as Captain Cold is a frequent member of these villain teams and subtly encouraging that would be ideal.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Yeah, I think that works. The Joker (I) combo is still a good one that should be tested, but limiting it to one card and requiring a marker burn keeps it in check, IMO. And it's not like Grodd + Joker in a Secret Society of Super-villains army feels "wrong" or anything.
 
Re: The Book of Gorilla Grodd (II) (breathing)

If you're sticking to 4 markers I honestly think you're fine to let him view all/as many as you have markers for a burn of 1. Even with a Joker build I don't think I'd be using that as is in a lot of matchups when I could just use it on a double turn. I'd have to go look at Chimp or Elongated Man for their effectiveness, but as is Gypsy can do that exact thing for no cost so if someone's actually trying to exploit that they'll just go there.

But that also may be entirely your intent with the switch.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Ehh ... I like it as one card only. I think that's plenty and will be stronger against hub armies/make your opponent think it through more.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Ehh ... I like it as one card only. I think that's plenty and will be stronger against hub armies/make your opponent think it through more.

In a general combat sense or in a specific to Elongated Man, Detective Chimp, Joker etc. sense? Because outside of specific OM based figures, 95% of figures aren't going to give a flying fart about this power against OM hub armies.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Ehh ... I like it as one card only. I think that's plenty and will be stronger against hub armies/make your opponent think it through more.

In a general combat sense or in a specific to Elongated Man, Detective Chimp, Joker etc. sense? Because outside of specific OM based figures, 95% of figures aren't going to give a flying fart about this power against OM hub armies.

I think Joker (I) is going to be an obvious pair here if there's any Order Marker viewing aspect at all, so I would view it in that context.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Ehh ... I like it as one card only. I think that's plenty and will be stronger against hub armies/make your opponent think it through more.

In a general combat sense or in a specific to Elongated Man, Detective Chimp, Joker etc. sense? Because outside of specific OM based figures, 95% of figures aren't going to give a flying fart about this power against OM hub armies.

I think Joker (I) is going to be an obvious pair here if there's any Order Marker viewing aspect at all, so I would view it in that context.

I don't disagree. But given we feel that as at least a more thematic pairing, I'd err on the side of put it higher for more general use and then drop it down in testing if necessary. Feels better than get to the end, feel like it was barely used, and then up it and test more.

I think either approach is really fine. Especially when there's obviously the chance that whatever approach is chosen will feel great and highly useful.
 
Re: The Book of Gorilla Grodd (II) (breathing)

Sounds like a plan. I'll update the SP with this:

SECRET SOCIETY OF SUPER-VILLAINS
At the start of the game, place 1 black Injustice Marker on this card for each Unique Hero you control with the class of Antagonist, Inventor, Psychopath, or Rogue, to a maximum of 4. Whenever a figure you control is destroyed, if it has any Injustice Markers on its card, you may place any of them on this card.

SOCIETY PSYCHIC
At the start of each round, you may remove an Injustice Marker from this card to choose an opponent and view all of that opponent's unrevealed Order Markers. Once per round, after revealing a numbered Order Marker on this card and instead of taking a turn normally with Gorilla Grodd, you may remove an Injustice Marker from this card and immediately choose up to two Unique Heroes you control within 8 spaces of Gorilla Grodd to take a turn. Gorilla Grodd may be one of the chosen heroes.

POUNDING FISTS
Figures without the Super Strength special power roll 1 fewer defense die against Gorilla Grodd's normal attack. If Gorilla Grodd inflicts one or more wounds with his normal attack, he may attack the same figure one additional time.

SUPER STRENGTH
 
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