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Unique The Justice League
Team: Batman Ally/Justice League/Superman Ally
Range: 10
Points: 700
Keywords: JLA, Justice League, Justice League of America
12
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19
4
11
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4
10
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10
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3
10
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3
9
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9
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2
9
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2
8
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2
8
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3
9
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11
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12
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13
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14
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2
15
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2
KO
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KO
KO
Teamwork: The Justice League can make ranged combat attacks against non-adjacent characters when they are adjacent to three or fewer opposing characters. When the Justice League uses the Duo Attack ability and they have zero action tokens, they can make up to seven attacks, modifying their attack or damage value by -1 after each attack after the second, but neither combat value cannot be modified by more than three times in this way. Watchtower Fusion Cannon: Once per game, the Justice League can use Pulse Wave, but do not replace their damage value. After an action resolves in which the Justice League uses Pulse Wave, they are dealt 2 unavoidable damage.
I like it. They're capable of an enormous amount of damage every other turn (4-3-3-3-3-2-1, by my count), but a swarm or even simple incap slows them down a lot, as does the loss of a base 4 damage after click 1. Their incredible power is well-tempered by their low (for the points) amount of reducers on their dial, their crippling weakness to simple tactics like incap or perplexing down damage, etc. The Watchtower Cannon is a great power that is also a handy way to shove the team off their "weaker" Aquaman or Batman clicks. Most of all, I can imagine the absolutely amazing sculpt, and the awesome way the big 7 move around the battlefield like a natural disaster, fighting as a cohesive unit. Good work