Get Even More Visitors To Your Blog, Upgrade To A Business Listing >>

DC Dual Force: Guide to All Leaders

Leaders are the cornerstone of DC Dual Force. Unlike other games where you have a single leader/hero/avatar, Dual Force lets you use two leaders in your deck, which can lead to some interesting deck-building paths.

In this guide, we’ll discuss each leader and their abilities, but we suggest you start with our DC Dual Force beginner’s guide and DCDF Factions guide. They discuss the basics of the game and provide a brief overview of every faction and their deck archetypes, which will help you better understand the leader’s guide. Let’s begin.

Created Tier via Tiermaker

The list is based on our personal testing and may vary from others. Now let’s take a look at the leader’s abilities. Note that the numbers mentioned in the brackets are the charges needed to activate each ability.

Might Leaders

Aquaman

Ability(3) – Gets +3 ATK this turn. Summon a Sea Creature, then give friendly Sea Creatures everywhere +1/+1.

Aquaman is not an early-game leader. You’ll need other cards to support him in the early game. However, during the mid to late game, he’s able to summon massive sea creatures to flood the Board and can easily overwhelm the opponent.

Best Synergies:

1. Batman – Good early game control.

2. Wonder Woman – Further buffs sea creatures.

Superman

Ability(3) – Superman gets +7 ATK and INVINCIBLE this turn.

Superman is a somewhat supportive leader given his Ability to clear the board without taking any damage. He can control the board in the early to midgame, giving the second leader enough time to set up a good board.

Best Synergies

1. Wonder Woman – Buffs Board.

2. Lex Luthor – More board clear.

Wonder Woman

Ability(2) – Wonder Woman gets +4 ATK this turn. Give your Recruits +1 HP.

Wonder Woman is possibly the best Might leader in the game, as she can buff the health of all the recruits on your board. She also gains +4 ATK, which can take down a decent number of enemy recruits. She’s perfect in aggro decks and is also somewhat viable in control decks that seek board control in the late game.

Best Synergies

1. Batman – Grapnel Gun synergy with Steve Trevor, a recruit that charges your leaders.

2. Flash – Buffing up cheap Flurry recruits.

Tactics

Batgirl

Ability(3) – 3: Batgirl gets +3 ATK this turn. Activate the DEPLOY ability of a friendly Recruit.

Batman often outshines Batgirl, but her unique ability can flip the board in a single turn. She can retrigger a lot of good deploy abilities, both from her faction and a few from Tyranny and Anarchy. She might get more powerful when more Deploy abilities are added to the game.

Best Synergies

1. Lex Luthor – Synergy with Tyranny recruits.

2. Hal Jordan – Activates the Green Lanterns’ deploy ability twice.

Batman

Ability(2) –  Batman gets +3 ATK this turn. Seek one of two Gadgets.

Batman is the best leader in the Tactics faction. He can generate gadgets that can give you a massive early-game advantage. However, he needs another strong leader to stabilize the board after the early game rush. Fortunately, he synergizes well with several leaders, making him the go-to option for most decks.

Best Synergies

1. Wonder Woman – Buffing recruits.

2. Zatanna – Spell generation for more control.

3. Green Arrow – Mid-game board control using trick arrows.

Cyborg

Ability(4) – Deal 1 damage to an enemy character for each card you have drawn in this game.

Cyborg is a more control-focused leader with infinite scaling. He can deal direct damage to leaders, and it increases throughout the game. Left alone, he becomes a threat, and you can use this to play mind games on your opponent. If they’re busy defeating the other leader, Cyborg keeps scaling, and if they target Cyborg, your other leader demolishes the opponent.

Best Synergies

1. Batman – Early game control with gadgets.

2. Shazam – Take advantage of draw abilities to grab Lightning Bolts.

Green Arrow

Ability(2) – Seek a BRONZE, SILVER, or GOLD Trick Arrow.

Trick arrows offer insane value, but they are not worth playing in the early game. However, in the mid to late game, you can clear entire boards using only arrows. The challenge is keeping him alive until you reach that stage in the game, and there are only a few leaders who can accomplish that.

Best Synergies

1. Batman – Early game control with gadgets.

2. Wonder Woman – Buff recruits to help Green Arrow reach the mid game.

Energy

Hal Jordan

Ability(3) – Hal Jordan gets +4 ATK this turn. Generate BRONZE.

Hal Jordan is purely based on RNG. Getting a powerful green lantern at the beginning can help you snowball the rest of the game. However, you lose tempo if you don’t draw into your lanterns. A bronze resource every three turns isn’t enough to keep up with the opponent’s board, and you also lose hand advantage since you’re playing more cards.

Best Synergies

1. Aquaman – Sea creatures and Might buffs maintain tempo in case you don’t have any lanterns.

2. Batgirl – Lets you trigger Green Lanterns’ abilities twice without losing card advantage.

Shazam

Ability(3) – SHAZAM! gains +6ATK this turn. Create six Lightning Bolts in your deck.

Shazam takes too long to set up his win conditions and is also based on RNG. He usually takes 13-15 turns to get going, but an average game lasts 7-8 turns. There are other leaders who can KO him way before he has enough lightning spells in the deck to make an impact.

Best Synergies

1. Joker – Has a lot of Firepower options that increase spell damage.

2. Lex Luthor – Helps control the board long enough for you to have enough lightning bolts in your deck.

The Flash

Ability(2) – The Flash gets +2 ATK and FLURRY this turn.

Flash is hard to play given his health pool, which is the lowest in the game. You can’t use him to clear recruits too often. The only way to take advantage of this ability is to clear the board and go for the enemy leaders. He is more of a support leader and cannot stand on his own.

Best Synergies

1. Wonder Woman – Keeping flash and recruits long enough to have a board advantage.

2. Harley Quinn – Rush the enemy leaders with cards like Black Manta, Bazooka, and Cheetah.

Zatanna

Ability(2) – Seek a Magical Spell.

Zatanna is the most powerful Energy leader, as the card she seeks can impact the course of the game. Although her ability is based on RNG and you sometimes get useless spells, with an ability cost of 2, you can cast it often enough to get some powerful cards.

Best Synergies

1. Batman – Has lots of control options to maintain bard control until you hit a powerful spell.

2. Poison Ivy – Tyranny also has access to spells that synergize with Energy faction recruits such as John Constantine and Giovanni Zatara.

Tyranny

Black Adam

Ability(10) – Black Adam gets +10 ATK. After you deploy a Recruit with 5 ATK or more, charge Black Adam.

Unlike other leaders, Black Adam doesn’t lose his attack power at the end of the turn. Although his ability takes a while to charge up, he becomes a massive threat if not answered during the early game. However, like Shazam, he takes way too long to set up and can be easily taken out before he gets to that point.

Best Synergies

1. Superman – Helps you clear the opponent’s board while you’re powering up.

2. Aquaman – Sea creatures are a  cheap way to maintain board control while also charging Black Adam’s ability.

Lex Luthor

Ability(4) – KO a Recruit. If they were friendly, sacrifice them to draw two cards and charge Lex Luthor Luthor twice.

Lex Luthor is the best Tyranny leader since he has access to a KO effect. He can slot into any control deck and often discourages the opponent from playing their strongest card unless they have an answer to Lex Luthor’s ability, like an Aura or an Exhaust. If you like control decks, make sure to give him a try.

Best Synergies

1. Harley Quinn – Anarchy and Tyranny share a common subclass known as Arkham Inmates and most Tyranny x Anarchy decks run them.

2. Zatanna – Makes for a great control deck as it gives more options to control the board.

Poison Ivy

Ability(2) – Summon a Savage Vines.

Poison Ivy is mostly used in draw archetype decks since the recruit she summons can gradually whittle down the opposing leader’s health. However, she doesn’t have enough support cards to make her viable in top-tier matches. But you can make her work if you’re aware of the opponent’s moves. She thrives on control matchups and has difficulty facing rush decks.

Best Synergies

1. Harley Quinn –  Run the Arkham Iname package along with a few endgame finishers.

2. Batgirl – Take advantage of the deploy abilities to establish a good board.

3. Zatanna – Use spells to control the board and Savage Vines to reduce the opposing leaders’ health.

Anarchy

Doomsday

Ability(4) – Doomsday gets +10 ATK this turn. After an enemy Leader is KO’d charge Doomsday twice.

Doomsday never gets value from his ability because his attacks are often blocked by other recruits. Wasting 10 attack on a recruit is pointless, and in order to directly attack the leaders, you need to clear the board, which is often not possible with only one leader. Doomsday’s ability needs a rework if he plans to make it to the top of the tier list.

Best Synergies

1. Lex Luthor – Offers decent board control as well as the Arkham Inmates package.

2. Batgirl – Use her ability on cards like Black Manta, Mr. Freeze, and Killer Frost to establish board control.

Harley Quinn

Ability(2) – Harley Quinn gets +3 ATK this turn. ADRENALINE – END: Draw a card.

Harley Quinn allows you to play a super aggressive deck since she has a card draw built into her package. She is the go-to leader for Arkham Inmate decks because even if your hand is empty, you’ll get to draw and play two cards on your next turn.

Best Synergies

1. Lex Luthor – Lets you aggressively push out Arkham Inmates, along with an option to remove late-game threats.

2. Poison Ivy – Arkham Inmates plus the draw synergy from Poison Ivy’s ability that also damages the enemy leaders.

The Joker

Ability(3) – The Joker gets +2 ATK this turn and fires four shots that deal 1 damage to random enemies. If you have an Arkham Inmate, charge The Joker.

Although it’s based on RNG, Joker’s ability can clear the entire board, even KO the opposing leaders if they have low health.

Best Synergies

1. Lex Luthor – Lets you aggressively push out Arkham Inmates, along with an option to remove late-game threats.

2. Harley Quinn – Double down on Firepower cards to further boost the Joker’s damage.



This post first appeared on Superealm - Game Guides And Walkthroughs, please read the originial post: here

Share the post

DC Dual Force: Guide to All Leaders

×

Subscribe to Superealm - Game Guides And Walkthroughs

Get updates delivered right to your inbox!

Thank you for your subscription

×