Justice League Heroes FAQ

By Thomas Guentner (gohanfan01@yahoo.com)
Copyright Jan 2007

This FAQ has been posted at www.gamefaqs.com and nowhere else.

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12-23-06 Version 1.0.  First release




This guide is based on the PS2 version. This guide was originally put together 
by chclee on the GameFaqs message board. All info in this FAQ is from him 
unless otherwise stated. 

This is not intended to be a full walkthrough. it is intended to go into more 
detail on the more confusing aspects of Justice League Heroes.




I General Information
II Characters and Skills, Abilities, Uses
III Boosts and the Boost System
IV Skills and what each boost does
V Enemies and abilities
VI Bosses and Abilities
VII Shields and Cheats
VIII Walkthrough
IX Superhero Difficulty
X Easter Eggs, Glitches, Bugs, and Known Issues
XI Credits


Introduction:


Section I:  General Information

I.A: The PS/2 Controller

L1:  Accesses your hero's super powers.  You need to press L1 + one of 
(Square [], Triangle, O, X, and if your hero has a 5th power, R1) to use that 
power.  Some powers, such as Hawkgirl's Warcry, Superman's Super Breath and 
Heat Ray Vision, Green Lantern's Grinder, and Martian Manhunter's Shadow Shift,
 have a longer effect if you hold down the buttons.  Other powers can be 
targetted, such as Green Lantern's Sledgehammer and Green Arrow's Barrage.

R1:  Block.  You can also start recovery when you've been knocked down, but you 
will get back up slower (supposedly).

Triangle:  Press once = Jump; Press twice = Fly (MM, Zatanna, Superman, 
Hawkgirl, Green Lantern, Wonder Woman), Somersault (Green Arrow, Aquaman, 
Huntress), Triangle Kick (Flash), Glide (Batman)

Square []:  Pick up props, such as mail boxes, hot dog carts, cars, sign posts, 
stalagmites, rocks.  If you have a prop, you can throw it with Square [].

X:  fast attack (jab).

O:  hard attack (strong).  Does twice the damage of a fast attack, but slower.

According to both the game and the booklet, XOX, XXO (and then O in the air), 
OXO, OXXO are combos, which means they do something cool, and the last blow 
does more damage.

You can also charge up your heroic meter when you hit enemies and generators.  
If you fully charge up, your character will say something ("Man of Steel!" "A 
warrior's heart!" "I'm Batman" etc.), and you will have 5 super hits.  A super 
hit knocks regular enemies back, as well as does triple damage of whatever you 
hit it with.  (I.e., if you pressed O, that's 3x the hard attack)  Multipliers 
stack, so if you lucked out with a critical, you get 3x3 = 9x the damage.

R3:  If your controller has this, it displays the mini-map.

Direction pad:  Primarily useful in 1-player mode -- up arrow allows you to 
switch characters, taking control of the other character.  Left arrow makes the 
AI of the other character passive, down arrow makes it neutral, and right arrow 
makes it aggressive.  In two player mode, if you both press up arrow at the 
same time, you switch characters.

Left joystick:  controls the direction of your hero.

Right joystick:  controls the camera angle.

Select button:  accesses your hero's skill sheet, information, boosts, what you 
can purchase with shields, goals, and so on.

Start button:  accesses the game control options, such as Restart Scenario, 
Remove/Add Player 2, Brightness, Experience Split, turning on Damage numbers, 
Vibration, sound, and so on.

I.B:  Gameplay

I.B.1:  Start New Game vs. Load Game vs. Continued Play

Start New Game allows you to start a new game at the desired difficulty level, 
so you will have no boosts and fresh characters starting at Episode 1.

Load Game allows you to continue play at a saved point.

Continued Play allows you take characters from one saved game and start a new 
game with them.  You can thus develop your characters more, gaining better 
boosts, and so on.


I.B.2:  Difficulty level

Upon starting a new game or continuing play, you have the option to select a 

difficulty level, whether Easy, Normal, Hard, or Elite.  You must defeat the 
game before you can unlock Superhero difficulty, the most difficult.

Each difficulty gives progressively better experience, but also is more of a 
challenge.  Even the best superheroes, maxed in every way, still are challenged 

with Superhero difficulty.

Most beginners will want to start at Easy or Normal, and run through this a 
couple of times to unlock secondary characters.

The difference between hard and normal is pretty substantial.  If you take a 
new unlocked character (even with full health) into Hard, he or she may still 
only be able to take 3-4 hits before dying.  The difference between elite and 
difficult is also fairly substantial, almost an order of magnitude more 
difficult than normal.  Superhero is ultra challenging. You will want to avoid 
getting hit, and learn strategies of how to kill things without taking any 
hits.There is a separate section further down dealing with the superhero 
difficulty and boss strategies on that difficulty. 

I.B.3:  Checkpoints

Along the way, you will encounter checkpoints, which look like grey/blue 
immovable mines. As you move over them, the checkpoint will activate, saving 
your game status, including boosts, experience, enemies killed, etc.  If your 
comrade has fallen, touching a checkpoint allows you to revive a fallen 
partner.

(If both of you die, the game will attempt to restore at the last checkpoint.)

Often the game will save a checkpoint after you finish certain episodes as 
well.

I.B.4:  Traps and Barriers

There are a number of puzzles and traps to disarm.  Some traps are merely 
barriers, preventing you from moving forward, such as laser grids and so on.  
Others must be handled by one of the characters, such as Kryptonite Lasers, 
which must be dealt with by Martian Manhunter, because of Superman's 
vulnerability to Kryptonite, or Flame Jets, which Superman must deal with, 
or Ventilator Fans, which you must use Flash's Charge ability.

Often there appears to be a computer console near the trap, which you must 
walkup to and press square [], and then type in the sequence of buttons before 
time runs out to deactivate it.

Some "traps", such as the laser gate in Episode I inside the STARS lab, can be 
destroyed.

I.B.5:  Props

The game is extremely frugal with giving you various objects like benches, 
potted plants, banana and apple baskets, cars, taxis, armored cars, fire 
hydrants, mailboxes, hot dog stands, large boxes, machinery, mainframe 
computers, and so on -- these can be picked up. You can both bash an enemy 
with the prop (which the prop has some probability of being destroyed), or 
throwing the prop at the enemy, which destroys the prop.

If you block with the R1 button, you automatically drop the prop.

Only "Strong" class of characters -- Superman, Hawkgirl, Green Lantern, Wonder 
Woman, Martian Manhunter -- can pick up all props.  Everyone else can only pick
up some subset of these.

Although the damage numbers don't reflect as high damage, if you throw a car at
 a robot in Episodes 1 and 2, it will kill the robot if it hits it.  Needless 
to say, throwing a car is pretty much the strongest use of a prop.  Pretty good
 props are barrels (including red barrels, which explode), satellite dishes, 
taxis, armored cars, cars, benches, large crates, anything metal and looks like
 it would hurt.

If you stun or freeze an enemy as well, some characters can pick up the enemy 
as a prop with which to throw or bash.  Throwing an enemy at close range 
against a wall often is an auto-kill (I was seeing 39k worth of damage in 
Superhero mode, having Superman throw a frozen enemy into a wall).  Sometimes 
you may not get the experience if you bash using an enemy, this may be a bug.  
Unfortunately you may lose a few boosts if you throw enemies into walls (the 
boost appears inside the wall which you can't get to).

Not every prop is equally useful.  Some enemies, such as gorillas, can shoot 
props while they are in flight.  Props do add a small damage bonus (except 
cars, that add something substantial and also knock down).

I.B.6:  The Experience System

The default is that the game is set up at 50%, although you can adjust this to 
100%.  This just means whoever picks up the green experience orbs gets more 
experience.  (It's more of a relative weight than an absolute value.)  It seems
 like if you have both characters at 50% but one picks up more orbs, he will 
still get more experience.  It looks like the game gives out experience like 
this, if your experience level is set to X%:

Whoever kills the monster:  (100 - X%) of experience Whoever picks up orbs will
 get X% of the experience divided by the number of orbs that each picks up.

So for instance if the monster drops 8 orbs, you pick up 6 and your buddy picks
 up 2, then you'll get 75% of the experience.

In the end, it doesn't really matter, except when one character is max'ed out 
at level 20 and you are trying to get the other character to get up there in 
experience.

II. Characters and Skills, Abilities, Uses

SUPERMAN

1) Man of Steel:  Damage reduction
Key Boosts:  Duration:  adds time, 2x Damage-7:  adds Damage reduction %

2) Super Breath:  Freezes enemies (slightly damages)
You must hold the button down to freeze enemies.  Enemies do become 
unfrozenover time.It's a great combination to freeze enemies and then beat up 
/ throw them.Sometimes if you hit them with things that cause criticals, the 
enemy automatically dies, like Freeze -> Batman's battarangs.
Key Boosts:  Range, 1x Duration-7

3)  Super Punch:  Uppercut that does a lot of damage; holding down the O button
 increases damage to 200% of the base amount, but use the rest of your energy.
You aren't invulnerable during this time, so if you're knocked down, you won't 
do anything. Knocks back enemies.
Key Boosts:  Speed (reduces time to set up, 1x Speed-7 reduces it to 1.8s, 
2x Speed-7 reduces to 1.0s, I think 1x Speed-7 is enough); Range -- increases 
collateral damage; Damage

4)  Heat Vision -- burns enemies
Must be aimed; you must hold down the button to continue to burn things.  
Reasonable range attack.Key Boosts:  Damage (each Damage-7 boost I think 
increases damage +30% of base); Efficiency (reduces cost, you can hold it down 
near-indefinitely).  Some people like Range (pushes back enemies), Duration 
(increases afterburn time).  I'd go with 4x Damage7 and 1x Efficiency7.

5)  Flying Charge -- goes through multiple enemies, hits for a lot of damage.
Good get-away maneuver too.Key Boosts:  Damage; I think speed increases speed; 
Range increases maneuverability (steering); Luck for critical.

BATMAN

1)  Dark Knight -- unleashes a quick series of attacks, one per rank
Must be aimed: only attacks in front. Key Boosts:  Luck (critical damage), 
Efficiency, Damage.

2)  Bat Swarm -- summons some to a pack of bats that rip an enemy to shreds and
 also incapacitates them for a time.
Must be aimed: if you hit your enemy with the beacon, only then will the pack 
of bats come. It does home a little though. 
Key Boosts:  Efficiency, Damage, Duration (longer length, but only one may be 
needed); Range (bats can attack one object and then jump onto another enemy 
within an increased range)

3)  Flash Bomb -- area of effect, stuns nearby enemies.
Great for setting up combos like, Flash Bomb, walk up, jab strong, Dark Knight.
 Really good in the superhero difficulty. If enemies are stunned, they canít 
hurt you.
Key boosts:  Range, Duration

4)  Batarang -- throws a number of non-homing boomerangs/battarangs equal to 
the rank.Relatively weak range weapon, but sometimes good for "scouting".  They
 do spread automatically.
Key boosts:  Damage (a waste), Speed (faster battarangs), Luck (critical), 
Duration (stun), Range (they can track = curve)

5)  Grappling Claw -- fires a grappling claw into an enemy, pulls them close, 
and then you kick them.
You must aim these.
Key boosts:  Damage, Luck

GREEN LANTERN (John Stewart, Kyle Rayner, Hal Jordan)

1)  Grinder -- summons rocks that grind down enemies in front.
Non-boss/non-mini-boss enemies do seem incapacitated when caught in Grinder.
At low levels, it sucks (minimal damage), but outfitted post-rank 3 and with 
damage etc. it's pretty good.
Key boosts:  Damage, Efficiency, Luck.

2)  Detention -- summons a cube that contains enemies.
Enemies can still get out by attacking the walls, if they are smart (like 
Doomsday)This is fun to use.  It keeps enemies away   Especially bosses. Must 
be aimed in the general direction.Key boosts: Range will increase the size of 
the containment box, damage increases how much damage needed to destroy a wall;
 optional: Duration (increases length)

3)  Sledgehammer -- summons a big hammer that you can target an area.
Often this will stun enemies.  You can also aim this, let go of the button and 
run into or through the area.
Key Boosts:  Damage (increases damage), range (increases how far you can move 
it away), duration (increases stun time).

4)  Protection Dome -- summons a small hemisphere of protection that protects 
Green Lantern and his allies.Only covers Green Lantern, but you can move your 
buddies in.  You can also push enemies away.  Enemies will try to hit your 
dome.Key Boosts:  Damage (increases how much damage it can take).  I think base
 is like 300 (rank 1) + 50 per rank, and damage increases it by quite a bit.  
Range:  increases size of protection.  Duration increases length.

5)  Plasma bolt -- Range attack, pretty strong.
Can stun, but has long cooldown (i.e., you can't repeatedly do this).
Must be aimed.
Key Boosts:  Damage, Luck, Efficiency.

FLASH

1)  Charge -- charge up to enemies.  Seems to go through enemy fire and 
objects. Needed in the ventillation shaft as well. Does some amount of damage 
(small), knocks down, can disarm.
Key Boosts:  Damage, Range.

2)  Supersonic Evade -- dodges attacks immediately and allows you to dodge 
attacks for a time.  Gives damage bonus to attacks.  Flash's base damage is 
much less than Superman's or Martian Manhunter's (even at level 20, he's only 
doing about 300ish, where as the other two are up around 1000), and Supersonic 
Evade with 4 Damage7s adds like about 520 damage.
Key Boosts:  Damage (Damage bonus), Duration (length of time)

3)  Speed Force -- increases all movement speed and attack speed.  Can be used 
in conjunction with other abilities.  Time total is cumulative (so if you do 
this a bunch of times and recharge and do it again, you seem to have it a lot).
Key Boosts:  Speed (increases speed, movement and attack), Duration (length of 
time), Efficiency (this takes a lot of energy).

4)  Whirlwind -- The Flash becomes a whirlwind, sucking in enemies and damaging
 them for certain amount over time. Fantastic Crowd control skill!  If you use 
this in conjunction with the Speed skill, you can basically slurp up all 
enemies on the screen.  I think my buddy likes to use Green Lantern's hammer 
attack on the guys sucked in.
Key Boosts:  Damage, Efficiency, Duration

5)  Pinball Attack -- The Flash attacks multiple enemies, zipping around making
 it hard for enemies to hit The Flash, this can stun.  The number of attacks 
equals the rank (+1) Must be slightly aimed.  You can get hit while in Pinball.
Key Boosts:  Damage, Range (increases range in between attacks), Efficiency.  
(Speed increases chance to stun / disarm.)

Wonder Woman

1)  Lasso Capture -- Captures a number of enemies based on range, equal to the 
rank. Jack up the rank and range, and suddenly you've incapacitated the 
enemies. Enemies who are captured take more damage. Must be slightly aimed (if 
you catch any one enemy, you'll catch a bunch).
Key Boosts:  4x Range-7, 1x Duration.  (Suddenly everything on and slightly off
 screen gets pulled into a group!)

2)  Lasso Swing -- catches an enemy and spins them around for some damage 
(although weak). Must be aimed.  You must hold down the button to swing the 
enemy around.  Best used when there are lots of enemies and/or an open area. 
 Closed areas and it's not very effective.
Key boosts:  Damage, Range.  Maybe Speed, increases rotation speed.

3)  Lasso Snare -- pulls in an enemy for a kick.
Key Boosts:  Damage, Range, Luck.

4)  Ricochet -- throws a boomerang that doesn't do a lot of damage, but can 
stun.
Key Boosts:  Damage, Luck (increases number of enemies it passes through), 
Maybe Duration for the stun length.

5)  Flying Charge -- Wonder Woman throws herself at some enemies -- not as fast
 or as damaging as Superman's, but it covers a good deal of distance.
Key Boosts:  3Damage7, 2Speed7.

FYI -- Wonder Woman is one of the few characters that can deflect enemy ranged 
fire (like bullets) instead of taking a small amount of damage, but only in the
 forward direction (you must face the fire).

Zatanna

1)  Firebolt -- throws two firebolts that do a lot of damage, very little 
cooldown time. These are auto-targetting and sinusoidal, so they have a good 
chance of hitting enemies. You just have to throw them in the general direction
 of the enemy.
Key Boosts: Damage (damage), Duration (stun length), Speed (stun), Luck 
(critical), Efficiency.

2)  Time Shift -- causes enemies to move considerably slower.
Initially, it causes enemies to become stunned for a short period of time, so 
you can set up combos with your partner.
Key Boosts:  Range (the base is very low unless you jack up the range & rank), 
Duration (length of time shift, base at rank-5 is 15s, with one duration-7 it 
goes up to 20s), Speed (Max Rank = slowed to 33% of speed; one Speed7 will slow
 them to 25% speed), Efficiency.

3)  Polymorph -- changes all non-boss enemies in range to bunnies.
Key Boosts: 4x Range-7, Duration

4)  Protection -- creates a shield on the two heroes that can take damage. At 
Rank 5, when the shield of protection is taken down, it explodes for an amount 
of damage (2000) to things at quite close range.
Key Boosts:  Damage, Duration

5)  Heal -- heals a certain amount of damage.
Key Boosts:  Range (increases range), Damage (increases healing), Speed 
(decreases time to heal from 0.4s to 0.3s).

Martian Manhunter

1)  Shape Shift -- gives damage boost in alternate form but has two drawbacks:
  vulnerability to damage (takes an increased amount of damage), and he's 
unable to use his special abilities.  The damage that he does scales with the 
difficulty, so on Elite, it is not uncommon to be doing 4k damage with a light 
attack.
Key Boosts:  2x Luck (reduces amount of vulnerability), 3x Damage.

2)  Phase Charge aka heart rip.  Martian Manhunter phases out, and lunges at an
 enemy, ripping out the circuits/heart/whatever.This is MM's highest normal 
non-scaled damage attack. Must be aimed.
Key Boosts:  Damage, Luck

3)  Mind Burst -- radial attack, hits all enemies and damages them.
Slows and can possibly stun enemies.
Key Boosts:  Range, Damage, one Efficiency.

4)  Psychic Pulse -- Martian Manhunter throws a bolt of psychic energy which 
often stuns enemies. This does not do much damage, and must be aimed.  However,
 this allows you to set up combos like following up with a Phase Charge or 
regular attack combo, as I belive there is a base 80% chance to stun.
Key Boosts:  Damage, Luck

5)  Shadow Shift -- Martian Manhunter phases out and can't be damaged.
He can still move around.
Key Boosts:  3x Efficiency-7 (first reduces cost by 40%), maybe Speed.  (Base 
energy cost = 25/second with Rank 1, each rank = -1 in energy cost.)

The lowest amount is at 3x Efficiency-7, which gives you energy cost = 
3.5 / second at Rank 5.

EXTENDED CHARACTERS:

AQUAMAN

1)  Whirlpool -- Aquaman throws a whirlpool that incapacitates enemies, 
spinning them around for damage.  He can throw multiple of these at one time.
They can turn a little bit, but you need to aim them generally.
Key Boosts:  Duration, Damage, Speed.

2)  Water Bolt -- Aquaman spouts some water.
Not very damaging.  Must be aimed.
Key Boosts:  Damage, maybe Speed/Duration (stun)?

3)  Uppercut -- Aquaman spins around and does an uppercut.
Not very useful but does do area of effect.
Key Boosts:  Damage

4)  Waterblade -- Aquaman suddenly gets a blade of water and swings a number of
 times equal to his rank. Key thing here is the stun.  Does a considerable 
amount of damage if it hits, but still the stun is the most important.
Key Boosts:  Speed (increases stun %), Duration, Damage.

Aquaman plays like: 

Range Aquaman:  add duration, damage, etc. to whirlpool and throw them at one 
or two enemies so you can isolate down one enemy.

Or, come up to one enemy, Water blade.  You should add the appropriate boosts 
to increase stun to 100% (I think it's speed).  Then when the enemy is stunned,
 whack on the guy with XOX, OXXO, combos.

HAWKGIRL

1)  Nth Degree -- radial attack (but slow).  Hawkgirl smacks the ground with 
her mace, causing a ring of damage.
Often stuns.
Key Boosts:  Range, Damage, Duration.

2)  Thanagarian Strike -- short range attack, directional, Hawkgirl's most 
damaging attack. By using Nth metal, Hawkgirl does a lot of damage with an 
uppercut. Must be aimed -- you have to be literally right beside the enemy. At
 least it's relatively fast recovery.
Key boosts:  3 Damage, Efficiency, Luck.

3)  Warcry -- damage over time in a cone in front of Hawkgirl.  Has no special 
effects other than damage (and this is fairly useless).
Key boosts:  Range (increases Range), Damage.

4)  Mace throw -- causes enemies to fly out of the way, often stuns.  Often 
disarms (e.g., causes Gorilla soldiers to lose their guns), at Rank 5, 45% 
chance to diarm.
Key boosts:  Speed (increases stun percentage), Duration (stun length), 
Damage -- set up for combos.

HUNTRESS

1)  Rapid Fire -- shoots a number of arrows equal to the rank.
The downside is you can't move if you fire, and you can change direction.  So 
if you have to keep things at range.
Must be aimed.
Key boosts:  Damage, Luck (critical)

2)  Bullseye -- like Batman's flashbomb, but somewhat aimed.  The Huntress 
fires an arrow the explodes and causes any enemies within range to be stunned.
  Must hit an enemy.
Key boosts:  Range, Duration

3)  Gotham Girl -- delivers a powerful kick/series of kicks.  (Similar to Dark 
Knight)
Key boosts:  Damage, Luck

4)  Hunting Season -- brings in enemies for a kick. (Similar to Grappling Hook)
Key boosts:  Damage, Luck

GREEN ARROW

1)  Power shot:  fires a number of arrows = rank
Key boosts:  Damage, Speed, Duration (I think this stuns).

2)  Exploding arrow (knocks back enemies)
Explodes on impact, knocking back smaller enemies and damaging anything in the 
blast radius. When powered up properly, it can do enormous damage.
Can hit multiple enemies within range.
Key boosts:  3xDamage, 2xLuck

3)  Fire Arrow (lights up enemies)
Damages on impact and continues burning the enemy for a small amount of damage.
 Decent damage, but doesn't have the knockback of Superman's Heat Vision or the
 autotarget abilities of Zatanna's Fire Bolt.
Key boosts:  Damage, Luck

4)  Electric Arrow
Damages on impact and continues electrocuting the enemy for a small amount of 
damage.
Key boosts:  Damage, Luck

5)  Barrage:  Green Archer becomes stationary while he targets enemies possibly
 far away and around corners. Rank increases the number of sets of arrows that 
are fired. The downside is that Green Arrow is stationary when he is in barrage
 mode (like Green Lantern is in summoning a Sledgehammer).
This is amusing to use because enemies sometimes don't know what hit them.
Key Boosts:  Range (increases size of impact area), Damage, Luck, 
Speed/Duration (may stun).

III.  BOOSTS

You can only hold 35 boosts. If you have more, it overflows and they will still
 be there, but you can't pick up any more. (this only happens if you input the 
boost cheat)

There are 6 basic types of boosts:

1. SPEED = increases combat speed when you put it into Combat, Recovery speed 
in regen. Otherwise if it's an ability, like Superman's Super Punch, that 
requires a charge up time, it decreases it. It may affect % to stun or disarm.

Key uses: Superman's Super Punch; Wonder Woman's Spinning Charge [increases 
attack speed, for each Speed boost quality 7, +20%], Martian Manhunter's Phase 
Shift [increases speed +20% per Speed-7], The Flash's Speed Force [increases 
speed and attack speed +25% per Speed-7], Combat, 3 Speed-7's in Recovery. I 
was using this also in The Flash's Charge [disarm/stun], Hawkgirl's Mace Throw 
[Stun], Aquaman's Water Blade [stun], but am rethinking these.

2. DAMAGE = increases damage caused in combat or by ability, or the best boost 
for health [2nd is luck]. Sometimes affects stuns, decreases energy cost 
[although you should really use efficiency]. It also increases the amount of 
damage that walls/domes absorb/shields [Green Lantern's Detention or Protection
 Dome, Zatanna's Protect], as well as increases amount that is healed.

Key uses: Health, and pretty much many, many places [The Flash's Supersonic 
Evade and Whirlwind, Superman's Super Punch, Flying Charge, Heat Vision, Man 
of Steel -- which increases the % Damage absorbed to a max of 75%, Wonder Woman
's Ricochet, Spinning Charge, Lasso Kick, Zatanna's Fire Bolt, Protect, Heal, 
etc.]

It should be noted that usually each damage boost only increases the same % 
[for the same quality of boost] based on the base. So for instance, Dark Knight
 may do a base of 300, and then one damage boost might increase it to 375 
[+25%], and then the next damage boost would be 450 [+25% on base], and so on. 
Usually after the third  damage boost, you will find that a luck, which gives 
an additional percentage on doing critical, which is triple damage, is on 
average better than adding an additional damage boost. [Say you add one Luck 
quality 7, which adds like 8% of doing a critical, this would be on average 
doing 16% more damage on your current damage, not your base.]  I have found 
that after 3 damage boosts, adding another Damage 7 would only add about 15.9 
something or other %, and instead, if you added a Luck 7 boost, you would be,
 on average, doing 16% more damage on the net, so you're better off with 
Luck-7s after a few Damage-7s.

3. RANGE = increases range of special ability, or with heat-vision, push-back.

Key uses: Wonder Woman's Lasso Capture, Superman's Super Breath, Superman's 
Super Punch [increases collateral damage range], The Flash's Pinball Attack, 
Zatanna's Polymorph [increases range that these work], Batman's Battarangs 
[tracking], Batman's Batswarm [increases range that they kill things, if they 
kill one enemy, the bats hop on something else], Batman's Flash Bomb, Green 
Arrow's Barrage, Green Lantern's Detention, Sledgehammer.

4. EFFICIENCY = Decreases cost in energy to use dramatically. I think usually 
it's 40% for your first efficiency boost. Efficiency is also the best boost to 
use in your energy abilitiy.

Especially lower levels when your energy is not as high, you may want to slot 
some efficiencies to reduce the cost of the special abilities. Sometimes you 
want better casting cost [like with Zatanna and Green Lantern] so you can empty
 your energy bar and not have to recharge as often.

One further consideration is that sometimes you will want to dump out your 
energy bar as quickly as possible (you may not be able to fire that many 
firebolts in succession).  To optimize for the maximum damage per second, for 
instance, with Zatanna's firebolt and Superman's Heat Ray Vision, instead of 2 
Efficiency 7s, I've been considering only one.

5. DURATION = How long a special ability will last, for instance, Superman's 
Man of Steel will increase how long it will last, or Zatanna's Polymorph, or 
Superman's Super Breath, or Batman's Batswarm, etc. For abilities that stun, it
 affects the stun duration. Duration in Recovery will reduce the time that 
health will first appear. [I think default is like 6.8s, with 1 recovery, that 
drops to 2.8s.]

Key uses: Wonder Woman's Lasso Capture, Superman's Super Breath and Man of 
Steel, The Flash's Supersonic Evade and Speed Force and Whirlwind, Batman's 
Batswarm, Zatanna's Polymorph, Aquaman's Whirlpool, Green Lantern's Detention.

6. LUCK = How often you will get criticals [sometimes affects stunning too]. 
One key ability is Martian Manhunter's Shape shift, where luck actually reduces
 the amount of vulnerability to damage.

The quality of the boosts is capped at quality 7. You can mix 3 boosts of 
quality 7, you just lose 2 of them.

You can add a single boost per rank that you've added to an ability. If you try
 to slot in another one in that slot, you lose the old boost.

Rank can go up to 5, so you can put in 5 boosts. [If a boost is not applicable,
 often the energy cost is lowered instead.]

Eventually you'll want to put all level 7 boosts. Play around with the combos 
to see what best suits you.

Hint: if you use the Boost cheat, you can easily get level 7 boosts in every 
spot.

It only shows the top 35 boosts, but you hold more than that. Just mix some of 
them, and they will move upward.

I've played around with the boost combos a little, and the most useful of 
course is damage. Damage adds to attack damage and is the best boost for health.


However, 6+6+6 will guarantee you a level 7. 6+6+5 is like 85-90percent 
guaranteed to give you level 7, but you might still get a level 6.

If you use the boost cheat, say you want to make a lot of damages, try this:

Dam3 + Dam3 + Dam3 makes Dam4 [or about 5 to 10 percent of Dam5]

Dam4 + Rng3 + Rng3 makes Dam5 [or about 5 to 10percent of Dam6]

Dam5 + Rng3 + Rng3 makes Dam6 [or about a 1-2percent of Dam7]

So far you've used 3 Damage boosts and 4 Range boosts. [Range is pretty much 
the least used.] Then probably Luck, then Duration and Efficiency.

The usual way I do stuff since Damage is the most needed boost is to do 
something like this:

Dam2 + two other level 1 makes Dam3

Dam3 + [two other level less than 3] makes Dam4

Dam4 + [two other level less than 4] makes Dam5

Dam5 + [two other level less than 5] makes Dam6

3 x Dam6 makes Dam7

[You can put in Dam5 + Spd1 + Luck1 for a Dam6.]

Note #1. If you put in multiple of the same level, like Dam5 + Spd5 + 
Efficiency5, there's a 1/3 chance of getting any particular one.

Note #2. If you put in two highest ones of the same level, like Dam5 + Spd5 + 
any other less than 5, there's a 1/2 chance of getting the higher ones [Damage
 or Speed here]

Note #3. You can mix lower quality boosts at the rate of 3 to get a higher 
quality. From empirically mixing, if you put in 3 boosts of Quality X, you'll 
have an 85percent chance of getting 1 Quality X+1, and 15percent of 
Quality X+2. I think it's like if you mix X, X, and X-1, you're still 
guaranteed to have X+1, and much less likely X+2. Ditto X, X, X-2, which is 
less likely for a X+2 result. I haven't done enough to tell you what happens 
with mixing Quality X, X-1, X-2, etc. But generally you'll get one higher 
quality than the highest you put in. If you put in a lot of low quality ones 
with a really high quality one, there's a chance you will result in just the 
same thing as the high quality one and not move up in quality.

So for instance, if you mix in Damage 3, Damage 3, Damage 3, there's a 
85percent chance of getting Damage 4, and about 15percent chance of getting 
Damage 5.

Boosts of quality 6 are weird, in that if you mix in Damage 6, Damage 6, and 
Damage 5, there's only a 85percent chance of getting a Damage 7, and a 
15percent chance of getting Damage 6.

The only way to guarantee a quality 7 boost is using 3 quality 6 boosts.
6+6+5 = 80-85% to get quality 7
6+5+5 = 70% to get quality 7
6+3+3 = 15-20% to get quality 7

(From my experience, if you use a Dam6 and two Dam3 [or any other type] you 
have about a 20% chance to get a Dam7. This very often results in a 7 using 
less boosts than getting three Dam6ís to combine. Though there is a risk since
 it is possible for it to use much more.) Submitted by Gohanfan01


IV.  Skills and what each boost does

0.  COMMON SKILLS

0.A.  COMBAT
Luck = Increases % chance to critical + 0.5-3.5%
Speed = Increases attack speed + 1-7%
Range = Increases attack damage + 0.5-3.5%
Efficiency = Increases attack damage + 0.5-3.5%
Damage = Increases attack damage + 1-7%
Duration = Increases Stun duration + 0.5-1.7s

0.B.  Health
Luck = Increases health 1-7%
Speed = Increases health 0.5-5%
Range = Increases health 0.5-5%
Efficiency = Increases health 0.5-5%
Damage = Increases health 1-9%
Duration = Increases health 0.5-5%

0.C.  Energy
Luck = Increases energy 1-7%
Speed = Increases energy 0.5-5%
Range = Increases energy 0.5-5%
Efficiency = Increases energy 1-11%
Damage = Increases energy 0.5-5%
Duration = Increases energy 0.5-5%

0.D.  Recovery
Luck = Decrease first health recovery delay by 0.1-0.7s
Speed = Increases recovery +4-25%
Range = Increases recovery +2-14%
Efficiency = Decrease first health recovery delay by 0.1-0.7s
Damage = Increases recovery +2-14%
Duration = Decrease first health recovery delay by 0.2-1.2s

1.  SUPERMAN

1.A.  Super Punch:
Luck = Chance of Critical + 2-8%
Speed = Decreases time to max damage (goes from 3.8s to 1.8s with one Speed-7 
and then down to 1.0s with a second) 4-30% less time
Range = Increases Collateral Damage caused by punch (area of effect) 5-35% more
Efficiency = Decreased Energy Cost 10-40%
Damage = Increases Damage 4-22%
Duration = Increases Stun percent 1.5-12.5% stun chance

1.B.  Man of Steel:
Luck = Increased Duration 4-22%
Speed = Increased Duration 4-22%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage Reduction +4-22% (max of 75%)
Duration = Increased Duration 10-58%

1.C.  Super Breath
Luck = Increased Freeze Time 5-17%
Speed = Increased Damage per second 2-8%
Range = Increase Range of Effect 4-28%
Efficiency = Decreased Energy Cost per second 7-32%
Damage = Increased Damage per second 4-22%
Duration = Increased Freeze Time 10-58%

1.D.  Heat Vision
Luck = Increased Burn time + 6-42%
Speed = Increased Damage per second +2-8%
Range = Increased Pushback ("impact force") +30-310%
Efficiency = Decreased Energy Cost per second 10-40%
Damage = Increased Damage per second +4-30%
Duration = Increased Burn time +60-225%

1.E.  Flying Charge
Luck = Increased Critical percent +2-8%
Speed = Increases ability to steer +10-70%
Range = Increased Impact Area +5-35%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage +4-30%
Duration = Increased Chance to stun 1.5-12.5%

2.  BATMAN

2.A.  Batarang:
Luck = Increased Critical percent +2-8%
Speed = Increased Battarang Speed +4-30%
Range = Increased Tracking +10-40%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage +4-30%
Duration = Increased Stun Duration +20-80%

2.B.  Dark Knight
Luck = Increased Critical percent +2-8%
Speed = Increased Attack Speed +3-9%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage per hit +4-30%
Duration = Increased Chance to Stun +3-25%

2.C.  Bat Swarm
Luck = Increased Critical percent +2-8%
Speed = Increased Duration +4-22%
Range = If Bats kill one enemy, they will hop onto another enemy within range 
(increases range) +4-30%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage per second +4-30%
Duration = Increased Duration +5-35%

2.D.  Flash Bomb
Luck = Increased Stun Duration +3-10%
Speed = Increased Stun Duration +4-28%
Range = Increases Range of Effect +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Decreased Energy Cost 3-15%
Duration = Increases Stun Duration +5-35%

2.E.  Grapple Claw
Luck = Increased Critical percent +2-8%
Speed = Increased Damage +2-8%
Range = Increased Range +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage per second +4-30%
Duration = Increased Stun Duration +20-80%

3.  GREEN LANTERN

3.A.  Sledgehammer
Luck = Increased Critical percent +2-8%
Speed = Increased Stun Percentage +3-9%
Range = Increased Area of Effect +5-35%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage per second +4-30%
Duration = Increased Stun Duration +0.2-0.8s

3.B.  Plasma Bolt
Luck = Increased Critical percent +2-8%
Speed = Increased Damage +2-8%
Range = Increased Stun Chance +3-17%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage per second +4-30%
Duration = Increased Stun Duration +0.2-0.8s

3.C.  Detention
Luck = Increased Duration 0.3-0.9s
Speed = Increased wall strength +2-8%
Range = Increases size of containment box +4.8-33.6%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased wall strength +6-45%
Duration = Increases length of containment box 0.3-2.5s

3.D.  Protection Dome
Luck = Increased Duration 0.2-0.8s
Speed = Increased dome strength +2-8%
Range = Increases size of dome +3-18%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased dome strength +6-45%
Duration = Increases length of containment box 3-25%

3.E.  Grinder
Luck = Chance of Critical + 2-8%
Speed = Movement Speed +2-20%
Range = Movement speed +2-14%
Efficiency = Decreased Energy Cost per second 10-40%
Damage = Increased Damage +4-30%
Duration = Decreased Energy Cost per second 7-28%

4.  FLASH

4.A.  Speed Force
Luck = Increased movement Speed +3-9%
Speed =Increased movement Speed +4-10% (+25% of base walking speed for level 7)
Range = Decreased Energy Cost per second 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Decreased Energy Cost per second 3-15%
Duration = Increases duration +10-60%

4.B.  Supersonic Evade
Luck = Increased duration +5-22.5%
Speed = Increased damage bonus +3-9%
Range = Decreased Energy Cost per second 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage bonus +4-30%
Duration = Increases duration +5-37.5%

4.C.  Whirlwind
Luck = Increased duration +2.5-17.5%
Speed = Increased stun duration +15-90%
Range = Decreased Energy Cost per second 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage per second +4-22%
Duration = Increases duration +5-42%

4.D.  Charge
Luck = Increased chance to critical +2-8%
Speed = Increased chance to disarm +10-70%
Range = Increased length of passing through objects/enemies +3-17%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage +4-30%
Duration = Increases stun chance +30-350%

4.E.  Pinball Attack
Luck = Increased chance to critical +2-8%
Speed = Increased chance to stun 30-90%
Range = Increased distance between attacks +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage +4-30%
Duration = Increases stun duration +20-80%

5.  WONDER WOMAN

5.A.  Ricochet
Luck = Increased chance to critical +2-8%
Speed = Increased Damage +2-8%
Range = Decreased Energy Cost per second 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage +4-30%
Duration = Increases stun duration +30-220%

5.B.  Lasso Snare
Luck = Increased chance to critical +2-8%
Speed = Increased impact force +10-70%
Range = Increased snare distance +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage +4-30%
Duration = Increases stun chance +3-25%

5.C.  Lasso Capture
Luck = Increased capture duration +7.5-45%
Speed = Increased capture duration +7.5-45%
Range = Increases Range that can be captured (you must aim on one enemy, and 
then it snares all enemies within range) +9-60% (radius)
Efficiency = Decreased Energy Cost 10-40%
Damage = Decreased Energy Cost 3-15%
Duration = Increases Capture duration +20-80%

5.D.  Lasso Spin
Luck = Increased chance to critical +2-8%
Speed = Increased spin rate (rotation rate) +2-20%
Range = Increased capture range +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage +4-30%
Duration = Decreased Energy Cost 7-30%

5.E.  Flying Charge
Luck = Increased chance to critical +2-8%
Speed = Increased attack speed +5-20%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage +4-30%
Duration = Increased stun duration +4-20%

6.  ZATANNA

6.A.  Firebolt
Luck = Increased chance to critical +1-7%
Speed = Increased damage +2-8%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased Damage +4-30%
Duration = Increased chance to stun +3-25%

6.B.  Polymorph
Luck = Increased transformation time +3-9%
Speed = Decreased rabbit health -1-13%
Range = Increased transformation effective range +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Decreased rabbit health -4-30%
Duration = Increased transformation time +33-60%

6.C.  Time Shift
Luck = Increased duration +2-8%
Speed = Decreased enemy speed -12-36% (at rank 5, enemies are 33% base speed, 
so a quality 7 Speed boost would reduce it to 25%)
Range = Increased range +5-36%
Efficiency = Decreased Energy Cost 10-40%
Damage = Decreased Energy Cost 3-15%
Duration = Increased duration 5-38%

6.D.  Protect
Luck = Increased duration +3-9%
Speed = Increased damage absorbed +2-8%
Range = Increased range +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage absorbed +6-45%
Duration = Increased duration 4-37%

6.E.  Heal
Luck = Decreased Energy Cost 3-15%
Speed = Decreased healing speed 0.1-0.7s less time to heal
Range = Increased range +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased healing amount +8-60%
Duration = Increased healing amount +2-15%

7.  MARTIAN MANHUNTER

7.A.  Shape Shift
Luck = Decreased damage vulnerability -3-15% less vulnerability (Martian 
Manhunter takes an increased amount of damage when shape shifted, this reduces
the damage 'penalty')
Speed = Increased Speed +3-9%
Range = Increased duration +4-22%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage bonus +4-22%
Duration = Increased duration +4-38%

7.B.  Shadow Shift
Luck = Decreased Energy Cost 3-15%
Speed = Increased walking speed +3-20%
Range = Increased walking speed +3-9%
Efficiency = Decreased Energy Cost 10-40%
Damage = Decreased Energy Cost 3-15%
Duration = Decreased Energy Cost 3-15%

7.C.  Phase Charge
Luck = Increased chance to critical +2-8%
Speed = Increased attack speed +2-20%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased chance to stun +3-25%

7.D.  Mind Burst
Luck = Increased chance to critical +2-8%
Speed = Increased damage +2-8%
Range = Increased range of radial +5-25%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased stun duration +10-75%

7.E.  Psychic Pulse
Luck = Increased chance to critical +2-8%
Speed = Increased psychic pulse speed +4-40%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased chance to stun +3-25%

8.  AQUAMAN

8.A.  Whirlpool
Luck = Increased capture duration +4-22%
Speed = Increased whirlpool move speed +6-60%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage per second +4-30%
Duration = Increased capture duration +10-60%

8.B.  Water Bolt
Luck = Increased chance to critical +2-8%
Speed = Increased water bolt speed +2-20%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased chance to stun +3-25%

8.C.  Waterblade
Luck = Increased chance to critical +2-8%
Speed = Increased damage per hit +2-8%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage per hit +4-30%
Duration = Increased chance to stun +3-25%

8.D.  Rising Uppercut
Luck = Increased chance to critical +2-8%
Speed = Increased damage +2-8%
Range = Increased area of effect +10-70%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased chance to stun +3-25%

9.  HAWKGIRL

9.A.  Thanagarian Strike
Luck = Increased chance to critical +2-8%
Speed = Increased damage +2-8%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage per hit +4-30%
Duration = Decreased Energy Cost 3-15%

9.B.  Nth Degree
Luck = Increased chance to critical +2-8%
Speed = Increased chance to stun +3.3-23.3%
Range = Increased radial radius +0.9-6.3 feet
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage per hit +4-30%
Duration = Increased stun duration +0.6-2.4s

9.C.  Mace Throw
Luck = Increased chance to critical +2-8%
Speed = Increased chance to stun +2.9-20.3%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased stun duration +0.6-2.4s

9.D.  Warcry
Luck = Decreased Energy Cost per second 2-14%
Speed = Increased damage per second +2-8%
Range = Increased range (cone) of effect +0.5-3.5 feet
Efficiency = Decreased Energy Cost per second 10-40%
Damage = Increased damage +4-30%
Duration = Increased range (cone) of effect +0.3-1.9 feet

10.  HUNTRESS

10.A.  Hunting Season
Luck = Increased chance to critical +2-8%
Speed = Increased damage +2-8%
Range = Increased range +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased stun duration +30-220%

10.B.  Bullseye
Luck = Increased stun duration +3-9%
Speed = Increased stun duration +5-32%
Range = Increased range +4-28%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased stun duration +30-220%

10.C.  Gotham Girl
Luck = Increased chance to critical +2-8%
Speed = Increased attack speed +2-20%
Range = Increased chance to stun +1-7%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased stun duration +30-220%

10.D.  Rapid Fire
Luck = Increased chance to critical +2-8%
Speed = Increased damage +3-25%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased stun chance +3-25%

11.  GREEN ARROW

11.A.  Exploding Arrow
Luck = Increased chance to critical +2-8%
Speed = Increased damage +2-8%
Range = Increased explosion area +10-40%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased stun duration +20-80%

11.B.  Power Shot
Luck = Increased chance to critical +2-8%
Speed = Increased damage +2-8%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased stun chance +3-25%

11.C.  Fire Arrow
Luck = Increased chance to critical +2-8%
Speed = Increased damage +2-8%
Range = Decreased Energy Cost 3-15%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased burn duration +25-225%

11.D.  Electric Arrow
Luck = Increased chance to critical +2-8%
Speed = Increased damage +2-8%
Range = Increased shock duration +3.4-5s
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased shock duration +3.6-5.4s

11.E.  Barrage
Luck = Increased chance to critical +1-7%
Speed = Increased damage +2-8%
Range = Increased target area +10-40%
Efficiency = Decreased Energy Cost 10-40%
Damage = Increased damage +4-30%
Duration = Increased stun chance +3-25%

VI.  BOSSES


These are generic boss strategies for lower level difficulties. These all work
 very well on easy through hard difficulties. They may also work on Elite 
difficulty. If you are having trouble on any of these boss battles, or are 
playing through the superhero difficulty, see farther down for separate boss 
strategies.




Miniboss:  Giant Assault Bot

At the end of the second segment of Episode 1, you will face the Giant Assault 
Bot.  Superman's Freeze Breath will freeze him for a short time.  You can also 
throw cars and other props and keep your distance as it is very slow.

Miniboss:  Security Robot 11

Boss #1: Brainiac Robot (Clone)

Although this is a Brainiac robot, he's pretty tough.  He shoots semi-homing 
(tracking) electroballs, attacks with an expanding (medium ranged) 
electropulse, and does sweeps (circular and line).  In the second form, he can 
hit to knock-down (even a blocking hero).  When he goes back into the force 
field cage, he can't be hurt, but you need to destroy the forcefield 
generators, located near the four corners.  Some of his attacks will be blocked
 by the forcefield generator, so if you are on the far side, you don't need to 
block as much.  If you need to recover, try flying (triangle, triangle).  When 
the first form gets low on life, Brainiac send out little mines.  You can 
destroy the enemies (mines) or get close to them and they'll activate.

You can jump over most of the electropulses and sweeps except the circular 
sweep, which you can either block or you can run near the middle and avoid.  
However, if you are running in the middle, the circular electropulse only 
occurs when you are down to the last of the four generators, so Brainiac will 
start throwing mines.  You can track the mines back to the generator and have 
the mines damage the generators.

Fairly effective skills are:  Batman's Batswarm, Superman's Heat Vision, 
Superman's Flying Charge.

Boss #2: Queen Bee

Queen Bee is very fast, but doesn't attack a lot.  She can summon "the Swarm" 
("Protect the Hive!"), which Martian Manhunter's (radial) Phase Pulse can take 
out easily.  When she's lower in life, she will summon drones (which you must 
take out like earlier enemies).  Queen Bee can also shoot rockets, and the best
 thing to do is have Martian Manhunter in Phased form (invulnerable, this is
 L1+R1 keys, and just run around -- don't stay in one place).  He is 
invulnerable.  In terms of the rockets, this is when the crosshairs aim for 
you.  Zatanna just rocks Queen Bee's world with the firebolt.  I find it a 
little hard to connect with the Phase Charge (also nicknamed "heart rip") with 
MM.  The Drones you can polymorph as well.  Queen Bee can also lob Green Globs
 at you, which hurt a lot.  She does have shorter range moves, but they are 
pretty bad and leave her very vulnerable.

You can also retreat to the very beginning, and Zatanna will be able to catch 
Queen Bee with her firebolts and Queen Bee will not attack (don't go too far 
forward or she will).  Alternately, you can use MM, shadow shift (while flying)
 into Queen Bee, wait for her to attack, exit shadow shift, shape shift, and 
bat her with the hands.

If she fires rockets ("targeted attack"), make sure you're flying and move in a
 straight line and not hit any of the walls.  Timing is crucial in Superhero 
mode against the bees not to have MM targeted and killed.  (I think it's like, 
if there is one bee left in the first wave of bees, you will be targeted, then 
3 bees for the rest of the waves.)

In lower levels, you can always pump up Zatanna's fire bolts, and have MM 
shadow shift and try to draw her attention with MM.  Zatanna's powered up fire 
bolts will pummel Queen Bee, and he only has to Mind Burst when there are 
drones.

Boss #3: The Key

Here you are using The Flash and Green Lantern.  You need to save the 
scientists first (which you can hurt the Key a little, but not a lot).  The 
scientists are in the back right and back left of the room you enter (upper 
left, upper right).

There are three phases:

Phase 1:  Key has these six attacks:  summon portal to space (vacuum, instant 
death), summon portal to "heart of the sun" == fire on both sides, jump at you 
and attack (close distance), gun slap you (very close distance), shoot you with
 tracer bullets (they don't hurt too much if you block, or if you go through 
them the right way, or if you time your jump, they don't hurt at all), shoot 
you with a beam (** this hurts a lot, but you have to time your jump).

Green Lantern can bomb him from afar with Plasma Bolts; Flash just needs to 
time it correctly, speed force + supersonic evade and slap him up.  You can 
usually get like 3-4 O attacks in if he jumps towards GL, and about half to a 
full heroic meter in O attacks if he does any of the shot attacks.

Phase 2:  Key disappears for a while, and summons a portal to "another 
dimension" which brings in the Steve Irwin killers ... er ... I mean, manta 
rays, and mushroom dudes (quadralu ... whatever)  Since the Key is out of the 
room, and GL has trouble with these guys, Flash should whirlwind ... whirlwind
... whirlwind.  Once you kill these guys, you can take on the Key again.  
Again, he has his six attacks.  If you get him down to like under 1/4 life or 
so, he disappears agin ...

Phase 3:  again, Key disappears for a while, and summons a portal to "another 
dimension".  After the Key reappears and spawns more creatures is where it gets
 tricky.  At this point, we had Green Lantern drop Sledge hammers and Flash 
would just run along and attack as he was safe, but mostly everyone would stay 
out of trouble.  GL:  Run along... drop a sledge ... run along ... drop a 
sledge ... Flash:  Speed force ... Supersonic evade ... run run ... punch punch
 ... run run ... Speed force ... Supersonic evade ... run run ... punch punch 
... run run ...  (on the perimeter of the room)

(FYI, Speed Force also works in conjunction to both Super Sonic Evade, and to 
Whirlwind, so you can sweep an entire screen, it's insane.)  Just stay away 
from the portals, those cause a lot of damage.  Green Lantern can use his 
abilities like Grinder on enemies, Containment, whatever that Pulse/Bolt attack
 is, and the Hammer attack.  The Key is fairly easy with Flash in earlier 
difficulties.  Whirlwind deals with the enemies other than the Key ...


Boss #4: Killer Frost

Killer Frost is mostly fairly easy.  If you have pumped up your Wonder Woman's 
Lasso Capture to level 5 and added like 2-4 Range 7 boosts, you'll lasso all 
the enemies.  Key here:  Beat up the enemies before going to start the 
missiles.  The enemies will block your way out (I think our PS/2 froze when 
the missile blew, I lassoed, and we were in front of the blast).  Beat up on 
Killer Frost as much as possible (Zatanna & WW, I prefer at a distance).  If 
you get her below a certain amount of life, she will encase herself with ice, 
or if less than 0:05 remains on the clock, she is invulnerable, so beat up the 
minions (if they appear) and run into each missile chamber and touch it and run
 out.  You'll only need to do this twice.  The third missile chamber is after 
you kill Killer Frost.


Boss #5: White Martian Leader

He's pretty boring, just the three little anklebiting enemies that scramble 
around are annoying.  You can pick them and throw them at the Martian Leader 
to do a small amount of damage.  Don't feel like dealing with ankle biters?  
Both Superman and Martian Manhunter can fly (triangle triangle).  The Martian 
Leader is fairly agile, moves quickly, attacks with his tail and can hit you. 
 He can hit you out of the air with energy pulses that do area of effect.

Since Martian Manhunter's Phase Charge (aka Heart Rip) is invulnerable for a 
time, you can rip the guy's heart out ad infinitum.  Superman just hangs out 
and uses heat ray vision to burn the Martian Leader.  With Man of Steel on, you
 really don't have to worry about the ankle biters, so I just go around and 
chuck them at the White Martian Leader.

You can also touch the 4 consoles in the center of the room that activate the 
Fusion generator.  This takes off about 1/5 of his total life, and takes about 
20-30 seconds to recharge.  It can only do that 3 times.


Boss #6: Gorilla Grodd

You have the option of choosing 2 characters.  Grodd throws exploding cans at 
you, charges at you, shoots at you, throws mines that do a lot of damage, and 
hits you with his mace.  He also has 4 watch towers that shoot, and generally 
it's a good idea to kill the towers before you deal with Grodd, it will give 
you more room.  I usually prefer to keep distance, as this guy hurts.  As he 
starts getting below 10% health, he summons his Gorilla buddies (which are 
either free experience if you can kill them, or are annoying).

Alternately, you can have someone doing the dodge dance in front of him while 
the other guy plugs him full of arrows ...

Boss #7: Doomsday

After freeing MM, the last pair of heroes you selected (of the three pairs) 
will be the ones you'll use to kill Doomsday.  Doomsday is relatively fast and 
hits quite hard.  He does have the ability to regenerate, and is fairly 
resistant to flame (i.e., Superman's heat vision doesn't do much damage). He 
also has 3 or so pals (minions) constantly spanning from two machines that can 
be destroyed but have a lot of hitpoints (in elite, they had about 20k).  You 
do have a way to do a lot of damage:  if you activate the forcefield, which 
lasts up to 15-20 seconds (say, if you stun Doomsday or use Containment or 
something so he is trapped in the middle) -- the forcefield activation is on 
the bottom, mid-right.  Then go to the bottom, mid-left, and activate the 
lasers.  Repeat, lather, rinse, Doomsday is dead.

Alternately, you can fight him to the bitter end and not use lasers, it just 
takes a long time.

One of the best combinations is probably Batman and Hawkgirl.  The two clone 
generators have over 20k hp in Elite, but Thanagarian Strike can take those 
down fairly quickly (mine is averaging around 4k, and criticals quite often).

Batman's Batswarm causes Doomsday to hunker down and put his hands over his 
head for a while.  So you basically run around the room, destroying the clone 
generators and then the clones, and then you lure Doomsday into the middle and 
batswarm, run to the Forcefield generator, turn it on, turn on the laser 
system, run up to the forcefield, Batswarm, Forcefield on, Lasers on, repeat 
lather rinse, I don't think Doomsday got out of the center of the room.

Alternately, you could pick some characters that have a chance to stun to keep 
Doomsday in the center of the room, like Huntress' Power Strike, Green 
Lantern's Sledge Hammer (or Detention) ... Flash had a pretty good chance 
against Doomsday too, mostly doing the usual Speed Force, Supersonic Evade aka 
Supersonic Dodge and Back Attack (mashing O and X)... 

Minibosses: Guardian 8, 8.1, 8.2.

v8 is purely a physical attack with a charge.  I believe the sickest 
combination that I used was Green Lantern (Detention) & Zatanna.

8.1 has a longer range and a swing and can throw out explosive mines.  Again, 
Containment is pretty good.

8.2 is kind of a challenge.  He has the ability to shoot missiles, but only if 
you stay far away.  He is faster than the previous ones, but if you are 
mid-to-short-range, he won't shoot, he'll just be puzzled, or he will fire over
 your head.  (Detention again is good.)

Other options include the Flash with supersonic evade and speedforce, just 
learn his patterns.

Boss #8: Brainiac

This is more annoying than anything else.  Braniac can attack physically, and 
shoot an electrobeam that looks cool and should do more damage than it does.  
Braniac is largely resistant to heat/fire.  I think the stage works like this:

There are some robots that Brainiac sends in front of you that you have to 
defeat.  Then you have to walk up to Brainiac, who teleports you back to the 
beginning.  There's a forcefield that prevents you from going on, but you have 
to destroy two assemblers, one right, one left, which create enemies.  Upon 
destroying the assemblers, you can attack Brainiac for a while, until he goes 
down to 2/3 of his life.  Then he teleports you back to the beginning, and you 
have destroy two assemblers again.  Then you get to whack on Brainiac a while 
until 1/3 of his life.  Then assemblers.  Then Brainiac.

One way to beat Brainiac is to have a range hero like Huntress, busy plugging 
Braniac full of arrows while Hawkgirl wandering within Braniac's range and 
meandering out.

Boss #9: Darkseid

Darkseid has three phases.

First phase, you can attack him immediately.  Darkseid can throw the hyperCube 
to create a whirlpool (in this phase, it's not the whirlpool of instant death, 
just sucks you in).  He can make omega eye-beams that cause a lot of damage, 
but only are on the ground; it still does some damage if you're in the air.  
He can summon flames that spread across the screen, hitting ground and air.  
And he can hit you, charge at you, and do a radial attack.  You mostly have to 
avoid getting tagged by omega beams or getting cornered.  If you kill him, then
 he is reborn as the second phase.  Batman was pretty good against the 
generators for the 2nd Darkseid (you have to destroy the 4 generators before 
you can hurt Darkseid), *but* you must be careful because if he throws the 
hypercube and you are in the middle of something like Dark Knight, you are 
toast.  In this second phase, you must punch out the four powerfield 
generators, one mid-top-left, one top-left, one top right, one mid-top-right. 
 What makes it harder is that Darkseid will try to attack you, so you sometimes
 need to do a rope a dope.  This second Darkseid, you have to worry about the 
hypercube turning into the Whirlpool of hurt (it can kill you quickly, it does 
do some damage).  When you destroy the generators, then you can attack 
Darkseid.  Kill him again, and you proceed to:  The final phase.  Now 
Darkseid's cube creates a whirlpool of instant death -- you need to avoid it by
 flying and/or watching when he throws it.

You can also throw the hypercube back, and it will suck in enemies and slow 
Darkseid down.

In higher difficulties, Darkseid will summon minions such as parademons and 
greater parademons in his second and third forms, which adds to the difficulty.
  If you use Green Arrow, and you do stick and move and the circle of death 
(going around the outside and doing a spreadshot), it's not too too difficult.



IX Superhero Difficulty



This section is here because the difficulty of superhero warrants totally 
revamped strategies, even at high levels. All information in this section
(IX Superhero Difficulty) was contributed by Boswer LK unless otherwise stated.



General ideas for superhero

Differences in superhero and lower difficulties:

1. Superhero bad guys are MUCH more aggressive (eg, white martian rifle guys 
shoot once then stand there like a retard on hard, but in superhero they shoot 
4-5 times in a row then backpedals then shoots some more)

2. Superhero bad guys have incredibly good aim (on hard, I played around trying
 to kill drones standing still while shapeshifted with protect up, and all 
their bullets unerringly whiffed my incredibly large body, on superhero, the 
same drones would see you move, and PREDICT WHERE YOU'RE GONNA GO and SHOOT 
AHEAD OF YOU so you run into their bullets...ouch)

3. Higher difficulties yields a ton more shields

4. General strategies for defeating enemies: any move that incapacites enemies 
is very useful (i.e., polymorph, lasso capture, any move that stuns)(from 
gohanfan01)

5. For an easy (almost cheating) way to get through any level that you can use 
martian manhunter, just use shadow shift. If you have it fully leveled, and 
slotted for efficiency, you can get through any level without having to fight 
anything.(unless of course one of the objectives is to defeat enemies) Though 
this will remove any challenge in these areas.(from gohanfan01)

Boss #1: Brainiac Clone

Characters used: Superman, Batman

Although this is a Brainiac robot, he's pretty tough.  He shoots semi-homing 
electroballs, attacks with an expanding (medium ranged) electropulse, and does 
sweeps (circular and line).  In the second form, he can hit to knock-down (even
 a blocking hero).  When he goes back into the force field cage, he can't be 
hurt, but you need to destroy the forcefield generators, located near the four 
corners.  Some of his attacks will be blocked by the forcefield generator, so 
if you are on the far side, you don't need to block as much.  If you need to 
recover, try flying (triangle, triangle).  When the first form gets low on 
life, the side generators send out little enemies.  You can destroy both the 
generators and the enemies. (submitted by chclee)

All of his attacks except the electro homing ball can be blocked without taking
 damage, including the laser walls he fires.(from gohanfan01)

Also, for boss #1, the braniac robot in its final form:

When it only has an upper body and throws projectiles and mines at you, you can
 lure the mines near brainiac and trigger them(or lift and throw them) and 
it'll do a ton of damage to him. (submitted by BoswerLK)


Boss #2: Queen Bee

Characters used: Zatanna, Martian Manhunter

Martian Manhunter can actually solo her, though, it's much easier if zatanna 
has a humungous ranged timeshift.

There are several tactics
You can have zatanna do time shift and the initial activation of it will 
hitstun queen bee, and you can run up with MM, shapeshift and mash on light(x),
 4 hits should get her to retreat to the throne, mind burst bees as always and 
just run or shadowshift the bombs, when she starts summoning drones, just have 
zatanna polymorph first, then time shift, ignore the rabbited drones (or let 
zatanna handle them) and shapeshift again

If you miss the opportunity to hit her while she's stunned, or if zatanna dies,
 it gets slightly trickier. Fly and shadowshift, move up to her, wait for her 
to try a melee attack (she'll either block first, then do one big attack with 
really bad recovery, or do 2 quick hits with slightly better recovery), after 
her hands pass you, press triangle to shapeshift, let go for L1, and mash on X,
 in the last stage when she summons drones, you should shadowshift to the 
entrance where they won't follow you, shapeshift, and poke them til they die 
with your enormous ranged hands when shapeshifted.


Alternate strategy for Queen Bee:

This strategy is much slower, but much safer. If you stay in the entry way that
 you start in, Queen Bee will not follow you down there or attack. All you have
 to deal with now are the drones and bees she summons, as well as her target 
lock move. When she does this move, fly in a straight line away from the exit, 
and you should avoid the targeting move. Continue flying in straight lines away
 from walls until she is done with her targeting phase and return to the 
entrance way. 

While in the entranceway, fire Zatannaís firebolts to damage Queen Bee. This 
will take a long time to finish since the fireboltís damage is pretty small, 
but I was able to complete it on the first try using this strategy. (found on 
Gamefaqs message board)

Boss #3: The Key

Characters used: Flash, Green Lantern

He is actually soloable with the flash, but having GL helps with the damage/sec
 and is a huge help for handling the summoned monsters.

Anyways, he has 3 phases, for each 1/3 of his life, he'll change attack 
patterns.
For his basic pattern (runs around and shoot you), use speed force and run 
circles around him counter-clockwise, because his laser comes out faster and 
sweeps counterclockwise, and his machinegun is slow enough that you'll go past
 it anyways with speed force on, he cocks his gun once for the laser, and twice
 for the bullets, so if for some reason flash died and you need to use GL, 
you'll have to react to that, just keep circling him so he won't do melee 
attacks (he doesn't recover fast enough for you to hit him).

GL, if alive, should fly the entire time and spray plasma bolts when the flash 
is distracting him.

When The Key shoots, move behind him (or use supersonic evade if you want), and
 mash on circle with flash (keep speed force on at all times), GL should unfly
 and grinder him in the back for extra damage.

The black doors are instant death, so never touch them.

Second phase, he'll summon some monsters at first, and the black door of doom 
is now a flaming door of...fire. Don't touch the fire. Whirlwind the monsters 
until the stingrays die (they're really fast and will give GL a lot of 
trouble), then have GL hammer them to death while flash goes back to fighting 
the key, or just keep tornadoing them until they die.

Last phase, he'll spray lots and lots of doors, including monster doors, black 
doors, and flame doors. The only problem is the monster doors. Don't kill the 
mushroom guys this time, whirlwind them until the sting rays are dead, then 
just whirlwind and carry them all the way to the beginning of the level in some
 corner (you can stun them with GL's hammer first if you want). Then run away 
really fast into the poison gas rooms where the scientists were in, wait there,
 the key will follow you, but his mushrooms will not (stingrays will, so you 
want them dead). Just do the same thing, except you gotta stay inside the room
 this time so you have less room to navigate, but keep at it and he'll die.

Also, he cannot summon doors inside that room, so if he shoots open dimensional
 doors, it'll either never appear, or will appear outside the room. So stay 
inside and nothing will ever happen to you (unless you mess up and get shot or 
gun whipped).




Boss #4: Killer Frost

Characters used: Wonder Woman, Zatanna

Just fly around in circles away from her, as none of her ranged attacks (except
 falling ceilings) can hit you when you are airborne. When the clock is almost
 at 5 seconds, run to a doorway to a missile but DON'T go in. Instead, wait 
until it's UNDER 5 seconds (ie the clock reads 4 or less), she'll automatically
 encase herself, and you can run in and blow up the missile. You might wanna 
mash on square while running to activate it as soon as possible, the timing is 
pretty tight. Do this twice, and she'll die automatically from the second 
missile explosion even if she was at full health.

It's the easiest boss fight you will ever have to do on superhero.

(An alternate to running into the silos is to use WW's Spinning Charge move. 
She travels slightly faster then running. As long as you can control it, you'll
 get through with an extra 1/2 second - second which makes it more reliable. 
Just start the move at 5 seconds left and you'll begin moving at the four 
second mark to be safe to enter.) Submitted by Gohanfan01 

Boss #5: White Martian Leader

Characters used: Superman, Martian Manhunter

Have mm distract him with shadow shift while superman handles bugs and pushes 
the buttons. Then shapeshift with MM and mash on x. Repeat and it should kill 
him.

An alternate and easier strategy is to shadow shift in front of the boss while 
Superman stands back and uses heat vision. Though this is slower then the first
 method. (submitted by chclee and BoswerLK)



Boss #6: Gorilla Grodd

Recommended Characters: Flash, Batman. (easy enough that any characters will 
work)

All his attacks are blockable without knockback, except for the exploding 
barrel. Furthermore, at melee range, he does only melee attacks nonstop.

Also, his minions do not follow you to the room you start in. So bait him in 
by advancing slowly or hitting him with a projectile (fire straight up the 
middle), and just have one person block while the other bashes his brains out 
with projectiles.

Alternatively, flash with speed force would just annihilate him.

At very low health, some monkey soldiers will drop down through the ceiling. 
Stun/rabbit/kill them, and always be ready to turn around and block grodd if 
necessary.

If for some reason you need to create distance, you can jump over him to dodge 
a melee then run for it.


Boss #7: Doomsday

Recommended Characters: Anyone (This strategy uses the traps in the room so you
 don't actually combat doomsday)

Use your lowest level team if you want them to get exp. Ignore the minor clones
 and ignore the generators. Lure doomsday to the opposite side of the room from
 the computers. Now, make a mad dash to the middle console. You'll outrun them.
 Activate the forcefield, and laser.

Wait like 2 seconds, then go back over to the middle console and press every 
button EXCEPT the last one, then listen. When you hear the forcefield go down, 
push the last button. This will raise it again. Then just repeat the above 
steps. 

4 lasers puts him down. Run to the middle and get the exp and press square 
before the minor clones come to eat you.

(If you're having trouble getting doomsday trapped by the force field, you have
 two options. If you're fast enough, you can trigger the forcefield right away.
(BoswerLK) Otherwise, when Doomsday does his set of three radial attacks, he 
doesn't move for a while. Stay in the center of the room and dodge his attacks.
 When he starts the radials, run to the forcefield console and activate. Then 
just continue on with the above strategy.)(Gohanfan01)



Mini boss: The Guardians 8.0, 8.1 and 8.2

Recommended Characters: Flash and Martian Manhunter.

They have a ton of hp now.

With flash, super run up and supersonic evade and mash on O.

With MM, shadowshift and stand a medium distance away from him. You want him to
 use his charging move (it has severe lag). Once he passes through you, shape 
shift, turn around, and hit him with 4-8 lights (depends on how much speed you 
have on combat and shapeshift). He should go down in 1-3 barrages.

Alternatively, have your partner block to tank while you just mash on X, as his
 melee's like gorilla grodd, are blockable without knockback.



Boss #8: Brainiac

Recommended Characters: Flash and Martian Manhunter.

Easier with the flash. MUCH faster and funner with MM.

Shadowshift in front of him, but not inside of him. You want him to do a melee.
 Right after he whiffs, shapeshift and smack him with 2-3 lights, then 
IMMEDIATELY cancel the recovery into shadowshift again. If he melees again, 
do it again.

If he does his radial attack, you'll only get 1-2 hits on him after.

One O attack from shapeshifted MM drops the generators. Use the other character
 to handle the robots, or do some skillful cover and poke with shapeshifted mm. 




Mini Boss: Mantis Thing

Characters Used: Green Lantern, Martian Manhunter

He actually doesn't count as a boss. Even though the circle doesn't appear 
above his head, he can be stunned. Use mm, psychic bolt (it should have over 
100% stun chance by now, MM started superhero at 18 and has hit 20 already at 
this point, one 7 duration brings it up to 105%), run up, shapeshift, mash 
on X, done.

Protect Superman:

Recommended Characters: Wonder Woman and any of the following: Batman, Green 
Arrow, Zatanna, or Martian Manhunter.

I'm listing this because it's extremely hard, especially if you don't pick the 
right team.

First off, you are almost required to use wonderwoman, the greater parademons 
can't be stunned or bunnied, but can be lasso'ed. They have so much health and 
do so much damage now, disabling them should be your first priority.

For your second character, I suggest batman, zatanna, a suped up green arrow, 
or martian manhunter.

Batman/Zatanna should have ranged up flashbangs and polymorph and damaged up 
bat swarm/batarangs/fire bolts. Green arrow should have ranged up exploding 
arrows and damaged up damage arrows. MM should have at least 2 efficiencies on 
his shadowshift.

Wonder Woman should focus on lassoing the greater parademons, then either OXXO
 or torpedo it to death. Batman/zatanna should stun/bunny everyone else and 
kill them, probably with ranged attacks since the screen won't reach that far.

MM should distract everyone with shadowshift while WW lassos all of them, then
 shapeshift to pick them all off.

Green arrow should spray exploding arrows to keep everyone else pinned and use
 barrage to assist in damage.

when you get to a door, batman should batarang it, and MM should shapeshift it.
 for some reason, batarangs do full damage to the door, while everything else 
does like 5%. MM's shapeshift is just so strong, it should mow through the door
 anyways.

Also, theoretically, MM should also be able to shadowshift right through the 
door. I didn't use him (I use WW and bats), so I don't know for sure, but this
 is handy if there's a mob on the other side. WW can lasso them, and MM can 
shift through and pick them off before they hurt superman.

At the very last part, there will be a skinny bridge and 2 rocket launchers 
waiting for you on the other side. WW can die here, for she is nearly useless 
with her richochet, with batman/zatanna/green arrow, pummel it with all your 
strongest single target ranged attacks before they kill superman (bat 
swarm+batarangs combo/firebolt as fast as you can/arrow rain+electric 
arrow+normal arrows).

For MM, he should shadow shift and make the rockets aim at him, and just stay 
put, making the rockets shoot away from superman, until he opens the door.

Boss #9 Darksied:

Recommended Characters:
Player 1: Martian Manhunter, Green Lantern, Batman, Green Arrow.
Player 2:Flash, Superman, Wonder Woman, Zatanna.

When the fire stops, Flash should distract him with supersonic evade and mash 
on O while MM shapeshifts and mashes on X. Do this 1 or 2 times and he's done.

Second phase, use your speeded up shadowshift to get to the side generators 
first and shapeshift them. Use O, since X misses a lot for some reason.

For the top ones, wait til the fire passes first, then shapeshift them. The 
flash can run around in circles to distract darkseid, and superman with man 
of steel should be able to tank darkside.

When guys drop in, flash should tornado, supes should flying charge, WW (if 
that player is THAT bad that you're up to WW already..............), should 
lasso, MM should shadowshift to get to the cube really fast and suck darkseid 
in. Once he's in, shapeshift and mash on X. He can't die in there, so once he 
gets out, mind burst/charge/richochet/flying charge him once.

The last form he summons greater parademons. Superman can die now (or try to 
freeze them, I don't think it works though). WW should do whatever it takes to
 keep them all lasso'ed, MM gets cube, throws, shapeshift, mash on X.


If MM ever dies, you're in trouble, because no one else can do damage even 
close to that. You want him to kill at least his first form and generators.

After that, GL can use containment to distract dark to make getting the cube 
easier, then use grinder while supers heat visions and WW torpedos.

Batman should bat swarm and XOX. Green Arrow should barrage and electric arrow
 and combo.

If it comes down to zatanna, she should use an extremely ranged up timeshift, 
and OXXO on trapped darkseid.


Section IX:  Easter Eggs, Glitches, Bugs, and Known Issues.



X.1:  Easter Eggs

There is one Easter Egg, in all Snowblind Studio productions, there is a 
penguin.  This is located in the level where you are on a timer and have to 
destroy the door to save the scientists.  If you don't rotate the screen and 
you start at the top of the room with the door above you, there is a cardboard 
crate in the bottom right which when broken contains the penguin.

X.2:  Glitches, Bugs, and Known Issues

There is an amusing glitch where occasionally you can pick up civilizians (with
 the [] square button, not as on a date!), especially in the Zatanna/Martian 
Manhunter level.

All of the characters appear to have witty sayings if you leave them idle for 
too long.

There appears to be a bug in single player with Zatanna and Martian Manhunter,
 where if you do a polymorph with Zatanna followed by a Shapeshift with Martian
 Manhunter, sometimes Martian Manhunter will be unable to move.  If you move 
around with Zatanna, normally your other character will teleport and catch up,
 if he/she is too far away, but when Martian Manhunter is unable to move, he 
will not teleport, so you will end up finishing the level with Zatanna.

Section XI:  Credits

Thanks to Captain K. (shibakev@earthlink.net) for his notes on boosts (skills 
& boost effects).

Thanks to chclee from the GameFaqs Message board for most of this FAQ.

Thanks to Boswer LK for the wonderful strategies on the superhero bosses.