Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 750/1,200 | 211,000 | Challenge Mode, Challenge Booster Pack, Alien Invasion Pack, Special Challenge Booster Packs, Ultimate Bundle Bringers Of Justice |
Telepathic Attack: Martian Manhunter's Basic combo has a chance of launching a Telepathic Attack, which causes random effects on his opponent. |
Martian Manhunter can be unlocked through his challenge. Afterwards, he can be obtained randomly from the Challenge Booster Pack, Most Wanted Pack, and the newly-added Apokolips Darkseid Challenge Pack or as 1 of the 3 guaranteed cards in the Alien Invasion Pack. Obtaining him from these packs will NOT unlock him for direct promotions.
Strategy[]
Basic Attacks[]
Basic Combo | Damage Pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (2%*) | 6%* - 8% |
Heavy | 4% - 4% - 4% | 12% |
(*): Modified by passive.
Passive[]
Martian Manhunter's passive causes either stun, power drain, or mental damage over time on his Combo Ender. In a sample of 282 light basic combos, there are 75 (26.6%) stuns, 80 (28.3%) power drains, 76 (27.0%) mental damages and 51 (18.1%) did not offer a combo ender.
- Mental damage effect deals 4% of his damage stat, over 3 seconds, with no known secondary effect. Damage is increased by basic damage boosts (but not basic crit) or generic damage boosts. If controlled by the AI (which allows him to get Combo Enders even when his basics are being blocked), this can be applied even if you start a special against him at the same time.
- Stun deals 2%, not affected by basic damage modifiers but are increased by global damage modifiers (e.g. Harley Quinn's SP2). If controlled by AI, this will be negated by your special starting.
- The power drain hit is a flat 50 damage that is unaffected by anything other than bleed's +20% damage. If controlled by AI, this will be negated by your special starting - however, if you have two pieces of LexCorp Set, you can still gain power from its power drain reverse effect.
Using light basic attacks on a stunned opponent will not yield the combo ender. If you stunned your opponent and do not have a special to follow up, you can immediately use a single light basic attack, stop briefly, and then use another light basic attack combo, which has the usual chance of offering the combo ender while your opponent is unable to block, although this is quite tricky to pull off.
Gear[]
Ra's Al Ghul's Dagger can be used on him to get a power drain effect more regularly. However, note that its power drain will only apply on his power drain or stun hits, and will not activate on a mental damage effect. While Gauntlets of Azrael's max health increase scales well with his high base health, his low-damage combo enders use its lifedrain rather poorly.
Martian Hunter Garb is almost mandatory on him, giving him increased maximum health and heal on SP2 that works well with his high base health, and unblockable chance on basic attacks to make better use of his passive.
Interactions[]
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Martian Manhunter. Having a card that "counters" Martian Manhunter does not mean it is always a good choice.
Good With[]
- Batman/Prime: Batman can aid Martian Manhunter by giving him 25% bonus damage.
- Harley Quinn/Animated: Harley Quinn can give Martian Manhunter a 20% bonus of not only damage, but also power generation.
- Ra's al Ghul's Scimitar: It causes every hit in a combo ender to apply power drain, instead of applying it just once. But this gear is good for Martian Manhunter/Prime because Martian Manhunter himself will have a chance to power drain, which will drain even more power.
- Catwoman/Batman Returns: With one of Martian Manhuner's telepathic attacks being a minor damage-over-time effect, Catwoman can double its damage.
- Shazam/New 52, Superman/New 52, and Wonder Woman/New 52: He counts as Justice League member for their passives.
Good Against[]
- Batman/Dawn of Justice: He can't evade specials while being stunned.
Countered By[]
- The Flash/Blackest Night, and Batman/Gaslight: Their passives provide ability to evade basic attacks. Flash is also counter Martian Manhunter's mental damage.
- Green Lantern/Red Son, and Batman/Beyond: They are immune to stun.
- Batman/Arkham Knight: His passive can provide immunity to Power Drain and DOT.
Abilities[]
Here are Martian Manhunter's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Phase Assault | First Special | Martian Manhunter phases through the ground and reappears with a devastating uppercut from under the opponent. | Rapid Swipe |
Pillar Slam | Second Special | Martian Manhunter summons a powerful beam of telekinetic energy that erupts from the ground. | Rapid Tap, Rapid Swipe |
Son of Mars | Super Move | Martian Manhunter teleports his victim to his home planet for a crushing blow. UNBLOCKABLE. | Tap |
Support Cards and Gear[]
Here are Martian Manhunter's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Bag of Chocos | Health | 10% HEALTH BOOST. | 3,000 |
Mars, the Red Planet | Damage | 10% DAMAGE BOOST. | 4,000 |
JLA Watchtower | Energy | 10% ENERGY REGENERATION. | 5,000 |
Martian Garb (Martian Hunter Garb) | Gear |
12% - 22% MAX HEALTH increase [Martian Manhunter] 15% - 25% UNBLOCKABLE chance on basic attacks [EVOLVED] HEAL SELF 15% - 25% on Special 2 |
25,000 - 1,000,000 (upgrading) |
Stats[]
These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. Numbers with a * after them may not be accurate, please allow for a discrepancy of '+1/-1' damage or health due to rounding inconsistencies in game code.
Tier | Damage | Health |
---|---|---|
Normal | 5,872 | 17,496 |
Elite I | 8,809 | 26,244 |
Elite II | 11,745 | 34,992 |
Elite III | 17,618 | 52,488 |
Elite IV | 20,554 | 62,986 |
Elite V | 23,490 | 69,984 |
Elite VI | 26,426 | 76,732 |
Elite VII | 29,362 | 87,480 |
Elite VIII | 32,299 | 96,228 |
Elite IX | 35,235 | 104,976 |
Elite X | 41,462 | 134,784 |
Trivia[]
- Martian Manhunter/Prime, Darkseid/Apokolips and Green Arrow/Arrow share similar passives with different effects.
- Just like his Blackest Night counterpart, upon using his Super Move, Martian Manhunter briefly shapeshifts into the likeness of his opponent.
- Martian Manhunter is one of the characters who were in the first Injustice game, but did not make it to Injustice 2 console. However, Martian Manhunter is playable on Injustice 2 mobile, strongly resembling his prime version in appearance, although none of his passives or abilities are the same, other than the Super Move.
- In Dead Zone, his combo ender remains a 2% damage hit instead of the standard 3%.