DC Dual Force: Leaders Tier List


The tiers in the ranking of this DC Dual Force leaders are based on a combination of factors including the leader's abilities, charge requirements, damage potential, and overall effectiveness in gameplay.

Leaders in higher tiers like S and A exhibit strong abilities, versatility, and consistent value in various game situations. They often have powerful, adaptable skills or synergies that make them formidable in a wide range of decks.

Lower tiers, like B, C, and D, are assigned to leaders whose abilities are either too dependent on specific conditions, lack immediate impact, or are hindered by high randomness. These leaders might have niche uses but generally offer less overall utility and power compared to their higher-tier counterparts.

TierLeaderAbility
DZatannaUncertain magical spell mechanics
DShazamLightning bolt mechanics, deck impact
DGreen ArrowRNG-dependent arrow mechanics
DBlack AdamHigh charge requirement, potential power
CJokerArkham inmate synergy, random damage distribution
CPoison IvyEngine deck mechanics, dependent on card drawing
CDoomsdayEnemy leader kill dependency, late-game impact
CBatgirlHand-dependent abilities, average damage output
BWonder WomanHealth boost for recruits, balanced offense/defense
BSupermanHigh attack, temporary invincibility
BHarley QuinnAggressive playstyle, straightforward attack boost
BHal JordanCard generation, resource ramping
AFlashDual attack ability, high damage potential
ALex LuthorRecruit removal, card draw versatility
ACyborgScaling damage with card draw
AAquamanSea creature enhancement, consistent value
SBatmanGadget versatility, adaptability

Aquaman: A-Tier

Aquaman requires three charges for his ability, which grants him three attack and summons a sea creature. He boosts friendly sea creatures everywhere with +1/+1. Despite limited ways to generate more sea creatures, his consistent value generation places him in A-Tier. His ability to enhance sea creatures makes him a strong choice for decks focusing on these types.

Batman: S-Tier

Batman, with his two-charge requirement, gains three attack and can choose from two gadgets. The standout gadget, Batarang, adds significant versatility, making him a S-Tier character. His ability to quickly play skills and adapt to various situations with free gadget cards marks him as a top-tier choice.

Batgirl: C-Tier

Batgirl, needing three charges, gains three attack and activates the deployability of a friendly unit. Her effectiveness is hand-dependent, and her ability can be a liability if the hand is empty. Due to these limitations and her average damage output, she is placed in C-Tier. Her potential is high but relies heavily on the right deck composition and hand state.

Black Adam: D-Tier

Black Adam's mechanic revolves around a 10-charge requirement to gain a permanent +10 attack. This high charge requirement makes him a D-Tier character, as achieving this in a game is often too slow. While potentially powerful, the time it takes to charge up often results in being outpaced by faster decks.

Cyborg: A-Tier

Cyborg requires four charges and deals damage equal to the number of cards drawn in the game. This ability scales as the game progresses, potentially dealing significant damage in later turns. Placed in A-Tier, his versatility and consistent damage output as the game advances make him a valuable asset in decks focused on card draw.

Doomsday: C-Tier

Doomsday's ability activates after an enemy leader is killed, charging him twice. For four charges, he gains +10 attack for the turn. However, his reliance on enemy leader kills for charging and his late-game impact place him in C-Tier. He's a tempo play but often too slow to influence the game's outcome effectively.

Green Arrow: D-Tier

Green Arrow's effectiveness is heavily RNG-dependent, with his two-charge ability to seek a bronze, silver, or gold arrow. The randomness of his arrow mechanics leads to his placement in D-Tier. While the arrows offer various effects, the lack of consistency in what you receive diminishes his reliability in strategic play.

Hal Jordan: B-Tier

Hal Jordan generates a random green light card at the start of each turn and, for three charges, gains three attack and a bronze. This card generation and bronze mechanics earn him a spot in B-Tier. He acts as an engine, ramping up resources over time, making him a solid choice for decks that benefit from resource accumulation.

Harley Quinn: B-Tier

Harley Quinn epitomizes the aggro playstyle. For two charges, she gains +3 attack, aligning with an aggressive, fast-paced strategy. This straightforward attack boost places her in B-Tier. She's best suited for decks that aim to empty the hand quickly and deal rapid damage to the opponent.

Lex Luthor: A-Tier

Lex Luthor, for four charges, can kill any recruit on the field. If the recruit is friendly, he draws two cards and charges twice. His ability to remove any recruit and potential for card draw secures him a position in A-Tier. His versatility and guaranteed value, whether through removal or card advantage, make him a powerful choice in various deck types.

Poison Ivy: C-Tier

Poison Ivy summons a Savage Vine and causes enemy leaders to lose one health after you draw a card. This mechanic, focused on engine decks and card drawing, places her in C-Tier. Her impact is low and too dependent on drawing cards, limiting her effectiveness compared to other characters.

Shazam: D-Tier

Shazam, for three charges, gains five power and adds five lightning bolts to the deck, each dealing two damage and drawing a card. Despite this, his placement in D-Tier is due to the high randomness and lack of immediate impact. The lightning bolts, while potentially powerful, are too unreliable for consistent strategic play.

Superman: B-Tier

Superman, with a three-charge requirement, gains seven attack and invincibility for the turn, allowing him to trade effectively without taking damage. This combination of high attack power and temporary invincibility earns him a spot in B-Tier. He's a solid choice for dealing with threats on the board but lacks the versatility of higher-tier characters.

Flash: A-Tier

Flash, for two charges, gains +2 attack and the ability to attack twice in a turn. This dual attack ability, combined with potential damage buffs from other cards, makes him a formidable force, justifying his A-Tier placement. He excels in decks that can enhance his attack power, maximizing his damage output.

Joker: C-Tier

The Joker, requiring three charges, deals damage at random to enemies, with increased effectiveness when paired with Arkham inmates. This synergy and damage distribution, however, are somewhat inconsistent, leading to his placement in C-Tier. While he can be powerful in the right deck, his reliance on specific synergies and the randomness of his damage limit his overall effectiveness.

Wonder Woman: B-Tier

Wonder Woman, for two charges, gains +4 attack for the turn and boosts the health of recruits by one. This health boost mechanic and support for recruits place her in B-Tier. She offers a fair balance of offense and defense, making her a versatile choice for decks that rely on maintaining a strong board presence.

Zatanna: D-Tier

Zatanna's abilities are linked to magical spell mechanics, which are not fully understood, leading to uncertainty in her effectiveness. Due to this lack of clarity, she is tentatively placed in D-Tier. Until her abilities and the impact of magical spells are clearer, her potential remains speculative and unproven in gameplay.


Ethan Akins

Ethan is the write for Gamer Amplify and he is all about the grind and the glory that comes with it. Ethan is a long time TF2 player, but also got a soft spot for RPGs like WoW and RTS games like SC2. On gaming forums and in articles, Ethan is the go-to for straight talk on game mechanics and strategies.

Leave a Reply

Your email address will not be published. Required fields are marked *

Recent Posts