Overview
Story
- Brainiac knows that his previous failure is tied to the Justice League and has invaded the Hall of Justice. Meet with Superman and help restore order!
Characters
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Superman · Oracle · Booster Gold · Red Tornado · Supergirl · Reprogrammed Oracle-Bot · Martian Manhunter · The Flash · Green Lantern (John Stewart) · Hawkgirl · Green Arrow · BrainiacLocations
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Hall of JusticeMap
Walkthrough
- You begin the raid by meeting Superman in the Hall of Justice, before navigating through a few corridors and take out several Brainiac enemies. Eventually you meet a Controlled Justice League Member in a bigger room.
First boss: Controlled Justice League Member
- This boss encounter is highly variable depending on which Justice League member you get, and you will only get one per raid run. It also depends on whether you allow Brainiac Constructor adds to spawn a Brainiac Avatar in battle as a second boss. As such there will be multiple variations of this boss encounter that will differ each time.
- You will get one of the following Controlled Justice League members as the boss encounter: Booster Gold, Red Tornado, Supergirl. More information below.
- Recommended roles for Normal/Elite: 5 DPS, 1 Controller, 1 Healer, 1 Tank
- On PS, Hold R1 to Block
Overarching mechanics (regardless of which Justice League member is the boss)
- Exploder Bot adds will spawn to assist the Controlled Justice League member in battle. They may jump a few times while having a small red AOE tell underneath them. If players are too close when this happens the Exploder Bot will explode ( Shatter), dealing large damage and possibly KOing affected players, especially in the Elite version.
Sub-Avatar mechanic (optional)
- Brainiac Constructor adds will spawn with a yellow electric icon above their heads, and will try to build a Brainiac Sub-Avatar. These should be defeated or at least pulled away from the Brainiac Avatar (in progress) to stop a Brainiac Avatar from being constructed.
- Oracle will communicate several times depending on the progress of the Sub-Avatar construction. First, she will say "They're building something! Stop them!". Later she will say "Don't let them finish building that sub-avatar!". Finally she will say "They've almost built a sub-avatar - stop them!".
- Finally, a Sub-Avatar will spawn to assist the Controlled Justice League member in battle if the group allows it to do so. Note that if this occurs, the Sub-Avatar MUST be defeated as well as the Controlled Justice League member in order to progress past the boss encounter, receive loot etc.
- At the current time, only one Sub-Avatar will be spawned during the boss encounter. They will be tied to specific Controlled Justice League members. I will outline the three possible Sub-Avatar sub bosses below, and note that in the raid they will just be referred to as Sub-Avatar. Additionally the Sub-Avatars may vary in difficulty.
Sub-Avatar: Avatar of Tech
- Arguably the more difficult Sub-Avatar to defeat in all versions. In Elite this may be a very tricky boss encounter, where having a group with good situational awareness and high damage output will be key to success. Note also that there are no tells currently for its mechanics, but it is best practice where possible to stay behind the Sub-Avatar and use the equipment around the room to keep out of line of sight of Sub-Avatar if appropriate. In Elite Plus it is even more difficult due to the Brainiac Constructor adds that spawn in each corner of the room and their Erratic Energy Field pool AOEs.
- This Sub-Avatar will spawn if Booster Gold is the first boss encounter.
- It is best practice to ensure Booster Gold has very little health when the Sub-Avatar joins the fight, and ensure that Booster Gold is defeated as soon as possible, as mechanic overlap will occur during this time (between all of Sub-Avatar's mechanics as well as Booster Gold's Stasis Field and Energy Blast mechanics) and may lead to chaotic mechanics for a while the longer Booster Gold is active while Sub-Avatar has spawned.
- Flamethrower: Sub-Avatar will wave its arms and produce a flamethrower in front of it directly. This deals extremely heavy damage over time to affected players and may KO either from more than one tick of damage or directly to affected players. Standing behind the Sub-Avatar will provide the best chance of survival from this ability.
- Missile Barrage: Sub-Avatar will ready its artillery and start firing rockets in front of it, rotating clockwise for approximately 200 degrees from its starting point. This deals extremely heavy damage. In Elite this will likely KO affected non-tank players unless players stay behind the Sub-Avatar while he is rotating and firing rockets, or players hide behind world projectors around the room and remain out of line of sight from the Sub-Avatar for the duration of this attack (or until it is safe to get near enough to the Sub-Avatar while it is looking the opposite direction).
- Sweeper: Sub-Avatar will fly higher and aim down at its target, firing missiles that create a dust devil around the feet of the affected player. This deals heavy damage over time.
- Charged Shot: Sub-Avatar will ready its artillery and focus on a particular player or ally NPC (yes this can include pets, henchmen, Grimorum Verum, Quislet, combat Allies etc.) The affected player will get a massive red marker above their head as well as a white ring on the floor around them. After approximately two seconds, they will take massive damage from this ability, and in Elite in many cases this will result in a KO for the affected player as well as nearby player/s, especially if not a Tank role. It is possible to evade this mechanic by using Phase Dodge at the right time to shield the impact, but even then this could be activated slightly too early, or Phase Dodge could be in cooldown and the player may get affected by this ability twice in succession. Note that after the initial impact, there will be a few seconds of missiles (this attack is also called Missile Barrage, not to be confused with the mechanic mentioned previously) on the target that was affected by Charged Shot, dealing very heavy damage over time. It is possible if timed right to use Phase Dodge on Charged Shot and then roll out of the missiles in time, surviving the mechanic.
Sub-Avatar: Avatar of Meta
- This Sub-Avatar will spawn if Supergirl is the first boss encounter. Players should stay max range of the boss.
- Tentacle Slam: Sub-Avatar will slam its tentacles on the ground up to three times, dealing heavy damage to affected players.
- Plasma Burst: Sub-Avatar will spawn an AOE with its tentacles, dealing heavy damage over time to affected players.
- Meta Mega-Blast: Sub-Avatar will have a red skull icon above its head before firing a purple projectile towards a target player. This is easy to avoid, but if a player is hit directly it will deal massive damage (possibly KO non-tank players) and knock the player back.
- Claw Strike: Sub-Avatar will stand on its back feet and use its front two feet to repeatedly stab the ground in front of it. This will deal heavy damage to affected players or allied NPCs.
- Pull: Sub-Avatar will fire a white beam at a random player, pulling the player towards the boss. Does heavy damage in the Normal version and will KO in Elite and Elite Plus, especially if the player is a non-tank and/or isn't blocking. No tell for this mechanic currently. This happens irregularly during the fight, approximately once every 15 to 60 seconds, depending on how often Sub-Avatar is using its Tentacle Slam ability. In Elite Plus it is best practice for all group members to have the Super-Speed movement mode, have Phase Dodge specced and in their loadout, and use it just before Sub-Avatar turns around to use its Pull ability.
Sub-Avatar: Avatar of Magic
- Arguably the easier Sub-Avatar to defeat, at least in the Normal/Elite versions. Provided a tank has aggro of this boss when it spawns this shouldn't pose too many issues for most groups in Normal/Elite versions, and its attacks do very trivial damage to the group, namely but not exclusively in close range.
- This Sub-Avatar will spawn if Red Tornado is the first boss encounter.
- Pull: Sub-Avatar may produce purple/gold magic around it, attempting to CC and draw nearby players/allied NPCs in. Does moderate damage. Can be tricky in the Elite Plus version if Brainiac Constructor adds and their accompanying Erratic Energy Field AOEs are near the Sub-Avatar.
- Fireball: Sub-Avatar may fire projectiles in front of it. Deals mild to moderate damage.
- Luminous Burst: Sub-Avatar will unleash a magical shockwave to players/allied NPCs in melee/midrange, dealing moderate damage.
Scenario 1: Booster Gold
- Arguably the trickier boss encounter of the three in the Elite version due to his Energy Blast attack. Significantly more difficult if the group allow a Sub-Avatar to be spawned.
- Mechanics:
- Shatter: Booster Gold knocks back a targeted player/s, dealing heavy damage.
- Energy Blast: Booster Gold prepares himself. There will be onscreen text stating: “Block Booster Gold’s Blast!”. Booster Gold will then unleash a gold shockwave. This will do large damage to players who aren’t blocking in the Normal version, however in the Elite version this will likely KO.
- Skeets will assist Booster Gold in battle, but won't be able to be attacked by players. It may use Energy Blast in a direction, dealing large damage and knocking back affected players. Typically Skeets will spawn near the entrance, then move anti-clockwise around the room for the duration of the time Booster Gold is active during the boss encounter.
- Graviton Blast: Booster Gold will fire a blue grenade at a target, which will explode into a blue cosmic AOE. Affected players or allied NPCs will take moderate damage over time.
- Stasis Field: Booster Gold will stun several players, perhaps the entire group, with a dust animation. This will deal damage over time and the affected players will need to spam a button to breakout faster.
- If the player allows the Brainiac Constructor adds to construct a Sub-Avatar, a Sub-Avatar (Avatar of Tech) will spawn to assist Booster Gold in battle. The fight will only finish when both Booster Gold and the Sub-Avatar are defeated in this case.
Scenario 2: Red Tornado
- Mechanics:
- Tornado Pull: Red Tornado may spawn red tornado AOEs around the fight, which will deal considerable damage over time and may CC nearby affected players. This is more likely in the Casual and Normal versions of the raid.
- Electric Field: Electric AOEs may spawn around the room. Affected players will take significant damage over time.
- Flying Charge: Red Tornado may have a red skull icon above his head while standing in one spot, then will fly in the air while looking at a target player. Red Tornado will then charge into that player, dealing large damage and knocking back to the affected player if the player in question isn't blocking.
- Shatter: Red Tornado knocks back a targeted player/s, dealing heavy damage.
- Ranged Projectile: Red Tornado may fire electric projectiles in a cone in front of him, dealing mild to moderate damage to affected players.
- If the player allows the Brainiac Constructor adds to construct a Sub-Avatar, a Sub-Avatar (Avatar of Magic) will spawn to assist Red Tornado in battle. The fight will only finish when both Red Tornado and the Sub-Avatar are defeated in this case.
Scenario 3: Supergirl
- Overheat: Supergirl will give a random group member a red proximity marker, which will produce orange shockwaves from the affected player. Other players who are in close range nearby to the affected player will take damage over time.
- Ocular Burst: [More info needed]
- Heat Vision: Supergirl will fire a red laser at a targeted player, dealing considerable damage.
- Shatter: Supergirl knocks back a targeted player/s, dealing heavy damage.
- Permafrost Breath: Supergirl may encase certain players in ice, and another player may need to break them out. Eventually the affected player/s will break out of the ice, but while affected the player may take moderate damage over time. If a player is encased in ice for a short while, they may be flung around the room while encased.
- Leaping Smash: Supergirl may have a red skull icon above her head before blinking to a target player and dealing quick strikes, dealing considerable damage to the affected player if not blocked or evaded. This may occur several times in succession.
- If the player allows the Brainiac Constructor adds to construct a Sub-Avatar, a Sub-Avatar (Avatar of Meta) will spawn to assist Supergirl in battle. The fight will only finish when both Supergirl and the Sub-Avatar are defeated in this case.
Differences/considerations for Elite Plus:
- For best results, if the group allow a Sub-Avatar (Avatar of Meta) to be constructed during the fight with Supergirl, all group members should have the Super-Speed movement mode, have Phase Dodge in their loadout, and use it just before the Sub-Avatar uses its Pull ability. Picking up a knocked out player who has been affected by Pull is very difficult in the Elite Plus version, and survivability is a must if the group is to defeat this particular Sub-Avatar.
- Skeets is much more troublesome in the Elite Plus version if Booster Gold is the boss encounter, as its Energy Blast will KO affected players and it doesn't have much of a tell. It is best practice for players to be at the opposite side of the room to Skeets at all times, and ideally players should be in voice chat - especially if the players are going to allow a Sub-Avatar to be constructed.
- If Red Tornado is the boss encounter, his Electric Field AOEs hit much harder than in other versions of the raid, and can KO players quickly if they stand in the AOE for slightly too long.
Brainiac Constructor adds
- Brainiac Constructor adds will have a purple pool AOE around them ( Erratic Energy Field). If a player gets affected directly by this they will take very heavy damage over time. Erratic Energy Field will also heal allied NPCs, such as Sub-Avatar or the Controlled Justice League member.
- It is best practice to avoid standing in corners of the room where these are likely to spawn, and these should be defeated ASAP - especially while the group is fighting a Sub-Avatar.
- These also add difficulty if the group allows a Sub-Avatar to be constructed. For example, the Sub-Avatar (Avatar of Magic) that spawns with Red Tornado may use its Pull ability to draw players to it - and if there are one or several Brainiac Constructor adds present nearby the affected group members will additionally take damage from Erratic Energy Field. These adds will also add further difficulty with the Sub-Avatar (Avatar of Tech) that spawns with Booster Gold, as the group will need to manage staying behind the Sub-Avatar while dealing damage to both the Sub-Avatar and especially any Brainiac Constructor adds that spawn.
- After freeing the Controlled Justice League member, the group continue further into the Hall of Justice and take out more Brainiac enemies. Eventually the group encounters Reprogrammed Oracle-Bot.
Second boss: Reprogrammed Oracle-Bot
- A similar but significantly easier fight to the boss encounter in BOP: The Clock Tower raid, but with a few differences. Should be doable for most groups in both Normal and Elite provided mechanics are adhered to.
- Recommended roles for Normal/Elite: 5 DPS, 1 Controller, 1 Healer, 1 Tank
Exostatic mechanic
- Exostatic: A short while after you enter the room, you will be turned blue or red. A blue player will also have a blue plus icon above their head, while a red player will have a red minus icon above their head. If a blue player and a red player are near each other, constant shockwaves will deal massive unblockable damage to the whole room. There will be onscreen text for this stating: "Stay away from anyone with the opposite charge!". (In the combat log, this will display as the player's name of the player who is an opposite color to you and too close, and their Exostatic is dealing damage to you)
- To prevent this, players should maintain distance from other players who have a different colour to them. If a player with blue/red is KO'd, they can still arc damage to the rest of the group if a player with the opposite colour moves close to them. As such, ensure that if you are reviving players that you are the same colour as the fallen player.
- Magnetic Distortion: Warned by red skull icon. She pulls in all targets in a large area. Block when you see the skull to avoid being pulled to the other side and triggering Exostatic. [This mechanic is used rarely especially if damage in the group is competent]
Exostatic blast mechanic
- After a time, Oracle Bot will have brief red skull icon and knock all players back, before becoming invulnerable for a time while having a shield. Oracle Bot will then prepare a powerful attack and have a red skull icon above her head.
- There will be two batteries, one with a red pool and one with a blue pool. Players should go to their respective colour pools to remove the Exostatic from them. When this happens there will be onscreen text stating: “Discharge Exostatic at Batteries!” While Oracle will say in VoiceOver: “Get rid of your exostatic charge!”
- If players do not get rid of the Exostatic in approximately 8 seconds Oracle Bot will unleash a powerful shockwave ( Exostatic Blast), which will do large damage to Exostatic affected players in the Normal version, and KO any Exostatic affected players in the Elite version.
- After this phase is over Oracle Bot will remove her shield, but for approximately 7 seconds she will have buffed defence and will take mitigated damage from the group during this time.
Reaver add mechanic [Elite only]
- When Oracle Bot gets to approximately 20% health, a Positively Charged Reaver (with a blue pool) and a Negatively Charged Reaver (with a red pool) will spawn to assist the boss in battle.
- These will spawn instead of the batteries, and should be defeated as soon as possible.
- If the Reaver with a colour isn't defeated in approximately 8 seconds after the phase starts, all players with the corresponding colour will be KO'd by Exostatic Blast. For example if the Negatively Charged Reaver isn't defeated within the time frame, all players who have red Exostatic will be KO'd.
- This mechanic acts as a heavy damage check, and is the most likely mechanic in the Elite version of the raid to cause KO's.
Exostatic Projectile mechanic
- Periodically while players are affected by Exostatic Oracle Bot will blink to the middle of the room and have a red skull icon. She will turn half of the room red and half of the room blue. Blue players should go to the blue side, and red players the red side.
- Approximately 5 seconds after Oracle Bot will produce blue projectiles on the blue side and red projectiles on the red side. If a player is on the opposite side of the room (if they are red and in the blue AOE for example) they will take large damage and may be KO’d ( Exostatic Projectile), especially in the Elite version.
Other mechanics
- Typically after the Exostatic Blast/Battery phase, Oracle Bot will spawn several red AOE tells with electricity on the floor. If players are directly affected by this they will take major damage over time ( Environment’s Debris Field).
- Differences/considerations for Elite Plus:
- Periodically, an ORCL Pulse-Bot will spawn to assist the boss in battle. If it is not defeated or stunned it may use its Electric Boom ability, dealing considerable damage over time to the group.
- After the Oracle Bot is defeated the group traverse through several more corridors and take out more Brainiac Robots, before encountering The Flash, Green Arrow, Martian Manhunter, John Stewart and Hawkgirl, who have all been controlled by Brainiac.
Last boss: Controlled Justice League
- Arguably the trickiest boss encounter in the episode due to various mechanics. With good adherence to mechanics, a competent healer (in Elite) and competent DPS this shouldn’t pose too many issues for experienced endgame players. Generally easier with 2 tanks in the Elite version, however it can be done with solo tank if the group is focused on mechanics.
- Recommended roles for Normal: 5 DPS, 1 Controller, 1 Healer, 1 Tank. Recommended roles for Elite: 4-5 DPS, 1 Controller, 1 Healer, 1-2 Tanks. Recommended roles for Elite Plus: 4 DPS, 1 Controller, 1 Healer, 2 Tanks
- On PS, Hold R1 to block
- Overarching mechanics:
- After a Justice League member has been KO’d, Healer Drone adds will spawn to assist the Justice League in battle. These should be defeated as soon as possible, otherwise they may revive a fallen Justice League member to approximately 60% health.
- Exploder Bot adds will spawn to assist the Controlled Justice League members in battle. They may jump a few times while having a small red AOE tell underneath them. If players are too close when this happens the Exploder Bot will explode ( Shatter), dealing large damage and possibly KOing affected players, especially in the Elite version.
- After one Controlled Justice League member has been defeated, red AOE tells may spawn on random players. These should be evaded or Green Arrow will use his Arrow Barrage, dealing some damage to affected players. This mechanic may occur on occasion during the remainder of the fight.
- After two Controlled Justice League members have been defeated, The Flash may spawn tornado AOEs in the room. If a player directly interacts with this they will take significant damage over time and may lose access to their abilities. This does not have a mechanic name and implies The Flash is attacking the player directly in the combat log.
Martian Manhunter:
- For best results it is preferred that Martian Manhunter is defeated first, especially in the Elite versions. If there is a solo tank in the Elite versions then John Stewart will need to be defeated first, and therefore the below mechanics need to be adhered to perfectly by the group for best results.
- Mind Control: Martian Manhunter will have a red skull icon above his head, and give several players a purple icon above their heads. There will be onscreen text stating: “Block if Marked by Martian Manhunter’s Mind Control!” If players with the purple icon do not block they will be mind controlled and will be unable to control their character for a time. Affected players will have their screen turned purple with Mind-Controlled near the bottom of the screen, while other players will be able to attack affected players.
- Cold Breath: Martian Manhunter may do a cone AOE attack in front of him, dealing considerable damage over time to affected players.
- Whirlwind Attack: Martian Manhunter will do a spinning attack. Does heavy damage to affected players/allied NPCs in melee range.
Telepathic Assault mechanic
- Oracle will state in VoiceOver: “Use that flamethrower to interrupt his psychic attack!”
- Two Brainiac Pyro adds will spawn to assist the bosses in battle. These should be defeated as soon as possible, then interacted with by a player and the player should then use the flamethrower ability to interrupt Martian Manhunter.
- While this is happening the group will be affected by Telepathic Assault, which deals significant damage over time, perhaps even large damage over time at certain points. The longer this DOT is active the greater challenge this will be for group survivability on top of other mechanics so it is imperative this mechanic is adhered to quickly. Once Martian Manhunter has been interrupted by the flamethrower ability the damage over time will stop.
Hawkgirl:
- Whirlwind Attack: Hawkgirl will have a red skull icon above her head, before preparing herself and then flying around in circles. This may CC players and draw them in (even from max range), and deal considerable damage over time.
- Spike Wave: Hawkgirl will have a red skull icon above her head while having a red cone AOE tell in front of her. Players should avoid this area as shortly after Hawkgirl will produce spikes on the ground in front of her, dealing large damage and knockback to affected players.
- Spinning Bash: Hawkgirl will have a red skull icon above her head before spinning towards a targeted player. This should be evaded by all players or it will do considerable damage if the player is too close to Hawkgirl for too long.
- Flying Charge: Hawkgirl may have a red skull icon above her head while waiting briefly, before flying up in the air and looking at a target player (again having a red skull icon above her head). She will then swoop down and charge towards the targeted player/s. The targeted player/s should either block or evade this, or they will take very heavy damage, and most likely be KO'd in the Elite versions.
John Stewart:
- In the Elite version if there is a solo tank then John Stewart will need to be defeated first due to his shield mechanic.
- Light Construct: John Stewart will raise his fist in the air and spawn spinning green hammers on all players. These do significant damage over time if players stand in them for too long.
- John Stewart will shield anything in close proximity to him. This will mitigate damage from the group towards Hawkgirl and Martian Manhunter (where applicable), more so in the Elite version. In Elite if the group is running with solo tank for this fight, you will need to defeat John Stewart first. Otherwise, you will need 2 tanks to separate Martian Manhunter/Hawkgirl from John Stewart.
- John Stewart will give a random player a red proximity marker with a green gas. If this player goes near other players the affected players will lose power. (more info needed)
- Differences/considerations for Elite Plus:
- Same as Elite, but with higher health/defence and weapon attacks from bosses.
- Once you have defeated the Controlled Justice League and freed them from Brainiac's control you have completed the raid.
- *Note: This walkthrough is not yet complete, and is subject to further updates. The Sub-Avatars in the Elite and Elite Plus versions have some balancing issues, and so there may be hot fixes to this later.
Briefings and Investigations
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The Moments Before (Investigations)Feats
- Tornado Therapy: Hall of Justice Raid (Casual or Normal): Speak with Red Tornado after freeing him from Brainiac's control (10 Points)
- Construction Dysfunction: Hall of Justice Raid (Normal or Elite): Defeat the following controlled Justice League members without allowing a Sub-Avatar to be constructed (25 Points):; Supergirl; Red Tornado; Booster Gold
- Demolition Crew: Hall of Justice Raid (Normal): Defeat the following controlled Justice League members after a Sub-Avatar is constructed (50 Points, grants title: Foreman):; Supergirl; Red Tornado; Booster Gold
- Static Repulsion: Hall of Justice Raid (Normal or Elite): Defeat Brainiac controlled Oracle Bot without any player taking damage from Exostatic projectiles (25 Points)
- Skilled Electrician: Hall of Justice Raid (Normal or Elite): Defeat Brainiac controlled Oracle Bot without any player improperly discharging their Exostatic (25 Points)
- Swift Justice: Hall of Justice Raid (Casual, Normal, or Elite): Defeat the controlled Justice League within 3 minutes (10 Points)
- Mentally Fortified: Hall of Justice Raid (Normal or Elite): Defeat the controlled Justice League without any players being mind-controlled by Martian Manhunter (25 Points)
Related article links (10)
Tornado Therapy · Red Tornado · Brainiac's · Justice League · Sub-Avatar · Supergirl · Booster Gold · title · Oracle Bot · Martian ManhunterElite
- Demolition Derby: Hall of Justice Raid (Elite): Defeat the following controlled Justice League members after a Sub-Avatar is constructed (50 Points):; Supergirl; Red Tornado; Booster Gold
- Medical Intervention: Hall of Justice Raid (Elite): Defeat the controlled Justice League without allowing any boss to be revived by Brainiac drones (50 Points)
Elite Plus
- Demolition Expert: Hall of Justice Raid (Elite Plus): Defeat the following controlled Justice League members after a Sub-Avatar is constructed (50 Points):; Supergirl; Red Tornado; Booster Gold
- Medical Prevention: Hall of Justice Raid (Elite Plus): Defeat the controlled Justice League without allowing any boss to be revived by Brainiac drones. (50 Points)
