Builds
So as I noted above, each hero has 20 power points to distribute at Level 12. If a hero already has a power point in something, it means that they will always have that skill regardless. In other words, the total number of points for each hero should add up to 23. As to how to build each hero for the DL, my train of thought is as such:
1) Almost every hero is going to want to put points into HP and EN. Just because if they don't, they will fall behind the average pretty quickly. This is especially true for heroes who really need the HP (Zatanna). EN gives them more energy to use for abilities, which is important since in a DL setting, I'm not sure how people want to treat recovery rates if at all. As mentioned, the recovery rate between heroes is homogenous. At rank zero, each hero recovers health at a normal rate after about 5 seconds of non-combat/damage activity. Energy restores after 10 seconds. Points put into recovery speed up the rate of recovery and decrease the duration of the waiting period slightly. I should note, that 5 seconds of non-combat is very rare in game unless you deliberately rest. If you are engaged with enemies, you typically have to make a retreat for the recovery to kick in, which is further reasons for why I don't think this is really relevant.
2) Each hero most likely wants one damage move maxed and then auxillery/status/support moves with a few points. This allows them to capitalize on damage, without needing to sacrifice too much on an other ability's effectiveness. Remember that 20 points is not enough to max everything
3) As I do allow boosts, I may also slot points into powers that do not seem like they need it, such as Zatanna's Polymorph. Again, allowing boosts gives each ability an accessory or bonus/enhanced effect, which I think adds to the character's uniqueness value/repetoire. If you don't allow boosts, builds will likely change and you can calculate the effects from the figures provided.
4) Spare points will go into combat most likely. I will put spare points into recovery if they really have nothing else to gain, at which point, will be noted.
5) Boosts assumed as noted: 2 sets of Level 6 boosts for each type. Remainder is filled with Level 3 boosts. Figures with boosts are denoted by [ ]. Onwards!
6) Characters also have Costumes that they can set. Costumes can provide bonus effects although most of them are either minor or irrelevant (such as EXP gain+). These will be noted where relevant.
Superman
HP (5) [Luck Lv 6, Damage Lv 3 x4]: 2816 [3398]
EN (5) [Efficiency Lv 3 x5]: 940 [1144]
Combat (0): Light Attack - 218 damage. Strong Attack - 457 damage. 0% Crit
OXXO Combo - 1862
Super Punch (5) [Speed Lv.6 x2, Damage Lv 6 x1, Luck Lv 6 x1, Efficiency Lv.6]: 1890 Damage, 252 EN. If charged, 3780 damage, 453 EN. [Reduces charge time to 1.2 seconds, Crit rate +7%, EN cost reduces to 164. Charged punch drains only 40% additional EN or 230 EN. 2249 damage uncharged, 4498 charged]
Heat Vision (1) [Efficiency Lv 6]: 525 Damage/sec, 61 EN/sec [525 Damage/sec, 40 EN/sec]
Super Breath (1) [Duration Lv.6]: 168 Damage/sec, 35 EN/sec [5.77 seconds Frozen]
Man of Steel (5) [Duration Lv.6, Damage Lv 6 x2, Duration Lv 3 x3]: 55% Damage reduction, 262 EN [74% Damage reduction, lasts 45.5 seconds]
Flying Strike (1) [Damage Lv 3]: 620 Damage, 113 EN. Used to Escape or close distances. [686 Damage, 113 EN]
Comments (with Boosts)
Emphasizes Supes' key abilities. Super Breath isn't used for damage, so no points are allocated other than his initial. Increasing the duration should give Supes all the time he needs to Instant KO frozen enemies. Man of Steel caps at a 75% damage reduction, so only one Lv 6 Damage boost is used. The rest allows Supes to stretch it out to a very long time. This frees up the other Lv 6 to go into Super Punch. Speaking of, check out the damage on it charged. With reduced charge time, not only is it more efficient, but it allows Superman to dish it out at a faster pace. Still has some recovery lag though. Heat Vision can be used for ranged knock back repeatedly and again, also not a damage move, so no points have been allocated past the initial. Tentatively, looks really good. Spammable Super Punch against things that don't get ID'd and has 75% damage resistance? Hell yes.
Batman
HP (5) [Luck L6 x2, Damage L3 x3]: 2392 [2942]
EN (5) [Efficiency L3 x5]: 1168 [1421]
Combat (1) [Damage L3]: Light Attack - 123 damage. Strong Attack - 234 damage. 25% Crit [Light Attack - 127 damage, Strong Attack - 241 damage. No change in crit rate]
OXXO Combo - 923 [1006]
Batarangs (5) [Damage L6 x2, Range L6 x2, Efficiency L6]: 282 * 5 for 1410 Damage if all hits connect. Each Batarang has a 30% chance to stun for 4.1 seconds. 271 EN [427 damage x 5 = 2135 damage, no change in Crit rate/Stun rate/duration. Improves Tracking from 30 to 51, basically gives them a notable homing effect. 176 EN]
Grapple Claw (1) [Range L3]: 451 Damage, 75 EN. 30% chance to stun. [Grapple range increases to 13.44 feet. No other changes.]
The Dark Knight (1) [Speed L6]: 282 Damage *3 for 846 damage if all hits connect. 150 EN [Attack resolves 8% faster]
Flash Bang (5) [Efficiency Lv 6, Duration Lv 6 x2, Duration Lv 3 x2]: 100% chance to Stun for 8 Seconds, 189 EN [Increases Stun to 16.6 Seconds. 123 EN]
Bat Swarm (0): Not used; damage/sec as well as damage/EN does not justify use.
Comments (with Boosts)
Pretty much the same as preliminary analysis. Lives and dies by whether or not a target is immune to Stun. If they are, open Flash Bang, then smash them with Batarangs off 3x mult on Stun. To add insult to injury, each Batarang has an additional chance to stun and the stun time is cumulative. Brings a new meaning to the word "Stunlocking". If the target isn't Stun vulnerable, then Bats has a problem. Its debatable whether or not he wants additional tracking or addition Crit boost on the Batarangs in this case. If a target is stunned, Batman can just throw the Batarangs point blank to get all the hits in. Against a non-incapacitated target, the tracking becomes important so he gets the hits to connect instead of having them kited. On the other hand, he also can't get the stun bonus in this case so extra Luck up to 14% crit boost might be a good idea too. He's still in a pretty bad position either way. His HP goes down if he takes the crit boost, so I defaulted to tracking instead. With the efficiency boosters, Bats is scary against anything he can Stun.
Wonder Woman
HP (5) [Luck L6 x2, Dmg L3 x3] : 2635 [3210]
EN (5): [Efficiency L3 x2, Luck L3 x1, Range L6 x1] 1066 [1282]
Combat (4) [Speed L6 x2, Speed L3 x3]: Light Attack - 255 damage. Strong Attack - 506 damage. 4% Crit [Attack Speed increased by 20%]
OXXO Combo - 3153 (Assumes 2 hits on finisher. If only 1 hit, damage drops to 2081). If factoring increased attack speed as a flt damage increase, damage goes up to 3784.
Ricochet (1) [Duration L3 x1]: 420 Damage. 126 EN [Stun for 1.93 seconds]
Lasso Capture (2) [Duration L6 x2]: Binds 2 targets in place (preventing movement/actions) [Increase Bind duration to 9.6 seconds]
Lasso Snare (5) [Damage L6 x2, Efficiency L6 x2, Range L6 x1]: 1029 Damage, 189 EN [1557 Damage, 80 EN. Lasso Snare range increased to 37.5 Feet. No other change]
Lasso Spin (0): Damage to a dueler is pathetic. Might have use in team matches
Flying Charge (0): Ditto the above. She doesn't move any faster using this move, so it's kind of a waste
Comments (with Boosts)
Wonder Woman ends up being a little slow compared to Bats/Supes and others since she doesn't have a good move that closes distances. She can kind of do some ranged damage between Ricochet and Lasso Snare, but they are not her preferred means of fighting. Lasso Snare after boosts, does solid damage and is very Energy efficient, but the fact that it knocks people away after still leaves Diana with a little problem.
To help her with this, she has her ever useful projectile reflection as she makes her way close. Once she is close though, your in trouble. Lasso Capture is hard to block since Bind is a very uncommon status. Then once you're nicely stationary, she proceeds to drop multiple combat strikes you for ridiculous damage. She can do this multiple times too as many of her abilities aren't that useful so she'll have ton of EN to spare for Lasso Capture. Even if you somehow block Bind, Diana still has rock solid HP for your standard slugfesting.
Green Lantern
HP (5) [Damage L3 x3, Luck L3 x2]: 2357 [2758]
EN (5): [Efficiency L3 x3, Luck L3 x1, Speed L6 x1] 1142 [1373]
Combat (0): Light Attack - 154 damage. Strong Attack - 277 damage. 5% Crit rate
OXXO Combo - 1172
Plasma Bolt (2) [Range L6 x2]: 368 damage, 64 EN [Increases Stun rate to 31.33%]
Detention (1): Cage that absorbs 300 Damage per side of the cage, 109 EN. Note no boost selected because Dome is basically better in every way. The 1 point is the default that is given.
Sledgehammer (3) [Speed L6 x1, Duration L6 x2]: 508 Damage, AoE, 85% chance for stun. 161 EN [Increases Stun rate to 93%, Stun duration to 5 Seconds]
Protection Dome (1) [Efficiency L6 x1]: Deploys a barrier that absorbs 300 Damage, 78 EN [Decreased EN cost to 51]
Grinder (5) [Damage L6 x2, Luck L6 x2, Efficiency L6 x1]: 842 Damage/sec, 93 EN/sec [1277 Damage/sec, 60 EN/sec, +14% Crit rate]
Comments (with Boosts)
Boosted Green Lantern has a couple of nasty tricks up his sleeve. First as noted, he's very anti-melee thanks to his Grinder power. When this is used, it makes attacking GL from the front very dangerous because he will be constantly damaging you for each second you spend there. The closest analogy that I can think of when translated to a Turn based setting is basically a perfect counter rate. This instantly makes him a bit more cheeky than usual.
Second, against enemies that are below average speed, GL can perform wall strats that make him difficult to hit. Set up the Dome on his turn, wait for a double, then attack. Redeploy barrier after and repeat. Since the Dome doesn't carry over extra damage to GL, his slower opponents have to break the barrier on their own or wait for it to dissipate naturally. It has its limits however since GL is at most average speed, but it's a nasty surprise for those who are significant slower and adds another trick to his book.
Finally, his Sledgehammer gives him some workable Stun. It's not as great as Batman's, but he will get enough time to land a combo or chain a couple of them together before going to work. Plasma Bolt's increased Stun rate also works against ranged opponents, but less useful then just hammering people. Overall, he's versatile in his tricks, although not particularly strong in each.
Flash
HP (5) [Luck L6 x2, Luck L3 x3]: 2249 [2721]
EN (5): [Efficiency L6 x1, Efficiency L3 x3, Range x1] 1066 [1348]
Combat (0): Light Attack - 146 damage (73 x2). Strong Attack - 262 damage (131 x2) 3% Crit Rate.
OXXO Combo (Normal): 1109
OXXO Combo (Supersonic Evade) [/w Boost]: 2072 [2564]
Charge (2) [Speed L6 x1, Speed L3 x1]: 368 Damage, 64 EN [Increases Disarm chance to 95%]
Pinball (3) [Speed L3 x2, Duration L6 x1]: 970 Damage over 5 hits, 171 EN [Increases Stun rate to 20%, Stun duration increases to 3.4 Seconds]
Whirlwind (0): Not used. Damage/EN ratio is poor and unlike Diana's Bind, Flash is stuck in Whirlwind mode while opponents are bound, restricting his options.
Speed Force (3) [Speed L6 x1, Duration L6 x1, Efficiency L6 x1]: Boosts Attack/Move speed by 250%, decreases damage dealt by 20%. 242 EN [Attack/Move Speed increased to 272%, Duration increased to 6 seconds, EN reduced to 157]
Supersonic Evade (4) [Damage L6 x2, Duration L3 x2] : Gain 94 damage bonus against target with combat attacks, 83 EN. [143 Bonus damage, lasts for 7.25 seconds]
Comments (with Boosts)
Flash is basically PC WA4 Hugo, minus the really bad durability and magic damage. I was wrong in my initial assessment as even with Supersonic Evade, Flash can still be hit by attacks that hit all around a target. This is very similar to how Hugo can be hit by Pseudo MT, but gains complete immunity to ST attacks. More similarities with Hugo is how the fastest man alive can reach up to 272% Average Speed with Speed Force and pretty much run circles around his opposition. His strikes aren't particularly strong, but they add up very quick - especially with the bonus from Supersonic Evade. Against anyone with only ST, Flash basically auto-wins.
For other tricks, Flash basically has one we haven't seen yet - near perfect Disarm chance. He was already immune to close range ST, but now with the boosts on Charge, he will disarm ranged attackers and force them into it. Better hope you are FFT Chemist and have Equip Change ready! He also has some semblance of stunning due to Pinball focusing in a duel but it's Turn 2 at best (about 49% chance). Not one to win in raw damage or raw durability, but his kit is neat enough.
Martian Manhunter
HP (5) [Damage L6 x1, Damage L3 x3, Luck L3 x1]: 2635 [3206]
EN (5) (Efficiency L6 x1, Efficiency L3 x3, Luck L3 x1]: 1142 [1431]
Combat (4) [Speed L6 x2, Speed L3 x2]: Light Attack - 251 damage. Strong Attack - 475 damage. 4% Crit rate. [+18% Attack Speed]
OXXO Combo (Normal) - 1984
OXXO Combo (Transformed) - 4626
Psychic Pulse (2) [Duration L6 x1, Duration L3 x1]: 109 Damage, 65% chance to Stun. 73 EN [Increased Stun rate to 96.66%]
Phase Charge (1): 735 Damage, 105 EN. No Boosts used as damage fails to compare to Shape Shifted combat strikes.
Shadow Shift (0): No practical use(?)
Mind Burst (0): Not used; damage dealt is not worthwhile on individual targets
Shape Shift (5) [Luck L6 x2, Damage L6 x1, Duration L6 x1, Efficiency L6 x1]: Gains 434 bonus damage to combat strikes. Increases damage taken by 32.8%. 343 EN [Extra damage taken reduced to 6.8%, Bonus damage increased to 516, Duration increased to 15.88 seconds, EN Cost reduced to 223]
Comments (with Boosts)
For all the powers that Jonn has, his DL plan is really simple. Build on a Stun with Psychic Pulse and stack up the time, then transform and maul the target with his game best damage. Once boosts are factored in, his damage vulnerability is cut sharply down to just 6.8% - so even when his opposition isn't vulnerable to Stun, Jonn can still slug it out with the best of them. For the rest of his points and boost, they all serve to make him a deadly melee combatant. With increased attack speed, combat strikes and higher than the average HP Boost, Jonn's DL strategy is a basic but effective one.
Zatanna
HP (5) [Luck L6 x2, Luck L3 x3]: 2006 [2427]
EN (5): [Efficiency L3 x3, Range L6 x2] 1450 [1762]
Combat (0): Light Attack - 116 damage. Strong Attack - 221 damage. 5% Crit.
OXXO Combo - 1859 damage (3 hits on finisher. If only 1 hit, damage drops by 1/2)
Fire Bolt (2) [Efficiency L6 x1, Duration L6 x1]: 155 Damage, 70 EN (Stun chance increased to 31.33%, EN Cost reduced to 45]
Heal (5) [Damage L6 x2, Damage L3 x2, Efficiency x1]: 719 Healing, 240 EN [Increases Healing to 1819, Reduces EN Cost to 156]
Polymorph (1) [Duration L3 x1]: 50% HP reduction + Transforms. 147 EN. Hits 1 target only [Increases Transform time to 11.35 Seconds]
Time Stop (3) [Speed L6 x2, Duration L6 x1]: 75% Slow, 357 EN [Reduced target Move/Attack Speed by 90%, Duration increased to 10.6 seconds]
Protect (1) [Duration L3 x1]: 252 Damage Absorption (damage does not carry over), 189 EN. [Duration increased to 13.9 seconds]
Comments (with Boosts)
Her bad points are still there - low durability and low damage, but she makes up for this with a variety of gimmicks that are tough to get around. She still has her easy way of winning with Polymorph, but once boosts are factored in, Zatanna gains a couple of new strategies. The first is running Protect Walling strategies where she slows the target, then on the many turns that she gets (because her Slow drops the target's speed by 90%), she spends one turn casting Protect and the others to just attack the target with melee strikes. Unless the target has double acting, they will not be able to hit her since she'll recover in time to put up another Protect. A second strategy is to just do something similar to Haste healing since the slow lasts almost as long as it takes before natural Health/Energy regeneration kick in. Zatanna can just slow, Heal, then attack and wait for regeneration. A third option that becomes available is from the stun on Fire Bolt. Not only is the stun chance greatly increased (about 1/3), it's extremely cost efficient, so she can spam this and build some stun time like the other League members. Finally, the improved Heal helps her tackle standard fights (comes to about 75%) whereas before she would struggle much more. Overall, after Supes, Zatanna is probably the second strongest PC in this cast.
Green Lantern (Hal)
HP (5): 2357
EN (5): 1142
Combat (0): Light Attack - 154 damage. Strong Attack - 277 damage. 5% Crit rate
OXXO Combo - 1172
Plasma Bolt (1): 263 damage, 45 EN
Detention (1): Cage that absorbs 300 Damage per side of the cage, 109 EN
Sledgehammer (3): 508 Damage, AoE, 85% chance for stun. 161 EN
Protection Dome (3): Deploys a barrier that absorbs 600 Damage, 140 EN
Grinder (5): 842 Damage/sec, 93 EN/sec
Green Lantern (Kyle)
HP (5): 2357
EN (5): 1142
Combat (0): Light Attack - 154 damage. Strong Attack - 277 damage. 5% Crit rate
OXXO Combo - 1172
Plasma Bolt (1): 263 damage, 45 EN
Detention (1): Cage that absorbs 300 Damage per side of the cage, 109 EN
Sledgehammer (3): 508 Damage, AoE, 85% chance for stun. 161 EN
Protection Dome (3): Deploys a barrier that absorbs 600 Damage, 140 EN
Grinder (5): 842 Damage/sec, 93 EN/sec
Hawkgirl
HP (5): 2357
EN (5): 1142
Combat (0): - Light Attack - 169 damage. Strong Attack - 305 damage. 5% Crit rate
OXXO Combo - 1370 damage
War Cry (1): 378 damage/sec, 73 EN
Thanagarian Strike (5): 1808 Damage, 293 EN
Nth Degree (4): 419 damage, 137 EN. 60% Stun rate
Mace Throw (3): 310 damage, 96 EN. 30% Stun rate, 30% Disarm rate
Aquaman
HP (5): 2510
EN (5): 1175
Combat (5): Light Attack - 229 damage. Strong Attack - 434 damage. 8% Crit rate
OXXO Combo - 1812 damage (3 hits on finisher. If only 1 hit, damage drops by 1/2)
Rising Uppercut (5): 1645 damage, 268 EN.
Whirlpool (2): 150 damage/sec for 3 seconds, 113 EN. Bounds target.
Waterball (1): 263 damage, 63 EN
Water Blade (0): Not used; nearly half the hits will whiff and will not out damage Rising Uppercut.
Green Arrow
HP (5): 2260
EN (5): 1290
Combat (0): - Light Attack - 116 damage. Strong Attack - 221 damage. 12% Crit rate.
OXXO Combo - 922 damage
Power Shot (2): 248 damage (124 x2). 56 EN
Exploding Arrow (5): 1575 Damage, 336 EN
Barrage (1): 155 damage, 124 EN
Fire Arrow (1): 124 damage + 100 Burn Damage over 4 seconds (this doesn't scale). 54 EN. Can stack with Electro-Arrow.
Electro-Arrow (4): 467 damage + 627 Electric Damage over 3 seconds. 266 EN. Can stack with Fire Arrow.
Huntress
HP (5): 2194
EN (5): 1142
Combat (0): Light Attack - 117 damage. Strong Attack - 222 damage. 22% Crit rate per point.
OXXO Combo - 927 damage
Gotham Girl (3): 2808 damage over 6 hits, 336 EN
Rapid Firel (4): 1512 damage, 250 EN
Hunting Season (1): 376 damage, 51 EN. Allows for escape/closing the distance.
Bullseye (3): 4.5 second Stun. 169 EN
Supergirl
HP (5): 2755
EN (5): 953
Combat (1): Light Attack - 237 damage. Strong Attack - 475 damage. 2% Crit rate.
OXXO Combo - 1956 damage (3 hits on finisher. If only 1 hit, damage drops by 1/2)
Super Punch (5): 1928 Damage, 252 EN. Can be charged to do x2.2 damage totaling 4242 damage, 378 EN
Heat Vision (5): 929 damage/sec, 99 EN/sec. Deals 75 after-burn damage over 3 seconds (does not scale).
Super Breath (1): 50% HP reduction + Transforms. 207 EN. Can hit 3 targets
Flying Strike (1): 645 damage, 128 EN. Used for escaping/closing the distance.
Black Canary
HP (5): 2194
EN (5): 1142
Combat (0): Light Attack - 116 damage. Strong Attack - 221 damage. 5% Crit.
OXXO Combo - 1859 damage (3 hits on finisher. If only 1 hit, damage drops by 1/2)
Canary Cry (5): 1008 damage/sec, 97 EN/sec. 47% chance to stun/sec
Bird of Prey (1): 558 damage/sec, 50 EN/sec
Talon Strike (1): 349 damage/sec for 6 seconds, 93 EN. Used for escape/ closing the distance
Raptor (5): 1300 Damage over 2 hits, 194 EN. 85% Disarm chance.