Justice League Adventures #[nn]
☆ Be the first to review + Add to your collection — Join freeThis collection brings together the first six issues of the 2003 DC series Justice League Adventures, which was based on the popular animated Justice League TV show. Written by Dan Slott and drawn by various artists, these stories feature the core team of Superman, Batman, Wonder Woman, The Flash, Green Lantern, Martian Manhunter, and Hawkgirl in fast-paced, all-ages adventures that capture the spirit of the cartoon. The volume includes encounters with classic villains like Darkseid, Lex Luthor, and the Joker, all rendered in a style consistent with the animated series' visual aesthetic.
In "Disarmed," the Justice League encounters four survivors of a Daxamite exile who’ve gained powerful abilities on Earth and are determined to reshape their homeworld’s oppressive regime through force. Written by Fabian Nicieza and illustrated by John Delaney, with inks by Randy Elliott and colors by Heroic Age and John Kalisz, the story follows their uneasy alliance with the League as they’re urged to return to Daxam and continue their fight for freedom. The cover by Bruce Timm captures the weight of their mission.
In "The Star Lost," four Daxamite survivors of a brutal exile are rescued by the Justice League and brought to Earth, where they gain powerful new abilities. As they struggle to rebuild their lives and fight for justice, they're persuaded to return to their war-torn homeworld to continue their battle for freedom.
In "Wolf's Clothing," the Justice League goes undercover in a high-stakes sting operation, posing as captured heroes to lure a cadre of super-villains into a trap. With masks and disguises, the team plays their parts to perfection—each member stepping into a role far from their usual heroics.
In "Must There Be a Martian Manhunter?", the Justice League faces off against Screamthief, a villain whose power induces paralyzing fear in all who hear her. When Superman is injured, Martian Manhunter assumes his form to calm the public, raising questions about identity, trust, and what it means to be a hero.
In "The Moment," Chronos is trapped in a relentless loop, reliving the same tragic fire that claimed his brother, each attempt to change the past unraveling time itself. With the Atom and Flash racing against collapsing timelines, they must stop him before the fracture becomes irreversible.
In "Cold War," General Eklu of Tharr unleashes a fleet of cold-powered villains to force the United Nations into paying tribute, turning the people of Bijouti into unwilling soldiers. The Justice League steps in to stop the icy threat, confronting the invaders and thawing the frozen lands that have long suffered under a relentless drought.
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Reprints
↩ Reprints Justice League Adventures #1 (2002), Justice League Adventures #3 (2002), Justice League Adventures #6 (2002), Justice League Adventures #10 (2002), Justice League Adventures #11 (2002), Justice League Adventures #12 (2002), Justice League Adventures #13 (2003)
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