Justice H.E.R.O.

"Justice HERO" is a "H.E.R.O." (Heroic Elementals of Righteous Origin) sub-archetype. They are themed after comic-book superheroes and like other H.E.R.O. sub-archetype are based off natural elements.

"Justice H.E.R.O." Decks focus heavily on Fusion Summoning. Most of these fall into two primary "Justice H.E.R.O.” monsters categories that can be fused with one another.

Design
Their designs are based on superheroes from Western comic books. Like many other H.E.R.O. sub-archetypes, each monster of this Archetype also represent an element of nature. In Western cultures, the main elements are fire, water, air, earth, light and darkness, but in eastern cultures, more elements are considered, such as lightning, wood, metal and ice.

Playing style
Like most H.E.R.O. decks, "Justice H.E.R.O." decks mainly focus on swarming the field with Fusion Monsters, using cards like "Fusionism" and "Salvation Fusionism".

As with the release of the "Ultra H.E.R.O.es" (Attribute or Type-specifc Fusion Monsters) "Justice H.E.R.O.es" can be fused together with each other, as well as other "H.E.R.O.es". The "Ultra H.E.R.O.es" basically allow the "Justice H.E.R.O.es" to exist in any deck focused on an archetype of monsters with the same Attribute or Type, and each Attribute or Types allows these "Justice H.E.R.O.es" access to Attribute or Type-specific support cards, such as "Salvage".

Weaknesses
"Justice H.E.R.O." Decks lack protection on their own, and need generic protection cards outside of the archetype.

Also, "Effect Nullification" and/or "Skill Lockdown" can cease and desist "H.E.R.O." effects, which would be significant against these Decks because without substantial Item support, many of the "H.E.R.O." monsters, including quite a number of "H.E.R.O." Fusion Monsters, do not possess significant sustainability stat-wise whilst on the field.