Suicide Squad Kill the Justice League Multiplayer: Why It’s Actually Better Than the Reviews Said

Suicide Squad Kill the Justice League Multiplayer: Why It’s Actually Better Than the Reviews Said

Let’s be real for a second. Rocksteady’s swing at a live-service loot-shooter didn't exactly land the way everyone hoped it would back in early 2024. Most people saw the trailers, groaned at the gear scores, and checked out before they even hopped into Metropolis. But if you actually sit down with Suicide Squad Kill the Justice League multiplayer, there is a weird, chaotic energy there that you just don't get in your standard "stand behind a chest-high wall" shooters. It’s messy. It’s loud. Honestly, it’s a bit of a power trip once you figure out how the traversal actually works.

The game isn't perfect, obviously. But the way it handles four-player co-op is actually pretty unique in a genre that usually feels like a copy of a copy.

How the Suicide Squad Kill the Justice League Multiplayer Loop Actually Works

Most shooters want you to take cover. This game hates cover. If you stop moving in Suicide Squad Kill the Justice League multiplayer, you’re basically dead. The whole thing is built around this "traversal combat" idea where your movement is just as important as your aim. Deadshot is hovering, Harley is swinging like a budget Spider-Man, King Shark is literally swimming through the air, and Boomerang is teleporting around like a caffeinated ninja.

When you're playing with three other people, the screen becomes a Jackson Pollock painting of purple explosions and numbers. It’s a lot.

Rocksteady basically took the DNA of the Arkham games—that rhythmic, flow-state combat—and tried to force it into a world with guns. You aren't just clicking heads; you’re meleeing an enemy to "shield harvest," then jumping 50 feet into the air to snipe a sniper, then sliding into a grenade throw. In a full lobby, it’s a coordinated dance of violence. Or, more often, it’s four people screaming because a Corrupted Helicopter just spawned and everyone is out of ammo.

The Connectivity and Crossplay Situation

One thing they actually got right from day one was the cross-platform stuff. You can have a buddy on PS5, one on an Xbox Series X, and one on a beefy PC, and it all just works. The matchmaking has had its fair share of hiccups—server lag was a nightmare for the first month—but the actual "drop-in, drop-out" nature of the game is smooth.

You don't have to wait for someone to finish a cutscene to join. You just pop in, the AI bot disappears, and suddenly you're King Shark.

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The Characters: It’s Not Just About Who Has the Biggest Gun

A lot of people think the four characters play the same because they all use guns. They don't. Well, they sorta do, but the way they move changes everything about the tactical layer of the Suicide Squad Kill the Justice League multiplayer experience.

  • Deadshot is the carry. If you have a friend who is a crack shot, put them on Deadshot. His jetpack allows him to stay above the fray, picking off the annoying snipers and heavy hitters while everyone else is scrambling on the ground.
  • Harley Quinn is the most technical. Her grapple hook is tied to the Batwing, and if you miss your timing, you just kind of dangle there like a target. But a good Harley player is never on the ground. She’s a momentum-based nightmare.
  • Captain Boomerang is the king of "in and out." His Speed Force gauntlet lets him teleport behind enemies. It’s great for reviving teammates because you can blink in, grab the revive, and blink out before the Brutes even know you were there.
  • King Shark is the tank, obviously. He doesn't need fancy gadgets; he just jumps really high and slams down. He’s the easiest for beginners to pick up because his health pool is massive and his movement is very intuitive.

Loot, Builds, and the Social Aspect

The "meta" of the multiplayer revolves around these "Bane Sets" and "Infamy Sets." Basically, if you all wear gear that synergizes, you can trigger these massive area-of-effect buffs. One person inflicts "Crazed" on a group of enemies, which makes them attack each other, and then another person finishes them off with a critical hit that restores everyone’s shields.

It requires communication. If you're playing with randoms who don't have mics, the higher-level "Incursion" missions become a slog. But with a dedicated crew? You can actually break the game in some pretty satisfying ways.

What Went Wrong (And What’s Better Now)

We have to talk about the elephant in the room: the content drought. When the game launched, the endgame was basically three missions repeated forever. It was bad. People got bored.

However, the seasonal updates—even with the controversy surrounding how they handled the Joker’s introduction—have added more variety to the Suicide Squad Kill the Justice League multiplayer ecosystem. They added new boss fights and revamped how the "Fear" levels work. They also fixed the scaling. Early on, if you were a lower level than your friends, you were basically useless. Now, the game does a better job of normalizing the power levels so everyone can actually contribute to the fight.

The story missions are also fully playable in co-op. This is actually the best way to experience the narrative. Seeing the four of them bicker in the middle of a firefight feels way more "Suicide Squad" than playing alone with three bots who just stare at walls occasionally.

Is It Still Worth Playing in 2026?

Honestly? It depends on what you want. If you’re looking for a deep, Destiny-style hobby that you play every day for five years, this probably isn't it. The player base has fluctuated wildly, and the future of the game is always a topic of debate in the forums.

But as a "Friday night with the boys" game? It’s genuinely fun. The sheer speed of the combat is something most other games are too afraid to try. It’s chaotic and buggy and sometimes frustrating, but when you’re all soaring through the Metropolis skyline together, raining fire on a giant Brainiac ship, it clicks.

Actionable Tips for New Squads

If you're just jumping into the Suicide Squad Kill the Justice League multiplayer scene now, don't just rush the main story.

  1. Sync your traversal. Spend thirty minutes in the tutorial area practicing how to stay airborne. If you're on the ground, you're losing.
  2. Spec into different elements. Don't have everyone running "Burning" builds. Have one person do "Freeze," one do "Venom," and one do "Electric." The elemental combos are where the real damage is hidden.
  3. Use the Social Squad feature. Even if your friends aren't online, you can "recruit" their characters to play as AI bots in your game. You even get a portion of the loot they earn.
  4. Ignore the gear score initially. Focus on the "Affixes" (the special perks). A lower-level gun with a "100% damage to Crazed enemies" perk is often way better than a higher-level gun with a boring stat boost.

Stop treating it like a cover shooter. Start treating it like a high-speed acrobatics simulator where you happen to have a shotgun. The game is much more enjoyable when you lean into the insanity of the movement. Grab a copy on sale, get three friends, and just embrace the mess. You might find that the multiplayer is the one thing Rocksteady actually nailed.