The Marauders

Stats(7732): I love these stats. Two sevens and only nineteen points. Great flexibility and can fit into almost any energy or fighting team.

Specials:
* ARC LIGHT (LM) {U} Acts as a level 7 Any-Power attack. +3 when used to attack a Battlesite. Bonus counts toward damage.
A good attack. Anytime you can make a level seven attack, it is going to help you. The bonus is not really helpful because attacking a battlesite never really works well.
* BLOCKBUSTER (AR) {U} Acts as a level 7 Strength attack.
A seven in an off power is always good.
* HARPOON (EG) {VR} [OPD] Acts as a level 5 Energy attack. If successful, opponent must discard all Special cards from hand.
This is an okay card. It is in a main power, which hurts its effectiveness, but the bonus is great. If you have room for it, then use it.
* MALICE (BQ) {VR} [OPD] Play during battle. Marauders may exchange this card for any 1 Special card in Dead Pile not playable by Marauders and play it immediately.
One of the most flexible cards in the game. There are so many possibilities. Pull out a Draw 3, Living Costume, a level 10 or 11 attack. Use it.
* PRISM (KB) {C} Acts as a level 7 Strength attack. If successful, acts as a level 3 Energy Hit. Hit goes on Permanent Record. Does not count towards Venture Total.
Use this in a fightig team, not an energy team.
* RIPTIDE (DQ) {U} [OPD] Opponent's team's Hits to K.O. number is decreased by 3 points for remainder of battle.
Nope, three points is not enough.
* SCALPHUNTER (LK) {U} Marauders may attack the Reserve Character for the remainder of battle. Reserve may defend.
Nope.
* VERTIGO (LN) {U} Any attack made on Marauders or teammate may be made on Front Line Character of Marauders' choice for remainder of battle. Character may defend.
Before the dead is dead ruling, Vertigo and the X-Babies ruled Overpower. Now, not quite as powerful, but still extremely useful and flexible. Vertigo can really save your butt in a fix and can help by hit-stacking and providing card advantage.

Overall: The Marauders provide both offense and defense. Vertigo is still a card that you can build a team around. Their grid makes them a two-power character and creates multiple avenues for deck building.