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    Infinite Crisis builds for Atomic Wonder Woman

    Jungling Done Right: Atomic Wonder Woman

    An Atomic Wonder Woman guide by Spaghetti
    Last updated: Nov 16th, 2013
    Link to guide: www.dawnbase.com/guides/jungling-done-right-atomic-wonder-woman
    10,654 5
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    Atomic Wonder Woman is an incredibly dominant jungler early game. She does fall off late game a bit, but only because she doesn't team fight well. She does, however, 1v1 well, kill squishies in a heart beat, and is the scariest counter jungler around.


    Amps: Assassin: Endgame Burst. No exceptions.


    Skill Order: R>E>Passive>W>Q. Max range (or revved) E does more than revved W. E is your jungle clear, it's your gank tool, it's your wave clear, it's your zoning power, it's your everything. In fact, it's so very much your everything, that you max your passive second because it gives you a longer duration on your flat armor pen, long enough to cover the full duration of the dot at rank 2, and when it comes to flat armor pen, more is always better, so a fuly leveled passive will actually increase your ability damage by more than extra ranks will. W or Q next is preference. I like W for obvious, high damage reasons. Q Cooldown is reduced per rank.



    Items: Coda Coda Coda Coda Coda Coda rush a Coda 4. Armor pen everywhere means effective true damage. With this much armor pen, you will, with some frequency, have more armor pen than the enemy has armor. I can't say for sure that stat values will go negative, but there's some sort of funky interaction that makes you do more damage than you should sometimes. After Coda, you have options. Your end game build will be the same, but the order in which you build the items will change game to game. If you need to be tanky enough to hard dive, Fragment of Mogo 3. I've mentioned before, Mogo is a defensive item with obscene offensive power. R E Mogo, melt whole enemy team. Alongside Mogo, you'll want Huntress' Crossbow. Cooldown reduction not only gives you more ult activations (early game, every ult should be at least one kill), but increases the rate at which you build rev, meaning more revved abilities and more uptime on your flat armor pen. Increased mobility because of CDR capped Q is a big bonus.

    Because of the strength of Spear of Destiny, you'll want to buy one of these, alongside your next item, Lobo's Chain. AWW is a pure attack damage character, meaning she doesn't much benefit from multiplicative stats like attack speed and crit. The raw attack damage that Spear of Destiny will provide when combined with Mogo and Lobo's HP makes up for the lack of raw damage on Lobo's. The slow on Lobo's is an added bonus, but not a primary reason for it's purchase.

    6th item will, in nearly every situation, be R'as al Ghul's Robe. Because of your short Q cooldown, if you were to die in a team fight, the long duration on the revive will (usually) mean you have a Q ready as soon as you get up, either to escape or reengage with. It's also a train load of defensive stats, of which you only had Mogo and Spear for before.

    Late game, you'll replace Coda 4 with Atomic Axe 2, but that will be after R'as.
    Latest comments
    Could you replace the Spear of Destiny in the build with a Sword of Beowulf? Seems to me that even though it is quite a bit more expensive and gives only a little bit less attack damage then Spear of Destiny (taking into consideration Spear of Destiny base attk dmg and the added 1.5% of max health into bonus attk dmg) that these trade-offs would be more then worth when you have so much extra tankiness in the added power armor and bonus 400 dmg shield at 35% health. IMO, if you have the money to get the Sword of Beowulf over the Spear of Destiny it will always be worth the purchase.
    11:31 am, Jan 11th, 2014
    This hasn't been updated in almost two months. My only advice for you when it comes to AWW right now is pretty simple, don't play her.
    3:15 am, Jan 12th, 2014
    Good guide. I was leveling her Q first but after trying her E it is much better for the jungle clear AND it's revved power up has allowed me to finish opponents that would usually get away. I'm still experimenting with augments. Right now I'm running 3 scaling atd/flat pen and 1 scaling atd/flat cdr. I feel weak naturally with late game augments but I think they are helping. I'm not certain yet.
    2:02 am, Dec 20th, 2013
    Starting Nil Weapon 5 pots gives a bit more sustain, besides the 10% +10 dmg to creatures, going past the first buy of marauders is kinda bleh. All in all with hawkmans you're just saving 250 gold but I usually have Nil knife until lategame. Almost exactly like Dorins Blade in league. gives alot of utility and can save more in potions in the long run.
    10:31 am, Sep 10th, 2013
    AWW has a lot of trouble with the large camp early, and you should be duoing it with your second jungler. If you don't have a second jungle, try and convince a teammate to assist you in killing it.
    7:12 pm, Aug 29th, 2013
    First thing: Whats the tripod spawn for you? The one with 4 mobs? how do you manage to kill the big one after that? Tried that and failed horribly.
    5:07 pm, Aug 29th, 2013