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    Infinite Crisis builds for Wonder Woman

    Woman of Wonder - GD Lane Support Guide

    A Wonder Woman guide by LaserCircus
    Last updated: May 11th, 2014
    Link to guide: www.dawnbase.com/guides/jguHJBXr
    3,666 0
    Score:

    9

    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


    Introduction

    Wonder Woman is a force to be reckoned with in the hands of a good player. She is an Enforcer but if you were to go into detail about her actual role she is your standard tank, support, and initiator. In this guide I will be playing her as the lane support in the early game and grooming her into the late game team player.
    ​

    Stolen Powers

    Surveillance Camera These are your best friends in a map as big as Gotham Divided. They will grant you and your allies vision in a limited area. With enough of these cameras planted around the map with the help of you and your allies you can track enemy movements and prevent ganks or incoming danger. 

    Teleport This is a very ideal stolen power for defensive purposes under your own turret. If you foresee an incoming push and your ultimate is off cooldown this will teleport and position you into the fray. You can then draw all aggro if you can grab enemy champions while under your turret. Of course you have to make sure your allies are nearby because Wonder Woman can only do so much alone. Alongside Surveillance Camera you can Teleport to tactical these locations to support teammates especially when your enemies least expect it.  

    Meteor Drop This is a very situational stolen power in that it used ideally for dealing the finishing blow (at least for me it is) to those running away with little to no health. If you can also land it pre-emptively before you drag in a couple people into Blocking Bracers you can dish out extra damage.

    [[Wonder Woman's Super Strength]] Wonder Woman's innate ability that allows her to throw objects with extra distance as opposed to the other Super Strength's. It can be good for chipping at turrets if you can grab a car and chuck it at it. There are scenarios where if you can scare off an opposing player with little health and all he/she can do is hide under their turret you can chuck the finishing blow. This power can also create pathways where cars are usually blocking it. Also who doesn't like throwing Meteor Rocks and stunning enemies from afar or close and personal?
     
    Healing Wave A very supportive power that helps the whole team heal if they are nearby. In dire times the power can be a difference maker in those team fight skirmishes. If combined with Kryptonian War Armor (4) its Vitality ability can increase the healing you receive giving you better substain in those dragged out battles. 


    Phases of Gameplay

    Early Game

    This is the laning phase of the game where you are there to support your lane partner, usually the typical bot lane duo. You are there to shield your ally with your Protection when needed to prevent further damage they take while in lane. You are basically the guardian on the look out for your partner and keeping him/her out of trouble if they get into it. This should always be your number one priority. When you gain a couple of levels and have Lasso in your list of skills this is when things can get frightening for the opposition. When the lane is free of drones (or minimal amount of them) and you are in line for a Lasso try to land one and get a few hits in with your partner. This is a great way to harass enemies when you can't otherwise with the drones around since you don't want to draw aggro damage. Just be aware of executing this as once you go in you are in. When you are in danger while doing this you can always Shield something behind you to get away. Be cautious of doing this too much since this can be Will intensive. Another lane tactic you can do if you want to be agressive is shield yourself and run up to the enemy and attack. As with any form of harassment do what you can then draw back. Rinse and repeat. As a support set up cameras around lane particularly the stealth pad choke holds to prevent ganks and warn you of danger. 

    Mid Game

    This is the stage of the game where your team and the enemy team are leaving the laning phase and moving around the map to create chaos in other lanes. You do this to try and pick off out of position champs then taking their turrets while in that lane alone or with an ally. By now Wonder Woman should have her ultimate and this skill if done right seperates her from the rest of the pact. This is where Wonder Woman begins to shine if she can grab these small skirmishes and come out on top (Lasso'ing in and then ult or running up to a couple of enemies and then ult). If your teammates are nearby it makes it that much easier.

    Late Game

    At this stage in the game the majority of the outer turrets are down and you are making your way into the inner sanctum of the enemy base, the Power Core, and trying to take out the Dampeners as well. This leaves a lot of room between your side of the map and the enemies side of the map with the Objectives in the way. During this time everyone is trying to shove out lanes so that their team gains map control while trying to pick off enemy members making it easier to push the final turrets and Dampeners. You are going to be pushing out lanes easily with your Amazoness Prowess slashing your way drone wave after drone wave until you come to an opportunity. This is where Wonder Woman (like in Mid Game) is trying to be the star. She is dictating the fights on her terms and gaining advantage for her team if she is able to tactically lure in a few enemies into her Blocking Bracers. Be prepared to die a lot or come out top dog after you land these key ults.


    Artifacts

    Core

    Oa Gambit (4) 
    This artifact should be your absolute priority. If you have the mod for Tier 1 Investment stacking by all means shoot for it. Otherwise upgrade to Tier 2 for the credits. This is your main source of income since you will be giving your lane partner the farm. Upgrade it from Tier 2 to Tier 4 only when you have enough credits to take full advantage of Investment. At Tier 4, Protection Field is a great asset to have since it gives a similar effect to Invulnerability but for all your nearby allies. What better way to support a team than that. It could be the difference between life and death under crucial circumstances. This item also gives you the neccesary amount of Power Armor to mitigate some of the damage from heavy power hitters. Having the Tier 3 mod is not that bad either since it can give an extra -5 Power Armor debuff to nearby enemies. 

    Fragment Of Mogo (3) 
    This is a highly sought after luxury item for Wonder Woman but if you can afford it early the better. Alongside Wonder Womans natural bulk the longer a fight lasts the more she can take advantage of this artifact because it does area damage over time once activated. It also wards off those pesky right click damage champions with the insane amount of armor you get for having this piece as well as the Health bonus. The Tier 2 Enhancement mod only furthers this armor with an additional +15. 

    [[Booster Gold's Power Suit (3)]] 
    This is a pretty expensive piece like Fragment of Mogo but for it's price it is decently worth it. It gives you the neccesary Health and Attack Armor to better tank hits as well as the Cooldown Reduction to periodically use more of your skills. At Tier 3 you will be happy to be able to turret dive more easily if you need to secure kills on enemy ground for you or an ally. Although this should not condone that course of action all the time. :D It will also, I believe, improve shields you cast on yourself unless you have the mod which you will then be able to cast it on allies. 

    [ Atlantean Royal Seal (4) 
    This is your more affordable artifact if you can't reach Fragment of Mogo or Booster Gold's since each upgrade is at 750 credits. It will give you bonus Health and Power Damage. This will add more of a punch to your skills that deals damage. Your skills now also gains the benefit of Skill Harrier which slows enemies per skill given the cooldown of 1.5 seconds. You can take full advantage of this with your Amazoness Prowess skill. If you can space apart the timing of each hit you can continually slow down the enemy. 

    Cosmic Belt (3) 
    This is your budget artifact to go to if you are behind in farm. For its value it gives you the necessary survivability as well as Power Damage. Power Penetrations goes a long way so even if you chose this as your first item it is credits well spent as oppose to the flat Power Damage you get from the elder sibling, Atlantean Royal Seal. 

    Optional

    Depending on the game and the enemies champions you always want to adapt your artifact build to suit the situation. If you find yourself annoyed by those troublesome right click marksmen try Suit Of Sorrows (4) to bounce some of the damage you receive back at their faces or [[Metallo's Heart (2)]] to slow down the rate at which they deal damage to you with its Dampening Aura. If you are being thrown Power Damage after Power Damage give Entropy Aegis (3) a try as its Skill Block can render one of the enemy skills null and void or Kryptonian War Armor (4) which give you the flat Power Armor with Health Regen/10 seconds, added mobility with its movespeed, and Vitality (alongside Wonder Womans passive gains a huge bonus to her healing). Amulet Of Isis (3) is there to give her utility to not only support her team with the movespeed buff but to better position her to certain scenarios like her ult. 
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