Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,400/1,300 | 486,000 | Challenge Mode, Hawkgirl Earth 2 Bundle, Nth Metal Pro Pack, Ultimate Bundle Bringers Of Justice |
Concussive Blow: Each SP and Combo Ender has a 30% chance to Stun an opponent. Hawkgirl deals +100% more damage against stunned opponents, and additional +25% for each Earth 2 teammate. |
Earth 2 Hawkgirl can be unlocked through Challenge Mode. Obtaining her from her early access pack will not unlock her for direct promotions.
Strategy
Basic Attacks
Basic combo | Damage pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3%) | 9% |
Heavy | 4% - 4% - 4% | 12% |
Passive
Her passive stacks with Cloak of Destiny and Nekron's Scythe. With both maxed and both Earth 2 teammate, she does 6.5x the normal damage against a stunned opponent (however, the damage gained from specials' minigames are considered bonus damage that stacks additively with other damage bonuses, so if you hit 200%, the total boost is 3.75x compared to the normal max damage).
Her passive ability can stack with stun-based gears. Her passive does stack with her SP1, which has a default chance to stun, giving her the highest chance of stunning with her SP1 of all the other Hawkgirls.
Her passive seems to be tailor-made for her to synergize with The Flash/Earth 2, who is not only introduced at the same update as her but also has a passive that revolves around stun, making them both an annoying pair for stun attacks.
It is less practical for players to use her SP2 as means of stunning the opponent as it does a lot of damage with no penalty as the stun is not attached to the special. However, that does not mean it is not recommended to use it as it can hit 2 opponents if the back-flip manages to KO the opponent, transferring the gunfire to the next. Also her Special 2 can be chained with her heavy basic attacks but this has to be timed correctly to work. To get it to work, use her heavy basic attack and before they get knocked too far away use her Special 2. If used too early the opponent will block but if timed late the kick will not do damage and the opponent will block as well.
As an Earth 2 character, she can benefit from other Earth 2 characters' passives as well. The Flash/Earth 2 is her most dangerous teammate because of his stun chance on tag-in for all Earth 2 characters, and Hawkgirl can set up stun for Flash's crit attack. Solomon Grundy/Earth 2 helps Hawkgirl to dampen power generation of the active enemy, and together, the trio can perform a dangerous stun team.
Currently, there is a bug where if AI-controlled Hawkgirl manages to stun the player by tagging in, using her combo ender or her special attacks, the player would be unable to do anything with their current character (can't fight or tag out) and can only take action again after that character is hit by a special that doesn't stun or use their own special attacks. This bug is shared by other Hawkgirls.
Gear
Hawkgirl is recommended to be equipped with the Cloak of Destiny, as it gives her a 10% to 20% stun chance on tag in, and another 100-200% damage boost against stunned opponents. If this stacks, a 300%-350% damage boost against a stunned opponent on tag-in would be a very powerful combo. Could also work very efficiently in a tag based team. However, if there is The Flash/Earth 2 on the team, the Cloak should be saved for him since Flash can utilize the crit damage boost better, and Hawkgirl already has 100-150% boosted damage against stunned foe. Nekron's Scythe can be an alternative for that case
Hawkgirl would pair wonderfully with her signature Nth Metal Morningstar. In addition to boosting her basic damage, once fully maxed out, it provides a 25% chance to STUN on SP1. This would stack with her passive's 30% chance to STUN on specials as well as the default chance to STUN on her SP1. This would give her an incredible chance to STUN on her SP1, which would allow her to follow-up with a damage boosted beat down. Finally, it will allow Hawkgirl to damage an entire opposing side with her powerful SP2.
Interactions
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Hawkgirl. Having a card that "counters" Hawkgirl does not mean it is always a good choice.
Good With
- Any Earth 2 teammates
- Static/Prime: His 100% stun on SP1 makes it easy to set up an opponent for Hawkgirl to pummel.
- Batman/Red Son: His chance for an unlockable stun on SP1 makes it easier for Hawkgirl to pulverize her opponent.
- Wonder Woman/600: Hawkgirl will receive a massive damage and power generation boost from Wonder Woman.
Good Against
- Batman/Dawn of Justice and The Flash/Wally West: Her combo enders can Stun them, disabling their evasion.
Countered By
- Green Lantern/Red Son, and Batman/Beyond: Both are immune to stun effects. Red Son Green Lantern has an additional immunity to crit and takes less damage from specials and is able to share this effect with other Red Son characters on his team. This in turn can make Hawkgirl powerless against them.
- Killer Frost/Prime, Killer Frost/Regime, and Solomon Grundy/Earth 2: They can decrease Hawkgirl's power generation, making it harder for her to activate specials.
- The Flash/Blackest Night: He can evade her basic attacks and then counter her.
Abilities
Here are Hawkgirl's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Mace Charge | First Special | Hawkgirl lunges forward with her mace. CHANCE TO STUN. | Rapid Swipe |
Heavy Artillery | Second Special | Hawkgirl bashes her opponent into air with a back-flip and shreds them with her firearms. | Target |
The Power of Nth | Super Move | High above the battlefield, Hawkgirl mauls her helpless opponent. UNBLOCKABLE. | Tap |
Support Cards and Gear
Here are Hawkgirl's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Nth Metal Armor | Health | 10% HEALTH BOOST. | 3,000 |
Morningstar | Damage | 10% BASIC ATTACK BOOST | 4,000 |
Belt of Nth Metal | Energy | 10% ENERGY REGENERATION. | 5,000 |
Battle Mace (Nth Metal Morningstar) | Gear |
50% - 70% DAMAGE BOOST to basic attacks [Hawkgirl] 100% AREA EFFECT: opponent's team takes 15% - 25% damage from Special 2 [EVOLVED] 15% - 25% STUN chance on Special 1 |
25,000 - 1,000,000 (upgrading) |
Stats
These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. Numbers with a * after them may not be accurate, please allow for a discrepancy of '+1/-1' damage or health due to rounding inconsistencies in game code.
Tier | Damage | Health |
---|---|---|
Normal | 10,962 | 18,954 |
Elite I | 16,443 | 28,431 |
Elite II | 21,924 | 37,908 |
Elite III | 32,886 | 56,862 |
Elite IV | 38,367 | 68,234 |
Elite V | 43,848 | 75,816 |
Elite VI | 49,329 | 85,293 |
Elite VII | 54,810 | 94,770 |
Elite VIII | 60,291 | 104,247 |
Elite IX | 65,772 | 113,724 |
Elite X | 77,395 | 146,016 |
Trivia
- Her artifacts are Boots, Wings, Belt, Mace and Helmet.
- This version of Hawkgirl is Kendra Saunders from Earth 2 in the comics.
- She shares the same base stats with The Joker/Unhinged Suicide Squad and Green Lantern/Yellow Lantern Hal Jordan.