Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,100/1,000 | 241,000 | Challenge Mode, Nth Metal Pack, Aquaman Celebration Pack, Shazam Celebration Pack, Joker Celebration Pack, Phantom Zone reward (Elite) |
Shock and Awe: When Hawkgirl Tags-In, she disables all opponents' Special Attacks for 5 seconds. If she gets 200% on SP2, it will become a critical hit. |
Regime Hawkgirl is a valuable defensive asset to the team that can reduce the threat from the enemy team by disabling their specials, especially from those are immune to power drain, as well as deal heavy damage with her crit SP2.
She is obtainable by completing her challenge, or receiving her as a drop from the Nth Metal Pack and all Celebration packs. However, obtaining her from the 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
Hawkgirl Regime can become an absolute nuisance on the battlefield. Her entrance disables all opponents' specials (including Super Moves), making them helpless from her massive crit damage on SP2. This status effect applies for the entire enemy team, which means it will transfer to the next enemy if the current one tagged out. If Batman/Gaslight evaded the disable, his teammates will also have their specials disabled on their tag in, and if Batman tags in again before the effect expires, he will have his specials disabled as well.
Her special 2 begins with a hit prior to the rapid tap minigame, therefore this hit cannot be changed to a crit from her passive. If 200% is reached on the minigame, all remaining hits of the SP2 will crit. Her SP2 applies on-hit gear DOT (The Ibistick, League of Assassins Adept Blade, LexCorp Helmet V2) twice, on the first and last hit. During (not after) this special animation, any DOT already on the opponent from Hawkgirl's gear will also crit. Even if the special itself is blocked, those DOT will still crit.
The Master's Death Cart on second and further tag ins have a high chance to apply gear DOT up to 4 times if a special is used immediately. Regime Hawkgirl's passive can cause these DOT to crit during the special, but Death Cart's shots will push back the opponent far enough that the first hit (and thus that hit's own 1 DOT) will miss.
Invulnerability has no effect against the special disable, making her a great option to disarm powerful special attack specialists protected by Astro-Harness as Power Drain cannot bypass invulnerability.
Gear
As a SP2 specialist, it's recommended to equip her with any gear that boost SP2. Crit damage boost gear is also very helpful for her, making great use of her passive. LexCorp Chest Armor V2 and LexCorp Helmet V2 is a great combination, the helmet gives crit damage boost and the armor give Life Drain on SP2, along with power drain reverse and crit chance on basic attacks. Heart of Darkness can also boost her SP2 and allowing her to gain power faster.
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
- Hawkgirl/Prime: Her decreased tag-time will allow Regime Hawkgirl to tag in and activate her passive more often.
- Characters with tag-in effects: They can swap with Hawkgirl frequently for a good tag-team.
- Superman/Injustice 2: When he and Hawkgirl swap for each other, enemies' special attacks will be almost nullified.
- The Joker/The Batman Who Laughs Metal, Batman/Gaslight & Nightwing/Batman Ninja: They can further enchant her tag-in with their passives.
- Ares/Prime: He can disable block, allowing Hawkgirl's SP2 to crit.
Good Against
- Most special-reliant characters as described in their passive, such as Sinestro/Antimatter, Superman/Dawn of Justice, Aquaman/Injustice 2, etc.
- Hal Jordan/Red Lantern: Same as above, although arguably much more punishing.
- The Joker/The Killing Joke: If one of Hawkgirl's teammates KO The Joker, Hawkgirl can tag in when the next opponent tags into the match and disable all opposing specials and supers, leaving her opponent vulnerable to her own specials and supers. If she tags back out and back in, she can do the same to The Joker's second teammate.
Countered By
- Hawkgirl/Prime: On the other hand, her snare will prevent Regime Hawkgirl from tagging in and activating her passive.
- Batman/Gaslight: Batman will evade her tag-in special disable and throw a grenade.
- Characters with powerful basic attacks: They can deal tons of damage without using special attacks:
- Batman/Flashpoint: Batman's "Destructive Blows" allow him to deal considerable damage without the need for special attacks.
- Green Lantern/Red Son, and Batman/Arkham Knight: Critical damage immunity makes the second part of Hawkgirl's passive useless, especially Green Lantern as he can share his critical immunity and special attack damage reduction to other Red Son characters on his team.
- Batman/Batman Ninja: Disabling his special attacks does not prevent him from utilizing all of the Batman Ninja Helmet's effects requiring 3 bars of power.
- Superman/New 52: Disabling his special attacks does not affect Superman's basic damage boosts.
- Harley Quinn/Arkham Knight: If Hawkgirl tags in, and Harley remains tagged out, her surprise attack can deal a lot of damage to Hawkgirl if her passive activates.
- Quake Engine: When equipped on any Joker character, he can increase the enemy tag cooldown time, limiting her ability to tag.
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 |
Thanagarian Strength | Second Special | Hawkgirl flip kicks her opponent and lays into them with mighty blows from her Nth metal mace. | Quick Tap |
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 | 8,613 | 14,580 |
Elite I | 12,920 | 21,870 |
Elite II | 17,226 | 29,160 |
Elite III | 25,839 | 43,740 |
Elite IV | 30,146 | 52,488 |
Elite V | 34,452 | 58,320 |
Elite VI | 38,759 | 65,610 |
Elite VII | 43,065 | 72,900 |
Elite VIII | 47,372 | 80,190 |
Elite IX | 51,678 | 87,480 |
Elite X | 60,811 | 112,320 |
Trivia
- She has the same base stats as Harley Quinn/Arkham Knight.
- Previously, before 2.19, while it is not stated in her passive, she snares her opponents whenever she tags in or out, preventing them from tagging out, same as Hawkgirl/Prime. This is no longer the case.