Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,300/1,200 | 370,000 | Challenge Mode, Challenge Booster Pack, Special Challenge Booster Packs, Black Friday Pack 3, Character Bundle Women Of Power |
New 52 Wonder Woman (originally named Justice League Wonder Woman) is the last character to be released in the 2.6 update. A team player and an immense powerhouse in her own right, her impact is undeniable. Being able to both be on the offense with her high base stats, along with a passive that massively empowers Justice League teammates, she's one you'd want to have in your arsenal.
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% |
While her light basic combo-ender looks slightly different, her basic combos are essentially identical to the typical Wonder Woman combos, making them typical and somewhat underwhelming.
Passive[]
Each time she uses her special attacks or even her super move, her Justice League teammates gain power. Shield Toss grants 0.5 bars, Goddess' Blessing grants 1 bar, and Justice Javelin grants 1.5 bars. Essentially, with two such teammates, all special attacks or super moves she uses have all their power costs refunded into her teammates, making her an exceptionally efficient power generator, especially when equipped with power gears like Tantu Totem.
Almost all versions of the characters that are mentioned in her passive will benefit from her passive:
- Superman
- Batman
- The Flash (including Reverse Flash and Rebirth Wally West)
- Green Lantern
- does not affect Hal Jordan/Yellow Lantern
- does affect Jessica Cruz/Rebirth and Hal Jordan/Red Lantern, though the latter case is of little relevance, as his passive regenerates power rapidly
- Aquaman
- Martian Manhunter
- Cyborg
- Wonder Woman (excluding herself)
The best way to utilize her passive is combining her with power generation, so she can constantly spam her specials and helping her teammates to gain more power as well.
Wonder Woman/600 is one of the best character to team up with, as they could benefit from both of their passives, once again magnifying her power-gain edge. Rebirth Jessica Cruz is the only non-Wonder Woman character who benefits from both their passives, unless you'd prefer to team her with two Green Lanterns instead. Out of the gold Wonder Woman characters, Wonder Woman/Regime is both too weak in stat and passive. Wonder Woman/Red Son is passable, but maybe more suitable in a Red Son team. Wonder Woman/Dawn of Justice is a solid choice, with same total base stats as New 52 Wonder Woman and a team-heal passive to compliment her team power gain passive.
Batman and Superman are solid characters for her team, especially the newer cards such as Batman/Gaslight and Superman/New 52. Gaslight Batman is an excellent DOT user thanks to his SP1 that has Bleeding and can apply gear DOT up to 3 times, his grenade and bat swarm. Quake Engine is a great gear for him, and work best in a tag team with New 52 Wonder Woman, particularly when she has Tantu Totem and/or The Master's Death Cart equipped. Superman/New 52 has direct synergy with her, and his passive is directly benefited with the team-wide power gain. Superman/Injustice 2 and newer Batman characters such as Batman/Batman Ninja and Batman/Flashpoint are also great with her thanks to their very high stats and powerful special attacks.
Gear[]
Since she can share power to her teammates, it's advised to equip her with power boost gears. Tantu Totem is an excellent choice for Wonder Woman, it helps her and also her Justice League teammates gain power on every tag-in, effectively doubling its effect. When she knocks down and enemy then uses SP1, her special attacks will miss and Totem will refund power, but she also gives her teammates 0.5 bar of power, theoretically giving them unlimited power with multiple missed SP1! Against opponents with Invulnerability or special attack evasion, it's basically free power for her team.
Equip her with Tantu Totem, The Master's Death Cart and use 2 SP1 on tag-in will result in massive power gain for the entire team and lethal damage to the enemy team. Third gear slot can be used for Enchantress Companion Card EVOLVED to disable specials (excellent when paired with Batman/Gaslight, who also provides basic attack evasion on tag-in, greatly reducing enemy team's offensive abilities), or League of Assassins Adept Knives for boosted and Area Effect SP1.
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 Wonder Woman. Having a card that "counters" Wonder Woman does not mean it is always a good choice.
Good With[]
- Other Justice League characters as mentioned in Strategy.
- Green Lantern/Regime: He increases power generation rate, helping Wonder Woman/New 52 to activate her passive easier.
- Superman/New 52: Her passive allows Superman to generate his Rage of Krypton faster.
- Wonder Woman/600: Both will boost each other power boosts, result in massive power gain. The third teammate can be another Wonder Woman or Jessica Cruz/Rebirth.
Good Against[]
- Killer Frost/Prime, Killer Frost/Regime, and Solomon Grundy/Earth 2: Wonder Woman's passive is not affected by their power dampening passives.
- Superman/Injustice 2, Batman/Dawn of Justice, Wally West/Rebirth, and Reverse Flash: She basically has her power refunded back to her Justice League teammates. Also with Tantu Totem equipped, their passives (except Reverse Flash) are basically free power for her team.
- Black Adam/New 52: Her Justice League team can bombard him with a barrage of special attacks, quickly consuming all of his orbs.
Countered By[]
- Killer Frost/Prime: Killer Frost can, however, slow Wonder Woman's power gen, thereby making it more difficult for her to activate her passive. However, she can counter that with Tantu Totem.
- Hawkgirl/Regime: Hawkgirl can disable Wonder Woman's special attacks, thereby stalling her from activating her passive.
- Power Drain Characters like Black Adam/Kahndaq, Nightwing, and Lex Luthor.
- Catwoman/Batman Ninja: Once her Cat Rage is activated, she can easily drain Wonder Woman's power.
- Raven/Rebirth: Raven thrives on facing a team with more power than her. Wonder Woman using any special attack immediately adds power to her allies, and by extension, power for Raven to take and use against Wonder Woman's team.
- Green Lantern/Red Son: He and his Red Son comrades receive less damage from special attacks.
- Static/Prime: He can gain a lot of power from blocked special attacks.
- Aquaman/Flashpoint, and Scorpion/Klassic: They can reflect special attacks.
Abilities[]
Here are Wonder Woman's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Shield Toss | First Special | Wonder Woman uses her shield as a projectile, taking her opponent unawares. | Rapid Swipe |
Goddess' Blessing | Second Special | A swift series of strikes. | Quick Tap (4%*), Rapid Swipe (10%) |
Justice Javelin | Super Move | Wonder Woman calls in allies to help annihilate her opposition. UNBLOCKABLE. | Tap |
- The tapping increases by 4% per tap, except when the last digit is 6, it then will increase by 3, and then 5 before returning to 4% per tap. For example, 12% > 16% > 19% > 24% > 28%.
Like all prior versions of Wonder Woman, her Shield Toss can be used immediately after a heavy combo to prevent it from being blocked. It's fully ranged for the purpose of chaining from The Master's Death Cart's tag-in attacks. It consists of 1-hit and will miss against knocked down enemy, so equipping Tantu Totem can help her spam SP1 against enemies that are knocked down or protected by Invulnerability - the gear will restore consumed power back while her passive gives power to her Justice League teammates.
Support Cards and Gear[]
Here are Wonder Woman's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Daughter of Zeus | Health | 10% HEALTH BOOST. | 6,000 |
Strength of Demeter | Damage | 10% DAMAGE BOOST. | 8,000 |
Amazonian Origin | Energy | 10% ENERGY REGENERATION. | 10,000 |
Sword & Shield (Amazonian Sword & Shield) | Gear |
12% - 22% MAX HEALTH increase [Wonder Woman] 15% - 25% chance to REFLECT SPECIAL 2 while blocking [EVOLVED] 15% - 25% STUN chance on Special 1 |
25,000 - 1,000,000 (upgrading) |
Wonder Woman's Lariat (Wonder Woman's Lasso of Truth ) | Gear |
10% - 20% DAMAGE BOOST to special 2 [Wonder Woman] 15% - 35% POWERDRAIN chance on Tag-In [Evolved] 100% HEAL SELF 8% - 18% on special 2 |
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 | 10,179 | 17,496 |
Elite I | 15,269 | 26,244 |
Elite II | 20,358 | 34,992 |
Elite III | 30,537 | 52,488 |
Elite IV | 35,627 | 62,986 |
Elite V | 40,716 | 69,984 |
Elite VI | 45,806 | 78,732 |
Elite VII | 50,895 | 87,480 |
Elite VIII | 55,985 | 96,228 |
Elite IX | 61,074 | 104,976 |
Elite X | 71,867 | 134,784 |
Trivia[]
- Her design is based on her appearance in the New 52 Justice League series, along with Darkseid/Apokolips. Her name was changed from "Justice League Wonder Woman" to "New 52 Wonder Woman" in the 2.17 update, possibly in anticipation of the Justice League film to be released in a month.
- She is the only version of Wonder Woman to unambiguously hover, as seen during her special 2, even though she can fly.
- Her artifacts are: Lasso of Truth, Shield, Tiara, Armored Skirt, and Sword.
- She has the same base stats as Batman/Dawn of Justice.
- She's the only version of Wonder Woman to have a higher Damage stat than Health stat.
- Previously, Goddess' Blessing had an extremely fast starting animation (it may have been the fastest starting special in the entire game), making it hard to block and quite deadly in light of her extremely high damage and the fact that part of it doesn't require tapping/swiping (so it is easier to hit close to maximum damage). Additionally, because of the very short time it took between initiating a special and for the first hit to land, it was possible for it to hit unblocked right after a heavy basic combo, despite that it throws her opponent back and is melee, as it was so fast it could hit them before they are knocked out of her reach. However, a later update noticeably increased the delay of the special and this is no longer possible.
Preceded by | Title | Succeeded by |
Lobo/Bounty Hunter | Highest base Damage | Aquaman/Injustice 2 |