You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
I don't know what the big deal about this Wonder Woman is; every time I've faced her, she gets torn apart. I don't think I've ever seen her on anything but her 1st, 4th, 7th, or 10th clix. If she had more Charge and less Mind Control, or if she didn't lose the PC so easily, then it might be different. I guess she just needs the right support, but it's pretty hard to build around her in anything but a "Blackest Night" themed team (The Amazons just don't have the TK she needs to be really effective). And like the other BN starter deputies, they gave her powers that she didn't display in the comic (you know, since she had all of one fight with the ring on...), so it's not very comic accurate.
Vulture: I'll drop you from the sky and watch you drop like a rag doll! Spider-Man: And this'll be when? After Ock rips me limb from limb? Or after Venom eats my brains? Oh, I almost forgot; he also has dibs on my spleen...
A Wonder Woman for all occasions. She's only one of two versions of WW whose range doesn't come from a special power, and she's tougher than any previous incarnation. I'm still sticking to the Icons and Origin LE as my "Go-To Gal" for JLA/JSA teams, but this dial is certainly worth the point cost.
Violet Lantern Wonder Woman is a solid 200+ point piece. She can be aggressive but at her cost does run the risk of overextending herself. Its easy to get stuck with 2 tokens in a bad spot when a figure has Indomitable so be careful when pushing as 17 defense is only average protection. Seems to be at the mercy of the opponent when it comes to options. Starting Close-Combat specialization usually results in Running Shot, RCE and to some degree TK not being as beneficial as it could be. Best option is to use range as much as possible early on with Charge being a secondary option to keep her free from being tied-up. A medium level of difficulty to play effectively lends itself to average and up players have success. Beginning and lower level players may find her frustrating to use.
Visible Dials and Pushing Damage need to be optional. This is the way.
I agree with Spider ham, this piece is being highly overrated by realms people. She is good, but really it is an easy argument to make that the AA WW is better, what with the 12 attack, a lot of 18 defense, and the same indomitable that this version has. This one is good, but her powers still push her toward close combat and she is far worse at it then the AA version. Yes the range is nice, and the mind control is interesting but it just isn't laid out to really make her a ranged piece. She is good but not great.
She is solid for the points but this is a game that is now geared against 200plus figures.......the first click PC is good defense from someone trying to hit her but she is too easy to tie up and then snipe away at her from range the only time I lost to her on a team I was using Cain Marko and Fenris wolf lol and her defense was perplexed up high and I couldnt hit her but those are at best average pieces in clix and I was playing them so a new player could hopefully get a win...Using even medicore tie up decent attacking pieces like forerunner and shadow demon really ruin her day.
to those who think this dianna to be overrated, and easy to take apart...
perhaps, put simply... the opponent you played really didn't grasp how she is meant to be played...
She isn't as much of a brute force brick as the AA one is, but she's not supposed to be... Refinement and finesse are what this lady's about, and if she's played as such, she WILL wreck your day.
Actually.. I'll go a step further. If you believe her to be overrated... then try her on your own squads... build FOR her, and see if she's still as worthless as you think she is
"A" is "A". And no matter what universe he's from, Luthor... is Luthor.
I've used her and not enjoyed. Admitedly, I perfer to run teams that don't have one large "brick" on them, but she's not hard to use at all; TK her out and smash something. When you get hit, switch to Ranged Attacks as you back up with her. She's just not very well designed or, more importantly, comic accurate.
Really, for a fraction of her cost, Ult. Nick Fury and Winter Soldier eat her up. Heck, any Stealth/Range eats her for breakfast. Get rid of the 5 clicks of Mind Control and the resulting drop in points might be cost effective.
Vulture: I'll drop you from the sky and watch you drop like a rag doll! Spider-Man: And this'll be when? After Ock rips me limb from limb? Or after Venom eats my brains? Oh, I almost forgot; he also has dibs on my spleen...
for some reason i thought she was 208 and i was gonna build a 500 point violet lantern corps team of her, carol ferris & agapo. too bad. if only together they were 6 points cheaper. oh well.
With lower cost figures to run interference for her, this figure performs very well. The key is that with a successful first strike, she should either KO or cripple a single target, with the next turn option to finish them off or clear.
There are powers that few players are likely to (want to) use such as Incap/Mind Control, but chalk those up to "dial accuracy" and be grateful that they come late-dial, when most players have to be on their A game anyway.
The 8-range is a true blessing, because it means that you absolutely DON'T have to play this like a pure brick.
I have done well with her, but never in 300 points. When I Play her I always make sure is last out of the gate behind some Standard Amazons who serve as tight up figures as she fires away from 6-7 squares away. By the time she becomes a target most figures can't stand up to her.
I played this figure in a 300 point game against a white lantern Sinestro and won due to technicality with mind control and Sinestro was my opponents only character left on the board. He had taken only 1 click and she was on her 6th or 7th click, it was pretty sweet.
@bholtan. Current wording of Winning Conditions is "Only one player has characters left on the map after an action has been resolved". Mind Controlling the last opposing piece doesn't end the game. Using Jericho or JL Deadman's Possession power does, though. (but, you wouldn't get Victory Points for them since they're on your team now.)