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Infinite Crisis has shut down.
With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.
Hats off to you all. It was a pleasure, ladies and gentlemen.
Sacrilege
@SacrilegeGG
Fembot Fatale - GD Mid Solo Guide
A Mecha Wonder Woman guide by LaserCircusLast updated: May 11th, 2014
Link to guide: www.dawnbase.com/guides/lasercircuss-gotham-divided-mecha-wonder-woman-guide
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1
Ability levelling order
Starter items
Core items
Offensive item options
Defensive item options
Situational item options
Augments
Modifiers
Stolen Powers
Table of Contents
Introduction
Mecha Wonder Woman is an explosive fembot, if given the right artifacts and key positioning can decimate a whole team by herself. Her ultimate Tempest (R) is a nuclear payload that gives her this feat. She can easily take down turrets with her Celerity (E) making her an efficient pusher.
Stolen Powers
Invulnerability With this power she can extend the toe to toe confrontations she might have against enemies to get the most out of her passive Implaccable Judgement and Celerity (E). This also applies to extended team fights. This power could also be used to bait your low HP self into a kill hungry enemy and turn the fight in your favor.
[[Green Lantern's 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. Since my build is a hybrid and revolves around Power the extra damage can be beneficial.
Teleport This can bring you to the action around the map to fights that with your appearance can turn the tide of the battle in your teams favor.
[[Mecha Wonder Woman's Trap]] Her innate power that plants traps taking faster to setup as oppose to the others. I find this power helpful against Melee champions during laning where if you plant it next to an ally drone they will think twice about going in for the drone kill. It is also situational for planning out escape routes or capture as enemies chase you or run away from you respectively especially if they are obstructed from view like in stealth pads.
Phases of Gameplay
Early Game
Since I play her middle the laning phase is really important for her because this dictates whether she will have a good game or not. If you can outlane the enemy middle and create space for you to farm then you are good. This requires that you utilize your right clicks and Glaive Storm (Q) to make your opponent back off. I grabbed Afterburn (W) as the first skill since it a great reposition tool. Be careful when using this aggressively because that is your only way to escape (from early ganks made by the jungler). Most importantly though during this stage if you can force your enemy to retreat to base by all means PUSH because this is Mecha Wonder Woman's greatest strength, seiging enemy turrets.
Mid Game
If you grabbed the early turret stay in the same lane and farm until you direct attention from the enemy to come to you since you are becoming a threatening force. When you become their target try to read the map and help other lanes push as they attempt to gank you only to be elsewhere trying to take their turrets. Small team fight skirmishes should happen and it is a sign of a good player to correctly use and position Tempest (R) to help her team win them. If you become focused too hard try to back away and in dire situations use Afterburn (W) and follow up accordingly. Similar to Early Game do your best to push and grab turrets.
Late Game
Team coordination is very important here because as effective as you are at pushing turrets alone this is a very dangerous task given the amount of space there is currently on the map. So it is important to have the supports on your team place cameras to keep track of their movements. If you are able to locate the enemy team and know they are as far away from you by all means push alone or with a couple of allies. Team fights are ideally the same as Mid Game in that your position like any other Marksmen is very important.
Artifacts
Core
[[Shade's Cane (3)]]
The bread and butter of your build. It gives you the best value in hybrid stats that you are looking for and for the price you cannot turn back. Since your skills are so fond of it due to damage ratios for arguments sake it is better than just focusing on straight Attack damage. The abilities that come with this artifact also breaks the sound barrier when I scream OP. Darkness Manipulation gives your basic attack additional Attack and Power Damage per hit maxing it out at 21 at Tier 3. Outrageous! So essentially you have an single item that gives you 63 Attack and Power for a combined 126!!! The other ability Desperate Endurance when fighting at low HP can overturn a battle completely especially when you have more Lifesteal to work with. If you can get a 5-man Tempest (R), I'll let you imagine the rest. In the early game this artifact alone even at Tier 1 gives you better pot shots against your lane enemy.
Psi-Scimitar (3)
You want to have the Empowered Psi-Scimitar mod to take advantage of the damage output it gives since it is very distinguishable. Between juggling all of your skills while in combat you will effectively be dishing out burst damage between attacks with Skilled Attack. Like the [[Shade's Cane (3)]], for its price you get very good hybrid damage stats.
Blue Scarab (3)
You want to have the Altered Blue Scarab mod to take advantage of the damage output for all your basic attacks. This is a very effective artifact when used in conjunction with her skills because its ability Charged Armor steals Power Armor from those hit by your basic attacks essentially softening enemies for you to drop the hammer on them.
[[Eclipso's Diamond (2)]]
When you have all the other core artifacts, between your basic attacks and skills each and everyone will now have Power Lifesteal. This gives a whole new meaning to sustain for Mecha Wonder Woman. When combined with [[Shade's Cane (3)]], Desperate Endurance and a 5-man Tempest (R) the prospects are too good to pass up. The raw Power Armor it gives also gives her some survivability from Power nukes that harm her.
Optional
Given that you probably have enough firepower with the core items The Starheart (3) only further increases that firepower to frightening levels. If you find yourself the center of attention when fights break out and you have no other way to escape or reposition yourself, [[Neron's Contract (4)]] and its Blood Bargain is there to be your savior. If you want to quickly dispose of someone without a response [[Joe Chill's Revolver (4)]] is there to support you given if you can proc that Deadly shot.