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    Sacrilege
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    Infinite Crisis builds for Supergirl

    Supergirl - The Super New Meta! [GH]

    A Supergirl guide by Liy010
    Last updated: Oct 2nd, 2014
    Link to guide: www.dawnbase.com/guides/supergirl-the-super-new-meta-gh
    5,031 3
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    Hey there! Thanks for taking a look at my guide. This is my first guide since the September 24th patch, so I'm still a bit iffy with new item changes and mostly mods (Since they haven't been changed much at all: Deathstroke's Claymore still has Terminate as a mod when it is default. LOL!) so try to bear with me a bit. Now, as I said, I think that the new meta of Gotham Heights is bruisers because of their combination of sustain and damage (Assassins and the like have taken a HARD nerf in health and armor - sustain overall) and most importantly Supergirl. Why is she the best you ask? Mobility.

    Overview

    Supergirl is just flat out amazing. She has amazing mobility due to her W and E, letting her be in almost any team fight in an instant. Let's not forget about her R, which has a short cooldown and is up for almost every team fight. Then, between her W and R, she's got 2 knockdowns, and a dislocation skill for her crowd control. This all added together creates an amazing bruiser, who is in my opinion, top of the class.

    Stolen Powers

    There are actually 3 stolen powers you can mix and match for Supergirl. In my opinion though, Healing Wave is essencial due to the low cooldown, but you can not use it if you really don't want to.

    [[Superman's Super Strength]] - Gives Supergirl a ranged skillshot ever 90 seconds or so. Provides more attack power while on cooldown, so be sure to remember to refresh it, or else it's just a useless power taking up a slot!

    AND

    [[Arcane Green Lantern's Healing Wave]] - More Sustain

    OR

    [[Poison Ivy's Healing Wave]] - More Damage

    AND

    [[Doomsday's Invulnerability]] OR [[Shazam's Invulnerability]] - Sustain

    OR

    [[Supergirl's Invulnerability]] - Damage and a bit of sustain compared to Super Strength

    Mods and Augments

    Use these keywords to find the desired augment:

    POPCORN
    BEETLE
    FALCON
    RAZOR

    As for modifiers: 
    Enchanced Claw Of Horus (3) - 15 Attack Armor (Tier 2)

    Enchanced [[Deathstroke's Claymore (3)]] - 10 Attack Damage (Tier 2) - This mod is only temporary. Depending on what the terminate mod changes into, it might be better than this one.

    Empowered [[Joe Chill's Revolver (3)]] - Keyword Deadly 3: +75% Critical Damage

    Skill Leveling

    Ultimate (R) whenever possible, pretty standard there.

    Now I don't quite know what happened, but they decided to add this stupid thing where you need to switch between skills to level, and you can't capitilize on one skill (Basically, you can no longer have 3 points in a skill by Level 5)

    Switch between leveling Q and the Passive, with priority on the Q, because early game, you won't be able to get the full benefit of your passive that much, and Q provides a burst with a small bit of range if you can aim it properly. After that, W to increase the damage, and then finally E because you already have Claw of Horus for the attack armor, so you don't need that much from E. 

    Artifacts

    With the starting 1250 Credits in Gotham Heights, I start off with Claw Of Horus (1), [[Cheeta's Claw (1)]] and [[Hawkman's Harness (1)]], mainly because you don't have enough credits for Claw Of Horus (2), so I start on Cheeta because it's cheap and Harness for the top rush; you can do Mace if you want, but I prefer HP a bit more over damage in the initial rush. From there, all the way to Claw Of Horus (3).   Claw Of Horus (3) is because typically, more damage come from AD as opposed to PD, but if the team has like 3 Blasters, you can go for Sword Of Beowulf (3).  Next, start on your damage item, which is [[Deathstroke's Claymore (3)]] for the Penetration and the deadly active: Terminate. Then, Cheeta's Claw for attack speed and the active, which grants 50% attack speed that allows you to get at least 2 stacks on your passive quick. Then, [[Huntress Crossbow (3)]] for more attack speed, and the passive: Slayer, which deals extra damage on every attack. Next, [[Joe Chill's Revolver (3)]] because with all that attack speed, you'll crit quite a bit. Finally, finish up with one last item from the recommended list. I personally like [[Lobo's Chain (4)]] for more sustain, but you can go for items like Atomic Axe (2) if your opponent is building lots of armor.

    Playstyle

    Early game, you want to be just moving around in team fights, trying to poke with your Q by aiming it, and go in when you see a good opening that you can escape from. Late game, you want to rush the enemy ADC with your crowd control skills, and either score a kill or deal enough damage that they're out of the fight. However, don't just rush at them and get killed. Wait for a good opening where you won't get hit by the entire team's crowd control, and then go in.


    Well, that's it guys, hope you enjoyed the guide! Give Supergirl a try, and I'm sure you won't regret it.
    Latest comments
    I'd been running the adrenal for attack speed but after this patch she got a little squishy. Your guide is a great match after the patch. Good stuff.
    2:31 pm, Nov 5th, 2014
    No problem! Good to hear!
    11:23 pm, Oct 2nd, 2014
    Solid build dude. I had great success with this build on the first use. Thank you!
    6:39 pm, Oct 2nd, 2014