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    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.

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    Infinite Crisis builds for Wonder Woman

    Wonder Woman Jungle - Gotham Divided

    A Wonder Woman guide by Ambuscade
    Last updated: Jun 17th, 2014
    Link to guide: www.dawnbase.com/guides/wonder-woman-jungle-gotham-divided
    2,885 0


    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
    Stolen Powers
    Very High Crowd Control
    Skills have very good Power Damage Ratios

    Tank Stats  (High Base Health)
    Strong Late Game Presence

    Slow Jungle Clear Speed (As you get more Power Damage the clear speed is incredibly fast due to your E & Q)
    Easily avoidable ganks

    Stolen Powers
    Detonate is required for jungling and it can come down to user preference as to wether you want Harley Quinn's Detonate because it scales with Power Damage or Joker's Detonate for the 15% AOE slow.
    The secondary stolen power is which ever you want to decide upon.  Good choices are Cyborg's  Teleport for ganking,  Green Lantern's Meteor drop which can deal a decent damage late game if you drop it at your feet before you use your ultimate or even Zatanna's Psychic Assault for the increased slow and duration.

    Early Game
    You will start out with a Marauder Ring (1) and Health Vial (2).  Roughly 10 seconds before jungle creeps spawn you will be able to purchase an upgrade for your Marauder Ring.  Without using Detonate (you are saving this for securing EMP) you should easily be able to clear the primary camp (Speed or Health) with the help of a leash plus one small camp and still be at 75% health and you should be level 2.  At this point you have Lasso and can contest either the top or bot EMP, depending on which one is closest.  

    Tip: Once you have your Lasso at level 3 and Maruader ring at level 3/4 you can start using this on large minions to clear faster because it will return a significant amount of health/mana back to you due to Marauder Syphon.  Additionally, do not forget to keep your E activate whenever you are fighting jungle minions.

    From here out will be focusing on clearing the jungle quickly and working towards finishing your core item build.
    Marauder Ring (4) -> Two Face's Coin (2) -> The Starheart (3) -> Ra's al Ghul's Robe (2)
    If I am able to secure an early kill or two I typically prioritize Two Face's Coin before finishing Marauder Ring because the extra stacks from kills/assists are incredibly helpful, else I stick to the standard item build path.

    Mid -> Late Game
    At this point will should have finished or are coming close to finishing your core items and should be planning on which item(s) you will be building next.  If you are doing incredibly well it is a good idea to work towards your Speed Force Battery which will be invaluable for intiating fights or chasing down opponents.  If there is a decently farmed blaster on the enemy team you should at this point work towards building some more defense so you can survive an initial barrage from them.
    Depending on the position you find yourself in you are either going to be playing defensively or offensively as Wonder Woman.  You should have more than enough Power Damage to essentially lead a Lasso -> Ultimate on an enemy carry by yourself and kill them almost flat out.  Or you will be using your skills to protect an enemy carry from an enemy assassin or bruiser.  The play style that you will undertake in this scenario is highly dependant on the flow of your current game.


    Marauder Ring (4)       
    Empowered Marauder Ring         
    Devastating: +10 Power Penetration (Tier 4)
    Gives you increased clearing speed and substain in jungle since it will significantly increase your damage versus jungle minions which in turn will give you back more health/mana per hit due to Marauder Syphon.

    [[Two Face's Coin (2)]]      
    Overclock Two Face's Coin          
    Power Harvest: Gain stacks every 45 seconds (Tier 2)
    This will enable you to get to the stack cap faster which gives you the 10% Cooldown Reduction, additionally it will give you more Power Damage per minute even if your early game ganks don't succeed.

    [[Ra's al Ghul's Robe (2)]] 
    Empowered Ra's al Ghul's Robe  
    Lazarus Effect: When you fall to 0 Health, you gain a shield for 100% of your maximum Health and a 25% bonus to Attack and Power Armor. You cannot act for 5 seconds. (Tier 2)
    As Wonder Woman you will be using your ultimate on the majority of the enemy team, this means you will be in the very center of every team fight, this item will give you the majority of the defense you will need, until late game.

    Psi-Scimitar (3)

    Empowered Psi-Scimitar
    Skill Attack:  After skill use, your next attack deals 50 + 50% Power Damage or 150% base Attack Damage. (Tier 3)
    This can be used in specific situations as a replacement for either Two Face's Coin Augment or Marauder Ring.  Only really get this if you are building as a tanky assassin in which you will require the additional damage.
    Blue Scarab (3)

    Altered Blue Scarab
    Charged Attack: Basic Attacks deal 10 + 20% Power Damage (Tier 3)
    Same as Psi-Scimitar you can get this in a specific scenario if perhaps you forsee the team fights are going to be more drawn out since this will give you a tremendous boost in damage due to the high amounts of consistent damage that it puts out.


    Wonder Woman is heavily reliant on Cooldown reduction, therefore it is a good idea to use Cooldown Reduction per level Augments since these give the most benefits.  The main attributes you are looking for are Cooldown Reduction, Move Speed and Power Penetration.
    As an example, these Augments give a total of 15.77% Cooldown Reduction at max level.  And if you consider the Marauder Ring and Two Face's Coin that totals 35.77% Cooldown Reduction, 4.33% from the Cap.

    Power Penetration (G+ 1.8 Power Penetration
    Cooldown Reduction (S+ 0.19% Cooldown/lvl (Max 3.61%)

    Cooldown Reduction (G+1.5 Power Penetration
       Power Penetration (S+0.23% Cooldown/lvl (Max 4.37%)

       Move Speed (G) +2.11 Move Speed
       Cooldown Reduction (B+0.18% Cooldown/lvl (Max 3.42%)

    Cooldown Reduction (G+0.23% Cooldown/lvl (Max 4.37%)
      Power Lifesteal (G+1.68% Power Lifesteal

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