WONDER WOMAN (Arkham Asylum)
Team Ability: JLA
Range: 0 x 1
Keywords: Amazon, JLA, Justice League, Politician,
DIAL & CARD:
A sky-high Attack Value, Super Strength, 5 damage
and 18 Defense Value + Impervious make Wonder Woman
a great frontline attacker. That she's also
Indomitable is even better. But she's not only a
fighter; her first Special Power "Ambassador"
enables her to use Leadership and Perplex others
(not herself, though) so she doesn't have to pull
ALL the weight.
A few clicks in, she gains "Bullets & Bracelets"
which gives her Super Senses vs. ranged attacks and
Invulnerable to everything else. Meanwhile "Lasso"
gives her some shooting ability of her own with
8-range Incapacitate. But she's still best in close
quarters with Flurry and her double-digit AV.
End-dial, she's Charging again with Exploit Weakness
though her AV and DV are only modest.
Not a single click of Hypersonic Speed and a modest
Speed Value makes it tough for her to get in the
fight, especially since her over-250 cost makes it
hard to fit Telekinesis in a 300-point team.
CARDS TO CONSIDER:
FORTITUDE is why she will cost more than 250
points...she's too slow to take multiple Outwits and
sniper shots (unless you can fit both TK AND Barrier
pieces with her to give her a chance to get near. It
CAN be done in 300 points). May as well add STREAK
OF LUCK, too, to maybe help her avoid critical
misses. In larger games, CONTINGENCY PLAN helps her
by holding her back for a bit while the rest of the
team goes to work. STUNNING BLOW could work on her
mid-dial if you're sure she'll take some early fire.
Finally, always use the KINETIC ACCELERATOR to help
her initial Charge range from its normal 5 to a
Lacking the mobility and shooting ability of most
other tentpoles in her weight class, Wonder Woman
requires a great deal of finesse to work. But being
Indomitable and never dealing less than 3+ damage on
every click make her work HARD. 3.5 of 5. Add a
half-point if the build is over 300.