And now...the Skrull QUEEN!
Keywords: Avengers, Hydra, S.H.I.E.L.D., Skrulls,
Range: 6 x 1
DIAL & CARD:
Outwit is always a good thing, especially with
Leap/Climb and Stealth (c/o "Wall-Creeper" Special
Power), but the real good stuff is on her damage
Special Power "Agent Provocateur": she can Outwit
the same type of power of all adjacent foes, no line
of fire needed. So if she's basing, say, The
Question, Spider-Man and Superman, they all say
bye-bye to Stealth, Leap/Climb and Hypersonic Speed,
respectively. She also sports Pulse Wave and then
Flurry, keeping her dangerous in close.
Finally, she's got a trait making her a wild card on
your turn. This is great for offensive TAs like
Ultimates (awesome with her Outwit); near-useless
for defensive ones like Batman Ally. She also bears
a steady 17 or better effective defense on all
clicks except her last.
Zero damage reduction = a very short life against
big hits, and with her special Outwit being
effective in adjacency, she may well be in harm's
way more often than not. Mid-dial loss of Stealth
makes her vulnerable to shooters, and her mid-dial
Super Strength is fairly useless. Her AV is weak
down the line.
CARDS TO CONSIDER:
LUNGE is awesome on her. VAULT, also, especially in
conjunction with her special Outwit to get in base
with more targets.
Good but not "cheese," Skrull Spider-Woman is a
finesse character with potential but in the end
won't make or break your game. 3 of 5.