Hawkgirl Regime can become an absolute nuisance on the battlefield. Her entrance disables all opponents' specials, making them helpless from her massive crit damage on SP2.
Strategy
Invulnerability has no effect against the special disable.
While it is not stated in her passive, she snares her opponents whenever she tags in or out, preventing them from tagging out, same as Hawkgirl/Prime.
Interactions
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Hawkgirl. Having a card that "counters" Hawkgirl does not mean it is always a good choice.
Good With
Hawkgirl/Prime: Her decreased tag-time will allow Regime Hawkgirl to tag in and activate her passive more often. Furthermore, constantly switching between the two will continuously snare the opponent, preventing them from possibly escaping
Good Against
Most characters that rely on using specials as described in their passive, such as Sinestro/Antimatter, Superman/Dawn of Justice, Wonder Woman/600, Aquaman/Injustice 2, etc.
Green Lantern/Red Lantern Hal Jordan: Same as above, although arguably much more punishing
Countered By
Hawkgirl/Prime: On the other hand, her snare will prevent Regime Hawkgirl from tagging in and activating her passive.
Batman/Flashpoint: Batman's "Destructive Blows" allow him to deal considerable damage without the need for specials.
Green Lantern/Red Son and Batman/Arkham Knight: Crit immunity makes the second part of Hawkgirl's passive useless
Abilities
Shock and Awe: When Hawkgirl tags in, she disables all opponents' special attacks for 5 seconds. If she lands 200% on Thanagarian Strength, it critically hits.
Gold
1,100/1,000
Promotion Cost242,000
Challenge Mode
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