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- Avoid soloing and engage only at medium range.
- Her AoE buff is limited in range. Stay with your team so they can benefit from your speed/damage buff, which can turn the tide if your team has high burst damage characters. She also has to stay close to the ground because most won't be flying around like Venom and Spiderman.
- If memory serves, enemies inside her AoE while you have damage buff up can take lightning damage at intervals when its charged up with E.
- Only use her if the team wants to blob together. She brings best value when she is following at least 2 or 3 other team members.
What do you have to complain about
In general I think she requires the most situational awareness and decision making skill of the roster due to her really poor mobility and long cooldowns. You should be where you need to be 3 seconds before you actually need to be there , if that makes sense
Also stop flying in the air, its useless unless you're trying to keep a Black Panther/Thor/Venom etc out of your face. Being closer to the ground lets you use natural cover faster, lets you reposition for wrath of the goddess faster, increases your area of influence, makes it easier to hit your projectiles ( I believe they have a large horizontal hitbox) , makes it easier for healers to see and heal you (it's a bit awkward to turn around and up to heal while trying to keep the tank alive on point) , and it makes your right click easier to hit multiple enemies as its piercing.
Also, dont ult until enemy Luna/Mantis ults unless you know they don't have ult.
You know what's funny she's getting a nerf due to too much damage. She can do 100 damage per hit and has penetrate.
She can wipe all the dps and healers in a few hits if they're lined up.
She has perma flight, but you should always stay on the ground.
She has 2 modes, but only one mode is useful.
Literally taking flight away from thunder would actually be an improvement to her gameplay and overall design because thunder wants her to be a ground level mobber.
She really needs to be redesigned to have wind mode actually be different than thunder similar to the level of difference between Cloak & Dagger. The current design offers 0 reason to actually use wind with only one ability changing to an objective downgrade while sacrificing a useful passive.
thanks for the tips y'all! i'll definitely put them to use!
Yeah... and is 11xReported