She starts in alpha as an incredibly mobile flying monster who loses one of the standard 4 boost dice on power attacks in order to get the sprint action (one of the strongest actions in the game). This makes it really easy to push her all the way into the enemy backline to disrupt their power base while still being relatively safe from throws and body slams.

Speaking of destroying a power base, her multi-fire ability on the blast makes it possible for her to remove 3 or more power dice from your opponent's power generation by shooting down a critical unit controlling a building while still picking off one or two from power points.

Note that because mutli-fire specifies "enemy models" if you want to use one of your three shots on a building, it has to be the first one you target. Don't worry too much about the low boost dice on her blast, if you spend 4 power dice, you have about a 70% chance to destroy a def 6 building, and nearly 100% chance to kill any 2 units, and then you get 4 power dice back.

Obviously, the extra range from a communications array makes this easier to pull off by allowing you to target units that are spread further apart. And don't forget to sprint after destroying your opponent's entire power base - that way you can land in the perfect position, take 3 shots, then sprint 3 spaces to safety.

Honestly, there are only two problems I have with her alpha side, first that she has the standard (for a flyer) 10 health (which is especially a liability on the new carnage corners map) and that she has below average (for a protectors flyer) 8 defense.