Board Thread:Fun and Games/@comment-26822017-20171009075505/@comment-28414972-20171221184539

- Batman/The Dark Knight (1350/1150)

--- Passive: Nomex Batsuit – Batman attacks with 5% speed increase. Additional 1% speed added per promotion. Combo ender has a chance to summon bats that attack and STUN opponent

- (In the movies, the suit always undergoes modifications for greater speed, movement, and flexibility but at the expense of reduced protection. As such, this Batman should have a lower health stat.)

--- Light Combo: Same as Batman/Arkham Knight

--- Heavy Combo: Same of Batman/Dawn of Justice

--- SP1: Razor Batarangs – Batman uses razor sharp Batarangs to cut down his opponent. INFLICTS BLEED DAMAGE OVER TIME for 10 seconds. (since they don’t explode in the movies and are razor sharp)

--- SP2: Utility Belt – Batman selects a tool to give him an edge over his opponent. (cycles similarly to Zatanna’s SP2)

- Grapple Gun – Batman fires his grapple gun at his opponent and reels in his target for a close-range melee combo.

- Batbombs – Batman leaps backwards and throws a salvo of explosives at his opponent. CHANCE TO STUN

- Sticky Bomb – Batman fires an explosive that sticks onto his opponent. UNBLOCKABLE

- Electrified Batsuit – Batman’s suit deals damage to opponents whenever they attack him. (Lasts for 12 seconds and returns 50% damage from basic attacks; 30% damage from specials.)

- Batphone – Batman calls Alfred to his aid. Heals 25% of his health.

--- Super Move: The Dark Night - only change is the Tumbler rolling out to smash Batman's foe.