Damage

Damage is one of the two main stats in Injustice mobile, along with Health. Damage is the statistic from which most of a character's damage dealt is calculated.

All characters have a base damage, which is their damage at level 1, without promotions and support cards. This ranges from 190 (Cyborg/Prime and Green Arrow/Insurgency) to 1250 (Lobo/Bounty Hunter).

In battle, damage is represented by text. Combos are displayed as white text, Special Attacks and Super Moves are displayed as yellow text, and Crit attacks are displayed as red text, no matter what attack used.

Increasing damage
This can be increased by leveling and promoting the character. At level 50 and elite VII, a gold card's damage would becomes 29 times of their base damage (x5.8 from levelling, x5 from promotions). This value is roughly 13.92 and 22 for bronze and silver cards respectively.

Support cards
All characters have unique support enhancement cards that modify their damage stat (+10%). For example, Superman is affected by the Son of Krypton card, which increases his damage stat by 10%, while Lois Lane increases his health by 10% and Fortress of Solitude increases his energy regeneration by 10%. Additionally, alliance support cards bought with alliance credits affect all characters. The damage alliance support cards include Tim Drake (+3%, 10 credits), Ravager (+4%, 20 credits), Starfire (+5%, 30 credits), Talia al Ghul (+6%, 40 credits), and The Spectre (+7%, 50 credits). This adds up to +35% total.

How the damage stat is used
Without any other modifications, the damage of various attacks can be derived as a percentage of the damage stat.

This means assuming an average of 25% resisted in multiplayer and not accounting for any other effects, an unblocked special 2 that reaches more than 125% damage with its taps/swipes will be more efficient in dealing damage than a super move, and reaching over 187.5% will do more damage than a super move.

In single player, reaching 166.7% on the special 2 will be more efficient in dealing damage than the super move. Additionally, specials have much more options and special effects than super moves including gear, and power that goes over 3 bars will be wasted when opting for super moves while it will be saved when using specials. However, as super moves cannot be blocked and does not require focused swiping or tapping, they are still very popular in causal play.

Additionally, specials and supers can be upgraded by up to 9 times to increase their damage, +10% (of their own original damage, not as a percentage of the damage stat) for the first 4 times and +5% for the last 5 times.

For example, Superman/Red Son has a base damage of 1000. Without considering the effects of any other characters on his team, the maximum damage of his super move is:

1000 * 29 * (1+35%) * 150% * (1+10%*4+5%*5) ≈ 96896

Damage increases due to passives do not affect the damage stat shown on the card.

Highest base damage
iOS: Currently only available on iOS.

Female characters
Female characters can benefit from Wonder Woman/600's passive, gaining +30% damage and power generation.

Trivia

 * As of the 2.6 update, knockout blows do not have any accompanying damage text.