Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,100/1,100 | 262,000 | Challenge Mode, Aquaman Celebration Pack, Shazam Celebration Pack, Joker Celebration Pack, Arkham Pack, Ultimate Bundle Villains And Monsters, Phantom Zone reward (Veteran and Elite) |
Vengeance: Bane enrages when below 50% health, giving himself and all Arkham teammates 1 bar of power once per match. |
Arkham Origins Bane is a well-rounded hard hitter. Rivaling even Bane/Luchador's damage with much higher health, this Bane deals heavy damage on all combos and lays on the pressure when at low amounts of health.
He can be unlocked through his Challenge Mode. Otherwise, he can be randomly obtained from the Arkham Pack. However, obtaining him from a pack will not unlock him for direct promotions.
Strategy[]
Basic Attacks[]
Basic combo | Damage pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3%) | 9% |
Heavy | 4% - 4% - 4% | 12% |
Bane's basic attacks, like other Bane cards, are on the slow side; therefore, it is recommended to bring him in only to unleash his powerful SP2 or to finish a match. His combo ender, while unique (Bane frontflips into his opponent), leaves him virtually defenseless against any counterattacks while he gets up from the ground. If he is used for hand-to-hand combat, it is possible to chain his heavy attacks with his basic attacks as long as the combo ender is ignored.
Passive[]
While his passive is essentially a weaker version of Batgirl/Prime's passive (affects only Arkham teammates, including Arkham Knight characters as of the 2.8 update), his decent base stats and strong synergy with Arkham Harley more than makes up for that. His specific gear supports both of his specials: it grants him a heal self on SP1, and increased maximum health to scale better with that; it also gives him power drain on his already very powerful SP2, combined with the high unblockable chance on SP2 from Harley Quinn/Arkham will make sure they won't be able to fight back. Arkham Origins Bane with Arkham Harley and a third other Arkham card creates an almost unstoppable team in most cases with powerful synergy.
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 Bane. Having a card that "counters" Bane does not mean it is always a good choice.
Good With[]
- Any Arkham characters.
- Batgirl/Arkham Knight: He can give her the power to nuke with her SP1 provided she's equipped with the Cloak of Destiny or Nekron's Scythe. In addition, she can rescue him once per match, reducing the risk of being knocked out after triggering his passive.
Good Against[]
- Killer Frost/Prime, Killer Frost/Regime and Solomon Grundy/Earth 2: Bane's passive (along with other Arkham characters on his team) is unaffected by their dampening.
- Raven/Prime: A health swap will trigger his passive, leaving her vulnerable to his and other Arkham characters' special attacks.
Countered By[]
- Raven/Rebirth: She can steal all power from Bane and his Arkham teammates once his passive is triggered.
- Nightwing/Batman Ninja: He and his teammates can drain power on tag-in.
- Aquaman/Regime: His Super Move can drain all power from the opposite team, completely countering Bane's passive.
- Hawkgirl/Regime: She can disable special attacks on tag-in.
Abilities[]
Here are Bane's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Rage Slam | First Special | Bane barrels into his opponent, knocking them down. | Rapid Tap (5%) |
Bane Barrage | Second Special | With extreme ferocity, Bane kicks his opponent to the curb. | Rapid Tap (5%), Rapid Swipe (5%) |
Break the Bat | Super Move | Bane unleashes a Venom fueled pummeling. UNBLOCKABLE. | Tap |
Bane can chain his light basic attacks into his SP2, “Bane Barrage”, albeit there are discrepancies. He can also chain it from his heavy basics at the wall.
Support Cards and Gear[]
Here are Bane's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Venom Overdose | Health | 10% HEALTH BOOST. | 3,000 |
Break the Bat | Damage | 10% DAMAGE BOOST. | 4,000 |
Venom Formula | Energy | 10% ENERGY REGENERATION. | 5,000 |
Venom Harness (Venom Injection System) | Gear |
12% - 22% MAX HEALTH increase [Bane] 15% - 25% POWERDRAIN chance on Special 2 [EVOLVED] 100% HEAL SELF 10% - 15% on Special 1 |
25,000 - 1,000,000 (upgrading) |
Stats[]
These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. Numbers with a * after them may not be accurate, please allow for a discrepancy of '+1/-1' damage or health due to rounding inconsistencies in game code.
Tier | Damage | Health |
---|---|---|
Normal | 8,613 | 16,038 |
Elite I | 12,920 | 24,057 |
Elite II | 17,226 | 32,076 |
Elite III | 25,839 | 48,114 |
Elite IV | 30,146 | 57,737 |
Elite V | 34,452 | 64,152 |
Elite VI | 38,759 | 72,171 |
Elite VII | 43,065 | 80,190 |
Elite VIII | 47,372 | 88,209 |
Elite IX | 51,678 | 96,228 |
Elite X | 60,811 | 123,552 |
Trivia[]
- Arkham Origins Bane is the first and only card (at the current moment) to have a passive that is triggered at 50% health, as all other cards with such mechanisms activate their passives at 40% or 20% health.
- His passive is quite similar to Batgirl/Prime's as both offer one free power bar to each teammate, although Batgirl's is less conditional.