Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,375/1,325 | 495,000 | Challenge Mode, Most Wanted Pack, Arkham Knight Batgirl Early Access Bundle, Nth Metal Pro Pack, Ultimate Bundle Bringers Of Justice |
Got your Back: Batgirl has a chance for her SP1 or SP2 to be unblockable. Arkham Characters can be rescued from one KO blow by swapping in for them and using a smoke bomb with a CHANCE TO STUN. |
Batgirl/Arkham Knight is a versatile character. She boasts strong stats to be a front line fighter and a passive that supports other Arkham teammates while she's tagged outside of the match. Plus, being an Arkham Knight card gives Catwoman/Arkham Knight another boost to her passive and a lifeline in close situations.
Strategy
Basic Attacks
Basic Combo | Damage Pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (4% - 4%) | 14% |
Heavy | 5% - 5% - 5% | 15% |
All of Batgirl's basic attacks execute quickly and deal decent damage. Her 2-hit combo ender deals 8% of her damage stat and gives her better synergy with the Overpowered 5-U-93-R and Gauntlets of Azrael. Each hit of her 3-hit heavy combo deals 5% of her damage stat as opposed to the typical 4% damage. All the stated qualities make Batgirl a formidable fighter.
Similar to The Flash characters, her heavy combo will execute the first 2 hits when blocked by the AI, unlike many other characters that will get interrupted right after the first hit. Therefore, gears providing unblockable chance on basic attacks are effective on her.
Passive
Rescue
- (See also: Rescue)
When an Arkham character is first dealt a knockout blow, Batgirl tags in instead (this takes priority over Resurrection effects and at the same time as Power Shield from Astro-Harness), dealing 10% of her damage stat and stunning the opponent, leaving her teammate tagged out and at 1 health. It can trigger even in the middle of a multi-hit special, in which case the special will be interrupted and forced to end early.
If the opponent is blocking when her passive is triggered (e.g., via Black Adam/Regime's reflect shield), the opponent is forced to stop blocking before Batgirl tags in and stuns them. Even if this doesn't occur, the attack is a block-breaking attack to make sure it connects. Reflect special effects (e.g. Charged Disc) can trigger the rescue, despite that reflect special cannot KO in the first place.
Her synergy with the Cloak of Destiny is stronger than ever, as she can stun in multiple ways (both specials, on rescue and on tag-in which is given by the Cloak of Destiny) as well as her rescue having the possibility to crit and counting as a tag-in (meaning the opponent can be stunned before the bomb is even thrown due to the stun on tag-in effect from the Cloak of Destiny). The Master's Death Cart's tag-in damage will also trigger, firing before Batgirl uses her passive stun. Additionally, she has the highest base damage of all Batgirl characters in the game. Her tag-in rescue can KO opponents if they have too little health.
Tag-in damage from Claw of Horus occurs after Batgirl/Arkham Knight's stun on rescue, negating that stun, so it's recommended not to equip it on her if you want to utilize her rescue.
The hit that triggers her passive cannot apply Area Effect. This makes her very effective against the likes of Bane/Luchador, whose single-hit Rage Slam can devastate entire teams if he first uses his passive to stun the opponent while equipped with the Cloak of Destiny and the League Of Assassins Adept Knives. Do note, however, that characters equipped with the Tantu Totem would have a power return on one-hit specials due to the special not "doing damage" (damage dealt to rescued character is considered "Area Effect" which doesn't count as special damage). Keep this in mind as her stun has a rare chance to fail and will leave Batgirl open. Even if the stun connects, she is still vulnerable if she doesn't knock the enemy out quickly because she can't tag out. If the hit that triggers the rescue is Superman/Blackest Night's specials, necrotic damage won't be applied.
Due to the mechanics of Batgirl's passive, a good strategy could be teaming her with other Arkham characters and leaving her tagged out of the match, this allows Batgirl to gain power on the sidelines. That way, when her tag-in rescue triggers, she will have power to burn against the stunned opponent. Also by keeping her tagged out, it gives her teammates opportunity to wear out the other team, leaving them vulnerable when Batgirl enters the match.
Her rescue has an unexpected interaction with Invulnerability: the invulnerable character will not be stunned, but they will be unable to act, even after the invulnerability wears off. Do not rely on it to shield against her passive. The opponent is guaranteed to not be able to take action, while the player may be able to break out of it on occasion.
When her passive triggers, and the AI uses a special immediately, this may result in the special being cancelled, doing no damage, yet it consumes power and doesn't refund it even if she had the Tantu Totem.
Her passive has a few interesting mechanics. Sometimes when her passive KO's an opponent, she gains power from the Tantu Totem as though she were using specials even though she didn't. This is a known mechanic of the Totem, as it can grant a power return from basic combos on certain occasions (for more details, see Tantu Totem). There is also a possible bug with her passive, when she tags in for a rescue and immediately uses a super, it may render her completely immune to all damage permanently.
Unblockable specials
Each hit of her SP1 and SP2 has a chance to be Unblockable. This especially benefits her SP1, which can stun in the first hit for massive damage boost from Cloak of Destiny or Nekron's Scythe.
Gear
Batgirl has strong synergy with the Cloak of Destiny. Her builds are usually focused on massive damage on her special 1, often with League of Assassins Adept Knives to allow for an SP1 damage boost and splash damage. Complementing it could be her signature Nanocarbon Mask as it provides Batgirl with a health buff, another crit boost, and critical chance on SP1. Tantu Totem, LexCorp Gauntlets V2, Nekron's Scythe, Arcane Wand, Czarnian Hook & Chain can all be competently used for this purpose.
To utilise her powerful basic attacks Overpowered 5-U-93-R, Gauntlets of Azrael, and Blade of The War God (or equivalent) is a classic setup.
Another very strong combo is to take advantage her of SP1 which applies gear DOT 3 times, with The Master's Death Cart, The Ibistick, and Quake Engine. However, Death Cart's tag-in damage will negate her rescue stun; additionally, both of her specials, if used immediately after tag in, would only get 2 hits of Death Cart applying gear DOT instead of the normal 4, which makes her less reliant on Death Cart. Tantu Totem, League of Assassins Adept Blade, or LexCorp Helmet V2 may be used as substitutes.
Her SP1 also has the capability to apply the gear shatter of Claw of Horus up to 3 times, making her quite effective at shattering gear.
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 Batgirl. Having a card that "counters" Batgirl does not mean it is always a good choice.
Good With
- Any Arkham characters.
- Catwoman/Arkham Knight: Batgirl will add to Catwoman's passive (boosting her DoT) and can save Catwoman from one KO, possibly giving Catwoman one more chance to bleed out the opposing team.
- Wonder Woman/600: Wonder Woman's damage and power gen boost to female teammates will greatly bolster Batgirl's threat level and effectiveness, with the potential to fire off more special attacks and increasing the chance to STUN opponents.
Good Against
- Doomsday/Prime: Her rescue can prevent him from knocking out Arkham teammates. Therefore, he does not gain any health.
- The Joker/Unhinged Suicide Squad: Same as the above, it's harder for Joker to trigger his passive.
- Ares/Prime: His powerful SP2 can one-shot opponents, disable block for 10 seconds, and deal Area Effect damage when equipped with his signature gear, which can be prevented by Batgirl.
- Bane/Luchador: When equipped with the League Of Assassins Adept Knives, he cannot apply area damage to the opposing team following his single-hit SP1 if the hit would KO his opponent.
- Batman/Dawn of Justice and Wally West/Rebirth: If Batgirl rescues her Arkham teammates from either of them, they will be stunned and unable to evade her upcoming special attacks.
- Green Lantern/Red Son: Batgirl characters have the unique ability to still STUN Green Lantern and his Red Son comrades with her SP1 which makes her a greater threat when equipped with the Cloak of Destiny/Nekron's Scythe (X% more damage against STUNNED opponents), although he retains the crit immunity.
- Nightwing/Batman Ninja, and Static/Prime: There's a chance for Batgirl's special attacks to become unblockable, preventing those characters from gaining a decent amount of power from their passive. Static must especially block the first hit to gain power while Nightwing can gain power per blocked hit.
Countered By
- Green Lantern/Red Son: On the other hand, he and other Red Son teammates are immune to stun and take less damage from special attacks, dampening her effectiveness.
- Batman/Beyond: He is also immune to stun.
- Batman/Arkham Knight: He is also able to gain crit immunity, which dampens her effectiveness. Do note that she can still devastate with stuns.
- Superman/Blackest Night: The immunity to unblockable attacks makes Blackest Night teammates able to resist the block breaking chance on her special attacks. However, her rescue will stop him and his teammates from being able to block, regardless of his passive.
- Raven/Prime: A rather unorthodox situation but if Batgirl saves an Arkham teammate and does damage to Raven at the right threshold, she can steal most of Batgirl's health and there's not much the opposing team can do to stop it as Batgirl's tag-in rescue is automatic.
- Batgirl/Arkham Knight: Another unorthodox situation: when Batgirl goes against herself, if Batgirl A rescues her Arkham teammate and prepares to KO an Arkham opponent B for the first time, Batgirl B will tag in and possibly stun Batgirl A, leaving Batgirl A vulnerable for a KO.
- Shazam/New 52: Since all of Batgirl's special attacks are multihit, he will likely survive and tag back in later, with his devastating passive.
- Batman/Gaslight: Because her rescue counts as a tag-in, he can dodge it and retaliate. However, because her smoke bomb is unblockable, if evaded this way, the unblockable will be passed onto Batgirl's very next hit, be it basic or special.
- Harley Quinn/Arkham Knight: For the same reason. She can attack Batgirl on tag-in and this has the added benefit of preventing her from attacking for a bit.
- Superman/Injustice 2: If her first special attack hit is a block breaker, and assuming she is equipped with the Tantu Totem, he can negate her special moves midway, not returning her power, and avoiding a majority of the special attack damage. Even if she lacks the Totem he still provides a good hedge against her unblockable special attacks.
- Batman/Batman Ninja: Batman is easier to be outnumbered thanks to her rescue, making him trigger his damage reduction. Batman can then deal with Batgirl and finish off her severely wounded Arkham teammates.
Abilities
Here are Batgirl's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Art of Deception | First Special | Batgirl uses a smoke bomb to cover her as she attacks from a distance. | Rapid Swipe |
Try to Keep Up | Second Special | Batgirl quickly delivers shattering attacks that STUN her opponent. | Quick Tap |
High-Wire Act | Super Move | Blending death-defying acrobatics with overwhelming force, Batgirl smashes her opposition. UNBLOCKABLE. | Tap |
Similar to any Batgirl, the first hit of her SP1 has stun effect, bypassing even stun immunity! Therefore, Cloak of Destiny and Nekron's Scythe can massively empower the rest of this special attack.
Support Cards and Gear
Here are Batgirl's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
James Gordon | Health | 10% HEALTH BOOST. | 3,000 |
Sensei . | Damage | 10% DAMAGE BOOST | 4,000 |
Birds of Prey | Energy | 10% ENERGY REGENERATION. | 5,000 |
Carbonfiber Mask (Nanocarbon Mask) | Gear |
12% - 22% MAX HEALTH increase [Batgirl] CRIT BOOST: 40% - 50% more damage on CRIT attacks [EVOLVED] 20% - 30% CRIT chance 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 | 10,766 | 19,318 |
Elite I | 16,149 | 28,978 |
Elite II | 21,532 | 38,637 |
Elite III | 32,299 | 57,956 |
Elite IV | 37,682 | 69,547 |
Elite V | 43,065 | 77,274 |
Elite VI | 48,448 | 86,933 |
Elite VII | 53,831 | 96,593 |
Elite VIII | 59,214 | 106,252 |
Elite IX | 64,598 | 115,911 |
Elite X | 76,013 | 147,824 |
Trivia
- Her artifacts are Mask, Gloves, Batarang, Belt and Boots.
- Currently, both her SP1 and SP2 is bugged where she may perform a knee kick in place of the following hits if the player uses a special too quickly after performing her heavy combo, leaving the camera at mid-special angle and in the case of her SP1, her opponent stunned. This hit is a basic attack, due to the heavy basic combo animation finishing in the middle of the special, interrupting it.
- It is possible for the last hit of her SP2 to miss if it doesn't connect, hence it won't stun the opponent as it would have.
- This is a rare circumstance, but note that Batgirl cannot rescue a teammate who is defeated by a tag-in stun from gear (the teammate being at 1 HP). The character is instead knocked out and no rescue takes place. She can, however, still rescue teammates from The Master's Death Cart.
- Her rescue makes her invulnerable for a bit, as if she was using a special move.
- If her rescue happens right as another character is being tagged in, Batgirl and the other character may simultaneously be active on the battlefield with both their basic attacks capable of striking the opponent.