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"AKB" and "AKBats" redirects here. For the Batgirl character, see Batgirl/Arkham Knight.
Arkham Knight Batman
Rarity Base Stats Price Obtained From
Gold 1,200/1,300 395,000 Arkham Pack, Character Bundle Arkham Allies, Halloween Bundle, Aquaman Celebration Pack, Shazam Celebration Pack, Joker Celebration Pack, Phantom Zone reward (Veteran and Elite)
Passive WayneTech: When Bruce first engages an enemy, he activates two WayneTech boosts of his choosing.

Arkham Knight Batman is an immensely flexible and cunning combatant in Injustice Mobile. With his very high and balanced base stats, as well as having a timelessly powerful and versatile passive, he fits with his own staple image in the Arkham trilogy and is often considered the most powerful and versatile version of Batman.

He can only be obtained as the first copy in the Arkham Pack and is believed to be the rarest drop from the pack, at a drop rate of ≈9%, or a ≈24.5% chance to get at least one copy of him from a pack; and guaranteed to drop from Character Bundle Arkham Allies. Other sources such as the Celebration packs or Phantom Zone may require owning a copy of him in order to drop. As he is a pack-exclusive character, there is no way to promote him directly.

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%

He is the only Batman whose heavy combo knocks the opponent back instead of down.

Passive

Batman Arkham Knight's Passive

All 6 WayneTech boosts

Upon first entering the match, Batman can select 2 buffs (out of 6 total) to use against his opponent. This cannot be delayed or chosen at another time. If no action is taken after 5 seconds, two random buffs will be received. During gameplay, the buffs will be displayed as follows, clockwise from the top left:

  • Crit Immunity (Batsuit icon): Batman will be immune to CRIT damage.
  • SP1 Damage Buff (Batarang): Increases the damage of his SP1 by 50%. The % damage boost is based on special's minimum damage, regardless players' performances on its mini-games. So if players achieve either 100% or 200% on the mini-game, the bonus boosted damage is still the same. It stacks with other sources of special attack damage boost. Note that the first 3 hits of his SP1 deal minimum damage, making the maximum damage deal ~31% more damage with the buff applied.
  • Crit Damage Buff (W target): Batman does 25% more damage on Crit attacks.
  • Power Added (Batman and Lightning): Gives Batman 2 bars of power instantly. Because he technically doesn't start the match with two bars, instead generating them immediately after the match starts, it bypasses the 2-bar cap, giving him access to a Super at the start of the match if equipped with Ra's Al Ghul's Scimitar or while teamed with Batgirl/Prime. Militarized Batmobile will further boost his power and can allow him to finish off the opponent more quickly.
  • DOT Immunity (Cross): Batman is immune to Damage over Time. He is virtually immune to characters that are known to deal Damage-Over-time on their specials (both 1 and 2, in this case). This is a strong defense against characters capable of dealing heavy damage over time, such as Scorpion/Mortal Kombat X and The Joker/Arkham Origins, as well as gears like The Ibistick and LexCorp Set. This buff will not, however, work against Radiation.
IMG 1927-1-

One of Batman's abilities allow him to be immune to power DRAIN.

When you choose a buff, they have a visual effect:

  • Crit Immunity: Blue hexagons around the torso.
  • Drain Immunity: Red glowing ring above belt.
  • SP1 Damage Buff: Utility belt glows blue.
  • Crit Damage Buff: A small flash at the cowl, eyes glow white.
  • Power Added: Gold ring flares around the feet.
  • DoT Immunity: Red hexagons around the torso.

Each buff only has one visual effect, and if you only choose one buff, the game would automatically choose a random second buff for you, and their effect would also play, telling you what it is.

The buffs do not show a pop-up text if Batman is on the opponent's team, but they do show the visual effects.

If he is in the first slot, after picking the boosts, he will be unable to block or perform basic attacks for a brief moment, still can perform a special attack if he has enough power. If he is in the second or third slot, he can act as normal after the boost selection. Selecting WayneTech boosts will not consume the duration of invulnerability for both teams, such as from Astro-Harness.

There is an AI behavior against Batman that may actually benefit him. If Batman is the starting character of your team, and the starting enemy doesn't have any power, that enemy will certainly perform basic attack against Batman. So if Batman has his special(s) ready, he can immediately execute a special attack, and since the enemy is performing a basic combo, they can't block that special, especially his powerful SP2! Therefore, it's recommended to have him start with at least a bar of power, either from his passive, Batgirl/Prime or gears (Ra's al Ghul's Scimitar, or LexCorp Set will give power if facing Mother Box) for an easy huge damage, and also because Batman can't act for a short time after choosing his boosts (unless he is in the second or third slot), leaving him vulnerable to enemy attack.

If Batman is in the second or third slot, when tags in for the first time he will choose his boosts. The Power Added boost will be bugged, he needs to perform basic attacks, get hit, or tag out to gain those 2 bars. The "hidden" power still counts toward Batman Ninja Helmet's damage reduction. The same applies for power gained from The Master's Death Cart's tag-in shots in the first tag-in. But if Tantu Totem is equipped, the gear will give power as normal, but you need to tag out to gain 2 bars of power from the WayneTech, basic attacks and getting hit will not give you the power. Therefore, it's heavily recommended to use him as the starting character if you want to utilize his Power Added boost.

If the opponent starts the match with power bars (e.g. from Ra's Al Ghul's Scimitar, Batgirl/Prime or Batman/Arkham Origins passive), it is possible for him/her to initiate a special while you are selecting a buff—the text of the special will pop up, but the opponent will not actually start doing the special. Even after you finish buff selection, there will be a few seconds when the opponent is invulnerable; and you cannot use a special before he/she finally starts using his/her special. If going for the power added buff, it is in your best interest to tag-in before Batman gets one bar of power while tagged out to avoid losing power.

Arkham Knight Batman's passive allows him to negate the different strengths of a great variety of characters. Crit immunity greatly reduces the threat of Deathstroke/Arkham Origins, Darkseid/Apokolips, or any card with lots of crit stats, a common sight in Online Battles. Power drain immunity allows him to resist the power drains from Sinestro/Antimatter, Ra's Al Ghul's Scimitar, or Overpowered 5-U-93-R. Damage over time immunity is invaluable against the likes of Scorpion/Mortal Kombat X and Catwoman/Arkham Knight. However, using the DoT immunity against Batman/Gaslight is not advised, as the DoT immunity has a bugged interaction with the swarm of bats from Gaslight Batman's passive. When it triggers against Arkham Knight Batman, the swarm of bats will not appear and won't deal damage to him, but the chance for basic attacks to miss will be applied, which will last the entire match and cannot be rinsed by tagging out. Quake Engine also has a bugged interaction with him as it can retrigger DoT effects onto him even if he has the DoT immunity buff, but it must be applied to a non-DoT-immune character first, then Batman has to tag in.

For offense, Batman can start with 2 bars of power, gaining huge advantage since he can usually knock out the first opponent with his powerful special(s), outnumbering the enemy team. The crit damage boost will empower his attack if Batman has crit gears or augmented. The SP1 boost will help in SP1 build, but when Batman get high enough crit chance on SP1, it's recommended to pick crit damage boost over SP1 boost if the enemies aren't immune to crit, since the crit boost also work on other attacks.

Arkham Knight characters DO work with Harley Quinn/Arkham, The Joker/Arkham Origins, and Bane/Arkham Origins's Arkham teammate passives as per update 2.8.

Gear

The LexCorp Set as well as the Fourth World Set are commonly equipped onto Arkham Knight Batman (either single piece or 2/3 set), as they both take advantage of Arkham Knight Batman's powerful special 2 and special 1.

Tantu Totem is a powerful gear for Batman, it can help him demolish an entire team easily thanks to its power refund and special crit effects can synergy well with Batman's starting power. Enchantress is a popular option to be paired with Tantu Totem if teamed with Harley Quinn/Arkham, because the skulls that come from his SP2 can inherit the Unblockable chance from Harley's passive and break enemy's block, allowing Batman to land another SP2 unblocked after knocking out the previous opponent with his SP2 and having his power restored by the Tantu Totem.

His special 1 also allows Arkham Knight Batman to use a similar gear strategy to that of Bane/Luchador (though only at start of the match since Batman can't stun on tag-in like Bane). This involves the use of the League of Assassins Adept Knives, the Cloak of Destiny, and the LexCorp Gauntlets V2. If timed correctly, it can Knockout the opponent's active card and bring the rest of the opposing team to 1 health, meaning any hit (unless reflected) should Knockout any card brought into play (this is not accounting for healing or resurrection).

For a defensive setup, players can equip him with the Batman Ninja Helmet, Gingold Soda and the Killer Croc Companion Card EVOLVED. When teamed with Shazam/New 52 (with a fully upgraded passive) and having 3 full bars of power (Power Added buff and Batgirl/Prime can help him to achieve this quickly), Batman can be immune to both basic and special attacks. He can also be immune to DOT if DOT Immunity is selected, which makes him become a nearly impenetrable tank being immune to 3 most common sources of damage. Using this strategy while attacking in Online Battle is not recommended though, as it will take a long time to finish the fight, unless Batman has crit Augment, especially crit damage to synergy with the Helmet.

Militarized Batmobile is an option if players are interested in his super move build, as he can achieve 3 bars of power easily with the help of Batgirl/Prime or Wonder Woman/New 52 (Wonder Woman is the better choice in the long fight). His super is a great weapon against Raven/Prime and characters who can evade/negate specials such as Reverse Flash and Superman/Injustice 2. Its Invulnerability effect can protect him from upcoming attack, especially surprising tag-in threats like Bane/Luchador and The Flash/Earth 2.

Batman is also great as a support character, as his SP1 can apply DOT from The Ibistick, League of Assassins Adept Blade or LexCorp Helmet V2 and gear shatter from Claw of Horus up to 3 times, and his Power Added tech allowing to use 2 SP1 at start of the match, making The Ibistick and Claw of Horus some of great selections for him. Batman Ninja Helmet fits him well as it is one of the very few gear that can greatly help him customize strategy during the fight by adjusting his power, becoming a tank when needed or unleashing powerful crit specials in critical moments.

Arkham Knight Batman is arguably the most versatile and one of the most powerful characters in the game, and how to utilize his power is up to player's creativity.

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 Batman. Having a card that "counters" Batman does not mean it is always a good choice.

Good With

  • Batgirl/Prime, Tantu Totem, and Ra's Al Ghul's Scimitar: Along with Batman's Power Added ability, he can use a Super Move at the beginning of the match.
  • Batgirl/Arkham Knight: She can rescue him once per match.
  • Bane/Arkham Origins: Similar to above, albeit more situational, and not at the very beginning of the match.
  • Catwoman/Arkham Knight: For his ability to increase her strong bleed.
    • The Joker/Arkham Origins: Similarly to his effect on Arkham Knight Catwoman's bleed, Batman's status as an Arkham Knight card (which is counted as an Arkham card as of update 2.8) allows him to increase the damaging effect of the Joker's poison.
  • Raven/Rebirth: Batman has unique, albeit situational synergy with Raven. Should his special 1 land unblocked immediately after tagging in and stun his opponent, and should Batman refuse to hit his opponent and elect to wait instead, the time required for the tag-in cooldown period to end would elapse, allowing Raven to tag in and steal extra power. However, since the stun is not a guarantee, using two special 1s will make the cooldown run out, allowing Raven to tag in and gain even more power.
  • Shazam/New 52: He can provide Batman with further damage mitigation.
  • Wonder Woman/New 52: She can give Batman some power when activating her specials.
  • Static/Prime and Lobo/Prime: Though they have no direct synergy with each other, the three can form a team that revolves around Power Drain Immunity.
  • Green Lantern/Red Son: Same as above but instead of Power drain immunity the two can form a Duo around Critical Immunity. Add any Red Son teammate and that’s a whole critical immune team.
  • Batman/Red Son: Red Son Batman can set up a low damage block-breaking stun attack so that Batman can deal heavy damage with his "Arkham Assault" SP2. Additionally, Add Green Lantern/Red Son and the team can form a team revolving around Critical Immunity.
  • Batman/Batman Ninja: With the Critical Damage and Power Added boosts activated, Arkham Knight Batman can gain lots of power thanks to his Batman Ninja counterpart's passive.

Good Against

  • Power Drain characters, such as Nightwing and Lex Luthor, especially:
    • Sinestro/Antimatter: Batman's power drain immunity can render Sinestro less useful.
    • Catwoman/Batman Ninja: Her Cat RAGE is less effective when Power Drain and even Critical Immunity are chosen.
    • Black Adam/Kahndaq: DOT and Power Drain immunity renders him without a passive.
    • Raven/Rebirth: His Critical and Power Drain Immunity can render her without a passive.
  • Characters that can perform or even rely on critical attacks: All have their value dropped exponentially by Batman's Crit immunity. With the introduction of (critical) augments, Batman can be the possible counter of every character in the game in Online Battle, as every player character can have access to augmentation in general and apply critical augments on self.
    • Batman/Flashpoint: His Crit-Immunity would severely hinder Flashpoint Batman's passive, completely disabling Destructive Blows. However if paired with Deathstroke/Flashpoint he can still crit through Deathstroke's Pirate Crew passive, albeit only for player's Deathstroke.
    • Batman/Batman Ninja: His Crit-Immunity would cancel his critical chance and prevent him or his teammates from getting extra power.
  • Characters that can inflict DOT: Batman can be immune to DOT.
    • Catwoman/Arkham Knight, Scorpion/Mortal Kombat: Both are left completely without a passive with DOT immunity selected.
    • Catwoman/Ame-Comi: DOT and Power Drain immunity renders her without a passive. If Batman only has DOT immunity, Catwoman's combo ender will not inflict DOT, but will still power drain over time.
  • Darkseid/Apokolips: Batman can render himself immune to two of Darkseid's possible combo-ender effects (Crit and Bleed).
  • Killer Frost/Prime, Killer Frost/Regime, Solomon Grundy/Earth 2: Like with Batman/Arkham Origins, his power added buff is unaffected by their passives.
  • Solomon Grundy/Boss: Even in the unlikely event that Batman lowers his health to near 0 with his instant powerful Special 2, Grundy's damage would only be increased to 2x, as Grundy's damage increase must be done with the number of hits he receives, not only the health percentage he is at.
  • Raven/Prime: Batman's SP2 deals the most damage on the last hit, effectively bypassing Raven's passive.

Countered By

  • Characters and gears which can potentially “evade” Specials such as Batman/Dawn of Justice, Reverse Flash, Wally West/Rebirth, and Riddler's Staff.
    • Mother Box: Its power drain at the start of the match offers possibly the only chance to power drain Batman throughout the entire match, although only if he is combined with Batgirl/Prime or Ra's Al Ghul's Scimitar. This will not work if he has the Power Drain Immunity boost selected.
    • Superman/Injustice 2: Having a guaranteed avoidance of specials is very useful against his power added buff. Additionally, Superman's damage stat is so high that Batman's critical immunity would be annoying to an equally powerful Superman, but not devastating like with Flashpoint characters or Deathstroke/Arkham Origins.
  • Green Lantern/Red Son: Green Lantern's crit immunity neutralizes the effects of Batman's crit buff; and his stun immunity and damage mitigation can neutralize the SP1 damage boost, as well as reducing the threat from Batman's powerful SP2.
  • Batgirl/Prime, Batman/Arkham Origins, and Ra's al Ghul's Scimitar: Arkham Knight Batman will be briefly "paused", unable to act for a very short time right after choosing his WayneTech boosts, leaving him vulnerable to an unblocked special attack.

Abilities

Here are Batman's abilities.

Ability Classification Description Usage
Explosive Batarang First Special Batman uses explosive batarangs to strike his opponent down. CHANCE TO STUN. Target
Arkham Assault Second Special Wayne attempts an aerial assault. Quick Tap
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap

Arkham Knight Batman's Explosive Batarang starts much faster than previous versions of Batman (and thus harder to block) and also hit 7 times instead of 1 or 2 times, which works better with his own gear's disable on SP1, making him a deadly opponent to play against on Online Battle. Additionally, it can be used immediately after a heavy basic combo to prevent his opponent from blocking, although he needs to send the opponent to the far end of battle arena. It also does full damage despite its innate stun, while the 2-hit version of Explosive Batarang does reduced damage. The first 3 hit deal minimum damage, opposed to Static/Prime whose the hits before the mini-game deal maximum damage instead, making it range from 33% - 56.1% of his damage stat (when fully upgraded).

While his SP2 does multiple hits (4 if the first hit was unblocked, 2 otherwise), almost all of the damage is in the last hit, which can be useful when facing Raven/Prime. When blocked, it has a different animation and only do 2 hits, but the damage isn't affected beside blocking reduction, unlike Superman/Injustice 2's SP2. His SP2 also does slightly higher damage than normal a normal SP2. When fully upgraded, his SP2 does damage ranging between 108% - 207% of his damage stat (the stats on his SP2 tab show slightly incorrect damage, 102,3% - 207,9%), while normal SP2 does 99% - 198%.

Support Cards and Gear

Here are Batman's support cards and gear.

Card Classification Description Cost
Alfred Health 10% HEALTH BOOST. 9,000
Oracle Damage 10% DAMAGE BOOST. 12,000
Batcave Energy 10% ENERGY REGENERATION. 15,000
Bulletproof Batsuit (Silicon Carbide Batsuit) Gear

12% - 22% MAX HEALTH increase

[Batman] CRIT BOOST: 30% - 50% more damage on CRIT attacks

[Evolved]: Disable enemy's special: 15% - 25% chance on Special 1

25,000 - 1,000,000 (upgrading)
The Batmobile (Militarized Batmobile) Gear

15% - 25% MAX HEALTH increase

[Batman] 10% - 20% Super Move Damage Increase

[EVOLVED] [Batman] 100% AREA EFFECT: opponent's team takes 20% - 25% damage from your Supermove

[EVOLVED] [Batman] 100% 3 - 5 seconds invulnerability after your Supermove is activated

25,000 - 1,000,000 (upgrading)
Batman's Hooded Cloak (Batman's Cowl) Gear

8% - 18% MAX HEALTH increase

[Batman] 20% - 40% Stun chance on Tag-in

[Evolved] DISABLE enemy Specials: 20% - 40% on Special 2

25,000 - 1,000,000 (upgrading)
Sengoku Helmet (Batman Ninja Helmet) Gear

20% - 40% MAX HEALTH increase

For every 5% of available POWER, damage received is reduced by 1% - 2.3%.

[Batman] For every 10% of available POWER, CRIT chance is increased by 1% - 3%.

[EVOLVED] 25% - 50% chance to resist POWER DRAIN

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 9,396 18,954
Elite I 14,094 28,431
Elite II 18,792 37,908
Elite III 28,188 56,862
Elite IV 32,886 68,234
Elite V 37,584 75,816
Elite VI 42,282 85,293
Elite VII 46,980 94,770
Elite VIII 51,678 104,247
Elite IX 56,376 113,724
Elite X 66,339 146,016

Trivia

  • Arkham Assault has two different animations based on whether the first hit is blocked. When the opponent doesn't block, it appears to be visually based on Batman's Aerial Attack in the Batman: Arkham series, in which Batman runs on top of his opponent and smashes down. If the opponent does block (or if the first hit misses), it is a ground back kick. If it triggers Superman/Injustice 2's passive, the kick animation will play.
    IMG 2425-1-

    Another variation for when the enemy blocks!

  • His Super Move features his Batmobile from Batman: Arkham Knight.
  • Arkham Knight Batman's Explosive Batarang does 7 hits, the most of any special 1, tied with Batman/Dawn of Justice and Batman/Flashpoint's Explosive Batarang and Static's Taser Trap.
    • Additionally, both of the latest versions of Batman don't show bats flying upwards from the bottom of the screen when the player views their character models.
  • His passive would still work in Dead Zone.
  • Arkham Assault is the first ability to refer to a character solely with his/her last name.
  • If Arkham Knight Batman is on the brink of generating one power bar while tagged out, using the Power Added boost will show up as Batman only having 2 bars of power, but when these bars are used, the remaining bar appears.
  • There is also a glitch where if both sides (both the player and the defense AI) have Batman Arkham Knight as their starting character and if both use their Power Added buffs at the same time, the word describing the power will show up after activation but render the characters temporarily immobile. The difference can be seen in the time lag: if the AI uses his SP1, Explosive Batarang, then the lag time would only be 2 seconds; on the other hand, if Batman uses his SP2, Arkham Assault, then it would actually take 5 seconds for him to use it instead. During this time, the player-controlled character can even hit and block his specials; but it wouldn't deal any damage to the AI at all.
    • Also, if he uses his SP2 while the opponent is at a faraway range, then he would uses his animations for when the opponent blocks instead; but during the last hit (the backward kick), it would actually deal the same damage from the last hit just like his regular SP2's final hit (the aerial knockdown jump).
    • Additionally, if both he and the opponent use their specials at the same time, and if Batman uses his SP2, then he'd actually use the "Block" animations instead.
  • He's the only Batman character to use batarangs in his heavy attacks.
  • In the Injustice Arcade, you are unable to choose his WayneTech boosts, which are randomly chosen instead.
  • All of the symbols for his boosts are also symbols for various Waynetech upgrades for Batman in Batman: Arkham Knight (the console game on which his appearance is based) except for DOT immunity, which is only part of a symbol.
    • Crit Immunity: Ballistic Armor Level 1
    • Power Drain Immunity: Energy Absorption Efficiency
    • SP1 Damage Buff: Gadget Skills
    • Crit Damage Buff: Gadget Tech
    • Power Added: Special Combo Remote Electrical Charge
    • DOT Immunity: Disruptor - Sabotage Medic
  • Both he and Green Lantern/Red Lantern Hal Jordan are the only characters whom can possibly start the match with a Super Move.
  • His passive does not appear if he is used in the tutorial.
Characters
Aquaman
Aquaman/Prime, Aquaman/Flashpoint, Aquaman/Injustice 2, and Aquaman/Regime
Ares
Ares/Prime, Ares/Regime, and The Merciless/Metal
Bane
Bane/Prime, Bane/Arkham Origins, Bane/Knightfall, Bane/Luchador, and Bane/Regime
Batgirl
Batgirl/Prime, Batgirl/Arkham Knight, and Batgirl/Cassandra Cain
Batman
Batman/Prime, Batman/Arkham Knight, Batman/Arkham Origins, Batman/Batman Ninja, Batman/Beyond, Batman/Blackest Night, Batman/Dawn of Justice, Batman/Flashpoint, Batman/Gaslight, Batman/Insurgency, Batman/Red Son, and Batman/Beyond Animated
Black Adam
Black Adam/Prime, Black Adam/Kahndaq, Black Adam/New 52, and Black Adam/Regime
Catwoman
Catwoman/Prime, Catwoman/Ame-Comi, Catwoman/Arkham Knight, Catwoman/Batman Ninja, Catwoman/Batman Returns, and Catwoman/Regime
Cyborg
Cyborg/Prime, Cyborg/Regime, and Cyborg/Teen Titans
Darkseid
Darkseid/Prime, and Darkseid/Apokolips
Deadshot
Deadshot/Arkham Origins, and Deadshot/Suicide Squad
Deathstroke
Deathstroke/Prime, Deathstroke/Arkham Origins, Deathstroke/Flashpoint, Deathstroke/Insurgency, and Deathstroke/Red Son
Doomsday
Doomsday/Prime, Doomsday/Blackest Night, Doomsday/Containment, and Doomsday/Regime
Green Arrow
Green Arrow/Prime, Green Arrow/Arrow, Green Arrow/Insurgency, and Green Arrow/Rebirth
Green Lantern
Green Lantern/Prime, Green Lantern/John Stewart, Green Lantern/New 52, Green Lantern/Red Son, Green Lantern/Regime, Green Lantern/Red Lantern Hal Jordan, Green Lantern/Yellow Lantern Hal Jordan, and Green Lantern/Jessica Cruz Rebirth
Harley Quinn
Harley Quinn/Prime, Harley Quinn/Animated, Harley Quinn/Arkham, Harley Quinn/Arkham Knight, Harley Quinn/Insurgency, and Harley Quinn/Suicide Squad
Hawkgirl
Hawkgirl/Prime, Hawkgirl/Blackest Night, Hawkgirl/Earth 2, and Hawkgirl/Regime
Killer Croc
Killer Croc/Arkham
Killer Frost
Killer Frost/Prime, and Killer Frost/Regime
Lex Luthor
Lex Luthor/Prime, Lex Luthor/Insurgency, and Lex Luthor/Krypto
Lobo
Lobo/Prime, and Lobo/Bounty Hunter
Martian Manhunter
Martian Manhunter/Prime, and Martian Manhunter/Blackest Night
Nightwing
Nightwing/Prime, Nightwing/Batman Ninja, Nightwing/New 52, and Nightwing/Regime
Raven
Raven/Prime, Raven/Rebirth, Raven/Regime, and Raven/Teen Titans
Scorpion
Scorpion/Klassic, Scorpion/Mortal Kombat, and Scorpion/Mortal Kombat X
Shazam
Shazam/Prime, Shazam/New 52, and Shazam/Regime
Sinestro
Sinestro/Prime, Sinestro/Antimatter, Sinestro/Green Lantern, and Sinestro/Regime
Solomon Grundy
Solomon Grundy/Prime, Solomon Grundy/Boss, Solomon Grundy/Earth 2, Solomon Grundy/Red Son, and Solomon Grundy/Regime
Static
Static/Prime
Superman
Superman/Prime, Superman/Blackest Night, Superman/Dawn of Justice, Superman/Godfall, Superman/Injustice 2, Superman/Man of Steel, Superman/New 52, Superman/Prison, Superman/Red Son, and Superman/Regime
The Arkham Knight
The Arkham Knight/Arkham Knight
The Flash
The Flash/Prime, The Flash/Blackest Night, The Flash/Earth 2, The Flash/Elseworld, The Flash/Metahuman, The Flash/New 52, The Flash/Regime, Reverse Flash, and Wally West/Rebirth
The Joker
The Joker/Prime, The Joker/Arkham Origins, The Joker/Insurgency, The Joker/Suicide Squad, The Joker/The Killing Joke, The Joker Unhinged/Suicide Squad, Lord Joker/Batman Ninja, and The Batman Who Laughs/Metal
Wonder Woman
Wonder Woman/Prime, Wonder Woman/600, Wonder Woman/Dawn of Justice, Wonder Woman/New 52, Wonder Woman/Red Son, and Wonder Woman/Regime
Zatanna
Zatanna/Prime
Zod
Zod/Prime, and Zod/Man of Steel
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