Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,300/1,500 | 500,000 | Challenge Mode, Eternal Enemies Batman v. Joker Pack, Gotham Ninja Bundle Batman Ninja Batman, Ultimate Bundle Top Teammates |
Batman Ninja Batman is not only the Batman card with the highest health and third highest damage, but also one of the most resilient, thriving on being the strongest or last member on a team. Over-performing as both a utility character and a tank, he is one of the most valuable cards to add to one's collection. Despite being a primarily defensive asset, Batman Ninja is also great support providing increased critical chance and power generation, making him extremely versatile. Batman's greatest offensive option is his Special 2 combined with the Cloak of Destiny, which is the strongest single hit of damage in the game.
Strategy
Basic Attacks
Basic Combo | Damage Pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3% - 3%) | 12% |
Heavy | 4% - 4% - 4% | 12% |
Passive
If Batman's team has fewer surviving members than the opposing one, the first part of his passive will kick in, giving Batman 50% damage reduction against all attacks and immunity to Life Drain. This bonus deactivates if the battle ever becomes even again.
In addition, all Batman Ninja teammates gain a static +20% critical chance which stacks with other sources of crit, such as Augment and Gear, up to 100% which guarantees crit hits. Similar to crit augments, this bonus crit chance affects all attacks, basic and special, in addition to Damage-Over-Time.
All of his teammates gain 50% power generation boost when dealing crit hits. This only affects Basic attacks as other form of attacks cannot gain power.
His SP2 is similar to Batgirl's special 1 as you stun your opponent right before the strongest hit, which is effective even against Stun-immune characters, specifically Green Lantern/Red Son and Batman/Beyond. It makes him an excellent counter to Raven/Prime and other characters that trigger their passives on health threshold.
Gear
Being a versatile character, Batman can be geared in a lot of ways, both for offensive and defensive strategies:
Offense: With the help of Batman’s passive, all teammates gain +50% power generation from Crit attacks. So Batman’s offensive strategy technically revolves around dealing Crit damage.
- When focusing on his very powerful SP2, the Cloak of Destiny is a must on Batman, which can be paired with the Tantu Totem and Demonic Cloak for a total of up to 80% Crit Chance on SP2 (130% Crit Chance if Batman is fully augmented on Crit Chance) - not mentioning that it’s deadly enough with the 50% Crit Boost and 200% Damage against Stunned from the Cloak. On top of that, the Fourth World Godly Mace can also make his deadly SP2 far more fatal, thanks to its Damage Boost, Area Damage and Power Drain Chance on SP2, reducing the enemy teammates HP to 1. Alternatively, one can use LexCorp Chest Armor V2 or Enchantress to drain massive amounts of health, and often replenish his health bar entirely.
- When focusing on his basic attacks, the League of Assassins Adept Hood is a must on Batman, which can be paired with 2 Basic/Crit Boost gears (e.g. Promethium Longsword) or also with the Overpowered 5-U-93-R which can boost further his 2-hit combo-ender. On top of that, the Hood grants up to 50% more damage on Crit attacks and up to 40% chance to DISABLE enemy Specials on SP1, which has a very high chance to activate, not mentioning Batman’s 7-hit SP1.
- If Batman's crit chance is fully augmented, this combined with his passive and the Batman Ninja Helmet, along with 3 full bars of power could result in him dealing automatic crit attacks.
Defensive: Batman’s defensive strategy revolves around being outnumbered, granting him a 50% damage reduction from ALL sources, including DOT and Radiation.
- The Batman Ninja Helmet is the core of his defense. With the help of this gear ALONE, provided that he is outnumbered and has gained 3 full bars of power, Batman can potentially reach up to 96% DAMAGE REDUCTION from both Basic Attacks and Specials (view the said gear’s page for more information) - and is furthermore reduced by blocking and other defensive gears.
- If the player wants to be totally immune from basic attacks, the Gingold Soda and Killer Croc Companion Card EVOLVED can help achieve this. Alternatively, an evolved, dark passive maxed Shazam/New 52 can give a 25% damage reduction from all attacks to Justice League teammates - with only the Batman Ninja Helmet, and while outnumbered, Batman Ninja Batman would potentially be immune to all basic and special damage as long as he has at least 55% power.
- However, if the player wants an all-out defense, equipping all of the said defensive gears is totally fine - not mentioning that this makes Batman/Batman Ninja technically nigh-invincible.
Support: Even at lower stats and lower promotions, Batman can be a very effective teammate, making use of his excellent SP1 and passive.
- Batman's SP1 applies bleed, and when an opponent is bleeding, a special that does not normally knock out multiple enemies (like the SP2s of Nightwing/Batman Ninja, Catwoman/Batman Ninja, and Lord Joker/Batman Ninja) will be able to knock out multiple enemies and will be boosted in damage by 20% per stack of bleed. When geared with Ra's Al Ghul's Scimitar and Quake Engine, Batman can begin a match by launching a SP1 to apply bleed, and then one of the aforementioned characters geared with Tantu Totem and The Master's Death Cart can tag in and use their SP2 to finish matches even faster.
- Batman's SP1 can also apply Claw of Horus gear shatter and gear DOT twice (3 times if the first 2 hits of his SP1 miss), making him able to effectively able to deal with high stat characters while he is at low promotions. In addition to being boosted by bleed, gear DOT will also have an increased crit chance due to his passive.
With all of these and under the right conditions, Batman/Batman Ninja can turn the tides of the game’s current meta - and he remains a force to be reckoned with.
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
- Batman Ninja teammates as stated in his passive:
- Lord Joker/Batman Ninja: The crit chance and power boost helps Joker become more dangerous with his Area Effect specials.
- Nightwing/Batman Ninja: When teamed up, they both greatly benefit from each other's passives, especially the crit chance boost for his multi-hit SP2, making them a particularly deadly Dynamic Duo of the Sengoku Era.
- Catwoman/Batman Ninja: He can rescue her once per match. The power boost helps her use SP2 more often, extending RAGE's duration.
- Shazam/New 52: As stated in the Strategy section.
- Catwoman/Batman Returns: The bleed on Batman's Special 1 is bolstered, making it far more punishing, especially with his 20% crit chance boost.
- Characters that can deal crit basic attacks.
- Darkseid/Apokolips: The cursed buff applied by his passive allows his entire team to automatically crit against that opponent, generating a lot of power in the process.
- The Flash/Metahuman: If Flash's passive activates, he can spam basic attacks that CRIT a lot, meaning that he can get lots more power than he would normally while his passive is active.
- The Flash/Earth 2: His stun on tag in guarantees crit damage, which means extra power for Flash.
- Characters with long combo enders that have gears that increase crit chance basic attacks.
- Batman/Red Son: Similar to Static's due to his unblockable chance on his SP1.
- Static/Prime: Static's 100% STUN helps to ensure maximum damage with Batman's devastating SP2, especially if Batman is equipped with the Cloak of Destiny.
- Zod/Prime: Teaming him with Batman/Batman Ninja with one teammate short will make him the offensive warrior to Batman/Batman Ninja's defensive tank.
- The Joker/The Killing Joke: Knocking out Joker will not only outnumber Batman, but will also give him full power instantly, allowing Batman to use his Super move for further defense if equipped with Militarized Batmobile, his powerful SP2, or utilize all the Batman Ninja Helmet's effects requiring 3 bars of power.
- Ares/Prime: When using Ares at low stats, his SP2 can disable block, opening them up for Batman Ninja Batman's SP2. If Batman has the Cloak of Destiny equipped, they could take over a million damage without being able to do anything about it.
- Green Lantern/Regime: Green Lantern's power generation will stack with Batman's. Since Green Lantern is a silver character, he can be knocked out easily, and thus, will activate Batman's passive early.
- The Flash/Regime: Aids with Batman's basic attacks.
- Superman/New 52 & Wonder Woman/New 52: He counts as Justice League member for their passives.
- Batman/Flashpoint: Apart from dealing more damage from crits, Flashpoint Batman also receives more power from crits when teamed with Batman Ninja Batman.
Good Against
- Opponents and gears with Life Drain such as Martian Manhunter/Blackest Night, Gauntlets of Azrael, Overpowered 5-U-93-R, etc.
- Opponents with passives that activate at health threshold: That last hit of his SP2 deals heavy amounts of damage, making it easier for him to KO opponents without activating their passives.
- Raven/Prime: This is an unusual but completely viable and powerful strategy. When Batman is equipped with the mandatory Cloak of Destiny and LexCorp Chest Armor V2, even if his stun on SP2 triggers Raven’s dangerous health swap, he can singlehandedly KO Raven on the last hit where most of the damage is concentrated - and at the same time, replenish all his lost health, thanks to the Chest Armor’s Life Drain on SP2.
- Green Lantern/John Stewart: The shield that John offers to himself and to his teammates triggers at a very low health threshold. Batman's SP2 can effectively bypass the trigger and deliver the KO.
- Astro-Harness: Since that last hit of his SP2 can deliver heavy amounts of damage, it lessens the chance of activating the harness' invulnerabilities and power shield. Under the right circumstances, Batman can do enough damage with his SP2 to nullify all shields and the power shield, instantly knocking the opponent out once their first shield ends.
- Green Lantern/Red Son and Batman/Beyond: As mentioned in the Strategy section. Although Green Lantern takes less damage.
- The Joker/Prime & The Joker/Insurgency: While his passive is active, if he knocks either of them out, he won't take as much damage from their passives.
- Hawkgirl/Regime: Disabling his special attacks does not prevent him from utilizing all of the Batman Ninja Helmet's effects requiring 3 bars of power.
Countered By
- Batman/Arkham Knight: Selecting Crit Immunity completely nullifies the second part of Batman/Batman Ninja's passive, and DoT immunity nullifies Batman/Batman Ninja's Special 1.
- Green Lantern/Red Son: Same as above (Crit Immunity).
- Superman/Dawn of Justice: His Shattering Blow still has a chance to disable all gear on the target, even if Batman is immune to special damage, breaking down Batman's otherwise nigh-impenetrable defenses.
- Raven/Prime: However, her health swap is unaffected by his damage reduction.
- Killer Frost/Prime & Solomon Grundy/Earth 2: Their power dampening reduces the effectiveness of teammates gaining power through critical hits. Grundy's passive also permanently decays Batman's offensive or defensive gears.
- Aquaman/Injustice 2: Aquaman thrives against DoT wielding opponents.
- Wonder Woman/Dawn of Justice: Wonder Woman’s passive is technically not Life Drain; she and her team would still heal from her damage dealt albeit lesser due to Batman’s damage mitigation.
- Raven/Teen Titans: Same as above.
- Zod/Prime: In case Zod's team outnumber Batman's one, he can sacrifice his teammate(s) to counter Batman's passive and gain damage boost and healing, putting Batman in disadvantage.
- Superman/Injustice 2, Batman/Dawn of Justice, Wally West/Rebirth, Reverse Flash & Mother Box: They can evade/negate his powerful SP2.
Abilities
Here are Batman's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Piercing Darkness | First Special | Batman uses flying kunai to strike his enemy down. CAUSES OPPONENT TO BLEED. | Target |
Way of the Blade | Second Special | Batman Ninja Batman disorients the enemy with smoke, then slices them with his katana. | Rapid Swipe (x2) |
The Dark Knight | Super Move | Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. | Tap |
Like the other Batman characters with similar SP1s, he can also chain his SP1 from his heavy basic combo once he has brought the opponent to the end of the arena or from the second hit of his light combo (tap his light attack twice then use SP1). The first 3 hits before the mini-game deal minimum damage, opposed other specials that deal maximum damage on the automated hits such as Static/Prime's SP1. Batman's SP1 also deals higher damage than most other specials that consists of status effect.
His SP2 has unique mechanics. It requires two separate rapid swipe minigames. First, he throws the stunning smoke bomb, which deals 3%-6% of his damage stat twice (the first hit already stuns the opponent, the second hit will benefit from Cloak of Destiny and Nekron's Scythe). This is extra damage inflicted above regular damage numbers (i.e. his SP2 deals a minimum of 66% of his damage stat, instead of the regular 60%). Then, he slices with his katana in a single hit. The minimum damage of the slice is same as a regular SP2. However, in his case, the slice benefits from the % achieved on both rapid swipe minigames, stacking additively. For example, if he reaches 130% on his smoke bomb, then 120% on the slice, the smoke bomb will deal 130% of minimum damage, while the slice will deal 150% of minimum damage. If he reaches 200% on both, the slice will deal 300% damage. With both factors counted, his special 2 does a base damage total of 66%-192% of his damage stat, compared to the normal 60%-120%. Like all damage boosts, this stacks additively with other damage boosts so it becomes less huge when combined with others.
When geared with Nekron's Scythe, Cloak of Destiny, and LexCorp Helmet V2, with full damage and crit augments, and his special 2 is fully upgraded, with Batman himself at his highest possible damage stat, 88,452, it is possible to deal ~2,145,000 damage without bleed. However, with the assistance of bleed, his special 2 has been observed to deal over 5.1 MILLION damage on the final hit.
The first 2 hits of "Way of the Blade" - the stunning smoke bomb part - can be chained from his heavy basic combo, but the final hit will not as Batman would have knocked his opponent too far away. If Batman has sent the opponent to the far end of the arena, the whole SP2 can actually be chained, including the deadly last hit.
On the other hand, it is possible to use this same technique against him by knocking him back and then blocking, which can cause him to activate his SP2, but only hitting the smoke bomb, and missing the slice. This negates the majority of the damage without triggering a power refund from Tantu Totem if applicable.
Similarly, this means that he is unable to chain his SP2 from The Master's Death Cart - if Batman has it, tags in and then tries to use SP2 immediately, Death Cart firing would push his opponent too far back for the slice to hit them.
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 | 10,179 | 21,870 |
Elite I | 15,269 | 32,805 |
Elite II | 20,358 | 43,740 |
Elite III | 30,537 | 65,610 |
Elite IV | 35,627 | 78,732 |
Elite V | 40,716 | 87,480 |
Elite VI | 45,806 | 98,415 |
Elite VII | 50,895 | 109,350 |
Elite VIII | 55,985 | 120,285 |
Elite IX | 61,074 | 131,220 |
Elite X | 71,867 | 168,480 |
Trivia
- His artifacts are: Belt, Bracers, Boots, Shoulder pads, and Breastplate.
- His special 1 is the same as Batman/Gaslight's except he throws kunai instead of daggers.
- He ties with Aquaman/Injustice 2, Batman/Flashpoint, Batman/Gaslight, Lord Joker/Batman Ninja, Superman/Blackest Night, Superman/Injustice 2, Superman/New 52, and The Flash/Blackest Night in having the highest overall base stats.
- He has the highest Health out of all gold cards, along with Superman/New 52 and Superman/Injustice 2.
- He, along with The Joker/Batman Ninja, has the highest promotion cost at 500,000 Power Credits.
- Unlike all other Batmen with challenge modes, his Nightmare portion of the challenge does not drop the Silicon Carbide Batsuit, but instead drops Batman's Cowl.
- With the 2.21 update, Batman/Batman Ninja’s face is on the Injustice Mobile app icon.
- His appearance changed in the 3.1 update, in which he appears more armored.
- Batman/Batman Ninja is one of the 3 Batman Ninja characters to reappear in Injustice 2 Mobile. The other 2 characters being Catwoman/Batman Ninja and Lord Joker/Batman Ninja.
- The slice animation on his opponent always plays when he uses his SP2, even if he is too far away to actually hit them with the slice.