- Not to be confused with Batman/Beyond.
Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,100/1,050 | 252,000 | Challenge Mode, Aquaman Celebration Pack, Shazam Celebration Pack, Joker Celebration Pack, Batman Animated Pack, Survivor Pack (3rd Edition), Phantom Zone reward (Elite) |
Winning Edge: Upon special attack use, Batman receives a boost for a limited time.
Explosive Batarang increases BASIC DAMAGE. Future Bat raises CRIT CHANCE. The Dark Knight increases CRIT DAMAGE. |
Animated Batman Beyond is a powerful and flexible character, with a passive that grants each of his abilities a perk of their own.
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% |
Same as all Batman cards, his heavy combo is quite fast and smooth, making it pretty good at Juggling.
Passive[]
Explosive Batarang temporarily increases his basic damage by 100% each. That means after one use, he does 200% damage on basic attacks, and after 2 uses he does 300% damage, and so on. This is capped at 3 stacks – it is possible to throw more batarangs with high power generation or Killing Joke Joker, but the damage bonus won’t go above 300% (400% damage total). It lasts about 8 seconds. This special attack only hits once, in comparison to the two hits of regular Batman characters, and the seven hits of the newer iterations of Batman.
Future Bat gives him crit chance (~50% for both abilities and basic attacks). It can crit by itself (his right hand starts glowing at the beginning of the special). It appears that this ability crit stacks additively - meaning if you pull off back to back Future Bats, all hits of the second use are guaranteed to crit. This crit chance even works on the burning damage over time from The Ibistick. It lasts about 10 seconds.
The Dark Knight gives him bonus crit damage. The value is +50% additively on top of the crit's own bonus damage (i.e. after using The Dark Knight, crits will do 200% of his basic damage instead of 150%). Batman is one of the few characters with access to crit boost in his passive as well as his gear. Crit boost stacks additively on top of the critical damage (e.g. with Batsuit's base +30% crit boost, his crits deal a total of 180% damage instead of 150%). The bonus from The Dark Knight stacks additively with this as well (e.g. with an unevolved Batsuit's +30%, a crit would deal 230% damage after using The Dark Knight). Multiple uses of The Dark Knight would stack the crit damage buff additively, but it is not very practical. It lasts about 15 seconds.
Multiple bonuses can be active at the same time. For example, using his SP1 and SP2 in rapid succession would give his basic attack extra crit chance and damage. Batman will lose his boosts on tag-out. Boosts are applied at START of specials, even they're missed or deal no damage due to out of range, knock down, Invulnerability, Damage reduction, evasion such as Batman/Dawn of Justice's passive, etc. That also means his SP2 will have innate 50% crit chance, and up to 100% with crit Augment.
Gear[]
The Tantu Totem can be used to stack boosts effectively as knocking out an opponent or having the special deal no damage will refund power and thus, allow usage of potentially multiple SP2s to stack crit chance. By using his SP1 against a knocked down enemy (he can knock enemy down with his heavy combo), his SP1 will miss and Totem will refund power, allowing him to perform another SP1 and maintain the boosts infinitely. This strategy can also repeatedly apply gear DOT, despite the special doing no damage.
Batman has both powerful basic attacks and SP2 to use. Basic attacks gears like Blade of The War God works well on him if player wants to utilize the basic damage boost on SP1. For SP2, any crit chance and damage boost gears can serve him well, maximize the usage of the crit chance from his passive. DOT gears such as The Ibistick also benefit from the crit chance boost, and with crit augment, he can be a great DOT user that is as strong as Scorpion/Mortal Kombat X. LexCorp Set will prevent Batman from being drained and give him power instead. In addition, the Helmet can increase crit damage and apply DOT while the Chest Armor applies Life Drain on SP2 and gives additional crit chance on basics.
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[]
- Green Lantern/Regime, and Harley Quinn/Animated: Their passives grant him power generation boosts, allowing Batman to activate his passive more often.
- Wonder Woman/New 52: Similar to above, her specials provide a lot of power to Batman, enabling him to utilize his boosts more frequently.
- Shazam/New 52: He gives Batman extra damage reduction and basic damage.
- Harley Quinn/Suicide Squad: Her SP2 can give him a bar of power. If Harley is equipped with the Tantu Totem, she can rapidly give him and the other teammate 3 bars of power, allowing him to use his Super Move and therefore, its effect.
- Batman/Batman Ninja: Terry will receive a +50% boost to his power generation when he performs critical attacks, especially after using his SP2, Future Bat.
Good Against[]
- Superman/Injustice 2, Wally West/Rebirth, Reverse Flash and Batman/Dawn of Justice: Even if Batman's specials do not harm them, the boosts will still apply, allowing Batman to mow them down with enhanced attacks, especially his basic attacks after his SP1. In addition, when equipped with the Tantu Totem, his power will be refunded if specials deal no damage, effectively stacking the boosts.
- Doomsday/Containment, and Hawkgirl/Blackest Night: Batman can tear through their Resurrections with powerful multi-hit crit SP2.
Countered By[]
- Batman/Arkham Knight, and Green Lantern/Red Son: Their Crit Immunity severely hampers Terry's passive, especially the latter as he is immune to both Crit and Stun and can share it to other Red Son characters.
- Killer Frost/Prime, and Solomon Grundy/Earth 2: Their passives decrease power generation by 50%, preventing Batman/Beyond Animated from utilizing his passive.
- Sinestro/Antimatter: His SP1 drains 2 bars of power and forces him to tag-out, making Batman lose his boosts.
- Hawkgirl/Regime: She can disable specials on tag-in, preventing him from triggering his passive.
- Aquaman/Flashpoint: As Batman needs to use his specials frequently, Aquaman and his Flashpoint teammates can reflect them back, especially the powerful Future Bat.
- Scorpion/Klassic: Same to the above, he can reflect special attacks and give Terry burn DOT.
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 |
Future Bat | Second Special | Terry flaunts the capabilities of the Batsuit with an array of acrobatic attacks. | Swipe, Quick tap |
The Dark Knight | Super Move | Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. | Tap |
His SP1 is unique among Batman characters - it consists of just 1 hit instead of 2 or 7.
His SP2 has innate 50% crit chance thanks to his passive. The first hit is melee so it may miss if you use it far away from the enemy (e.g. chaining from The Master's Death Cart's tag-in attacks), but the remaining 3 are ranged. All of its hits can KO.
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 | 8,613 | 15,309 |
Elite I | 12,920 | 22,963* |
Elite II | 17,226 | 30,618 |
Elite III | 25,839 | 45,927 |
Elite IV | 30,146 | 55,112 |
Elite V | 34,452 | 61,236 |
Elite VI | 38,759 | 66,890* |
Elite VII | 43,065 | 76,545 |
Elite VIII | 47,372 | 84,199* |
Elite IX | 51,678 | 91,854 |
Elite X | 60,811 | 117,936 |
Trivia[]
- His artifacts are: Batmobile, Taser, Mask, Batarang, and Belt.
- Animated Batman Beyond is the second card to have an animated model style, after Harley Quinn/Animated. They are both characters introduced in animated media.
- The description of Future Bat refers to Terry by his real name, which was the first among alternate characters that are a different person (e.g. the SP2 descriptions of Batgirl/Cassandra Cain, Nightwing/Regime and Green Lantern/John Stewart only refers to them as Batgirl, Nightwing and Green Lantern, instead of Cassandra, Damian or John).
- He is also the second card to have their "main" name on the card changed, from "Batman" to "Batman Beyond", after Zod/Man of Steel, whose main name is displayed as "General Zod".
- Future Bat is visually similar to Superman/Red Son's Man of Steel: a swing from the right side followed by an air to ground blast, and finally an aerial dash, even with the same tap patterns.
- Animated Batman Beyond, along with the original Batman/Beyond, were the first in which the Batmobile in their super move is changed to a futuristic rocket car. Batman/Arkham Knight follows this with the batmobile from the game Arkham Knight.
- His tag-in features him opening up the "wing" under his arm.
- With maxed crit damage augments, fully upgraded crit boost gear (any 3 out of Silicon Carbide Batsuit, Cloak of Destiny, LexCorp Helmet Armor V2, or League Of Assassins Adept Hood), Animated Batman Beyond can reach a theoretical total crit damage of 450% (i.e. crits will deal 4.5x of the normal damage) after using his super.
- With maxed crit damage augments, fully upgraded The Ibistick, League of Assassins Adept Blade and LexCorp Helmet Armor V2, after using super, Animated Batman Beyond's specials can theoretically inflict damage over time up to 91% ((10% [Ibistick Burn] + 10% [Blade DoT] + 6% [Helmet DoT]) * (1 + 50% [crit] + 100% [crit damage augments] + 50% [Helmet crit boost] + 50% [super crit boost]) of enemy maximum health over 5 seconds.
- You will be rewarded with a random Silver Character during his Challenge in Battle 10 of Stage 4.