Blackest Night Batman
Rarity Base Stats Price Unlock
Gold 1,250/1,000 400,000 Challenge Mode, Challenge Booster Pack, Blackest Night Booster Pack, Special Challenge Booster Packs

Passive Surging Darkness: Batman deals more damage as his opponent’s health depletes. Blackest Night characters receive an additional 10% Unblockable chance for each Blackest Night member on their team.

Batman/Blackest Night is a character not to underestimate. Despite his low health, he boasts a strong damage stat that's further boosted as his enemies take damage. He thrives on a full Blackest Night roster and can devastate the mid to later portions of a match, where opponents generally have 50% health or less.

He can be unlocked through his Challenge Mode. Otherwise, he can be randomly obtained from the Challenge Booster Pack, the Special Challenge Booster Packs, or as a guaranteed pull from the Blackest Night Booster Pack. However, obtaining him from a pack will not unlock him for direct promotions.


Basic combo Damage pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3%) 9%
Heavy 4% - 4% - 4% 12%

Batman's passive while active; Note the increasing damage from his basic attacks

Blackest Night Batman can be a quite effective glass cannon. As Batman's opponent's health declines, he is able to pack a larger punch. For every 1% of his enemy's missing health, Batman does 1% increased damage, for a bonus of 100% damage (200% total) when they are at 1 health. Constantly wearing down his opponents will empower him to finish them off quicker. The second part of his passive gives all other Blackest Night characters on his team a large unblockable chance on all attacks (which is increased by the number of Blackest Night teammates). As such, pair him up with other Blackest Night teammates to maximize his potential. Like with Red Son characters, his passive does include him and is increased by him.

The LexCorp Set's full set effect's damage increases when Batman's passive is activated. This indicates that the change is to his base damage stat and not any form of additive damage. This also means that the difference in damage from things such as crit attacks or damage boosts is much higher than from other damage increase sources.

Note: his damage is based on the opponent's current health percentage, so if he tags in while the opponent is at 10%, he will do 90% more damage despite not actually having done any damage to them.


On a full Blackest Night team, the 30% unblockable chance makes it easier for Batman to land an unblocked STUN. This increases his synergy with the Cloak of Destiny. Between his passive, which increases damage everytime his opponent takes damage, and the Cloak's damage boost against stunned targets, Batman can quickly finish off opponents with either his basic attacks or specials. The Cloak of Destiny also sets Batman up as an effective basic damage dealer or special user. Its 50% Crit Boost (when maxed) complements critical damage from either basic attacks or specials. Depending on the strategy, the following gears may work (Note: This does not limit other gears and loadouts):

  • Special User: 
    • Tantu Totem: Its one bar of power on tag-in gives Batman at least a chance for an unblocked stun. If Batman already had one bar, this means that he could fire off his powerful SP2 on tag-in, potentially KO his target, receive a power refund, and continue the carnage. Lastly, it provides critical chance to both his specials.
    • Demonic Cloak and Czarnian Hook & Chain: These gear provide critical chance to Batman's specials. Furthermore, the Demonic Cloak provides an advantageous power gen boost and the Hook & Chain provide a boost to Batman's SP1.
    • Heart of Darkness, The Ibistick, Fourth World Godly Mace, and League of Assassins Adept Knives: All these gears (except the Mace) boost Batman's power generation. They also provide a boost to at least one or both of his specials. The Heart of Darkness and the Ibistick provide DoT damage, whereas the Knives and the Mace provide area effect damage. 
  • Basic Damage Dealer:

His own signature gears, Silicon Carbide Batsuit and his Cowl provide a hefty health boost to aid his low health, give another crit boost (Batsuit), or another source of stun on tag-in (Cowl).


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

Good Against

  • Killer Frost/Prime: Since Batman practically doesn't need to use his Specials, if coupled with the right gears that increase basic attacks, he can easily lower Killer Frost's health without having to use his special(s).
  • The Flash/Reverse Flash: The same general case as above, along with Reverse Flash's "decently" low health stats, it can be an easy job for Batman to lower his health down.
  • Bane/Luchador & Batgirl/Cassandra Cain: Batman's SP2 comprises of three powerful hits (with each hit strong enough to KO opponents if their health is low enough). If the first or second hit KO an opponent, if either Bane or Batgirl tag in, their passives will not activate, giving Batman an opportunity to exploit their low health stats.

Countered By

  • Characters that BOTH have a high amount of Health and Damage such as Superman/Injustice 2, Scorpion/Mortal Kombat X, Darkseid/Apokolips, etc: This limits the effectiveness of Batman's passive and can possibly place him in dangerous situations due to his low health stat.
  • Superman/Blackest Night: As much as he is good with Blackest Night Batman, he is also good against him, having unblockable immunity shared among other Blackest Night teammates, making them his own worst enemy.
  • Killer Croc/Arkham and Astro-Harness: Both their Armor and Power Shield effects respectively do not react with Batman's passive, making him deal normal damage and therefore, making them tougher to hit.


Here are Batman's abilities.

Ability Classification Description Usage
Explosive Batarang First Special Batman uses twin batarangs to strike his opponent down. CHANCE TO STUN. Target
Necrotic Energy Second Special A series of blows fueled by the dark power of Undeath. Quick Tap
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap

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)


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.

Tier Damage Health
Normal 9,787 14,580
Elite I 14,681 21,870
Elite II 19,575 29,160
Elite III 29,363 43,740
Elite IV 34,256 52,488
Elite V 39,150 58,320
Elite VI 44,044 65,610
Elite VII 48,937 72,900
Elite VIII 53,831 80,190
Elite IX 58,725 87,480
Elite X 66,544 112,320


Batman does

Batman using his old passive at night time (note the Bat symbol on the top left).

  • His artifacts are: Cowl, Utility Belt, Black Lantern Ring, Bracers, and Explosive Batarang.
  • At the same time as Martian Manhunter/Blackest Night's Challenge repeat in October of 2016, he was completely revamped with new stats and a different passive (which was in the 2.12 update).
    • He's the 4th character overall to get their passive upgraded and the 2nd character overall to get their stats upgraded.
    • He is also the character to receive by far the largest buff after release, as technically, Green Lantern/Red Son's crit immunity was added after he was announced but before he was released.
  • Previously, his former passive (before the 2.12 update) was Night Strength: Batman deals 20% more damage between midnight and sunrise. It was possible to change the time on the device clock to use this bonus at any time, but he was still very unpopular. His stats were 1,000/800 and his price was 182,000 Power Credits.
  • Interestingly enough, the Minimum and Maximum Damage for all Batmen' SP1 used to be the same!
    • However, this was changed in the 2.16 update.
      • Now all characters that previously had reduced damage on their SP1 are now increased, but do not deal double damage.
  • You'll receive a free copy of a Silver character upon completing Challenge 10 of Battle 4 in Standard difficulty for his repeat.