Rarity | Base Stats | Price | Obtained From |
---|---|---|---|
Gold | 1,300/1,200 | 400,000 | Dawn of Justice Gold Pack, Dawn of Justice Premium Pack, The Dawn of Justice Triple Pack, Character Bundle Batman Vs Superman, Ultimate Bundle Bringers Of Justice |
Evasion: Batman has a chance to evade all SPECIAL ATTACKS and DEBUFFS. After evading, Batman has a 100% chance to STUN the opponent. |
Dawn of Justice Batman has the ability to retaliate against incoming special attacks with a complete counterattack and the ability to chain into his own special attacks with his heavy basic attacks, Batman promises to be unrelenting in unleashing Gotham Justice.
He is a very rare card to obtain in significant qualities without spending inordinate amounts of credits, as copies of the card can only be found per chance in the above Dawn of Justice-related Booster Packs.
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% |
Passive[]
Evasion's effect is similar to Riddler's Staff's and Mother Box's BLINK but works on both Special 1 and 2 (but not Super Moves).
When Batman's opponent uses a Special Attack, Batman has an estimated 45% chance to vanish, avoiding all effects from the special, before slamming back down, stunning opponents who are not blocking.
Evasion has no effect on non-special status effects, such as Green Arrow/Arrow's passive freeze or Bane/Luchador's passive stun; it will also not activate against a special attack if he is already stunned or frozen. Evasion can trigger even if Batman is in the middle of his basic attack combo, or when he's being knocked back/down.
It can be blocked, and you are given fairly ample time to do so as your special ends. Unlike Cloak of Destiny and Bane/Luchador's 1 damage stuns, Evasion does damage equal to 24% of Batman's damage stat.
Previously, Evasion's damage and stun is melee; if Batman's opponent knocks him back, uses a special attack from range and then blocks, and Evasion triggers, it won't hit them at all. This was particularly useful for specials that are already often done this way, such as Wonder Woman's Shield Toss. However, after an update, Evasion is able to hit from a distance.
Evasion has a very high chance to trigger on the first Special Attack that Batman faces (previously, it would always trigger against it). After this, there is the aforementioned chance to occur.
Harley Quinn's special 2 always has a chance of triggering Evasion, regardless of what effect she chooses.
If Batman uses a special right as Evasion triggers, the tap minigame would appear and the special will not be used, but power is still consumed.
Evasion works like tagging for effects like Bane/Luchador's tag-in stun; if Evasion knocks out an opponent and Luchador Bane tags in, the stun would be negated but the unblockable from the stun would be passed to Bane's next hit instead.
Previously, Evasion's counterattack can be completely negated by tagging out at the moment that Batman is about to slam down. This completely negates all of the damage from the counterattack, as well as the stun, and is easier to perform than using a special at range. This is however changed in 2.13 with the release of The Flash/Wally West Rebirth; both characters now snare their opponent until they perform their retaliatory hit.
Gear[]
Mother Box and Riddler's Staff can be combined to give Batman extra evasion, making him an annoying opponent to fight against in Online Battle. Cloak of Destiny or Nekron's Scythe can be used for damage boost against stunned enemies, as his passive and SP1 can stun.
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[]
- Superman/Injustice 2, The Flash/Reverse Flash, and Wally West/Rebirth: When combined with either of these three, an extremely annoying team revolving around dodging specials can be formed.
- Killer Frost/Prime: Whatever power the opponent does manage to accrue after Killer Frost's passive will be wasted due to Batman's passive.
- Wonder Woman/New 52, Superman/New 52, and Shazam/New 52: He is counted as a Justice League member for their passives.
Good Against[]
- Deathstroke/Arkham Origins: Batman has the ability to avoid Deathstroke's infamous SP1.
- Killer Frost: Batman has the chance to avoid the very powerful effects of Frost's SP1 and also has a reliable source of damage that doesn't rely on his activation of special attacks.
- The Flash/Earth 2: Same as Killer Frost. However, if the Flash stuns him, he will not be able to use his passive.
- Batman/Arkham Origins, Batman/Arkham Knight, & Batgirl/Prime: Their starting power will be wasted if Dawn of Justice Batman evades their specials.
Countered By[]
- Characters that have powerful basic attacks, such as:
- The Flash/Metahuman: The Flash's passive massively increases the speed and damage output of his basic attacks, rendering Batman's passive defenseless against it.
- The Arkham Knight/Arkham Knight: Arkham Knight's infamous powerful basic attacks are an excellent way to deal damage without triggering Evasion.
- Batman/Flashpoint: For the same reasons as Metahuman Flash and Arkham Knight, Flashpoint Batman, especially when equipped with crit boost and basic damage increase gear can deal exorbitant damage without using any specials.
- Catwoman/Batman Ninja: Catwoman's devastating basic attacks, when coupled with her passive, allow her to deal tremendous amounts of damage to Batman, without him being able to do anything to prevent the damage. Additionally, the constant power drain from her passive prevents Batman from using his powerful SP1 and SP2.
- Green Arrow/Arrow: Arrow relies heavily on his combo ender and is able to use his specials while Batman is frozen (from his freeze arrow), which will not trigger Evasion. Additionally, if you use his SP1 immediately after the poison or bomb arrows, the knockback makes it ranged, thus Batman will not be able to deal any damage on his counterattack against Green Arrow. This can be difficult to master at first, but it is useful.
- Bane/Luchador: Batman cannot evade while stunned, leaving him open to a huge Cloak of Destiny-boosted SP1's from Bane.
- The Flash/Earth 2: Same as the above, he can stun Batman on tag-in and share that ability with his Earth 2 teammates.
- Batgirl/Arkham Knight: When Batgirl saves her Arkham teammates, she will stun Batman, leaving him open for special attacks.
- Green Lantern/Jessica Cruz Rebirth, and Deadshot/Suicide Squad: Both can stun on combo enders. Deadshot activates at a much lower rate.
- Hawkgirl/Earth 2: She can stun on combo enders, allowing her to use specials right after without any retaliation.
- Tantu Totem: It will refund power if Batman evades its wielder's specials.
- Batman/Beyond and Green Lantern/Red Son: They are immune to stun. Additionally, Green Lantern can share his stun immunity to other Red Son Characters, thus negating the counterattack stuns Batman does.
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 |
Gotham Justice | Second Special | Batman shows his opponent how justice works when the Bat-Signal shines in Gotham. | Rapid Tap, 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) |
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 | 17,496 |
Elite I | 15,269 | 26,244 |
Elite II | 20,358 | 34,992 |
Elite III | 30,537 | 52,488 |
Elite IV | 35,627 | 62,986 |
Elite V | 40,716 | 69,984 |
Elite VI | 45,806 | 78,732 |
Elite VII | 50,895 | 87,480 |
Elite VIII | 55,985 | 96,228 |
Elite IX | 61,074 | 104,976 |
Elite X | 71,867 | 134,784 |
Trivia[]
- He was first revealed in a preview on the WB Games forums, which also showcased the other 2 heroes from the movie, Superman/Dawn of Justice and Wonder Woman/Dawn of Justice. During the preview, his base damage is shown as 1400 but in-game he turns out to have 1300 base damage.
- He has the same base stats as Wonder Woman/New 52 (1300, 1200).
- The batarangs he uses are same as the ones in Batman v Superman: Dawn of Justice, with notable differences from the default batarang: it is silver on both edges instead of just the top and has one sharp point on the bottom instead of three.
- There might be a glitch involving his passive: if an opponent uses one of their specials while your Batman is using his basic combo and Batman's passive activates, he will not use the smoke to disappear. Instead, after the opponent finishes using their special, they will just automatically get stunned.
- Dawn of Justice Batman's Explosive Batarang does 7 hits, the most of any special 1, tied with both Batman/Arkham Knight's and Batman/Flashpoint's, along with Static's Taser Trap.
- Additionally, both of the latest versions of Batman don't have the bats flying upwards from the bottom of the screen when checking out their character model.
- The Batmobile seen in his Super Move is the normal Batmobile used by most other Batman characters and not the one seen in his corresponding movie, unlike Batman/Beyond, Batman/Beyond Animated and Batman/Arkham Knight, who all have their own unique Batmobiles. However, interestingly enough, this Batmobile can be seen in the Batcave background.
- He has a very similar passive to The Flash/Wally West Rebirth, except that Wally West only damages without stunning.
- Currently, the only ways to get him are from the Character Bundle Batman Vs Superman and the Ultimate Bundle Bringers Of Justice, both of which cost real money.