Injustice Mobile Wiki
Injustice Mobile Wiki
Flashpoint Batman.png
Rarity Base Stats Price Unlock
Gold 1,500/1,300 491,000 Challenge Mode, Flashpoint Batman Early Access Bundle, Nth Metal Pro Pack, Character Bundle Batman Universe, Ultimate Bundle Top Teammates
Passive.png Dark Justice: Batman's Special Attacks turn off all aspects of healing. Flashpoint characters on Batman's Team have a chance to deal increased CRIT DAMAGE.

Flashpoint Batman is an incredible damage-dealing monster introduced in the 2.14 update, with crits that can deal up to 500% damage (at maxed crit Augment), compared to only up to 250% damage from other characters with augments, or 150% normally. With the highest base damage and a tied highest total base stats with Superman/Injustice 2; combined with a decently high health stat, Flashpoint Batman is sure to be a deadly force with his destructive blows.


Basic Combo Damage Pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3% - 3% - 3%) 15%
Heavy 4% - 4% - 4% 12%

Unusually, as the AI, Batman can use his combo ender after his heavy attacks instead of his light attacks, totaling the damage dealt to be 21% of his base damage. After the 2.21 update, which changes most Batman characters' heavy attacks to knock the opponent back as opposed to just staggering them, while the possibility for Flashpoint Batman's usage of combo enders after heavy attacks are still possible, the change just makes it quite difficult for the AI to be able to deal a lot of damage due to missing some hits.


Crit Boost

Batman glows red, indicating the massive damage he deals. This glow does not appear on crit DOT, although he does boost crit DOT damage and gives it the same additional crit chance.

All crits that Flashpoint characters on his team deal (with basics, specials, DOT, etc.) will be doubled (3x damage instead of 1.5x at base), indicated by a unique red glow. This also doubles the crit damage gained from augments (e.g. if he has additional 10% crit damage augments used, with 160% total crit damage, he would deal 320% crit damage instead), but not crit damage boost from gear (e.g. if he additionally has a maxed Cloak of Destiny, he would deal 370% crit damage). Despite the description, all crit damage from Flashpoint characters are guaranteed to be doubled by his passive, not just a chance.

Additionally, Flashpoint characters gain a small critical chance on all attacks (estimated 5%). This is probably the "chance to to deal increased CRIT DAMAGE" in his passive's description.

His Crit boost is one of the most powerful passive in the game, and is the core strength of Flashpoint team. Therefore, it is heavily recommended to spend all of your crit chance and crit damage augment on Batman, as he can utilize those crit augments the most.

Disable Healing

When Batman uses either of his special attacks, he disables the entire enemy team's ability to heal for an estimated 7 seconds. This can occur even if the character is protected (e.g. Blocking, Invulnerability, Superman/Injustice 2's passive and the Evasion from both Batman/Dawn of Justice and Wally West/Rebirth). If it triggers, the text of his passive, "Dark Justice" will appear to indicate the disabled healing. Unlike most healing suppression (Killer Frost/Regime, certain matches in Survivor Mode), his passive also deactivates Regenerate and Resurrection, such as the likes from the Fourth World Set's effect. However, Dark Justice applies after the end of a special - if the opponent's healing was previously not disabled, they can still be resurrected in the middle of Flashpoint Batman's special before Dark Justice can disable it.

His specials can disable Raven/Prime's health swap, making him a great counter against her, but only at the end of his special. Raven can trigger her passive in the middle of his special attacks. He can also disable Reverse Flash's passive, but because the effect triggers after his special, and after Reverse Flash finished his healing, Reverse Flash can heal from Batman's special if there is currently no Dark Justice in effect.


Batman/Flashpoint should be equipped with gear(s) that increases chance to deal Crit damage, such as the Promethium Longsword, Netherrealm Kama and LexCorp Chest Armour V2. These, paired with crit-damage increasing gear such as the LexCorp Helmet V2, take advantage of Batman's powerful passive and high base damage.

Specifically for Survivor Mode but also useful in Online Battles are the Gauntlets of Azrael combined with basic attack and crit damage gear. Because the Gauntlets heal the team and the life drain is based on the total damage hit rather than a percentage like other life drain effects, Batman can single-handedly deal massive damage and continuously bring his team back from the brink of death even in the annoying rounds that disable specials and other healing effects. A setup composed of the Blade of The War God (or similar basic damage/crit gear), Gauntlets of Azrael and Overpowered 5-U-93-R would allow Batman to slaughter the enemy whilst simultaneously healing himself and his teammates with his powerful combo ender.

Batman can effectively make use of DOT gears after being given crit chance augments. Because his passive applies to DOT as well, he can quickly shred through high health characters, such as those found in survivor or the final few pages of story mode, when combining multiple DOT gears (which deal damage based on % of enemies' max health) with the multi-application effects of The Master's Death Cart or Enchantress. Both his SP1 and SP2 can apply gear DOT effects more than once as well.


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

Countered By


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
Blood on My Hands Second Special Thomas Wayne punishes his foe in pursuit of bringing back his son. CHANCE TO STUN. Quick Tap, Tap to Throw
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap

Blood on my Hands has an irregular tap damage increase pattern of 106%-112%-118%-125%-131%-137%-143%-150%-156%-163%-?-187%-?

It can only Knockout the opponent on the first and last hit. The last hit (the flying kick after the grapple shot) is not performed if the opponent is blocking. In other words, if his opponent survives the first hit and is blocking, the rest of the special cannot KO at all.

Maxed Astro-Harness's invulnerability is just long enough to negate all hits except for the last one. If the second-to-last hit is blocked, the last hit won't be performed. However, if not blocked, the invulnerability allows the user to still block the last hit. This will cause Batman to fly to his opponent as normal, but then freeze in front of them for a second, and is unable to deal the last hit (Tantu Totem will still refund power).

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. 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 11,745 18,954
Elite I 17,618 28,431
Elite II 23,490 37,908
Elite III 35,235 56,862
Elite IV 41,108 68,234
Elite V 46,980 75,816
Elite VI 52,852 85,293
Elite VII 58,725 94,770
Elite VIII 64,598 104,247
Elite IX 70,470 113,724
Elite X 82,924 146,016


  • He shares the same base stats with The Joker/Batman Ninja and The Flash/Blackest Night.
  • In the Flashpoint comic series, this version of Batman is actually Bruce Wayne's father, Thomas Wayne, due to Bruce being killed instead of his parents.
  • His Combo Ender is visually similar to Batman/Arkham Origins's special 2, Winged Avenger.
  • His special 2 has "Tap to Throw" like batarangs despite that he shoots his grappling gun and not throws it.
  • Currently, Batman/Flashpoint is the only Batman to have "CHANCE TO STUN" on both his special attacks.
  • His SP2 is a combination of the last 2 but modified hits of Batman/Red Son's "Stay Down", then Batman Beyond/Animated's "Explosive Batarang" and finished with the "Straight Grapple" move from the console game.
  • Before 2.19, his passive simply said Flashpoint teammates gain "Destructive Blows" without an explanation for its crit mechanism.
Preceded by Title Succeeded by
Deadshot Highest base Damage Ares/The Merciless Metal
Aquaman/Prime, Aquaman/Flashpoint, Aquaman/Injustice 2, and Aquaman/Regime
Ares/Prime, Ares/Regime, and The Merciless/Metal
Bane/Prime, Bane/Arkham Origins, Bane/Knightfall, Bane/Luchador, and Bane/Regime
Batgirl/Prime, Batgirl/Arkham Knight, and Batgirl/Cassandra Cain
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/Prime, Catwoman/Ame-Comi, Catwoman/Arkham Knight, Catwoman/Batman Ninja, Catwoman/Batman Returns, and Catwoman/Regime
Cyborg/Prime, Cyborg/Regime, and Cyborg/Teen Titans
Darkseid/Prime, and Darkseid/Apokolips
Deadshot/Arkham Origins, and Deadshot/Suicide Squad
Deathstroke/Prime, Deathstroke/Arkham Origins, Deathstroke/Flashpoint, Deathstroke/Insurgency, and Deathstroke/Red Son
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/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/Prime, and Lobo/Bounty Hunter
Martian Manhunter
Martian Manhunter/Prime, and Martian Manhunter/Blackest Night
Nightwing/Prime, Nightwing/Batman Ninja, Nightwing/New 52, and Nightwing/Regime
Raven/Prime, Raven/Rebirth, Raven/Regime, and Raven/Teen Titans
Scorpion/Klassic, Scorpion/Mortal Kombat, and Scorpion/Mortal Kombat X
Shazam/Prime, Shazam/New 52, and Shazam/Regime
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
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
Zod/Prime, and Zod/Man of Steel