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 |
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.
Strategy
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.
Passive
Crit Boost
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.
Gear
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.
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
- Any Flashpoint characters.
- Deathstroke/Flashpoint: His multi-hit combo ender and powerful specials are extremely dangerous with Batman. On play's control, his assists on specials can crit against blocking or crit-immune opponents!
- Ares/Prime: His SP2 can take away the opponent's ability to block, which will help Batman deal high basic damage and destroy the opponents easily.
- Superman/Red Son, and Batman/Prime: These characters' passives increase Batman's already extremely high damage output.
- Darkseid/Apokolips: Darkseid's cursed effect will make all of Batman's attacks crit, allowing Batman to deal powerful crit damage. However, if the current opponent tags out, the effect will be rinsed and has to be re-triggered by Darkseid.
- Shazam/New 52, Wonder Woman/New 52, and Superman/New 52: He counts as Justice League member for their passives.
Good Against
- Characters and gears whose passive revolve around dodging/avoiding/"immunity against" special attacks, such as Batman/Dawn of Justice, The Flash/Wally West Rebirth, Superman/Injustice 2, Riddler's Staff and Mother Box: Batman's increased crit damage on basic attacks is enough to wear them down without having to use any special attacks at all.
- Killer Frost/Prime: For the same reasons as above, he can do lots of damage without needing power.
- Characters and gears that can heal, such as Wonder Woman/Dawn of Justice, LexCorp Chest Armor V2, Soultaker Sword, etc.
- Raven/Prime: Batman's special attacks can neutralize Raven's passive, preventing her from swapping health.
- Hawkgirl/Blackest Night, The Flash/Blackest Night (paired with Blackest Night Hawkgirl and/or the 2/3 Fourth World Gear Set) and Doomsday/Containment: His passive will prevent them from reviving, therefore making them easier to take down.
- Reverse Flash: Dark Justice can disable Reverse Flash's passive, allowing incoming special attacks for the next 7 seconds to ignore his healing. However, Reverse Flash can still heal from the special that applies Dark Justice if there is no existing one. Batman can also use his powerful crit basic attack to damage him without the need of using specials.
- Harley Quinn: Same as above; picking the rose in Harley Quinn's SP2, "Bag-o-Tricks", will have absolutely no effect at all after Batman uses his special attacks.
Countered By
- Green Lantern/Red Son & Batman/Arkham Knight: Their passives allows them to be immune to crit damage, nullifying the majority of Batman's effectiveness in combat. The former can even share it with other Red Son characters, making them harder to beat.
- The Merciless/Metal, Killer Croc/Arkham: The armor gain from their passives are unaffected by Batman's passive.
- Black Adam/Regime, Black Adam/Prime, & The Batman Who Laughs: Their passives give them shields that interrupt basic attack combos, and staggers/recoils the opponent, which prevents Flashpoint Batman from effectively dealing damage with his devastating basic attacks.
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 |
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).
Batman can apply DOT with the last two hits of both his specials. His SP1 can also shatter gear with the Claw of Horus on both of the last two hits, much like all Batman characters with the same SP1 animation as him.
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 | 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 |
Trivia
- 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.
- He is also the only Batman character to have a 3-hit combo ender.
- 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 |