Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,400/1,400 | 495,000 | Challenge Mode, Gaslight Batman Bundle, Nth Metal Pro Pack, Character Bundle Batman Universe |
Gaslight Batman is one of the most powerful cards to ever be released into Injustice: Gods Among Us. His punishing passive severely weakens and, in some cases, negates some of the best cards. While also boasting the highest combined stats in the whole game, tied with heavy hitters like Superman/Injustice 2, Batman/Flashpoint, and Superman/New 52, it is easy to see why this card is so revered and strong.
He can be obtained from the Gaslight Batman Bundle, or his Challenge. Note that if you purchase him from the former, you will not unlock him for direct promotions.
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[]
On enemy tag-in (if Batman is currently tagged-in), he will have a high chance (seemingly 100%) to retaliate with a grenade that deals 4% damage stat as non-DOT damage (which can KO; it also gives him a bit of power as if he hit them with a basic attack), and then 1% of his damage stat as burn DOT over 5 seconds (5% total).
If that opponent has an effect on tag-in such as stun or power drain, he will evade it, effectively negating them. He does not seem to evade tag-in stuns from gear (Cloak of Destiny, LexCorp Gauntlets V2, Batman's Cowl). He also does not evade if he is stunned, frozen, or knocks out an enemy. He can only nullify tag-in attacks, which deal damage or apply status effect on him; therefore, other tag-in effects such as Superman/Injustice 2's special immunity and Aquaman/Flashpoint's water shield will work like normal. Because of his passive, Batman is the best counter to any tag team. Cards such as Batgirl/Cassandra Cain and Bane/Luchador, with notoriously dangerous tag-in passives, will be rendered useless by Batman.
Batman's teammates (excluding himself) can summon a swarm of bats to attack the enemy upon tag-in, (0.8% damage stat per second DOT, 4% total) and causes their basic attacks to have a chance of missing, dealing no damage and gaining no power, and allowing the teammate to recover to hit them back with their own attacks.
There is a glitch where if his teammates and their enemies tag in at the same time, the bat swarm will be invisible and will permanently blind the victim, even if they tag out. The only way to cleanse their blindness is to properly reapply the bat swarm on them. This strategy can be utilized multiple times when he is paired with Sinestro/Antimatter, since he can force enemies to tag out with his SP1. Batman/Arkham Knight's DOT immunity is also glitched against bat swarm, it does prevent damage but not the blind effect from that DOT. This glitch also occurs on your end if an enemy tags while your character has an Astro-Harness shield or Green Lantern/John Stewart's shield active, and the bat swarm is applied. The same steps will need to take place to cleanse the blindness.
Gear[]
The bat swarm can be retriggered by Quake Engine, even when Batman is tagged out. It can also retrigger his bleed on SP1 and the burn from his passive, making both DOT stronger. Batman's SP1 can apply DOT and gear shatter from gears twice (thrice if the first 2 hits miss), therefore making The Ibistick and Claw of Horus good choices for him. LexCorp Helmet V2 can be used instead of The Ibistick for more defense and crit damage boost, but its DOT is much weaker. Claw of Horus increases his damage when enemy tags out, which synergy well with his bleed on SP1. Equipping DOT gear and using SP1 will cause the enemy to suffer from powerful DOT and gear shatter, and if he/she tags out to avoid these effects, Batman will receive damage boost and burn the next tag-in enemy with his grenade. Quake Engine can further retrigger DOT on the next tag-in enemy, or apply those DOTs again on the current foe, forcing the enemy team into a hopeless situation as they can't escape his powerful DOT.
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[]
- Hawkgirl/Prime: Her passive will allow Batman's teammates to tag in and out more quickly, thus applying the Swarm of Bats more often. Furthermore, her snare synergizes with Batman's DoT effects.
- Aquaman/Prime: When Tantu Totem is used on Aquaman, he can infinitely tag between himself and his Atlantean Heroes (after using his SP2). This can quickly apply the bat swarm over and over, and is great for completing DOT effects missions in Phantom Zone.
- Wonder Woman/New 52: Her special attacks will give Batman more power to use his SP1. Continuous switching between her and Batman can make the bat swarms keep blinding the enemy, and can even generate more power for the duo if Wonder Woman equips Tantu Totem or The Master's Death Cart.
- Harley Quinn/Arkham Knight: Her surprise attack on opponent tag-in will add to Batman's BURN grenade when her passive triggers, increasing the firepower even more.
- Catwoman/Batman Returns: As Batman can apply DOT in three different ways, she can make it more effective due to her passive.
- Batman/Dawn of Justice, Superman/Injustice 2, Reverse Flash, and Wally West/Rebirth: If Gaslight Batman is teamed up with any of these characters, an immensely annoying team based around dodging all attacks is formed.
- Catwoman/Batman Ninja, Nightwing/Batman Ninja and Raven/Rebirth: Power drain effects on tag-in forces the opponent to use basic attacks that will miss.
- Killer Frost/Prime: The Swarm of Bats on tag-in will severely cripple the opponent's ability to generate power even more.
- Black Adam/Regime and Black Adam/Prime: A basic attack that misses won't consume their passive.
- Quake Engine: As discussed in Gear.
- Sinestro/Antimatter: As discussed in Passive.
Good Against[]
- Any character or gear that has a tag-in effect as Batman’s passive renders these abilities useless, including Nightwing/Batman Ninja, Raven/Rebirth, Batgirl/Arkham Knight, The Flash/Earth 2, Solomon Grundy/Earth 2, Hawkgirl/Regime, The Master's Death Cart.
- Bane/Luchador and Batgirl/Cassandra Cain are special cases: while Batman will dodge their tag-in attack, as theirs is an unblockable hit, dodging it cause their next basic or special attack to be unblockable instead, which can be dangerous.
- Sinestro/Antimatter: Sinestro's strategy involves lots of forced tag-outs, but this force-tagging would cause more bats to overwhelm him, resulting in more damage done to Sinestro.
- Hawkgirl/Prime: Constant tagging would backfire on Hawkgirl's team as Batman will continuously throw grenades when they tag in. Furthermore, he will evade the snare on tag-in.
- Characters who rely on basic attacks to deal a majority of damage, such as The Flash/Metahuman, Batman/Flashpoint, Batman/Batman Ninja, etc.: Much of their damage potential comes from being able to do (critical) basic attacks. The bat swarm makes their basic attacks miss, dealing no damage and generating no power, rendering them far less dangerous overall.
- Characters or gear that can avoid or nullify special attacks, such as Superman/Injustice 2, The Flash/Wally West Rebirth, Mother Box, etc.: Batman's grenade and bat swarm are not tied to special attacks, meaning he can deal DOT regularly and without difficulty.
- Astro-Harness & Green Lantern/John Stewart: Tagging in Batman's teammates while the Power Shield is active will cause the swarm of bats to permanently blind the enemies.
- Batgirl/Arkham Knight & Catwoman/Batman Ninja: Batman is able to nullify Batgirl's rescue attack and avoid any vulnerable situations caused by either of their passives with impunity.
Countered By[]
- Scorpion/Klassic: Scorpion is immune to BURN, so Batman's grenade will do very little damage to him.
- The Flash/Blackest Night: The BURN from Batman's grenade and the bleed from his SP1 will heal The Flash or his Blackest Night teammates and give them power, effectively making them stronger and harder to defeat. The Bat Swarm will also heal them and give them power, though it will still make their basic attacks miss.
- Aquaman/Injustice 2: As long as Aquaman has power to spend, Aquaman can rinse off Batman's burn (from his passive), bleed (from his SP1), or bat swarms (from teammate tag-ins) effects and place them on Batman or his teammates with double the effect.
- Batman/Arkham Knight: Batman/Arkham Knight can choose to have DoT immunity and the Power Added boosts, effectively hindering Batman/Gaslight's passive and SP1.
- Static/Prime: Static's SP1 is a guaranteed STUN as long as the hits are not blocked. A STUNNED Batman will not throw a grenade when his opponents switch. This is effective for Batman/Insurgency, Hawkgirl/Earth 2, and The Flash/Earth 2 as they all can tag in, avoid the grenade, and proceed to take advantage of their respective passives. Likewise, the Swarm of Bats on teammate tag-in will not affect Static's power generation as Static gains power by blocking special attacks.
- Black Adam/Regime, and Black Adam/Prime: When they tag in, they gain shields that returns damage when hit 3 times. Gaslight Batman's grenade triggers it. While the damage is low, it can KO Gaslight Batman if he is at critical health - and he is unable to avoid doing so, because he cannot choose not to throw a grenade when an enemy tags in.
- Gears which have the STUN ON TAG-IN effect, such as Cloak of Destiny and LexCorp Gauntlets V2: For some reason, Batman is not able to evade this particular kind of tag-in attack, leaving him at the mercy of his foe.
Abilities[]
Here are Batman's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Piercing Darkness | First Special | Batman uses flying daggers to strike his enemy down. CAUSES OPPONENT TO BLEED. | Target |
The Worst of Times | Second Special | Batman unleashes a furious swarm of bats and masterful fisticuffs upon the enemy. | Rapid Swipe, Quick Tap |
The Dark Knight | Super Move | Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. | Tap |
Although Batman can chain his heavy combo to his SP2, “The Worst of Times”, there are some discrepancies regarding it and it can only be done at the wall (if at all).
Just like Green Arrow/Rebirth, only the LAST HIT of his SP2, “The Worst of Times”, can KO the opponent. However, if a bleed DOT was applied beforehand, it can knock out the opponent on earlier hits and transfer the following damage to the next one.
Be mindful that Batman cannot attack/block for a short period of time (around 1~2 seconds) right after using an SP, making him extremely vulnerable to enemy attacks. It is suggested to use Batman's SP1 more often instead of his SP2. Batman's SP2 does not knock back the opponent unless it lands unblocked, giving Batman no time to recover; his SP1 however, lets Batman retreat for a short distance, sufficient enough to last the vulnerable time frame.
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 | 10,962 | 20,412 |
Elite I | 16,443 | 30,618 |
Elite II | 21,924 | 40,824 |
Elite III | 32,886 | 61,236 |
Elite IV | 38,367 | 73,483 |
Elite V | 43,848 | 81,648 |
Elite VI | 49,329 | 91,854 |
Elite VII | 54,810 | 102,060 |
Elite VIII | 60,291 | 112,266 |
Elite IX | 65,772 | 122,472 |
Elite X | 77,395 | 157,248 |
Trivia[]
- He is the first Batman character to have a different status effect inflicted on SP1 other than stun, later followed by Batman/Batman Ninja.
- He still shares the same SP1 animation as Batman/Dawn of Justice, Batman/Arkham Knight and Batman/Flashpoint, although he throws daggers instead of batarangs.
- The name of his special 2 is a reference to the opening of A Tale of Two Cities, a book which is roughly contemporary with the setting of Gotham by Gaslight, on which Gaslight Batman is based.
- He shares the same base stats as Aquaman/Injustice 2 and is tied with Aquaman/Injustice 2, Batman/Batman Ninja, Batman/Flashpoint, Lord Joker/Batman Ninja, Superman/Blackest Night, Superman/Injustice 2, Superman/New 52, and The Flash/Blackest Night with the highest overall base stats at 2800 damage/health combined.
- He is also the second character to have a different name for their SP1, the first being Jessica Cruz/Rebirth.
- When using his Super Move, instead of Batarangs, he throws his Grenades.
- He is able to bypass Hawkgirl/Prime's passive partially: he disappears shortly and evades the SNARED effect when Hawkgirl tags in (Batman will still throw the grenade), but is unable to evade the effect when Hawkgirl tags out.
- This version of Batman comes from Earth-19 of the Multiverse.
- Previously, knocking out an opponent with his basic attacks will also trigger his grenade. This was nerfed in 3.0.
- If his grenade knocks out an opponent, the next opponent may tag into the match directly on top of Batman, and they may briefly share space.
- If the player or the opponent is somehow able to trigger their combo ender while suffering from the Bat Swarm DOT, those hits can still miss. This is unlike The Flash/Blackest Night, who also has a basic-oriented passive, and yet he cannot evade combo enders.