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Insurgency Batman
Rarity Base Stats Price Unlock
Gold 750/1,050 182,000 Available in Store, Gold Booster Pack, Gotham Pack, Eternal Enemies Batman v. Joker Pack, Phantom Zone reward (Veteran)
Passive Martial Arts: Batman's Basic attacks deal 300% MORE DAMAGE if an opponent is STUNNED.

Batman/Insurgency is one of the least popular gold characters mainly due to his lower-than-normal stats and a niche passive. However, when geared correctly and placed on a team that revolves around his passive, Batman can shine during the mid-to-later portions of a match by finishing off weakened foes, thus reminding others that the Insurgency still stands!

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%

As any other Batman, his heavy combo is pretty fast and smooth, making it a good choice to Juggle. In addition, since combo ender can't be performed against stunned enemy, using heavy combo will maximize the effectiveness of his passive.

He can also juggle his light combo as long as he gets combo ender successfully when the opponent is sent to far end of the arena. This applies for all older Batman characters.

Passive

IMG 1651-1-

Batman deals more basic damage if an opponent is STUNNED.

When the opponent is stunned, Batman basic attacks will deal 300% damage (or 200% more damage) against them. It works pretty similar to the Cloak of Destiny, albeit it is only on Basic Attack, so it's heavily suggested to equip Batman with gear that boosts his basic damage and grants critical chance on his basic attacks. This will allow Batman to make the most of his passive since a stun only lasts for one basic attack combo.

For teammates, it's best to pair him with characters with strong, reliable sources of stun. Static/Prime and Batman/Red Son are worthy teammates. Static's SP1 is a guaranteed stun so long as it lands unblocked. Batman/Red Son, on the other hand, has an unblockable chance with his SP1 which can make stunning opponents easier. Hawkgirl/Prime would also work, especially if Batman/Insurgency has the Cloak of Destiny equipped on him. She would allow Batman to cycle in and out faster, increasing his chances to stun on tag-in. Additionally, Hawkgirl's snare and chance to stun with her SP1 could make it easier for Batman to finish off opponents.

Gear

Since his passive revolves around Basic Attack, gears that can boost his Basic Attack is recommended, namely Blade of The War God, Powered Eskrima Sticks or Promethium Longsword. Though the Overpowered 5-U-93-R damage boost is lower than the aforementioned gears, it provides him Life Drain and Power Drain on Combo Ender, which can prove useful for Batman.

The Cloak of Destiny would work well with him as it's bonus damage against stunned opponents would stack with his passive. It would also include the chance to stun on tag-in which allows Batman to use his passive and bank power for his powerful SP2. Batman's Cowl can provide up to 40% stun chance on his tag-in when maxed, so he can utilizing his passive more frequently. Massive Sharpened Teeth is also very good on him because the chance to stun on combo ender means Batman could potentially use his passive more frequently without having to use his SP1, meaning he can bank power for his powerful SP2 instead.

With the LexCorp Gauntlets V2, crit gear for basic attacks, the Cloak of Destiny and while augmented with maxed crit chance, Batman can do an insane whopping amount of damage with his basic attacks after using his SP1 for his passive. The tag-in stun chances is more reliable and can help him stun more frequently without using his SP1, saving power to nuke against stunned opponents.

Any SP2 boost gears like Heart of Darkness or Demon Blade are very good on him as he can use his powerful one-hit SP2 to counter characters with passives that trigger at health thresholds like Raven/Prime or the health-threshold based gear Astro-Harness.

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

Good Against

  • Characters and Gear with health threshold passives and abilities.
    • Raven/Prime: Batman's SP2 Lunge Kick is a strong one-hit nuke that is further amplified when he's equipped with the Cloak of Destiny. It can KO Raven without triggering her passive.
    • Green Lantern/John Stewart: Same as above as it avoids the Emergency Barrier John provides to himself and his teammates.
    • Astro-Harness: Same as above as it avoids the invulnerability and the power shield provided by the harness.
  • Characters with slow attack speeds, such as Solomon Grundy, Killer Croc/Arkham and Darkseid: Their sluggishness makes it easier for Batman to land an unblocked SP1, increasing the chances for Batman to use his passive on them.

Countered By

Abilities

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
Lunge Kick Second Special Batman exercises his mastery of the martial arts with an unrelenting kick. Quick tap
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap

Batman's SP1, Explosive Batarang, consists of 2 hits and deals reduced damage due to stun. It can also apply gear DOT effects or Claw of Horus gear shatter twice.

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 5,872 15,309
Elite I 8,809 22,963
Elite II 11,745 30,618
Elite III 17,618 45,927
Elite IV 20,554 55,112
Elite V 23,490 61,236
Elite VI 26,426 68,891
Elite VII 29,362 76,545
Elite VIII 32,299 84,199
Elite IX 35,235 91,854
Elite X 41,462 117,936

Trivia

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