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) |
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
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
- Any character with a strong reliable STUN, ideally Static/Prime or Batman/Red Son : This makes it easier for Batman to utilize his passive and to save power for his much stronger SP2.
- Hawkgirl/Earth 2: With more ways and chances to stun, Hawkgirl can allow Batman to utilize his damage bonus more frequently.
- Hawkgirl/Prime: For the reasons stated in the "Strategy" section.
- Shazam/New 52, Superman/New 52, and Wonder Woman/New 52: He counts as Justice League member for their passives, especially with Wonder Woman and Shazam.
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
- Green Lantern/Red Son, and Batman/Beyond: Their stun immunity makes them completely resistant to Batman's passive. Plus Green Lantern shares this with any Red Son comrade.
- The Flash/Blackest Night: Flash can still evade Batman's basic attacks, although he can't counter attack when being stunned.
- Superman/Injustice 2, Batman/Dawn of Justice, Reverse Flash, Wally West/Rebirth, Mother Box, and Riddler's Staff: All have a chance to evade/negate the stun from Batman's SP1 and/or negate his SP2 nuke entirely.
- Nightwing/Regime: When equipped with Killer Croc Companion Card and Gingold Soda, he is immune to Basic Attack, thereby negating Batman's Passive
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
- He has the same base stats as Wonder Woman/Regime.