Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 700/1,100 | 182,000 | Available in Store, Gold Booster Pack, Most Wanted Pack, Starter Pack, Gotham City Pack, Gotham Pack, Eternal Enemies Batman v. Joker Pack, Phantom Zone reward (Veteran) |
Tactical Genius: Batman and his teammates deal 25% more DAMAGE. |
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
His passive provides a significant amount of 25% damage boost to all attacks of all members of his team, including himself. For special attacks, the damage boost has a special mechanic. The % damage boost is based on special's minimum damage, regardless players' performances on its mini-games. So if players achieve either 100% or 200% on the mini-game, the bonus boosted damage is still the same. It stacks with other sources of special attack damage boost. For DOT, it can boost characters' innate DOT (e.g. Catwoman's bleed on SP1) but not DOT from gears (e.g The Ibistick's fire).
Due to his passive, Batman Prime can be on any kind of team and add significant damage, and is of great help in the earlier stages of the game. However, he becomes a rarer choice quickly, as he is generally surpassed by Harley Quinn/Animated, who offers a slightly lower damage boost, but also a very useful power generation boost, as well as having a plethora of useful effects available from her special 2. Additionally, she is significantly cheaper to promote, and her passive's effectiveness is doubled for The Joker characters.
His low base damage is also noticeable; even when his passive is accounted for, his damage is still lower than all versions of Batman other than the practically nonexistent Batman/Insurgency and Batman/Beyond.
Gear
Due to his already mentioned low damage, it'd be best to equip him with either Basic attack -increasing gears (such as the Promethium Longsword) or Crit-chance increasing gear (such as the LexCorp Chest Armour V2). The LexCorp Set is a fairly common option, as it will give Batman Prime a significant Crit chance, increased Crit damage, as well as a huge Life Drain chance on his special 2.
Since his SP1 can apply DOT from The Ibistick, LexCorp Helmet V2, League of Assassins Adept Blade and gear shatter from Claw of Horus 2 times, he can be a good support character with SP1 build, giving him more screen time without worrying about his low damage.
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
- The Arkham Knight/Arkham Knight: Batman's passive boosts The Arkham Knight's damage, increasing the lethality of his 6-hit heavy combos and drone assisted SP2.
- Harley Quinn/Animated: Harley gives Batman another damage boost as well as a power generation boost with which he can achieve his powerful SP2 faster. On the flip side, she benefits by receiving another hefty damage boost from Batman himself.
- Shazam/New 52: With the highest damage stat in the game along with 25% more damage, Batman will make Shazam a super hard hitter.
- Batman/Flashpoint: The significant damage buff makes his already very powerful basic attacks even stronger.
- Wonder Woman/New 52: She will give Batman power every time she activates a special.
- Superman/New 52: Batman gives Superman damage boost and also helps him receive less damage.
- Lex Luthor/Krypto: Lex Luthor boosts Batman's already decent health, giving Batman more durability. In return, Lex receives a significant damage boost.
- Superman/Red Son: Superman adds another damage boost to Batman's basic attacks. Together they form a 50% damage buff to non Red Son cards' basic attacks.
- Wonder Woman/Red Son: Wonder Woman gives a power generation increase to Batman, making it easier for him to achieve his debilitating SP2 as well as gaining a strong damage boost in return.
- Ares/Prime: The 25% damage buff to Ares will make his specials even stronger.
- The Flash/Metahuman: The damage buff to his rapid attacks will allow him to shred through his opponents more.
- Characters and gears that rely on Stun. Batman's SP1 has chance to stun and his passive will give damage boost to those characters.
- Raven/Rebirth: He can increase her damage by 25% as well as providing chance to stun on SP1, which will leave the enemies vulnerable to her power stealing passive.
Good Against
- Characters and Gear with health threshold passives and abilities.
- Raven/Prime: Batman's SP2 has the majority of its damage on the first hit. It can KO Raven, when she's at a low enough health threshhold, 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.
- Glass Cannon type characters such as Bane/Luchador, and Ares/Prime: Batman and his teammates can quickly wipe out these characters before they can severely damage his team thanks to his damage boost.
- Lex Luthor/Krypto and Harley Quinn/Arkham: Their health boosts will countered by Batman's damage boost.
Countered By
- Killer Frost/Prime, and Solomon Grundy/Earth 2: Frost and Grundy's power gen reduction can make it challenging for Batman to achieve his specials, limiting Batman's effectiveness on the battlefield. The effect becomes stronger if both Frost and Grundy fight on the same team.
- Batman/Beyond, and Green Lantern/Red Son: Batman’s easily accessible special 1 becomes less useful as Batman Beyond and Green Lantern are immune to Stun. Green Lantern can spread this stun immunity to other Red Son teammates.
- Shazam/New 52 & Batman/Batman Ninja: Their Damage reduction effects can reduce damage taken, up to taking no damage from certain types of attack if stack with other passives or gears.
- Aquaman/Flashpoint, Scorpion/Klassic & Superman/Godfall: They will reflect more damage because of his damage boost.
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 |
Way of the Bat | Second Special | Batman combines brutal tactics and high-tech gadgetry with devastating results. | Quick tap, target |
The Dark Knight | Super Move | Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. | Tap |
His SP1, Explosive Batarang, consists of 2 hits and deals reduced damage due to its stun.
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 | 5,481 | 16,038 |
Elite I | 8,222 | 24,057 |
Elite II | 10,962 | 32,076 |
Elite III | 16,443 | 48,114 |
Elite IV | 19,184 | 57,737 |
Elite V | 21,924 | 64,152 |
Elite VI | 24,664 | 72,171 |
Elite VII | 27,405 | 80,190 |
Elite VIII | 30,146 | 88,209 |
Elite IX | 32,886 | 96,228 |
Elite X | 38,698 | 123,552 |
Trivia
- If you use his SP2 without tapping on it, he will only use his kick without summoning his mechanical bats.