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Red Son Batman
Rarity Base Stats Price Unlock
Gold 900/1,000 201,000 Challenge Mode, Red Son Pack, Eternal Enemies Batman v. Joker Pack, Nth Metal Pro Pack, Phantom Zone reward (Elite)
Passive Red Son Cunning: All Red Son teammates gain Chance for UNBLOCKABLE on SPECIAL 1 attacks.

Red Son Batman can be unlocked through his Challenge Mode. Otherwise, he can be randomly obtained from the Red Son Pack. However, obtaining him from a pack 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%

His heavy combo is fast and easy to juggle, so it's recommended over light combo as his light combo deals less damage and only has one Combo Ender.

Passive[]

Red Son Batman adds explosive damage and skill with his passive. Red Son teammates can do unblockable damage with their SP1's. This is especially good news for Solomon Grundy/Red Son, Deathstroke/Red Son, and Green Lantern/Red Son as they have slow starting, easy-to-block SP1's.

Red Son Batman is one of the lesser used Red Son characters especially in offense. The unblockable chance on SP1 is much more valuable to the AI as most players tend to use his SP2, which does 50% more damage per power bar and there are manual tricks to get around block already.

However, with the introduction of stun-based characters (Hawkgirl/Earth 2 and The Flash/Earth 2) and characters with devastating SP2's (Batman/Batman Ninja for instance), Batman proves to be a worthy teammate to stand alongside them since he can become a source of unblockable stun (Static/Prime's "Taser Trap" guarantees a stun only if it lands unblocked). This type of support can be further amplified if one of his teammates is equipped with the Cloak of Destiny. Not to mention his stun on SP1 can help other characters like The Flash/Earth 2 trigger their passives.

IMG 1511-1-

Batman's passive has percent chance for an UNBLOCKABLE 1st special for all Red son characters.

He occupies a niche among Batman characters; he is not top tier but not unheard of either. He is more notorious in defense: unblockable chance for his special one is critical, as it is one of the very few sources of unblockable stun, although Luchador Bane has since overshadowed him in this regard. Still, Red Son Batman is known for being a mid-level nuisance to fight against; he is sometimes coupled with Red Son Green Lantern, as well as Red Son Solomon Grundy (defensive) or Wonder Woman (offensive) to form rather annoying teams.

Gear[]

Batman can find some great uses with his unblockable SP1. It can apply DOT from gears like The Ibistick and shatter gear with Claw of Horus 2 times with just a single usage. Combined with The Master's Death Cart can make him a good supporter, being able to inflict massive DOT damage, disable all enemy gears AND stun per tag-in with his ranged SP1. This opens up opponents to tag-in and destroy whole teams with a SP1 nuke using Cloak of Destiny and League Of Assassins Adept Knives, for example Wonder Woman's or Superman's SP1. He can also effectively use Enchantress in combination with Claw of Horus and/or DOT gears. He is able to launch a SP1, stun the enemy, juggle with his heavy attacks and regain power (faster with Red Son Wonder Woman and another Red Son), and repeat, leaving the enemy unable to retaliate due to the special disabling aspect of Enchantress's Skulls while the next SP1 is ongoing. Cloak of Destiny can also empower his or his teammates' attacks after stunning the enemy with his SP1.

His heavy combo is very good for juggling, so basic attack gears are also good on him, especially when teamed with Superman/Red Son or Deathstroke/Red Son.

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 (NOTE: These are especially situational and depends on Batman's teammates and gear loadouts)
    • Raven/Prime: Batman can set a low damage stun, making it easier for teammates with one-shot nukes or heavy damage last hits (Batman/Arkham Knight, Batman/Batman Ninja, etc.) to KO Raven without activating her annoyingly, deadly 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.
  • Static/Prime and Nightwing/Batman Ninja: Batman and his Red Son teammates may land unblockable SP1s, preventing them from gaining power from blocked special attacks.
  • Characters with low health: The unblockable stun will leave them open to incoming attacks.

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
Stay Down Second Special A flurry of crushing blows keeps Batman's enemies down. Rapid Swipe (x2)
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap


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 7,047 14,580
Elite I 10.571 21,870
Elite II 14,094 29,160
Elite III 21,141 43,740
Elite IV 24,665 52,488
Elite V 28,188 58,320
Elite VI 31,712 65,610
Elite VII 35,235 72,900
Elite VIII 38,759 80,190
Elite IX 42,282 87,480
Elite X 49,754 112,320

Trivia[]

  • He shares the same name of his SP2 with Superman/Injustice 2.
  • He shares the same stats with Wonder Woman/Red Son.
  • He's the only version of Batman to be wearing light-colored clothing/armor!
  • On his character sprite, his pistol holster is on the right side of his belt but in the game, the holster is on the left instead.
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