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Blackest Night Batman
Rarity Base Stats Price Unlock
Gold 1,250/1,000 400,000 Challenge Mode, Challenge Booster Pack, Blackest Night Booster Pack, Special Challenge Booster Packs, Halloween Bundle, Phantom Zone reward (Veteran and Elite)
Passive Surging Darkness: Batman deals more damage as his opponent’s health depletes. Blackest Night characters receive an additional 10% Unblockable chance for each Blackest Night member on their team.

Batman/Blackest Night is a character who's not to be underestimated. Despite his low health, he boasts a strong damage stat that's further boosted as his enemies take damage. He thrives on a full Blackest Night roster and can devastate the mid to later portions of a match, where opponents generally have 50% health or less.

He can be unlocked through his Challenge Mode. Otherwise, he can be randomly obtained from the Challenge Booster Pack, the Special Challenge Booster Packs, or as a guaranteed pull from the Blackest Night Booster 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%


Passive

Image-1477257209

Batman's passive while active; Note the increasing damage from his basic attacks

Blackest Night Batman can be a quite effective glass cannon. For every 1% of his enemy's currently missing health, Batman does 1% increased damage, for a bonus of 100% damage when they are at 1 health. Constantly wearing down his opponents will empower him to finish them off quicker.

His passive increases damage similarly to all other +damage sources and stacks additively with them. The LexCorp Sets 3-piece effect and other health-based DOTs such as from The Ibistick are unaffected by his passive. Using a special against a target with 1 health will essentially do 200-300% damage instead of the normal 100-200%; likewise in that case a Batman who already has +140% basic damage hitting an opponent at 1 health would hit for +240% (or 340% total).

The second part of his passive gives all other Blackest Night characters on his team a 10% unblockable chance on all attacks, multiplied by every teammate (therefore, with a team of 3 Blackest Night characters, they all gain 30% unblockable chance). As such, pair him up with other Blackest Night teammates to maximize his potential. His passive does include him and is increased by him.

Hits from gear (e.g. tag in stun from Cloak of Destiny, skulls from Enchantress, tag in damage from The Master's Death Cart which has 10 hits) do benefit from the unblockable chance, even if they are equipped on his Blackest Night teammates.

Gear

On a full Blackest Night team, the 30% unblockable chance makes it easier for Batman to land an unblocked STUN. This increases his synergy with the Cloak of Destiny. Between his passive, which increases damage every time his opponent takes damage, and the Cloak's damage boost against stunned targets, Batman can quickly finish off opponents with either his basic attacks or specials. The Cloak of Destiny also sets Batman up as an effective basic damage dealer or special user. Its 50% Crit Boost (when maxed) complements critical damage from either basic attacks or specials. Nekron's Scythe also works excellently on him, since he can utilize the stun boost similarly. Scythe's power/life steal at low health will be amplified by Batman's increased damage basics (if the enemy health is low), and the potential resurrect can mitigate Batman's low health.

Depending on the strategy, the following gears may also work (Note: This does not limit other gears and loadouts):

  • Special User:
    • Tantu Totem: Its one bar of power on tag-in gives Batman at least a chance for an unblocked stun. If Batman already had one bar, this means that he could fire off his powerful SP2 on tag-in, potentially KO his target, receive a power refund, and continue the carnage. Lastly, it provides critical chance to both his specials.
    • Demonic Cloak and Czarnian Hook & Chain: These gear provide critical chance to Batman's specials. Furthermore, the Demonic Cloak provides an advantageous power gen boost and the Hook & Chain provide a boost to Batman's SP1.
    • Heart of Darkness, The Ibistick, Fourth World Godly Mace, and League of Assassins Adept Knives: All these gears (except the Mace) boost Batman's power generation. They also provide a boost to at least one or both of his specials. The Heart of Darkness and the Ibistick provide DoT damage, whereas the Knives and the Mace provide area effect damage.
  • Basic Damage Dealer:
  • Damage over time:
    • The Ibistick: It is the strongest DoT gear; as Batman's special 1 applies gear DoT twice in one use, making it doubly effective. This has strong synergy with Martian Manhunter/Blackest Night's passive; as his lifedrain phase heals for 100% of DoT dealt against Martian Manhunter's opponent, even if the DoT is performed by a teammate. When several DoTs are running against a high health opponent (e.g. Superman/Injustice 2 or any Metal card), this can sap an enormous amount of health, potentially healing the whole team for more than their max health.
    • The Master's Death Cart: In addition to giving him power on tag in, if you use a special 1 while the Death Cart is firing, the Death Cart may apply the burn several times, whittling down his opponent quickly.
    • Tantu Totem: Gives him more power to endlessly spam his SP1. If you want to use it on a teammate, Quake Engine is a worthy substitute.

His own signature gears, Silicon Carbide Batsuit and his Cowl provide a hefty health boost to aid his low health, give another crit boost (Batsuit), or another source of stun on tag-in (Cowl).

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

  • Killer Croc/Arkham, The Merciless/Metal: Armor does not count as health to alleviate Batman's passive. Even if they have high amounts of Armor, if they have low health, Batman will still deal heavy damage to them regardless. Batman's unblockable chance can also counter Merciless's unblockable special passive, since breaking Merciless's block will reset that aspect of his passive.
  • Killer Frost/Prime: Coupled with the right gears that increase basic attacks, he can easily lower Killer Frost or her teammates' health without having to use his special(s).
  • Reverse Flash: The same general case as above, along with Reverse Flash's "decently" low health stats, it can be an easy job for Batman to lower his health down.
  • Bane/Luchador, and Batgirl/Cassandra Cain: Batman's SP2 comprises of three powerful hits (with each hit strong enough to KO opponents if their health is low enough). If the first or second hit KO an opponent, if either Bane or Batgirl tag in, their passives will not activate (despite their visual effect), giving Batman an opportunity to exploit their low health stats.
  • Nightwing/Batman Ninja, and Static/Prime: Batman's specials can be unblockable, preventing these characters from gaining power from blocked specials.
  • Superman/Godfall: Similar to the above, but for basic attacks instead, Superman cannot reflect his basic attacks if they land unblocked.
  • Hal Jordan/Red Lantern: Using specials can consume health, therefore increasing Batman's damage against Red Lantern. Red Lantern also cannot be healed, making Batman a great counter against him.
  • Solomon Grundy/Boss: Boss Grundy's passive relies on him being at low health, but Batman can quickly defeat him with increased damage as a result of his passive.

Countered By

  • Superman/Blackest Night: As much as he is good with Blackest Night Batman, he is also good against him, having unblockable immunity shared among other Blackest Night teammates, making them his own worst enemy.
  • Green Lantern/Red Son, and Batman/Beyond: They are immune to stun.
  • Superman/Injustice 2: If Batman's special attack breaks block, especially in full Blackest Night team, Superman's passive will trigger, negating the rest of the special damage.
  • Characters or gears that can heal: They will not only ensure their survivability but also reduce the effectiveness of his passive, as his damage can only increase the lower his opponent's health gets.
    • The Flash/Blackest Night: Beside healing from DOT, Flash can also resurrect with full health, limiting Batman's damage increasing.

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
Necrotic Energy Second Special A series of blows fueled by the dark power of Undeath. Quick Tap
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 9,787 14,580
Elite I 14,681 21,870
Elite II 19,575 29,160
Elite III 29,363 43,740
Elite IV 34,256 52,488
Elite V 39,150 58,320
Elite VI 44,044 65,610
Elite VII 48,938 72,900
Elite VIII 53,831 80,190
Elite IX 58,725 87,480
Elite X 69,103 112,320

Trivia

Batman does

Batman using his old passive at night time (note the Bat symbol on the top left).

  • His artifacts are: Cowl, Utility Belt, Black Lantern Ring, Bracers, and Explosive Batarang.
  • At the same time as Martian Manhunter/Blackest Night's Challenge repeat in October of 2016, he was completely revamped with new stats and a different passive (which was in the 2.12 update).
    • He's the 4th character overall to get their passive upgraded and the 2nd character overall to get their stats upgraded.
    • He is also the character to receive by far the largest buff after release, as technically, Green Lantern/Red Son's crit immunity was added after he was announced but before he was released.
  • Previously, his former passive (before the 2.12 update) was Night Strength: Batman deals 20% more damage between midnight and sunrise. It was possible to change the time on the device clock to use this bonus at any time, but he was still very unpopular. His stats were 1,000/800 and his price was 182,000 Power Credits.
  • Interestingly enough, the Minimum and Maximum Damage for all Batmen' SP1 used to be the same!
    • However, this was changed in the 2.16 update.
      • Now all characters that previously had reduced damage on their SP1 are now increased, but do not deal double damage.
  • You'll receive a free copy of a Silver character upon completing Challenge 10 of Battle 4 in Standard difficulty for his repeat.
Characters
Aquaman
Aquaman/Prime, Aquaman/Flashpoint, Aquaman/Injustice 2, and Aquaman/Regime
Ares
Ares/Prime, Ares/Regime, and The Merciless/Metal
Bane
Bane/Prime, Bane/Arkham Origins, Bane/Knightfall, Bane/Luchador, and Bane/Regime
Batgirl
Batgirl/Prime, Batgirl/Arkham Knight, and Batgirl/Cassandra Cain
Batman
Batman/Prime, Batman/Arkham Knight, Batman/Arkham Origins, Batman/Batman Ninja, Batman/Beyond, Batman/Blackest Night, Batman/Dawn of Justice, Batman/Flashpoint, Batman/Gaslight, Batman/Insurgency, Batman/Red Son, and Batman/Beyond Animated
Black Adam
Black Adam/Prime, Black Adam/Kahndaq, Black Adam/New 52, and Black Adam/Regime
Catwoman
Catwoman/Prime, Catwoman/Ame-Comi, Catwoman/Arkham Knight, Catwoman/Batman Ninja, Catwoman/Batman Returns, and Catwoman/Regime
Cyborg
Cyborg/Prime, Cyborg/Regime, and Cyborg/Teen Titans
Darkseid
Darkseid/Prime, and Darkseid/Apokolips
Deadshot
Deadshot/Arkham Origins, and Deadshot/Suicide Squad
Deathstroke
Deathstroke/Prime, Deathstroke/Arkham Origins, Deathstroke/Flashpoint, Deathstroke/Insurgency, and Deathstroke/Red Son
Doomsday
Doomsday/Prime, Doomsday/Blackest Night, Doomsday/Containment, and Doomsday/Regime
Green Arrow
Green Arrow/Prime, Green Arrow/Arrow, Green Arrow/Insurgency, and Green Arrow/Rebirth
Green Lantern
Green Lantern/Prime, Green Lantern/John Stewart, Green Lantern/New 52, Green Lantern/Red Son, Green Lantern/Regime, Green Lantern/Red Lantern Hal Jordan, Green Lantern/Yellow Lantern Hal Jordan, and Green Lantern/Jessica Cruz Rebirth
Harley Quinn
Harley Quinn/Prime, Harley Quinn/Animated, Harley Quinn/Arkham, Harley Quinn/Arkham Knight, Harley Quinn/Insurgency, and Harley Quinn/Suicide Squad
Hawkgirl
Hawkgirl/Prime, Hawkgirl/Blackest Night, Hawkgirl/Earth 2, and Hawkgirl/Regime
Killer Croc
Killer Croc/Arkham
Killer Frost
Killer Frost/Prime, and Killer Frost/Regime
Lex Luthor
Lex Luthor/Prime, Lex Luthor/Insurgency, and Lex Luthor/Krypto
Lobo
Lobo/Prime, and Lobo/Bounty Hunter
Martian Manhunter
Martian Manhunter/Prime, and Martian Manhunter/Blackest Night
Nightwing
Nightwing/Prime, Nightwing/Batman Ninja, Nightwing/New 52, and Nightwing/Regime
Raven
Raven/Prime, Raven/Rebirth, Raven/Regime, and Raven/Teen Titans
Scorpion
Scorpion/Klassic, Scorpion/Mortal Kombat, and Scorpion/Mortal Kombat X
Shazam
Shazam/Prime, Shazam/New 52, and Shazam/Regime
Sinestro
Sinestro/Prime, Sinestro/Antimatter, Sinestro/Green Lantern, and Sinestro/Regime
Solomon Grundy
Solomon Grundy/Prime, Solomon Grundy/Boss, Solomon Grundy/Earth 2, Solomon Grundy/Red Son, and Solomon Grundy/Regime
Static
Static/Prime
Superman
Superman/Prime, Superman/Blackest Night, Superman/Dawn of Justice, Superman/Godfall, Superman/Injustice 2, Superman/Man of Steel, Superman/New 52, Superman/Prison, Superman/Red Son, and Superman/Regime
The Arkham Knight
The Arkham Knight/Arkham Knight
The Flash
The Flash/Prime, The Flash/Blackest Night, The Flash/Earth 2, The Flash/Elseworld, The Flash/Metahuman, The Flash/New 52, The Flash/Regime, Reverse Flash, and Wally West/Rebirth
The Joker
The Joker/Prime, The Joker/Arkham Origins, The Joker/Insurgency, The Joker/Suicide Squad, The Joker/The Killing Joke, The Joker Unhinged/Suicide Squad, Lord Joker/Batman Ninja, and The Batman Who Laughs/Metal
Wonder Woman
Wonder Woman/Prime, Wonder Woman/600, Wonder Woman/Dawn of Justice, Wonder Woman/New 52, Wonder Woman/Red Son, and Wonder Woman/Regime
Zatanna
Zatanna/Prime
Zod
Zod/Prime, and Zod/Man of Steel
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