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Health Health is one of the two main stats in Injustice Mobile, along with Damage. Health represents how much damage a character can take before they are knocked out and removed from the match.

All characters have a base health, which is their health at level 1, without promotions and support cards. This ranges from 180 (Catwoman/Regime, The Flash/Prime and The Flash/New 52) to 3,000 (Black Adam/New 52).

Health bar[]

Health bar effects

From left to right: Necrotic damage (purple), normal health (light blue), Killer Croc/Arkham's armor (greenish brown), and power shield (translucent blue). This image may no longer be possible, as Armor is now converted to Power Shield if the latter is already active.

The health bar at the top of the screen displays the health levels of both tagged in combatants, and shrink towards the middle as they take damage. Additionally, effects such as Superman/Blackest Night's necrotic damage, Armor, and Astro-Harness's power shield are also displayed on the health bar. Note that necrotic damage physically blocks health from being healed up to that area, while armor and power shield are layers of protection over the normal health (i.e. if you have 10% health, armor and power shield each, it takes 30% of your maximum health as damage to knock out).

Increasing health[]

This can be done by leveling and promoting the character. At level 50 and elite VII, a gold card's health would become 54 times of their base health (x10.8 from leveling, x5 from promotions). This value is roughly 25.92 and 41 for bronze and silver cards respectively.

Health boosts from passives or gear generally stack additively. A 22% and a 25% increase adds up to 47% increase, not 52.5%.

Support cards[]

All characters have unique support enhancement cards bought with Power Credits that modify their health stat (+10%). For example, Superman is affected by the Lois Lane card, which increases his health stat by 10%, while Son of Krypton increases his damage by 10% and Fortress of Solitude increases his energy regeneration by 10%.

Additionally, alliance support cards bought with Alliance Credits affect all characters. The health alliance support cards include Kilowog (+3%, 5 credits), Hawkman (+4%, 15 credits), Black Manta (+5%, 25 credits), Parallax (+6%, 35 credits), and Swamp Thing (+7%, 45 credits).

This adds up to +35% health total.

Augment[]

With the 2.6 update, characters now can increase their Damage and Health stats (increase base stats by up to 300), as well as their Crit damage and Crit chance.

Health stat[]

The health stat of a character is shown on the card in red color with a heart symbol. The health during battle can be affected by various character passives and/or gear effects, but this does not alter the health stat.

The formula for current health stat of a character is calculated as (only applicable for player-controlled characters):

(base + augment) × level multiplier × promotion multiplier × support card (rounded down)

(For those multipliers, see level and promotion. See also: augment.)

For example, Flashpoint Batman at EX, level 60, fully augmented and all support cards collected (including Alliance Credit ones), his health stat will be:

(1300 + 300) × 12.8 × 6.5 × 1.35 = 179712

Highest base health[]

Position Character(s) Health
1 Black Adam/New 52 3,000
2 The Merciless/Metal 2,900
3 The Batman Who Laughs/Metal 2,800
4 Nightwing/Batman Ninja 2,750
5 Catwoman/Batman Ninja, & Shazam/New 52 2,700
7 Superman/Injustice 2, Superman/New 52, & Batman/Batman Ninja 1,500
10 Harley Quinn/Suicide Squad 1,450
11 Superman/Blackest Night 1,425
12 Wonder Woman/Dawn of Justice, Hal Jordan/Red Lantern, Darkseid/Apokolips, Doomsday/Blackest Night, Batman/Gaslight, Aquaman/Injustice 2, & Catwoman/Ame-Comi 1,400
19 Deathstroke/Flashpoint, Hawkgirl/Blackest Night, & Killer Croc/Arkham 1,360
22 Shazam/Prime, Raven/Rebirth, The Joker/Suicide Squad,
The Flash/Earth 2, & Green Arrow/Rebirth
1,350

Highest total base stats[]

Position Character(s) Total stats
1 Shazam/New 52 5,700
2 Nightwing/Batman Ninja, The Batman Who Laughs/Metal, The Merciless/Metal,
Black Adam/New 52, & Catwoman/Batman Ninja
5,600
7 The Flash/Blackest Night, Superman/Injustice 2, Aquaman/Injustice 2, Superman/Blackest Night, Batman/Flashpoint, Batman/Gaslight, Superman/New 52, Batman/Batman Ninja,
& Lord Joker/Batman Ninja
2,800
16 Deadshot/Suicide Squad, Harley Quinn/Suicide Squad, The Joker Unhinged/Suicide Squad, The Joker/Suicide Squad, Hawkgirl/Earth 2, The Flash/Earth 2, Hal Jordan/Yellow Lantern,
& Deadshot/Arkham Origins
2,700
24 The Flash/Wally West Rebirth, Raven/Rebirth,
Jessica Cruz/Rebirth, & Green Arrow/Rebirth
2,650
28 Superman/Dawn of Justice, Catwoman/Ame-Comi, Raven/Teen Titans, Hawkgirl/Blackest Night, Killer Croc/Arkham, Scorpion/Klassic & Deathstroke/Flashpoint 2,600

Trivia[]

Survivor Health

An opponent on match 14 of Survivor, in this case Solomon Grundy/Earth 2, taking DOT from the LexCorp Helmet V2 and the League of Assassins Adept Blade (0.6% and 1% max health per second respectively), indicating that he has over 1.6 million health. This is prior to a nerf; currently, not even match 17 opponents have that much health.

(1500 + 300) * 6.5 * 12.8 * 1.35 * (1 + 50% + 30% + 25% + 40% + 40% + 40%) = 657072
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