This page is currently under construction. The information contained within should not be considered fully accurate and/or complete.
The Injustice Arcade is an arcade port of the Injustice: Gods Among Us mobile game, released on October 16, 2017. It is made by Raw Thrills in collaboration with Netherrealm Studios and was first released in Dave and Buster's before being released in worldwide arcades.
Mechanics[]
The player will take control of real-life cards consisting of the Injustice: Gods Among Us cast. The player can either scan their character cards using the scanner to use those characters in battle, or start a battle without their cards and use random Bronze cards selected by the computers.
The game functions exactly like the mobile version, only the player pushes/holds buttons. There are six buttons altogether; the first three are action buttons that consists of a "quick" attack, block, and a "strong" attack, the fourth button is a special attack button, and finally, the fifth and sixth buttons are to start and to buy a card without playing the game, which also acts as tag-in buttons during battles.
The player cannot choose what special attack they want to use. They will have to use the special button to perform a special attack depending on how much their power bar is filled. When using a special attack, the player on the attacking side will have to rapidly press the special button to fill up the mini-game's result, which increases the damage of the special attack.
Unlike the app, this game allows for 2 players to play together in a local PvP match. Regardless of who wins, both will get to earn a card for themselves.
There's a single player mode for those who want to play by themselves. In single player mode, the player will get to choose from one of three towers to fight in.
The Series 4 update introduced an instant Super Move power up that players can use when battle begins. This requires an additional credit to use and will give a bonus card as an additional reward. Doing so however would mean spending twice the amount of credits on a single match. Before starting each match, players may choose either to use the power up or forfeit it. If the power up is used, any character may use it immediately when the special attack button is pressed. This power up can be used only once on one character in one battle. Note that both the instant Super Move power up and the characters' power bars are separate, meaning that they can generate their power normally, though it's difficult to tell how much due to the power up blocking the actual power bars. One can tell instead by looking at the characters' portraits.
Differences[]
- There will be the character's name that the player is using above the character's health bar. This also applies in Online Battles for Injustice Mobile, only that the name will be the opponent/player's WBID name.
- There is a "NOW LOADING" text on the bottom right corner when the battle is loading.
- New sprites for the game were made to encourage players to use a special attack or block.
- New "Speed" and "Defense" stat.
- Certain characters with swiping mini-games in their special attacks would use the tapping mini-game instead due to using a button instead of a finger.
- The game will always be on Countdown.
Singleplayer Ladders[]
Easy[]
Round | Character | Power | Defense | Speed | Health |
---|---|---|---|---|---|
1 | Nightwing/Prime | 35 | 40 | 59 | 42 |
Lex Luthor/Prime | 38 | 67 | 43 | 45 | |
Deathstroke/Insurgency | 53 | 30 | 73 | 39 | |
2 | Catwoman/Regime | 38 | 42 | 69 | 32 |
The Flash/Prime | ?? | ?? | ?? | ?? | |
Cyborg/Regime | ?? | ?? | ?? | ?? | |
3 | Black Adam/Prime | ?? | ?? | ?? | ?? |
Solomon Grundy/Regime | ?? | ?? | ?? | ?? | |
Lex Luthor/Insurgency | ?? | ?? | ?? | ?? | |
4 | The Flash/New 52 | 56 | 63 | 79 | 32 |
The Flash/Regime | 67 | 60 | 84 | 42 | |
5 | Superman/Prison (Boss) | 99 | 99 | 99 | 99 |
Medium[]
Round | Character | Power | Defense | Speed | Health |
---|---|---|---|---|---|
1 | Green Arrow/Insurgency | 30 | 51 | 50 | 48 |
Nightwing/Regime | ?? | ?? | ?? | ?? | |
The Joker/Prime | ?? | ?? | ?? | ?? | |
2 | Deathstroke/Prime | ?? | ?? | ?? | ?? |
Wonder Woman/Prime | ?? | ?? | ?? | ?? | |
The Flash/Regime | ?? | ?? | ?? | ?? | |
3 | Aquaman/Regime | ?? | ?? | ?? | ?? |
Doomsday/Regime | 52 | 99 | 38 | 66 | |
Solomon Grundy/Prime | ?? | ?? | ?? | ?? | |
4 | Lobo/Prime | 62 | ?? | ?? | ?? |
Bane/Knightfall | 62 | 83 | 83 | 66 | |
Green Arrow/Prime | ?? | ?? | ?? | ?? | |
5 | Batman/Prime | ?? | ?? | ?? | ?? |
Bane/Regime | ?? | ?? | ?? | ?? | |
Cyborg/Regime | ?? | ?? | ?? | ?? | |
6 | Lex Luthor/Insurgency | 56 | 78 | 47 | 51 |
Cyborg/Prime | 30 | 79 | 32 | 55 | |
7 | Wonder Woman/Regime (Boss) | 99 | 99 | 99 | 99 |
Hard[]
Round | Character | Power | Defense | Speed | Health |
---|---|---|---|---|---|
1 | Dommsday/Prime | ||||
2 | |||||
3 | |||||
4 | |||||
5 | |||||
6 | |||||
7 | |||||
8 | |||||
9 |
Series 01 Cards[]
Series 01 consists of all characters as of the 2.6 patch.
Bronze[]
Card No. | Name | Power | Defense | Speed | Health | Passive |
---|---|---|---|---|---|---|
01 | Catwoman/Regime | 38 | 42 | 69 | 32 | Sharpened Claws: Catwoman's Basic attacks deal 25% MORE DAMAGE vs. opponents suffering from DAMAGE-OVER-TIME. |
02 | Cyborg/Prime | 30 | 79 | 32 | 55 | Self-Repair: Cyborg regenerates HEALTH while tagged-out. |
03 | Deathstroke/Insurgency | 53 | 30 | 73 | 39 | Lock And Load: For each KNOCK-OUT blow that Deathstroke deals, he gains back 15% of his total POWER. |
04 | Green Arrow/Insurgency | 30 | 51 | 50 | 48 | Tactics: Green Arrow and his teammates deal 5% INCREASED DAMAGE on All Attacks. |
05 | Green Lantern/Prime | 50 | 65 | 42 | 39 | Energy Shield: Once per match, when Green Lantern is below 40% HEALTH, he takes 50% LESS DAMAGE for 8 seconds. |
06 | Green Lantern/New 52 | 53 | 79 | 36 | 42 | Protective Shield: Green Lantern gives himself and his teammates a 5% INCREASE to their MAXIMUM HEALTH. |
07 | Harley Quinn/Prime | 32 | 56 | 76 | 39 | Crazy Love: When teamed with The Joker, both Harley & The Joker deal 25% MORE DAMAGE. |
08 | Lex Luthor/Prime | 38 | 67 | 43 | 45 | Advanced Power Source: Lex Luthor and his teammates gain 15% INCREASED DAMAGE. |
09 | Nightwing/Prime | 35 | 40 | 59 | 42 | Hand-to-Hand Combatant: Nightwing takes 25% less DAMAGE from Basic attacks. |
10 | Sinestro/Prime | 50 | 75 | 78 | 39 | Powered By Fear: If an opponent tags out while fighting Sinestro, he gains back 15% of his total POWER. |
11 | Solomon Grundy/Regime | 32 | 78 | 34 | 58 | Born on a Monday: Once per match, on the brink of defeat Grundy will immediately regenerate 25% of his total HEALTH. |
12 | The Flash/Prime | 56 | 62 | 84 | 32 | Speedforce: Activating a Special attack gives The Flash a 15% attack SPEED INCREASE. Stacks up to three times. |
13 | The Flash/New 52 | 56 | 63 | 79 | 32 | Hyperactive: The Flash's POWER generates 5% FASTER. |
Silver[]
Card No. | Name | Power | Defense | Speed | Health | Passive |
---|---|---|---|---|---|---|
14 | Bane/Knightfall | 65 | 81 | 50 | 51 | Venom Overdose: Once per match, when Bane is below 40% HEALTH, he receives 150% increased POWER generation for 8 seconds. |
15 | Bane/Regime | 63 | 73 | 77 | 48 | Venom Rage: Once per match, when Bane is below 40% HEALTH, he does 25% INCREASED DAMAGE for 6 seconds. |
16 | Black Adam/Prime | 71 | 84 | 50 | 48 | Lightning Aura: When Black Adam tags in, he gains an aura that will DAMAGE the opponent if Black Adam is hit. Lasts for 3 hits. |
17 | Catwoman/Prime | 52 | 58 | 47 | 30 | Razor Claws: Catwoman's Basic attacks deal 50% MORE DAMAGE vs. opponents suffering from DAMAGE-OVER-TIME. |
18 | Cyborg/Regime | 46 | 72 | 41 | 57 | Re-Energize: Cyborg regenerates POWER at 150% the normal rate while he is tagged-out. |
19 | Deathstroke/Prime | 63 | 61 | 79 | 48 | Paid Mercenary: For each KNOCK-OUT blow that Deathstroke deals, he does 25% MORE DAMAGE with his next Special attack. |
20 | Doomsday/Regime | 52 | 99 | 38 | 66 | Hero Slayer: After a KNOCK-OUT blow is dealt by Doomsday, his next Special attack will be UNBLOCKABLE. |
21 | Green Arrow/Prime | 48 | 43 | 46 | 51 | Bow Blade: Green Arrow deals DAMAGE whenever he blocks an attack. |
22 | Green Lantern/Regime | 61 | 71 | 38 | 48 | Power Battery: Green Lantern and his teammates gain 25% INCREASED POWER generation. |
23 | Harley Quinn/Insurgency | 48 | 55 | 74 | 33 | Psychotic Sidekick: Harley and her teammates deal 10% MORE DAMAGE. |
24 | Lex Luthor/Insurgency | 56 | 78 | 47 | 51 | Force Field: Lex Luthor and his teammates have a 25% INCREASE to their MAXIMUM HEALTH. |
25 | Nightwing/Regime | 56 | 48 | 69 | 44 | Hand-to-Hand Expert: Nightwing takes 50% LESS DAMAGE from all Basic attacks. |
26 | Sinestro/Regime | 61 | 65 | 76 | 48 | Fear Will Rise: If an opponent tags out while fighting Sinestro, he gains back 25% of his total POWER. |
27 | Solomon Grundy/Prime | 42 | 80 | 30 | 62 | From The Grave: Once per match, on the brink of defeat Grundy will immediately regenerate 50% of his total HEALTH. |
28 | The Flash/Regime | 67 | 60 | 84 | 42 | Team Flash: The Flash and his teammates attack 15% FASTER. |
29 | The Joker/Prime | 65 | 70 | 49 | 48 | Toxic Death: If The Joker is KNOCKED-OUT, his OPPONENT LOSES HEALTH. |
30 | Wonder Woman/Prime | 56 | 76 | 77 | 59 | Olympian Strength: Each time Wonder Woman blocks a Special or Basic attack, she gains a 50% bonus to the DAMAGE of her next Special attack. |
Gold[]
Card No. | Name | Power | Defense | Speed | Health | Passive |
---|---|---|---|---|---|---|
31 | Bane/Prime | 41 | 74 | 67 | 66 | Venom Tank: Once per match, when Bane is below 40% HEALTH, he does 25% more damage and all basic attacks will be critical hits for 10 seconds. |
32 | Batman/Prime | 47 | 96 | 83 | 75 | Tactical Genius: Batman and his teammates deal 25% MORE DAMAGE. |
33 | Batman/Arkham Origins | 78 | 94 | 63 | 80 | Invisible Predator: Batman starts battles with 2 bars of POWER. |
34 | Batman/Insurgency | 52 | 92 | 63 | 71 | Martial Arts: Batman's Basic attacks deal 300% MORE DAMAGE if an opponent is STUNNED. |
35 | Black Adam/Regime | 52 | 89 | 78 | 43 | Lightning Shield: When Black Adam tags in, he gains a shield that will DAMAGE the opponent if Black Adam is hit. While the aura is active any SP used against him will have 2x damage reflected back at the attacker. Lasts for 3 hits. |
36 | Catwoman/Batman Returns | 73 | 44 | 76 | 53 | Deadly Games: DAMAGE-OVER-TIME attacks deal +100% DAMAGE for Catwoman and her teammates. |
37 | Cyborg/Teen Titans | 47 | 56 | 72 | 66 | Reconstruction: Cyborg quickly regenerates HEALTH while tagged-out. |
38 | Doomsday/Prime | 62 | 99 | 44 | 71 | Hero Killer: For each KNOCK-OUT blow that Doomsday deals, he GAINS 50% HEALTH. |
39 | Green Arrow/Arrow | 67 | 34 | 48 | 62 | Random Arrow: Arrow's Basic combo has a chance of releasing a random arrow with unique effects. |
40 | Harley Quinn/Animated | 47 | 56 | 84 | 57 | Deranged Cheerleader: Harley and her teammates receive +20% DAMAGE and POWER generation, +40% for Joker characters. |
41 | Lex Luthor/Krypto | 57 | 46 | 72 | 62 | Particle Shield: Lex Luthor and his teammates have a 30% INCREASE to their MAXIMUM HEALTH. |
42 | Lobo/Prime | 62 | 83 | 83 | 66 | Czarnian Physiology: Lobo is IMMUNE to the effects of POWER DRAIN. |
43 | Nightwing/New 52 | 62 | 43 | 76 | 62 | Charged Sticks: Upon tag-in, Nightwing's Basic attacks deal +100% DAMAGE for 3 seconds. |
44 | Shazam/Prime | 73 | 51 | 86 | 98 | Lightning Fury: Upon Super attack activation, Shazam deals +300% Basic DAMAGE, takes 50% less DAMAGE, and may perform Special attacks without using any POWER for 12 seconds. |
45 | Sinestro/Green Lantern | 67 | 35 | 74 | 62 | Ring Overcharge: While fighting Sinestro, if an opponent tags-out, Sinestro's next Special or Super attack does +50% DAMAGE. |
46 | Superman/Prime | 57 | 98 | 90 | 85 | Super Speed: Once per match, when Superman is at 40% HEALTH or less, he attacks 50% FASTER for 6 seconds. |
47 | Superman/Regime | 67 | 96 | 86 | 75 | Super Strength: Once per match, when Superman is at 40% HEALTH or less, he does 50% increased DAMAGE for 6 seconds. |
48 | The Joker/Insurgency | 52 | 82 | 80 | 53 | Last Laugh: If The Joker is KNOCKED-OUT, his OPPONENT LOSES HEALTH. |
49 | Wonder Woman/Regime | 52 | 80 | 74 | 71 | Shield of the Gods: Successfully BLOCKING any attack generates POWER for Wonder Woman. |
50 | Aquaman/Prime | 73 | 65 | 94 | 71 | Armies of Atlantis: Aquaman can summon a soldier of Atlantis by using Atlantean Hero. |
51 | Aquaman/Regime | 57 | 83 | 80 | 71 | Watery Grave: Aquaman's supermove drains the entire enemy team of all Power. |
52 | Ares/Prime | 99 | 55 | 73 | 57 | To the Death: When Ares performs the God Smack special, it shocks opponents causing them to LOSE the ability to BLOCK for a limited time. |
53 | Bane/Arkham Origins | 88 | 34 | 72 | 75 | Vengeance: Bane enrages when below 50% health, giving himself and all Arkham teammates 1 bar of power (once per match). |
54 | Bane/Luchador | 88 | 30 | 75 | 48 | Feel the Pain: Upon Tag-In, Bane has a Chance to STUN his opponent and receives a 25% Boost to All Damage for 4 seconds. |
55 | Batgirl/Prime | 62 | 64 | 53 | 66 | Tactical Advantage: Batgirl and her teammates each start the match with 1 bar of POWER. |
56 | Batgirl/Cassandra Cain | 93 | 30 | 94 | 62 | Assassin's Ambush: On Tag-In, Cassandra Cain attacks causing opponent to lose 25% of current health. |
57 | Batman/Arkham Knight | 99 | 61 | 71 | 94 | Wayne Tech: When Bruce first engages an enemy, he activates two WayneTech boosts at random. |
58 | Batman/Beyond | 62 | 79 | 89 | 57 | Future Batsuit: Batman Beyond is IMMUNE to STUN. |
59 | Batman Beyond/Animated | 88 | 52 | 69 | 71 | Winning Edge: Upon special attack use, Batman receives a boost for a limited time. Explosive Batarang increases BASIC DAMAGE. Future Bat raises CRIT CHANCE. The Dark Knight increases CRIT DAMAGE. |
60 | Batman/Blackest Night | 78 | 92 | 80 | 48 | Night Strength: Blackest Night Batman gains +20% DAMAGE between midnight and sunrise. |
61 | Batman/Red Son | 67 | 45 | 78 | 66 | Red Son Cunning: All Red Son teammates gain Chance for UNBLOCKABLE on SPECIAL 1 attacks. |
62 | Darkseid/Prime | 83 | 53 | 86 | 85 | Empower Minions: All BRONZE characters on Darkseid's team gain +300% HEALTH and DAMAGE. |
63 | Deathstroke/Arkham Origins | 62 | 44 | 78 | 75 | Elite Soldier: Reaching 200% Damage on Point Blank special makes it UNBLOCKABLE and automatically CRIT. |
64 | Deathstroke/Red Son | 73 | 80 | 53 | 57 | Red Son Speed: All characters on Deathstroke's team gain +5% SPEED per Red Son character on the team. |
65 | Doomsday/Containment | 47 | 99 | 63 | 30 | Evolutionary Rebirth: Three times per match, and in the face of certain defeat, Doomsday will immediately regenerate 50% of his TOTAL HEALTH and POWER while receiving a 10% DAMAGE INCREASE. |
66 | General Zod/Man of Steel | 57 | 81 | 87 | 85 | Kryptonian Battle Armor: General Zod takes 20% LESS DAMAGE from Special and Super attacks. |
67 | Green Lantern/John Stewart | 52 | 76 | 79 | 62 | Emergency Barrier: When Green Lantern or a teammate reaches 20% HEALTH, a barrier appears, making that character INVULNERABLE for 4 seconds. This can occur once per character, per match. |
68 | Green Lantern/Red Son | 62 | 49 | 72 | 80 | Red Son Energy Armor: Red Son characters on Green Lantern's team take 20% LESS Special Damage, and are IMMUNE to STUN and CRIT. |
69 | Hal Jordan/Red Lantern | 73 | 35 | 84 | 99 | Red Lantern Rage: Special Attacks and Supermove use HEALTH instead of POWER. Red Lantern Hal CANNOT be healed. |
70 | Harley Quinn/Arkham | 67 | 80 | 77 | 62 | Play Doctor: Harley and her teammates have a 25% INCREASE to their MAXIMUM HEALTH. ARKHAM characters have a chance of UNBLOCKABLE on Special Attack 2. |
71 | Harley Quinn/Arkham Knight | 88 | 60 | 70 | 66 | This One's For Mr. J!: When the enemy tags-in, Harley may perform a surprise attack (if she is tagged out). If The Joker's knocked out on Harley's team, she gains full POWER. |
72 | Hawkgirl/Prime | 67 | 71 | 82 | 62 | Air Support: Hawkgirl and her team can TAG IN and OUT more QUICKLY (4 seconds faster tag cooldown). When Hawkgirl switches out or in the enemy is snared and cannot switch for 8 seconds. Basic attacks do 100% more basic damage when opponent is snared. |
73 | Hawkgirl/Regime | 88 | 69 | 98 | 66 | Shock and Awe: When Hawkgirl tags in, she disables all opponents' Special Attacks for 5 seconds. If she gets 200% on SP2, it will become a critical hit. |
74 | Killer Frost/Prime | 62 | 93 | 73 | 85 | Best Served Cold: Dampens all opponents power generation by 50%. |
75 | Killer Frost/Regime | 47 | 64 | 89 | 89 | Polar Vortex: Killer Frost surrounds her opponents in bitter cold, Reducing all Healing effects by 90%. Upon Special attack activation, opponent's POWER Generation and SPEED are Reduced by 50%. |
76 | Lobo/Bounty Hunter | 83 | 80 | 88 | 62 | Hooked: When Lobo performs SP2, the enemy cannot tag out until the fire DOT runs its course. Every successful SP2 makes the next SP2 damage and DOT length go up by 20%. |
77 | Martian Manhunter/Prime | 52 | 58 | 85 | 85 | Telepathic Attack: Martian Manhunter's Basic combo has a chance of launching a Telepathic Attack, which causes random effects on his opponent. |
78 | Martian Manhunter/Blackest Night | 78 | 37 | 85 | 94 | Shifter: J'onn cycles through different offensive buffs: LIFE DRAIN (health siphoned goes to his entire team), increased POWER Generation and increased DEFENSE. |
79 | Raven/Prime | 83 | 73 | 79 | 66 | Demonic Rage: Twice per match, when Raven is below 20% HEALTH she swaps HEALTH with her opponent. |
80 | Raven/Regime | 73 | 86 | 82 | 62 | Demon Stance: Once per match, when Raven is below 40% HEALTH, her Basic attacks drain POWER from the opponent for 8 seconds. |
81 | Reverse Flash | 78 | 48 | 99 | 66 | Cellular Regeneration: While active, the Reverse Flash has a chance to immediately regenerate HEALTH and CLEANSE negative effects after taking damage from a Special Attack. May occur 3 times per match. |
82 | Scorpion/Mortal Kombat | 73 | 67 | 87 | 53 | Fire and Blood: Scorpion's heavy combo causes his opponent to suffer BLEEDING damage over 2 seconds and Specials inflict FIRE damage over 6 seconds. |
83 | Scorpion/Mortal Kombat X | 99 | 71 | 87 | 66 | Reborn Spectre: Reaching 200% Damage on a Special Attack makes its DAMAGE-OVER-TIME damage automatically CRIT. |
84 | Solomon Grundy/Boss | 31 | 52 | 49 | 89 | One Foot In The Grave: Grundy gains bonus DAMAGE to his Basic attacks based on how close he is to death. |
85 | Solomon Grundy/Red Son | 57 | 74 | 76 | 57 | Red Son Toughness: Grundy and his team gains 15% INCREASED TOTAL HEALTH for each Red Son character on his team. |
86 | Static/Prime | 83 | 53 | 98 | 71 | Aftershock: Immune to POWER DRAIN. Successfully BLOCKING Special Attacks generates POWER for Static. |
87 | Superman/Godfall | 78 | 60 | 68 | 89 | Power of Kandor: On successful BLOCK Superman reflects all Basic Damage. |
88 | Superman/Man of Steel | 57 | 66 | 89 | 85 | Flying Blows: Every Special attack has a 30% chance of using NO POWER, allowing it to be used again INSTANTLY. |
89 | Superman/Prison | 47 | 77 | 82 | 48 | Super Health: Once per match, when Superman is at 40% HEALTH or less, he regenerates HEALTH for 6 seconds. |
90 | Superman/Red Son | 78 | 81 | 83 | 75 | Red Son Strength: Superman and his team gain a 25% DAMAGE BOOST to Basic attacks for each Red Son character on his team. |
91 | The Arkham Knight/Arkham Knight | 88 | 63 | 70 | 85 | Drone Strike: Achieving +180% on the Gotham Knight Special Attack calls in a drone strike, dealing DAMAGE to the entire enemy team. |
92 | The Flash/Elseworld | 52 | 63 | 62 | 43 | Bullet Time: Once per match, when Flash reaches 30% HEALTH, his opponent's SPECIALS are disabled and TIME SLOWS for 7 seconds. |
93 | The Flash/Metahuman | 99 | 38 | 99 | 85 | Superspeed: Upon Special Attack or Supermove activation, Basic attacks temporarily triple in speed with a CHANCE to be UNBLOCKABLE and do CRITICAL damage. |
94 | The Joker/Arkham Origins | 93 | 85 | 81 | 53 | Contagious Laughter: Joker's Special Attacks inflict poison gas. The damage from the poison multiplies with every Arkham teammate. |
95 | The Joker/The Killing Joke | 73 | 80 | 51 | 43 | Joke's On You!: If The Joker is KNOCKED-OUT, his teammates' POWER is charged to FULL. |
96 | Wonder Woman/600 | 57 | 79 | 83 | 75 | Amazonian Fury: All FEMALE characters on Wonder Woman's team receive +30% DAMAGE and POWER generation. |
97 | Wonder Woman/Justice League | 88 | 88 | 83 | 85 | Justice League Fury: When Wonder Woman activates a Special Attack or Supermove, Justice League teammates receive power: Superman, Batman, The Flash, Green Lantern, Aquaman, Martian Manhunter, Cyborg, Wonder Woman. |
98 | Wonder Woman/Red Son | 67 | 79 | 84 | 66 | Red Son Power: Wonder Woman and her team gain 15% POWER generation for each Red Son character on her team. |
99 | Zatanna/Prime | 67 | 57 | 66 | 80 | Deck of Fate: Pick a Card, any Card! Each card has one of five EFFECTS: Regain 50% of Health, Damage over Time, Damage Boost, Power Drain, or as in all magic it can BACKFIRE. |
100 | Zod/Prime | 57 | 88 | 88 | 85 | Phantom Zone Survivor: For every teammate that is KNOCKED-OUT, General Zod receives +20% bonus to All DAMAGE and +20% bonus to HEALTH. |
Series 02 Cards[]
Series 02 re-releases all the characters as of the 2.6 patch with new card designs, as well as introduce a new set of cards of preformed teams that are labelled as Platinum tier with in-built synergy.
Team Cards[]
Card No. | Team Name | Team Members | Synergy |
---|---|---|---|
101 | Gotham Knights |
|
Master Detectives: Each member is IMMUNE to STUN. |
102 | Speed Force |
|
Kinetic Constitution: Each member receives a bonus to HEALTH. |
103 | League of Green |
|
Emerald Might: Each member's DAMAGE is increased. |
104 | League of Assassins |
|
Al Ghul's Gambit: Each member's CRIT CHANCE is boosted. |
105 | Femmes Fatales |
|
Amazonian Protection: Each member is IMMUNE to CRIT. |
106 | Justice League |
|
Defenders of Earth: Each member's DEFENSE is increased. |
107 | Teen Titans |
|
Youthful Regeneration: Each member's Basic combo will restore HEALTH. |
108 | Suicide Squad |
|
Last Shot: Each member's CRIT DAMAGE is boosted. |
109 | The Ultimate |
|
Evolutionary Speed: Each member's SPEED is increased. |
110 | Blackest Night |
|
Nekron's Touch: Each member's Basic combo will DRAIN POWER. |
Series 03 Cards[]
Series 03 introduces a new tier of cards called the “Boss” tier. While it was announced to be released on March 2020, it has been pushed backed a year later due to the COVID-19 pandemic. According to sources, each card has maxed stats with no other ability.
Boss Cards[]
Series 04 Cards[]
Series 04 introduces a new set of cards that is labelled "Gear" and is the first time the gear mechanic from the mobile version being implemented to the arcade. A character will have a preset gear loadout consisting of two gears, their signature one and a Common (1-Star) or Uncommon (2-Star) gear. Both the gears are in their unevolved form at level 0.
"Gear" Cards[]
Card No. | Name | Power | Defense | Speed | Health | Gear |
---|---|---|---|---|---|---|
121 | Zatanna/Prime | 73 | 62 | 72 | 88 | Gear 1: Protection Amulet
Gear 2: Magic Wand
|
122 | The Arkham Knight/Arkham Knight | 96 | 69 | 77 | 93 | Gear 1: Prototype Weaponry
Gear 2: Custom Pistols
|
123 | Shazam/Prime | 80 | 56 | 94 | 99 | Gear 1: Sorcerer's Mask
Gear 2: White Cloak
|
124 | Nightwing/New 52 | 68 | 47 | 83 | 68 | Gear 1: Mark Of The Tiger
Gear 2: Eskrima Sticks
|
125 | Static/Prime | 91 | 58 | 99 | 78 | Gear 1: Battle Staff
Gear 2: Disc
|
126 | Raven/Prime | 91 | 80 | 86 | 72 | Gear 1: Forcefield
Gear 2: Azarathian Cloak
|
127 | Superman/Man of Steel | 62 | 72 | 97 | 93 | Gear 1: Combat Training
Gear 2: Kryptonian Suit
|
128 | Batman/Arkham Origins | 85 | 99 | 69 | 88 | Gear 1: Kryptonite Shard
Gear 2: Bulletproof Batsuit
|
129 | Harley Quinn/Arkham | 73 | 88 | 84 | 68 | Gear 1: Cryo Pistol
Gear 2: .357 Revolver
|
130 | The Joker/Arkham Origins | 99 | 93 | 89 | 58 | Gear 1: Wild Card
Gear 2: Pistol
|
Notes[]
- All characters normally cannot crit except for specific circumstances.
- For example, Arkham Origins Deathstroke and Mortal Kombat X Scorpion can do so via their passives and only through them. The same applies to the League of Assassins team card.
- As the Suicide Squad team card boosts the team's critical damage and not their critical chance, all its teammates receive a small default critical chance so that the team ability will not be redundant.
- The Flash/Elseworld's passive does not interrupt special attacks.
- Unlike his mobile counterpart, Red Lantern Hal Jordan does not drain power on his SP1, start with 1 bar of power instead of full power and his power does not automatically recharge.
- All Batman characters have heavy combos that stagger, unlike the mobile version's current state.
- Unlike Online Battles in Injustice Mobile, there is no way to reduce Super Move damage in the arcade.
- When playing singleplayer, the normal combat rules apply where the AI opponents can perform a fully blocked basic combo while the player's basic attacks get cancelled when blocked. This applies to whichever side the player is playing from. When playing with a friend however, they both can cancel each other's basic combo by blocking.
- Assembling team cards with specific members one by one, regardless of order will not count.
- Characters in the Blackest Night team card can only drain a small amount of power on the last hit of the light combo. This excludes their combo enders.
- Scanning a Boss card after scanning two other non-boss characters will immediately forfeit them from supporting the Bosses.
- A team can contain the Gear card version of a character as well as its corresponding Gold card version.
- If the player uses Red Lantern Hal Jordan and enable the instant Super Move powerup, he can use the Super Move immediately whenever the player wishes, but it will take away and spend his health instead, as according to his passive. Interestingly, this will not use up the powerup and hence, he can use at most one more super move before inevitably dying. The powerup will only go away when other characters besides Red Lantern Hal uses it and when it's gone, will reveal Red Lantern Hal's actual Power.
Trivia[]
- Prior to the introduction of Series 04, Gear did not exist in this version of the game. Thus, players will have to solely rely on the characters' passives and the way they fight.
- Interestingly enough, it appears that Arkham Origins Joker has the unreleased Joker's Wild in his gear loadout.
- For some reasons unknown, despite the current build of the mobile app, the arcade version has yet to introduce the newer characters such as Batgirl/Arkham Knight or The Merciless/Metal.
- Likewise, the Team and Boss cards are not expanded upon.
- When scanning and using Gear Character cards, you can actually see the specific gear the character uses before and during the battle, unlike the mobile version where the player has to tap on the opponent's characters to view them and during the battle, is not possible at all to view them.
Estimated Pull Odds[]
- Bronze - 20%
- Silver - 26%
- Gold - 46%
- Team - 3%
- Boss - 2.5%
- Gear - 2.5%
- Foil - 33% overall (~33% for bronze/silver/gold, ~45% for team, ~20% for boss and gear)
(Above is based on series 4 pulls only.)
(Raw data: 1079 pulls (352 foil). 215 bronze (77 foil). 279 silver (91 foil). 501 gold (160 foil). 31 team (14 foil). 26 boss (5 foil). 27 gear (5 foil).)