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Injustice Mobile Wiki

This page is currently under construction. The information contained within should not be considered fully accurate and/or complete.

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The current list of Injustice Arcade cards, featuring Series 4.

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 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 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 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
  1. Batman/Prime
  2. Batgirl/Prime
  3. Nightwing/New 52
Master Detectives: Each member is IMMUNE to STUN.
102 Speed Force
  1. The Flash/Metahuman
  2. The Flash/Elseworld
  3. Reverse Flash
Kinetic Constitution: Each member receives a bonus to HEALTH.
103 League of Green
  1. Martian Manhunter/Prime
  2. Green Arrow/Arrow
  3. Green Lantern/John Stewart
Emerald Might: Each member's DAMAGE is increased.
104 League of Assassins
  1. Deathstroke/Arkham Origins
  2. Bane/Arkham Origins
  3. Batgirl/Cassandra Cain
Al Ghul's Gambit: Each member's CRIT CHANCE is boosted.
105 Femmes Fatales
  1. Killer Frost/Prime
  2. Hawkgirl/Regime
  3. Wonder Woman/600
Amazonian Protection: Each member is IMMUNE to CRIT.
106 Justice League
  1. Batman/Arkham Origins
  2. Wonder Woman/Justice League
  3. Superman/Man of Steel
Defenders of Earth: Each member's DEFENSE is increased.
107 Teen Titans
  1. Cyborg/Teen Titans
  2. Static/Prime
  3. Raven/Prime
Youthful Regeneration: Each member's Basic combo will restore HEALTH.
108 Suicide Squad
  1. The Joker/The Killing Joke
  2. Harley Quinn/Arkham Knight
  3. Bane/Luchador
Last Shot: Each member's CRIT DAMAGE is boosted.
109 The Ultimate
  1. Lex Luthor/Krypto
  2. Doomsday/Containment
  3. Doomsday/Prime
Evolutionary Speed: Each member's SPEED is increased.
110 Blackest Night
  1. Hal Jordan/Red Lantern
  2. Martian Manhunter/Blackest Night
  3. Batman/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[]

Card No. Name Power Defense Speed Health Passive Passive
111 Darkseid (Boss) 99 99 99 99 Empower Minions: All BRONZE characters on Darkseid's team gain +300% HEALTH and DAMAGE.
112 Doomsday (Boss) 99 99 99 99 Hero Killer: For each KNOCKOUT blows that Doomsday deals, he gains back 50% of his maximum health.
113 Ares (Boss) 99 99 99 99 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.
114 Luthor (Boss) 99 99 99 99 Particle Shield: Lex Luthor and his teammates have a 30% INCREASE to their MAXIMUM HEALTH.
115 Lobo (Boss) 99 99 99 99 Czarnian Physiology: Lobo is IMMUNE to the effects of POWER DRAIN.
116 Scorpion (Boss) 99 99 99 99 Fire and Blood: Scorpion's heavy (swiping) combo causes his opponent to suffer BLEEDING damage over 2 seconds and his Specials inflict FIRE damage over 6 seconds.
117 Batman (Boss) 99 99 99 99 Waynetech: When Bruce first engages an enemy, he activates two Waynetech boosts at random.
118 Superman (Boss) 99 99 99 99 Power of Kandor: On successful BLOCK Superman reflects all Basic Damage.
119 Harley (Boss) 99 99 99 99 Deranged Cheerleader: Harley and her teammates receive +20% DAMAGE and POWER generation, +40% for Joker characters.
120 Catwoman (Boss) 99 99 99 99 Deadly Games: DAMAGE-OVER-TIME attacks deal +100% DAMAGE for Catwoman and her teammates.

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 Gear
121 Zatanna/Prime 73 62 72 88 Gear 1: Protection Amulet
  • 5% MAX HEALTH increase

Gear 2: Magic Wand

  • 8% POWER GENERATION increase
  • 100% CHANCE TO AREA EFFECT: opponent's team takes 15% damage from Special 1
122 The Arkham Knight/Arkham Knight 96 69 77 93 Gear 1: Prototype Weaponry
  • 3% DAMAGE BOOST to Special 1

Gear 2: Custom Pistols

  • 50% DAMAGE BOOST to basic attacks
  • CRIT BOOST: 35% more damage on CRIT attacks
123 Shazam/Prime 80 56 94 99 Gear 1: Sorcerer's Mask
  • 2% DAMAGE BOOST to Special 2

Gear 2: White Cloak

  • 8% POWER GENERATION increase
  • 100% CHANCE TO AREA EFFECT: opponent's team takes 10% damage from Special 1
124 Nightwing/New 52 68 47 83 68 Gear 1: Mark Of The Tiger
  • 30% DAMAGE BOOST to basic attacks

Gear 2: Eskrima Sticks

  • 50% DAMAGE BOOST to basic attacks
  • 15% UNBLOCKABLE chance on basic attacks
125 Static/Prime 91 58 99 78 Gear 1: Battle Staff
  • BLOCKING stops 8% more damage

Gear 2: Disc

  • BLOCKING stops 12% more damage
  • 100% CHANCE TO AREA EFFECT: opponent's team takes 5% damage from Special 2
126 Raven/Prime 91 80 86 72 Gear 1: Forcefield
  • BLOCKING stops 5% more damage

Gear 2: Azarathian Cloak

  • 8% POWER GENERATION increase
  • 20% LIFEDRAIN chance on Special 2
127 Superman/Man of Steel 62 72 97 93 Gear 1: Combat Training
  • BLOCKING stops 5% more damage

Gear 2: Kryptonian Suit

  • 12% MAX HEALTH increase
  • 15% chance to REFLECT SPECIAL 2 while blocking
128 Batman/Arkham Origins 85 99 69 88 Gear 1: Kryptonite Shard
  • 5% POWER GENERATION increase

Gear 2: Bulletproof Batsuit

  • 12% MAX HEALTH increase
  • CRIT BOOST: 30% more damage on CRIT attacks
129 Harley Quinn/Arkham 73 88 84 68 Gear 1: Cryo Pistol
  • 5% DAMAGE BOOST to Special 1

Gear 2: .357 Revolver

  • 8% DAMAGE BOOST to Special 1
  • 100% CHANCE TO HEAL TEAM 15% on Special 2
130 The Joker/Arkham Origins 99 93 89 58 Gear 1: Wild Card
  • 5% MAX HEALTH increase

Gear 2: Pistol

  • 8% DAMAGE BOOST to Special 1
  • 15% POWERDRAIN chance on Special 2

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).)

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