Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,240/1,360 | 495,000 | Challenge Mode, Bonus Battle 8, Arkham Killer Croc Early Access Bundle, Nth Metal Pro Pack, Phantom Zone reward (Elite) |
Apex Predator: Killer Croc gains armor when he Tags-In or does a Special Attack. Arkham Characters Special Attack use also give Killer Croc armor. |
Strategy
Basic attacks
Basic combo | Damage pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3%) | 9% |
Heavy | 4% - 5% - 5% | 14% |
He has unique heavy combo, its first 2 hits can be executed against blocking AI enemy; however, while all The Flash and newer Batgirl characters can also do that, their first 2 hits of their heavy combo are registered in 1 swipe, but Killer Croc's first 2 hits are in 2 separated swipes instead.
Passive
Action | Armor gain
(% of Killer Croc's max health) | |
---|---|---|
Killer Croc | Arkham teammate | |
Tag-in | 10% | 0% |
SP1 use | 10% | 5% |
SP2 use | 30% | 10% |
Killer Croc gains armor (for its mechanics, see that page) proportionate to his max health when his passive activates, up to a maximum equal to his normal max health, which also scales up if he has max health boosts from gear or teammates' passives. When Arkham characters use their special attacks, no notification will be given to let the player know that Killer Croc's passive is in effect, but armor will be given to Killer Croc.
Killer Croc is most effectively used as a tank, due to his unique ability to build up an extra set of health; which is his armor. His main health will not be affected until all of his armor is destroyed. It is worth mentioning that his armor can be more easily seen as an extension of his original health, as attacks that destroy the armor will carry the remaining damage over to his primary health bar.
One efficient strategy is to keep Killer Croc tagged out and use as many special attacks as possible with Arkham teammates. At the same time, Killer Croc is building up power on the sideline so when he tags in (optimally when he has at least 2 bars), he gains tag-in armor, armor gained from Arkham teammates' special attacks, and using Killer Croc's SP2 rewards a tremendous amount of armor as well. It may also be helpful to equip Killer Croc with gear that increases power generation and/or max health.
The Merciless' armor DOES stack with Killer Croc's armor. The Merciless' armor on Killer Croc would be visually converted to Croc's own green-brown color. However, the total armor on Killer Croc is still capped at 100% of his max health.
The Radiation handicap will affect Killer Croc's armor before his health.
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 Killer Croc. Having a card that "counters" Killer Croc does not mean it is always a good choice.
Good With
- Arkham teammates especially:
- Harley Quinn/Arkham: She offers him increased health and an unblockable chance on his multi-hit Special 2, making him an offensive tank. With the Tantu Totem, she can also spam her special 2 to grant him lots of armor.
- Bane/Arkham Origins: Upon reaching 50% health or below, he grants Arkham teammates a bar of power, which contributes towards Killer Croc's passive.
- Batman/Arkham Origins, and Batman/Arkham Knight: Both can have 2 bars of power at the start of the match which can help Killer Croc build armor earlier while he's tagged out.
- Batgirl/Arkham Knight: Her rescue will prevent Killer Croc from getting knocked out, allowing him to maximize his passive's use by building up armor by her or another Arkham teammate's special attacks, and then his tag-in, which increases his chance to survive.
- Hawkgirl/Prime: Hawkgirl's passive allow Killer Croc to tag in and out quicker, thus building up even more armor with each tag-in.
- Flash/Regime: Speed boost given from Flash will make Killer Croc more efficient for doing basic attacks.
- Green Lantern/Regime: The power generation boost given by Green Lantern will minimize the time needed to get special attacks, which will generate armor for Killer Croc.
- Ares/The Merciless Metal: As stated in Passive.
- Catwoman/Batman Returns: Catwoman can make the DOT from his SP2 even more devastating.
- The Fourth World Set: All of its effects greatly benefit Killer Croc and make him a nigh unbreakable tank, especially the Regeneration offered by the full set. He can use a SP1 to begin health regeneration which will be protected by his armor.
Good Against
- Nightwing/New 52: Armor given when tagging in or using special attacks will absorb the increased damage of Nightwing when he tags in.
- The Joker/Insurgency and The Joker/Prime: If Killer Croc builds up enough armor and he knocks out either of them, the armor can absorb the damage done by Joker's passive.
- Wally West/Rebirth, and Batman/Dawn of Justice: When Killer Croc uses a special attack and The Flash or Batman evades, the counteract damage will be negated by Croc's armor that he got from his special attack.
- Bane/Luchador: If Killer Croc builds up enough armor, it will neutralize Bane's increased damage from his passive after he tags-in.
- Ares/Prime: For the same reason above, his armor can absorb the damage of Ares' unblockable one-hit SP2, although Killer Croc will be unable to block for roughly about 10 seconds.
- Batman/Blackest Night: His passive does not react with Killer Croc's armor. As such, he will only deal normal damage against it.
- Batgirl/Cassandra Cain: If Killer Croc builds up enough armor before Batgirl tags in, the armor would absorb the heavy damage from her tag-in attack.
- Raven/Prime: Her health swaps can only affect the health underneath the armor, not the armor itself. As such, Killer Croc can afford to be at very low health if he has enough armor on to keep him alive. If Croc has high health underneath he could still give Raven lots of health, but his armor leaves him less affected than most, increasing his survival chance.
- Killer Frost/Regime, Batman/Flashpoint: Armor gain is not considered a heal and is therefore unaffected by their passives, increasing Killer Croc's survival chance.
Countered By
- Batman/Arkham Knight: Batman can choose 2 of 6 buffs(SP1 Damage Buff, Crit Damage Buff) which will neutralize Killer Croc passive. Also, Batman can choose his DoT Immunity buff to neutralize the DoT from Killer Croc's Special 2.
- Hawkgirl/Prime and Hawkgirl/Regime: Hawkgirl Prime can snare Kill Croc or his teammate on tag-in, while Hawkgirl Regime can disable Killer Croc's special attacks on tag-in, thus preventing Croc from using his passive.
- Killer Frost/Prime, and Solomon Grundy/Earth 2: Their power dampening severely hinders his ability to activate his passive, and if used additively with each other, Killer Croc will gain NO POWER. Additionally, Killer Frost's Deep Freeze status effect can also severely cripple his already sluggish speed.
- The Flash/Earth 2: His stun on tag-in could leave Killer Croc open to a critical enhanced special or basic combo, effectively neutralizing his armor. Also, Killer Croc's already slow basic attacks will make him slower after Flash uses a special attack, making him nearly unusable.
- Many Power Drain characters like Nightwing and Lex Luthor
- Aquaman/Injustice 2: His already strong bleed damage on his SP2 could be reflected with double damage, which would drain Croc's armor quicker.
- Superman/Blackest Night: His necrotic damage will not only reduce Killer Croc's max health, but will also prevent him from gaining further armor.
- The Flash/Blackest Night: The powerful bleed on Croc's SP2 will greatly heal him and give him power. This also applies to other Blackest Night teammates on his team. He can also cause Croc's already slow basic attacks to miss, leaving him open to Flash's basic attacks.
Abilities
Here are Killer Croc's Abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Play Thing | First Special | Croc tosses his victim into the air, then leaps and pounds them to the ground. | Quick Tap (10% per swipe) |
Death Roll | Second Special | Killer Croc's animal instincts kick in and he does death roll on his opponent. This causes a DAMAGE-OVER-TIME for 6 seconds. | Rapid Swipe (10% per swipe), Quick Tap (10% per tap) |
I've Got Your Scent | Super Move | Croc demonstrates why the sewers should be feared. UNBLOCKABLE. | Tap |
The mini-games of both specials are significantly easier than most other special using the same mini-games. The quick tap with 10% per tap is a rare one, and only very few specials have it.
Play Thing deals an additional initial hit of 2% of his damage stat (prior to upgrades) regardless of tapping.
Death Roll deals halved upfront damage due to being a bleed special (30%-60% of damage stat instead of 60%) but deals 36%-72% bleed damage (6%-12% per second) over 6 seconds (66%-132% total). His said SP2 is also chainable from heavy basic attacks.
Support Cards and Gear
Here are Killer Croc's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Heavy Scales | Health | 10% HEALTH BOOST | 9,000 |
Has Your Scent | Damage | 10% DAMAGE BOOST | 12,000 |
Circus Wrestler | Energy | 10% ENERGY REGENERATION | 15,000 |
Sharpened Teeth (Massive Sharpened Teeth) | Gear |
10% - 20% UNBLOCKABLE chance on basic attacks [Killer Croc] 10% - 20% CHANCE to CRIT on Special 2 [EVOLVED] 15% - 25% STUN chance on Combo Ender |
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 | 9,709 | 19,829 |
Elite I | 14,564 | 29,743 |
Elite II | 19,418 | 39,658 |
Elite III | 29,128 | 59,486 |
Elite IV | 33,982 | 71,384 |
Elite V | 38,837 | 79,315 |
Elite VI | 43,691 | 89,230 |
Elite VII | 48,546 | 99,144 |
Elite VIII | 53,401 | 109,058 |
Elite IX | 58,255 | 118,973 |
Elite X | 68,550 | 152,755 |
Trivia
- His artifacts are Bracers, Fang, Pants, Body Armor and Shackles.
- Killer Croc/Arkham is based on his appearance in the console game. He appears in the second stage transition on the Arkham Asylum map along with Penguin, Two-Face, and The Riddler, with The Riddler's appearance being turned into a support card in the mobile game.
- He has the same base stats as Deathstroke/Flashpoint and, for this reason, succeeds him as the 3rd gold character to have base stats divisible by 10 but not divisible by 50, with the 1st one being Hawkgirl/Blackest Night.
- He is the fifth mobile-exclusive character, after Darkseid, Static, The Arkham Knight and Deadshot.
- He is the fourth character to lack a Prime variant, after Scorpion, The Arkham Knight and Deadshot.
- He is the second character which gets some form of armor after tagging in, after Superman/Injustice 2.
- Killer Croc made his first appearance in Injustice Mobile as the gear "Killer Croc Companion Card" in 2.11 before being made playable in 2.16.
- The image on his character card is exactly the same as the one on his Damage Support Card.
- He is the second Arkham character to be simply titled "Arkham" instead of Arkham Origins or Arkham Knight, after Harley Quinn/Arkham. Similar to her, he also seems to be based on his Arkham City portrayal.
- In the 3.1 update, he was buffed to be a faster character.
- He is the only character in the game to have dynamic facial features, namely his mouth. It can clearly be seen to open and close during his Super Move.