Rarity | Base Stats | Price | Obtained From |
---|---|---|---|
Metal | 2,850/2,750 | N/A | Phantom Zone, Nth Metal Pack, Nth Metal Pro Pack, Nth Metal Ultimate Pack |
Batman Ninja Nightwing is a Metal character introduced in the 3.1 update. He is a great support card, being able to drain power and disable special attacks. The Batman Ninja team can be further empowered by him, thanks to the huge power gained from blocked special attacks.
Currently, he cannot be unlocked and can only be obtained through the Nth Metal Pack, the Nth Metal Pro Pack, and the Nth Metal Ultimate Pack which can only be bought by using the new currency, Nth Metal, obtained from the new game mode, Phantom Zone and from Online Battles as of update 3.1. He also has a very small chance of being given as a reward upon completion of the Phantom Zone event, however, this will still not unlock him for direct promotions. Additionally, as a Metal character, it takes 25 total copies for him to get to EVII. As such, promoting him would take a long time or a large amount of real money.
Despite his base stats being double that of the best gold cards, that difference becomes less significant once he gains elite levels.
Strategy
Basic Attacks
Basic combo | Damage pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3% - 3%) | 12% |
Heavy | 4% - 4% - 4% - 4% | 16% |
Nightwing's light basic attack combo can be chained by tapping through the combo ender swipe, which will continue directly into another light combo. However, this is inconsistent as the AI can occasionally block it. Keep in mind that this will not take advantage of his two-hit combo ender or combo-ender effects from gear.
Passive
Block Special Attack
If Nightwing or any other Batman Ninja teammate is blocking a special attack, they gain power for every hit blocked, similar to Wonder Woman/Regime. The power they gain is based on the amount of damage dealt, so the more damage is blocked, the more power they gain. If Nightwing or any of his Batman Ninja teammates blocks a special attack while DOT is active, they will gain power from the damage dealt by the DOT as well, though it's damage remains unaffected by block. In certain situations, by holding down block until the attacker has completely finished a DOT special attack (and has returned to neutral), it is possible to gain power even then. A good example for this would be the deadly burn DOT from Deathstroke/Flashpoint's SP2, One Man Army; Even after Deathstroke has fired his incendiary grenade, the defender would not be able to do damage to Deathstroke or be allowed to tag-out until one "tick" of the burn occurs, indicating that the special attack is still in action. Nightwing can take advantage of this and keep holding block until tag-out becomes available, to gain an extra bit of power, which may sometimes be a lot depending on how much damage the tick does to Nightwing respective to his maximum health.
Power Drain
If Nightwing or any of his teammates tag in, they drain power from the current opponent, much like Raven/Rebirth except there is no catch and they'll drain power regardless. The amount drained is 25%-50% of the maximum (3 bars), not current. If the teammate tags in during an enemy special attack (such as if that special KO'ed another character, forcing them to tag in), "power drain immune" would be displayed and no power would be drained.
Shinobi Arts can drain power and grant power from blocking special attacks even after Nightwing is KO'd.
This is by far the most useful part of his passive. Tagging frequently is recommended to constantly drain enemy power, effectively preventing the enemy team from using special attacks, or triggering Quake Engine's damage boost.
Evolved
Once Nightwing charges up a Dark Power special attack, it will disable one of the opponent's special attacks, which corresponds to the Dark Power special used. For example, if Nightwing uses a Dark Power SP1, it will disable the opponent's SP1 and vice versa. This ignores Invulnerability. If the special KO the opponent, the effect will be transferred to the next tag-in enemy.
His passive can be upgraded so that he and his Batman Ninja teammates gain twice as much power while blocking special attacks, drain half of the enemy's maximum power on tag-in and have the special disable last longer.
Gear
The Master's Death Cart is particularly useful with Nightwing, as the unblockable damage on tag-in allows him to perform an unblocked SP2 attack immediately. His signature gear, the Brandished Ninjato would also be a very good choice as the power gained from reflecting damage would effectively stack with the power gained from blocking a special attack, resulting in a large power gain from blocking a special attack. It also works very well with his already high health, making him an effective tank. A good hybrid build (capable of strong defense and offense simultaneously) would be to use the Ninjato in conjunction with the LexCorp Helmet V2 and the LexCorp Chest Armor V2 and team him up with his sensei, Batman/Batman Ninja. This would give Nightwing a multitude of ways to quickly acquire power and continuously pressure the opponent with high damage crit attacks and powerful specials, with little to no need of tagging-out as the V2 Chest Armor gives him a strong healing option.
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 Nightwing. Having a card that "counters" Nightwing does not mean it is always a good choice.
Good With
- Any Batman Ninja teammates.
- Hawkgirl/Prime: Her reduced tag cooldown enables Nightwing and his teammates to power drain more often.
- Green Arrow/Rebirth: Green Arrow has a chance to drain power upon Tag-In. Nightwing's own passive can double the drain.
- Killer Frost/Prime: Combining Nightwing's power draining passive and Killer Frost's power dampening can prevent the enemy from generating a single bar of power.
- Solomon Grundy/Earth 2: Same as Killer Frost/Prime, but only when Grundy is tagged-in. However, constantly tagging in and out between Grundy and Nightwing can shatter the opponent's gears while draining their power, making this a very unforgiving combination.
- Batman/Gaslight: As both tag-in effects stack, the opponent would be forced to use basic attacks yet miss due to being blinded.
- Aquaman/Prime: Although summoning the Atlantean Hero does not trigger Shinobi Arts, you can immediately tag in Aquaman afterwards with no cooldown (other than for the first summon) to power drain with Nightwing's passive. If Aquaman has maxed Tantu Totem, he can do this indefinitely at no cost.
- Green Lantern/Regime: Despite being a silver character, Green Lantern's passive can stack with Nightwing's passive when he or a Batman Ninja ally blocks a special attack.
Good Against
- Shazam/Prime and Aquaman/Regime: The power drain on tag-in will make it harder for them to reach their Super Move.
- Static/Prime: Achieving 190%+ on his SP1 will make it unblockable, preventing Static from gaining power from blocked special attacks.
- Characters that rely on special attacks: His team can constantly drain their power, and his dark special attacks can disable theirs. Blocking their special attacks will also give him or Batman Ninja teammates power.
- Characters with area effect damage from basic or special attacks: With the Brandished Ninjato equipped, the area effect they deal can be converted into power.
Countered By
- Lobo/Prime, Hal Jordan/Red Lantern, Static/Prime, and Batman/Arkham Knight (if power drain immunity buff chosen): These characters are immune to the Power Drain upon Tag-In.
- LexCorp Set, particularly the 2/3 effect: Any character equipped with at least 2/3 of the LexCorp Set can greatly benefit from Batman Ninja Nightwing and his teammates tagging in and out.
- Characters with powerful basic attacks: They can dish out respectable amount of damage without special attacks.
- Characters with partially or fully unblockable special attacks, e.g. Ares/Prime: Nightwing or his Batman Ninja teammates cannot gain power through his passive if he cannot block certain special attacks.
Abilities
Here are Nightwing's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Warrior of the Night | First Special | Nightwing strikes with his bamboo Eskrima weaponry and acrobatic flair. | Rapid Tap |
Kunaijutsu | Second Special | Nightwing performs an ancient Ninja Kata, summoning Kunai Rain upon his opponent. | Rapid Swipe |
Dark as Night | Super Move | Motorcycles? Cool. Staves? Cool. Motorcycles and staves? Super cool. Go, Nightwing, go. UNBLOCKABLE. | Tap |
Nightwing’s SP2, Kunaijutsu, can be chained from his heavy basic attacks. Despite appearing to be a melee special, it has a bizarre ranged property and can hit the opponent from any distance. It is unknown whether this is a glitch or not, as this feature appears in the 2nd specials of Shazam/New 52 and Catwoman/Batman Ninja as well.
While not stated in his Passive or Special’s description, achieving 190%+ on his SP1, Warrior of the Night, will cause it to become unblockable.
Warrior of the Night deals reduced damage. Normally a special 1 has a base damage of 20%-40% of the Damage stat, but in his case, the stated damage is 20%-34%, while the observed damage (at level 1, both special and character) is 9%-18%.
Support Cards and Gear
Here are Nightwing's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Acrobat | Health | 10% HEALTH BOOST. | 3,000 |
Escrima Master | Damage | 10% DAMAGE BOOST. | 4,000 |
Shadowy Mentor | Energy | 10% ENERGY REGENERATION. | 5,000 |
Eskrima Sticks (Powered Eskrima Sticks) | Gear |
50% - 70% DAMAGE BOOST to basic attacks [Nightwing] 15% - 25% UNBLOCKABLE chance on basic attacks [EVOLVED] 35% - 45% CRIT chance on basic attacks |
25,000 - 1,000,000 (upgrading) |
Nightwing's Ninjato (Brandished Ninjato) | Gear |
Retarget 60% - 90% of enemy AoE DAMAGE to wielder of this item with 50% DAMAGE absorb 20% - 40% MAX HEALTH increase [Nightwing] Reflect 6% - 16% DAMAGE [EVOLVED] Give 150% - 300% of received AoE damage as POWER |
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. Note that Metal characters cannot undergo Breakthrough.
Tier | Damage | Health |
---|---|---|
Normal | 22,315 | 40,095 |
Elite I | 26,779 | 48,114 |
Elite II | 33,473 | 60,143 |
Elite III | 48,871 | 87,808 |
Elite IV | 53,780 | 96,629 |
Elite V | 60,252 | 108,257 |
Elite VI | 68,732 | 123,493 |
Elite VII | 79,666 | 143,139 |
Trivia
- He is the first Metal character not to originate from the Dark Multiverse.
- He is also the only Nightwing character to have a different combo-ender and SP1, and the only Metal character to have a unique SP1.
- Upon using his SP2, "夜翼忍者" (from top down, then left to right) appears. These Kanji mean "Night Wing Ninja".
- "Shinobi" is an old term for "ninja".
- He used to have the highest base damage amongst all the cards, surpassing The Joker/The Batman Who Laughs Metal, before being surpassed by Shazam/New 52.