Nightwing - New 52 (HD)
Rarity Base Stats Price Unlock
Gold 850/950 182,000 Available in Store, Gold Booster Pack, Tag Team Pack
Passive Charged Sticks: Upon tag-in, Nightwing's basic attacks deal 100% INCREASED DAMAGE for 3 seconds.


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 New 52 is a gold character with fairly low stats and a rather negligible passive. However, as a Nightwing character, he does have a two-hit combo ender and a strong SP1 Power Drain. His passive is nice to finish off opponents in combat and to catch opponents off guard when they are in the middle of attacking.

Between his lack of basic damage mitigation and short lasting passive, it's best to employ hit-and-run tactics with Nightwing: tag-in, do as much damage as possible, and tag-out at first availability. This playstyle makes the most of his passive and his screen time.
IMG 0466

Nightwing's staffs light up as his passive is activated upon tag in.


Since it's best to constantly cycle Nightwing in and out of a match, it's best to give him damaging boosting gear, gear that grants critical chance on basic attacks, and heal on SP1 gear. This gives him survivability and allows Nightwing to make the most of his screen time. Additionally, gear that grants unblockable chance on basic attacks is highly recommended since it could ensure his first combo after tag-in deals the most damage.

A solid loadout for Nightwing could be his signature Powered Eskrima Sticks and Mutated Bone Spikes/Knife Collection, followed either of the following: Blade of the War God, Promethium Longsword, Netherrealm Kama, or Custom Rifle.

Nightwing's 2-hit combo ender also means that he can too can make solid use of the Gauntlets of Azrael or the Overpowered 5-U-93-R.

One last suggestion, since his SP2 does six hits and and hit multiple enemies, it could be beneficial to give critical chance on SP2 gear or lifedrain on SP2 gear.

Interactions Edit

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 WithEdit

  • Hawkgirl/Prime: Her passive lets you tag in more often; as such, it's a good strategy to use another character with passive that is activated upon tagging in.
  • Superman/Red Son: Superman can greatly increase the damage of Nightwing's basic attacks.
  • Green Arrow/Arrow, Martian Manhunter/Prime: Both have combo enders that have a chance incapacitate their opponent (Freeze Arrow for GA and STUN for MM). This allows Nightwing to make the most of his tag-in passive before time runs out. Furthermore, Green Arrow may be of slightly higher value since his Freeze Arrow can immobilize characters with stun immunity.

Good AgainstEdit

  • Shazam/Prime: Nightwing is a great "annoyance" card with possibly the most frustrating basic attack/block combos to fight against. Although Shazam's stats are spectacular, he is always looking for the super move and Ground Sparks would make it take painfully long.
  • Sinestro/Antimatter: Nightwing is an excellent power drainer, plus, upon tag in, his basic attacks are increased by 300%, thus, if lucky enough, he can retaliate against Sinestro's SP1 before he gets the chance to use it.
  • Harley QuinnNightwing can potentially chain infinite heavy combos against Harley Quinn, as his heavy combo will only knock her back, and her slow recovering cartwheel allows him to begin another heavy combo while she is in the process of recovering.

Countered ByEdit

  • Black Adam/Regime: If Black Adam still has his Lightning Shield activated, tagging in Nightwing is not a good idea. Since Nightwing's basic attacks are boosted, this also means that he will do more damage to himself. In addition, the new update makes special 1 used against Black Adam to cause the aggressor to take double damage. Basically, until Black Adam's shield is down, Nightwing is left without any viable options.
  • Any characters who are immune to power drain.
  • Batman/Gaslight: He can throw a fire grenade when Nightwing tags in.


Here are Nightwing's abilities.

Ability Classification Description Usage
Ground Sparks First Special Nightwing pummels his target with electrified kali sticks. DRAINS POWER. Rapid tap
Lone Bird Second Special Nightwing unleashes a sequence of hard-hitting kali stick attacks. Rapid Swipe (x2)
Dark as Night Super Move Motorcycles? Cool. Staves? Cool. Motorcycles and staves? Super cool. Go, Nightwing, go. UNBLOCKABLE. Tap

Support Cards and GearEdit

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)


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.

Tier Damage Health
Normal 6,655 13,583
Elite I 9,988 20,777
Elite II 10,846 22,572
Elite III 16,269 33,858
Elite IV 23,975 49,828
Elite V 26,622 55,404
Elite VI 29,950 62,330
Elite VII 33,277 69,255
Elite VIII ? ?
Elite IX ? ?
Elite X ? ?