Injustice Mobile Wiki
Injustice Mobile Wiki
Rarity Base Stats Price Unlock
Gold 1,300/1,450 480,000 Challenge Mode, Nth Metal Pro Pack, Challenge Booster Pack
Prepared For Anything: Batman takes 50% less damage for 6 seconds upon Tag-In. When he uses his Special 2, Massive Arsenal, he can choose a unique effect to help his team, or hurt his enemies.

Injustice 2 Batman is a character that is a safe choice for any team. He himself can support an entire team with healing or increasing universal critical chance. The ability to make himself an almost perfect tank, given his high damage resistance and health stat, can also round out a team. As he has severely punishing options for his opponents, he can become a very good support for offense as well. Batman being a Justice League card also allows him very many extra useful team synergies. He is a very versatile card, who absolutely should not be underestimated.

Strategy[]

Basic Attacks[]

Basic Combo Damage Pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2%-2%-2%-(3%-3%-3%) 15%
Heavy 5%-5%-3%-3% 16%


Passive[]

Batman when tagging in takes 50% less damage for 6 seconds. This can prevent nukes, prevent rampages, or make him damage-prevention in case of attrition battles. This paired along with his defense can cause him to take only 1% special damage! His stated passive undersells him quite a lot, as there are many hidden effects or nuances with each option, but this will be discussed below. Upon usage of his Special 2, Batman will perform three hits which launches his opponent, then an options menu will come up similarly to Batman/Arkham Knight. Note that left-hand options are damaging, while right-hand options are support:

Damage: He can inflict a total of 3 unique effects, including Snare upon each successful usage of any effect, blocked or not. It's a relatively short window, however.

  • Bomb: Batman tackles his opponent and straps a bomb to them. He jumps away as it explodes. The special animation will be different if blocked.
  • Kryptonite (looks like Kryptonite Shard): He will use a Kryptonite fist attack, which does little damage, and the opponent will become Weakened for 25 seconds. They will take 30% more damage and deal 50% less damage. This is not rinsed upon tag-out, will not stack, and the effect applies even if missed.
  • Smoke: The opponent will become stunned. This ignores immunities, similarly to The Flash/Earth 2, where it bypasses blocking without being an explicit block breaker. This makes him able to counter Superman/Blackest Night. This won't knock out opponents.

Support: He will rinse active DOTs on himself, ignoring Quake Engine, upon using any support. If a support is chosen, the opponent will take a fourth hit of "fall" damage, as the first three hits will launch his opponent. This was probably done to allow the special to knock out opponents regardless of what was picked.

  • Plus (Heal): Batman will recover 35% health quickly over time, and his team will recover 30% over time, a bit more slowly. Batman does not share this extra regeneration.
  • Shield (Defense): Batman will become immune to critical hits for 20 seconds and will take a special damage reduction of 49% until enemy special use or tag-out. His teammates also get a moderately long damage reduction of 25% on next tag-in. 49% is an odd number, but this was likely done to counter the Tantu Totem, by zeroing out critical chance and allowing Batman to take 1% special damage, wasting the power, if this is used quickly after tag-in.
  • Fist (Strength): Batman and his teammates gain a 30% increased critical chance for 20 seconds. This seems to also affects DOTs.

Gear[]

A good choice for Batman is Cloak of Destiny/Nekron's Scythe. This is because he still retains stun chance on his special 1, albeit lower than normal, along with non-reduced S1 damage. This allows him to do great damage on S1 or S2. As his basics are strong and multi-hit, Overpowered 5-U-93-R or Gauntlets of Azrael can also work. This gives him even more healing ability. A niche gear use is The Ibistick and Claw of Horus, due to the fact that his S1 has a different animation if missed. It will apply DOT twice in that instance, as the Batarangs will become projectiles instead of a melee weapon. If one wishes to make him a very annoying tank, comparable to Batman/Batman Ninja, Batman Ninja Helmet or other defense gears work well. Reflect/Block gear is especially effective due to his damage reduction, so the Fourth World Set is a good fit for him. The LexCorp Set also works to counter power drain, one of his main weaknesses. Blue Lantern Ring or similar gear can allow Batman to heal instantly on each S2 usage, while applying a weaken to his opponent, or to supplement his own healing, making combat one-sided. Tantu Totem is a great choice as Batman can be a good damage dealer, or a good support (that intentionally has to miss his S2 to gain a power return). All aside, Power Generation is highly recommended due to his useful S2, as cleansing DOTs + rapid healing is what can make him so hard to defeat. He can be geared and used in many, many ways.

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 Batman/Injustice 2. Having a card that "counters" Batman/Injustice 2 does not mean it is always a good choice.

Good With[]

  • Shazam/New 52: He can allow Batman to take less damage, plus Batman can assist Shazam with stuns and weakening effects on his opponent, or heal him after he runs out his passive.
  • Wonder Woman/New 52: She can help him generate power much more quickly, and she can get impressive support from him in turn.
  • Hawkgirl/Prime: She will allow Batman to tag in more often, and take reduced damage in the process. She can also repeatedly snare her opponent after Batman does his own, to trap them.
  • Superman/Injustice 2: These two can become nigh-invincible as a team when combined together. Weaken also basically guarantees a knockout due to Superman's high damage.
  • Characters with their own damage reduction, like General Zod/Man of Steel, Scorpion/Klassic, Aquaman/Flashpoint. Due to the way damage reduction and reflection works, these two together can make an annoying team where all special damage gets reflected or negated.
  • Killer Frost/Prime: The opponent may never be able to counter properly if they cannot generate power, given how his defense works, making Batman almost impossible to take down quickly.
  • The Merciless/Metal: Batman's damage reduction and health stat is amplified with armor.
  • Batman/Arkham Knight: These two effectively share immunities, allowing two members of a team to negate an opponent's strategy.

Good Against[]

  • Characters that rely on DOTs, like Catwoman or Aquaman: Batman can cleanse DOTs from himself, along with taking reduced damage, allowing him to survive even the deadliest of DOT specials.
  • Characters with damage reduction: Batman can Weaken them, allowing his teammates to deal damage through their defenses. He snares them as well, so they cannot escape for a bit. Even then, the effect cannot be removed by tagging.
  • Sinestro/Antimatter: Force tagging out gives Batman a chance to reup his passive, making this not that good against him.
  • Batman/Flashpoint, Aquaman/Flashpoint, Deathstroke/Flashpoint: Batman can get critical immunity, which can entirely counter the Flashpoint team. Not to mention that they often apply dangerous DOTs that Batman can nullify, no matter his support choice.
  • Deathstroke/Arkham Origins: His passive and special damage can be reduced to almost nothing with Batman's tactics.
  • The Flash/Earth 2: He can still be stunned, but also can negate criticals or damage. This allows him to stand a chance if caught off-guard.
  • Superman/Blackest Night: Batman can stun through his block-breaker immunity.
  • Superman/Dawn of Justice: Although a tenuous counter, Batman's passive allows him to maintain a level of protection even without gear, making shattering it not all that punishing if it occurred.
  • Darkseid/Apokolips: His passive is mostly negated if Batman uses his S2.
  • Shazam/New 52: If Batman manages to land a S2, he can weaken Shazam and if timed correctly, snare him to keep him there after his powers run out.

Countered By[]

  • Characters that rely on DOTs, especially those that can do it outside of specials: Batman can indeed cleanse DOTs, but that requires his S2 to be available. If it isn't, or was recently used, he can be just as vulnerable to DOT damage as anyone else.
  • Batman/Gaslight: He can punish tag-ins, limit Batman's ability to gain power for his S2 with his bat swarm, and since he applies DOT outside of specials, it could be too quickly applied to reliably get cleansed.
  • Sinestro/Antimatter, Nightwing/Batman Ninja: Batman is very vulnerable to power drain.
  • Catwoman/Batman Ninja: Her punishing basics ignore special damage reduction, and drains power. She can shatter gear as well, softening up Batman.
  • Hawkgirl/Prime: Batman can be snared, or stunned, allowing him to be picked off without adequate protection.
  • Batman/Flashpoint: He can turn off healing, and take out Batman before he can benefit his team.
  • Quake Engine: While Batman can ignore QE repeats, the increased Tag Cooldown hinders him.
  • Batman/Beyond, Green Lantern/Red Son: They are immune to stun, and the latter is immune to criticals, reducing Batman's effectiveness.
  • Superman/Blackest Night: He can reduce the opponent's maximum health, making a drawn out fight more punishing.

Abilities[]

Here are Batman's abilities.

Ability Classification Description Usage
Explosive Batarang First Special Batman uses twin batarangs to strike his opponent down. CHANCE TO STUN. Rapid Tap
Massive Arsenal Second Special Batman first sends his opponent flying, then uses the right tool to turn the battle to his favor. Rapid Swipe, Tap
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap

Even though the description and name of his S1 are the same as other Batman cards, he first does a different action rather than throwing the Batarangs. He will stab them into his opponent, and then they will explode, throwing them back. This has a lower chance to stun than other Batmen, but in return it does normal damage, and is faster. If he misses, he instead throws them forward quickly. This can make him useful as a damage dealer, or purposely missed to allow two separate hits, as discussed in Gear. Note that by "missed", it means that he entirely misses. He will do the same animation whether blocked or not, but totally missing will cause him to throw the batarangs.

His S2 does less than the stated damage, but only because it accounts for the bomb, which does the most damage. The others seem quite reduced in damage, but they do indeed knock out the opponent (except for Stun). If the opponent is knocked out by any of these final attacks, the effects will not apply. For example, Weaken nor Snare apply if the special defeated an opponent. Weaken does not stack, so using it twice on the same opponent will not increase the effects, or renew the timer; it must run out or else no new effect will be applied.

Support Cards and Gear[]

Here are Batman's support cards and gear.

Card Classification Description Cost
Alfred Health 10% HEALTH BOOST. 9,000
Oracle Damage 10% DAMAGE BOOST. 12,000
Batcave Energy 10% ENERGY REGENERATION. 15,000
Bulletproof Batsuit (Silicon Carbide Batsuit) Gear

12% - 22% MAX HEALTH increase

[Batman] CRIT BOOST: 30% - 50% more damage on CRIT attacks

[Evolved]: Disable enemy's special: 15% - 25% chance on Special 1

25,000 - 1,000,000 (upgrading)
The Batmobile (Militarized Batmobile) Gear

15% - 25% MAX HEALTH increase

[Batman] 10% - 20% Super Move Damage Increase

[EVOLVED] [Batman] 100% AREA EFFECT: opponent's team takes 20% - 25% damage from your Supermove

[EVOLVED] [Batman] 100% 3 - 5 seconds invulnerability after your Supermove is activated

25,000 - 1,000,000 (upgrading)
Batman's Hooded Cloak (Batman's Cowl) Gear

8% - 18% MAX HEALTH increase

[Batman] 20% - 40% Stun chance on Tag-in

[Evolved] DISABLE enemy Specials: 20% - 40% on Special 2

25,000 - 1,000,000 (upgrading)
Sengoku Helmet (Batman Ninja Helmet) Gear

20% - 40% MAX HEALTH increase

For every 5% of available POWER, damage received is reduced by 1% - 2.3%.

[Batman] For every 10% of available POWER, CRIT chance is increased by 1% - 3%.

[EVOLVED] 25% - 50% chance to resist POWER DRAIN

25,000 - 1,000,000 (upgrading)


Trivia[]

  • He is the second Batman who uses Batarangs as melee weapons, the first being Batman/Arkham Knight.
    • He has the most unique S1 style, ignoring the missed animation.
    • If missed, his throw is much faster than classic Batman S1's.
  • Arsenal implies weaponry, but most of his options aren't exactly weapon-like. It's likely meant to signify Batman's attitude regarding contingencies, for example.
  • He is the first character to have a different animation for primarily missing, rather than the opponent blocking.
  • In Dead Zone, he always uses the bomb. No snare is applied.
  • Batman's stun doesn't count for Phantom Zone, just like The Flash/Earth 2.
  • Batman is the first Injustice 2 character released in a long time, after Aquaman/Injustice 2 and Superman/Injustice 2.
  • His combo ender is the High Tech move from the console version. His S2 start is Mind Games from the same, and his bomb move is similar to his grapple except he doesn't actually grapple the opponent. Instead, he jumps at them which is an attack that knocks them down, also seemingly planting a bomb during that time. He rolls away similar to Batman/Red Son during this.
  • This is the first Batman that uses his cape in some kind of attack, on his heavy combo. The first two hits are him doing a weighted "cape stun", then an overhead swing, and a final kick that knocks back the opponent. The recovery time is fast as well for blocked hits, making him a less risky fighter.
  • His S2 is very similar to Harley Quinn's Bag o' Tricks, given that it can heal, it has a bomb, and is primarily for teammate support. It is better and worse in certain ways:
    • It doesn't heal the team immediately, so synergy with the Tantu Totem isn't as good. There's no power gain option as well, making this even less abusable.
    • Following up on that, it has to intentionally be missed with a heavy combo to have a power return, unlike Bag o' Tricks.
    • If intentionally missed, Batman can pick multiple supports or set up a stun combo (power return, do S2 again and pick the bomb), as the stun option does no damage, resulting in a power return! He can also weaken multiple opponents this way.
    • The attacks are very short ranged (except the normal bomb), unlike Harley's bomb.
    • Batman has a safe window after picking an option, just like Bag o' Tricks.
    • This special doesn't run in real time, removing some unorthodox advantages of Bag o' Tricks. At the same time, the time does seem to be a bit longer, allowing for tag stalling.

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