Abilities
What every ability does, and what it lands for against a real suit. For a whole fight, use the matchup; for one hit, the damage calculator.
2 of 547 · vs Batman at Defense 52
| Ability | Base dmg | Hit on Batman | Cooldown | Time to kill | Range |
|---|---|---|---|---|---|
Atomic Explosionactive Damage you take fills a dark red bar. Once it's full you can let it all go in an atomic explosion around you, setting everyone nearby on fire and throwing them back. The bar empties after use. RED HULK | 120 | 81 13 uses | 36.0s | 7m 12s | 8 |
Atomic Explosion Barrageutility A last resort, usable only below about a third of your health. A shell of orbiting atoms makes you immune to all damage for a short while, then detonates, hitting everyone nearby with radiation, poisoning them and throwing them back. Captain Atom | 100 | 67 15 uses | 40.0s | 9m 20s | 3 |
A dash means the value doesn't apply: a passive has no cooldown, and a buff deals no damage.
"Hit on Batman" uses the average Attack of the suits that carry each ability, on the same scale the in-game health bar shows (a full bar reads 1000).
Time to kill assumes every hit lands and you re-use the ability the moment it's off cooldown, at a middling Utility roll. Treat it as a floor; real fights take longer.