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.
3 of 547 · vs Batman at Defense 52
| Ability | Base dmg | Hit on Batman | Cooldown | Time to kill | Range |
|---|---|---|---|---|---|
Bat Swarmultimate Surround yourself with bats, dealing AOE damage to anyone nearby whilst applying the Stun effect. It lasts several seconds, with a cooldown of many seconds. 2 characters | 8.4 | 6 177 uses | 135.0s | 6h 36m | — |
Fear Bat Swarmultimate Ring up a swarm of fear bat constructs. Anything caught in it is weakened, blinded and slowed for as long as it stays there. | 0.6 | 0 2473 uses | 135.0s | 92h 42m | — |
Willpower Bat Swarmultimate Ring up a swarm of willpower bat constructs. Anything caught in it is weakened, blinded and slowed for as long as it stays there. The Dawnbreaker | 0.6 | 0 2473 uses | 135.0s | 92h 42m | — |
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.