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
AbilityBase dmgHit on BatmanCooldownTime to killRange
Berserkerultimate
Your vision goes red, giving you the Life Steal effect as well as Deadly Knuckles. It lasts several seconds, with a cooldown of many seconds.
7 characters
0.6
0
2473 uses
105.0s72h 6m—
Slash your opponent clean off their feet and into the air, held there bleeding, then leap after them and drive them back into the ground with both sets of claws.
Wolverine
10
7
149 uses
105.0s4h 19m6
Dash forward slashing wildly the whole way. Between the speed of the strokes and the speed of the dash, what you leave behind is not a trail but a tunnel - a corridor of claw marks and torn air that hangs there after you have gone.
Wolverine
20
13
75 uses
26.0s32m 4s6

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.