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.
1 of 547 · vs Batman at Defense 52
| Ability | Base dmg | Hit on Batman | Cooldown | Time to kill | Range |
|---|---|---|---|---|---|
Berserker Tunnelactive 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 | 26.0s | 32m 4s | 6 |
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.