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 Bitepassive While you are a bat, right-click someone to bite at their neck: some damage, a bleed for a few seconds and a spray of blood. Biting someone puts you in the fight. Dracula | — | — | — | — | — |
Biteutility Bite your nearest opponent. It applies the Cripple effect and regens a small amount of health. It has a cooldown of several seconds. 2 characters | 24.6 | 17 61 uses | 24.0s | 24m | 5 |
Bloodsucker Biteactive Bare your fangs: for 3 seconds your next melee hit deals no damage of its own but takes the victim into your clutches, held in front of you with their back turned. For a few seconds neither of you can move or use a move while you drink, leaving them bleeding and in darkness and healing you. Kryptonian blood burns you instead. Dracula | — | — | — | — | — |
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.