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.
5 of 547 · vs Batman at Defense 52
| Ability | Base dmg | Hit on Batman | Cooldown | Time to kill | Range |
|---|---|---|---|---|---|
Braceactive Plant yourself. For a while you take far less damage, at the cost of hitting softer. Steve | 0 | — | 15.0s | — | — |
Bracelet Bashactive Clash your bracelets together, dealing knockback and damage. It has a cooldown of several seconds. 3 characters | 31.5 | 21 48 uses | 7.5s | 5m 53s | 5 |
Bracelet Reflectactive Briefly reflect projectiles back at your opponent. 3 characters | 0.6 | 0 2473 uses | 7.8s | 5h 21m | — |
Bracelet Reflectactive Put your hands up to absorb damage, filling your Reflect Bar until full. Upon filling, you get a brief damage boost. 3 characters | 28.5 | 19 53 uses | 9.0s | 7m 48s | 12 |
Embrace Fearultimate Drag everyone in range into their worst nightmares. For the duration they are lifted off the ground and torn at by the visions, and every hit they take, from any source, lands 20% harder. Sinestro | — | — | — | — | — |
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.