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.

12 of 547 · vs Batman at Defense 52
AbilityBase dmgHit on BatmanCooldownTime to killRange
Launch yourself forward and fly where you look, grabbing the first enemy in front of you and carrying them along. When you hit a wall or the ground, or time runs out, you slam them, leaving them rooted and knocked away.
3 characters
24
16
62 uses
22.0s22m 22s8
Charge into battle, dealing knockback and damage to anyone that gets in your way. It has a cooldown of several seconds.
8 characters
42
28
36 uses
7.5s4m 23s6
Charge into battle, dealing knockback and damage to anyone that gets in your way while leaving behind a trail of fire.
3 characters
21
14
71 uses
21.0s24m 30s1
Charge up for 1 second and then fire a powerful Starbolt with both of your hands, slowing the opponent down on impact.
Starfire
30
20
50 uses
18.0s14m 42s32
Your ability to wield a Black Lantern Ring grants you access to Death Energy, which is used for your various abilities as well as Constructs. The amount of energy you have is based on your Death Charge level.
0.6—0.0s——
Your ability to wield a Sinestro Corps Ring grants you access to Fear Energy, which is used for your various abilities as well as Constructs. Your charge can be refilled using a Fear Battery. The amount of energy you have is based on your Fear level.
2 characters
10.8—0.0s——
Overcharge your mace with electricity, dealing more damage with a higher chance to stun your opponents. It lasts for several seconds with a cooldown of many seconds.
Hawkgirl
4.02
3
369 uses
90.0s9h 12m—
Drop a block of TNT that is already lit. Get clear.
Steve
—————
Rage Chargepassive
0.6—0.0s—0
Charge forward with your shoulder knocking opponents back while dealing damage. It has a cooldown of several seconds.
8 characters
20
13
75 uses
18.0s22m 12s3
Infuse your fists with electricity, increasing your damage when punching while also giving your punches a chance to stun.
6 characters
——33.0s——
Your ability to wield a Green Lantern Ring grants you access to Willpower Energy, which is used for your various abilities as well as Constructs. Your charge can be refilled using a Willpower Battery. The amount of energy you have is based on your Willpower level.
11 characters
10.8—0.0s—0

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.