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.
2 of 547 · vs Batman at Defense 52
| Ability | Base dmg | Hit on Batman | Cooldown | Time to kill | Range |
|---|---|---|---|---|---|
Chokeactive Seize a nearby enemy with crushing force, lifting and restraining them in front of you. While you hold them, the target is held in the air and repeatedly damaged. 2 characters | 3.6 | 2 413 uses | 21.0s | 2h 24m | 8 |
Chokeactive Lift the nearest victim by the throat and hold them for a few seconds, blurring and confusing them while you squeeze for damage every half second. Neither of you can move or jump until you let go. Michael Myers | — | — | — | — | — |
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.