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 |
|---|---|---|---|---|---|
Healing Factoractive Gain regeneration for 4 seconds. It has a cooldown of several seconds. 4 characters | 0.045 | 0 32962 uses | 21.0s | 192h 16m | — |
Regenerative Healing Factorpassive Adamantium is only half of what makes you hard to kill. When a fight takes you to the brink, your healing factor takes over on its own: torn flesh knits back together, and whatever was poisoning, burning or slowing you simply burns out of your system. Wolverine | 125 | — | 180.0s | — | — |
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.