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
AbilityBase dmgHit on BatmanCooldownTime to killRange
Use your unique physiology to extend your arms, giving extended block reach and attack range. It lasts for several seconds, with a cooldown of several seconds.
3 characters
——18.0s——
Increase the elasticity of your fists, arms and body. Your punches become sweeping stretch punches: your arm shoots out to strike, catches everyone in a wide arc in front of you, and hits harder than a normal punch. You also reach further while it is on.
Martian Manhunter
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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.