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 |
|---|---|---|---|---|---|
Malleabilityequip 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 | — | — |
Martian Malleabilityactive 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 | — | — | — | — | — |
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.