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 |
|---|---|---|---|---|---|
Sentinelactive A spectral crossbow hangs over your shoulder, tracks your quarry, and shoots it with your own arrows while you do something else. Alex | 8 | 5 186 uses | 40.0s | 2h 3m | 32 |
Sentinel Strikeactive Send your nearest ready sentinel at the spot you aim at, or at the nearest threat. It becomes a homing missile that explodes on arrival, and its slot stays empty for 150 seconds while it rebuilds. While you are uploaded into a sentinel, it strikes with the body you are in after sending you home. Ultron | 20 | 13 75 uses | 22.0s | 27m 8s | — |
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.