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.

1 of 547 · vs Batman at Defense 52
AbilityBase dmgHit on BatmanCooldownTime to killRange
Taking in the sun's rays, you gain a boost to damage, slight regeneration, as well as lower cooldowns across all abilities. While active, you also gain Armored Flight, being able to fly even while hurt. It lasts for several seconds, with a cooldown of many seconds. Your cooldown will not recharge during the night.
Supergirl
31.2
21
48 uses
108.0s1h 24m—

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.