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 |
|---|---|---|---|---|---|
Sonic Punchactive Ready your fist for a few seconds: your next melee hit breaks the sound barrier, throwing the target back with sonic damage. A shockwave then pushes back and hurts everyone near them. 4 characters | 30 | 20 50 uses | 18.0s | 14m 42s | 8 |
Super Sonic Punchultimate Rush forward at high speed, letting out an explosion of damage upon contact with any entity. The longer you move, the faster you go, building up potential damage. 3 characters | 4.8 | 3 310 uses | 90.0s | 7h 43m | 7 |
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.