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
Stalkactive
Hold this ability while an opponent isn't looking at you to fill your stalk bar. When it's full they are stunned, crippled, slowed, weakened and withered and left glowing, and you gain Strength, Invisibility and Regeneration.
4 characters
——19.5s—45
Whoever you keep in your crosshair within several blocks becomes Stalked. Every second they stay there your hits on them grow 5% stronger, up to 1.5x after ten seconds. Let them out of your sight for more than a moment and it starts over.
Michael Myers
—————

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.