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.

7 of 547 · vs Batman at Defense 52
AbilityBase dmgHit on BatmanCooldownTime to killRange
Charge up for 1 second and then fire a powerful Starbolt with both of your hands, slowing the opponent down on impact.
Starfire
30
20
50 uses
18.0s14m 42s32
Fire a Starbolt out of each of your hands.
Starfire
18
12
83 uses
14.0s19m 8s24
Fire a Starbolt at your opponent.
Starfire
14—10.0s—24
Unleash a knockback wave of energy that grounds and slightly slows for 2 seconds. Then, fire 5 supercharged Starbolts that explode and stun for 2 seconds on contact.
Starfire
28
19
53 uses
90.0s1h 18m8
Fly up and forward while shooting Starbolt beams out of your hands and whirling to create a Starbolt spiral that knocks up opponents on hit.
Starfire
28
19
53 uses
16.0s13m 52s8
Fly forwards at your enemy. Once your fist makes contact with an opponent, blast them backwards and light them on fire for a few seconds.
Starfire
20
13
75 uses
9.0s11m 6s1
Shoot out lasers from your hands that blast you back.
Starfire
24
16
62 uses
10.0s10m 10s24

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.