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
| Ability | Base dmg | Hit on Batman | Cooldown | Time to kill | Range |
|---|---|---|---|---|---|
Charged Starboltactive 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 | 18.0s | 14m 42s | 32 |
Dual Starboltutility Fire a Starbolt out of each of your hands. Starfire | 18 | 12 83 uses | 14.0s | 19m 8s | 24 |
Starboltequip Fire a Starbolt at your opponent. Starfire | 14 | — | 10.0s | — | 24 |
Starbolt Barrageultimate 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 | 90.0s | 1h 18m | 8 |
Starbolt Spiralactive 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 | 16.0s | 13m 52s | 8 |
Starbolt Strikeactive 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 | 9.0s | 11m 6s | 1 |
Starbolt Swerveactive Shoot out lasers from your hands that blast you back. Starfire | 24 | 16 62 uses | 10.0s | 10m 10s | 24 |
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.