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
| Ability | Base dmg | Hit on Batman | Cooldown | Time to kill | Range |
|---|---|---|---|---|---|
Stars and Gartersultimate Douse your opponent in numerous experimental chemical mixtures - a volley of vials off the bench, a different brew every time. This prevents usage of abilities and ultimates. The acid also strips any active overshield.
This also severely slows and grounds while disabling any active positive effects, and opponents hit by the AOE chemicals take 10% more damage. All of these effects last for several seconds. Beast | 90 | 61 17 uses | 100.0s | 26m 40s | 8 |
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.