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 |
|---|---|---|---|---|---|
Stronger, Smarter, Better!ultimate Dash forward and grab your opponent by the side of the head. Hold them still in front of you while activating your heat vision directly into their face, causing bleeding, stun, blindness, nausea, and confusion. Their incoming damage is increased by 20% for the next 5 seconds. Homelander | 20 | 13 75 uses | 120.0s | 2h 28m | 25 |
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.