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.

3 of 547 · vs Batman at Defense 52
AbilityBase dmgHit on BatmanCooldownTime to killRange
Teleportutility
Teleport to the position of your cursor.
2 characters
28
19
53 uses
22.0s19m 4s8
Teleportactive
Blink to where you are looking, up to several blocks away. A black cloud and a flurry of bats are left where you stood, and you arrive as a dark shape that solidifies, with a faint violet stain on the ground beneath you. With nowhere to land, only a quarter of the cooldown is spent.
Dracula
—————
Remembers the last safe place you stood. When your health drops low you snap back to it with a moment of resistance.
Herobrine
—————

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.