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
| Ability | Base dmg | Hit on Batman | Cooldown | Time to kill | Range |
|---|---|---|---|---|---|
Teleportutility Teleport to the position of your cursor. 2 characters | 28 | 19 53 uses | 22.0s | 19m 4s | 8 |
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 | — | — | — | — | — |
Teleport Capturepassive 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.