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
AbilityBase dmgHit on BatmanCooldownTime to killRange
Pin the nearest victim in front of you and stab them over and over for a few seconds, each stab leaving them bleeding, while you gain some overshield. The lights go out for everyone near, and neither of you can move. Hold them to the very end and a final overhead stab deals double damage and knocks them prone and untouchable for a few seconds.
Michael Myers
28
19
53 uses
110.0s1h 35m4

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.