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 |
|---|---|---|---|---|---|
To Me, My X-Menutility Release a wide optic wave that pushes opponents and yourself away from each other. This deals severe knockback. Mutant guild allies within a 15 block range receive a buff: several seconds off their ultimate cooldown, a random ability off cooldown, and some health restored. Cyclops | — | — | 40.0s | — | 5 |
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.