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
Target an opponent and blast behind you to propel yourself forward, then deliver a powerful kick. The kick slows the target for a few seconds. Any enemies hit by the laser also take damage and knockback. Missing the kick adds an extra 5 seconds to the cooldown.
Cyclops
28
19
53 uses
10.0s8m 40s5

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.