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Not to be confused with Batman/Arkham Knight. "AOB" redirects here. For the Bane character, see Bane/Arkham Origins.
Batman - Arkham Origins (HD)
Rarity Base Stats Price Unlock
Gold 1,000/1,150 375,000 Available in Store, Most Wanted Pack, Arkham Pack, Arkham Asylum Pack, Eternal Enemies Batman v. Joker Pack, Nth Metal Pack, Phantom Zone reward (Veteran)
Passive Invisible Predator: Batman starts battles with 2 BARS of POWER.

Batman/Arkham Origins is one of the first and most enduring powerhouses in Injustice Mobile, with still decent base stats and a timelessly powerful passive. With the ability to fire off specials at the start of a match unaided, he can quickly make the battle lopsided, three fighters to two.

Batman/Arkham Knight is often considered to be an upgrade to Arkham Origins Batman, as he has higher base stats and a passive that can immediately grant him 2 bars of power unaffected by the 2-bar starting power cap and another enviable buff in addition to this. He is much harder to obtain, however. Batman/Arkham Origins can also be relied upon in Online Battle defense to actually have power, as there is no way to choose which buffs the AI will select for Batman/Arkham Knight.

Strategy

Basic Attacks

Basic combo Damage pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3%) 9%
Heavy 4% - 4% - 4% 12%
Arkham Origins Batman 2 Power Bars

Batman and his infamous 2 bars of starting power!

Passive

Usually considered as the strongest store character, Batman has a very dangerous passive that allows him to knock out one opponent at start of the match thanks to his powerful SP2, quickly outnumbering the enemy team. Due to a plethora of counters against Batman's passive, it's recommended to start him in either the 2nd or 3rd slot. From here, he can either gain his third bar or be tagged in just after the start of the match and fire off his SP2. However, he should be the starting character if equipped with 2/3 LexCorp Set, so Mother Box will give him extra power.

His starting power is capped at two bars, and won't be affected by Batgirl/Prime's passive and Ra's al Ghul's Scimitar.

Gear

Since he only has a once-per-match passive, it's best to either give him a Special attack nuke build with the Tantu Totem or equip him with damage boosting gear and gear that grants critical chance to basic attacks. The first strategy will allow him to sustain his power as he decimates multiple opponents with his SP2. The second will make the most of his screen time and will complement his already decent damage stat. Furthermore, the set up goes well with his heavy combo which can be chained together multiple times.

The 2/3 LexCorp Set (LexCorp Chest Armor V2 and LexCorp Helmet V2) is a viable build for him. His SP2 can inflict DOT and heal with life drain. The crit chance for basic attacks can be utilized with the crit damage boost and his smooth heavy combo, extending his usage after using all of his starting power. However, the most beneficial effect is the power drain reverse, which helps him overcome his power drain weakness, especially from Raven/Rebirth and Mother Box that otherwise could make his passive completely useless. The third gear slot should be for power generation or SP2 boost gears such as Heart of Darkness or Tantu Totem, especially the latter can help him destroy the enemy team with its power refund.

His SP1 can apply DOT from The Ibistick, LexCorp Helmet V2, League of Assassins Adept Blade and gear shatter from Claw of Horus 2 times, making them good gears for him, especially The Ibistick as it also boost his power generation and his powerful SP2, allowing him to nuke with SP2 if needed.

Militarized Batmobile is a viable gear for him, as he can easily reach his Super Move thanks to his passive and gears or characters that provide power such as Tantu Totem and Wonder Woman/New 52.

Batman Ninja Helmet synergizes well with him. Being a Batman character, he is able to make use of all of its effects, and since he starts out at 2 bars of power, he will start matches with increased damage reduction and crit chance. When teamed with an evolved, dark passive maxed Shazam/New 52 and given a full damage reduction build (Batman Ninja Helmet, Killer Croc Companion Card EVOLVED, and Gingold Soda), he can quickly reach the power threshold needed to become immune to basic damage and special damage.

Interactions

Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Batman. Having a card that "counters" Batman does not mean it is always a good choice.

Good With

  • Arkham characters.
    • Harley Quinn/Arkham: Gives a 50% block breaking chance on every hit of Winged Avenger, further enhancing the potential of Batman's explosive first blow in battle. Indeed, with sufficient upgrades, this will often instantly knock out a first character unless steps are taken specifically to counter this.
    • Bane/Arkham Origins: When Bane gets below 50% Health, Batman can get an extra bar of power for another Winged Avenger or The Dark Knight (with Militarized Batmobile).
    • Batgirl/Arkham Knight: Not only do her own specials have a chance to break block, but she can auto tag in and save Batman from the brink of defeat allowing him to have time to potentially build up his SP2 again when he would have otherwise been KO'd.
  • Harley Quinn/Animated: Her damage boost complements his already decent damage and if Batman is in the 2nd or third slot, the faster power gen she grants to teammates will allow Batman to gain his third bar faster, meaning he can tag-in and fire off his super. This mixes very well with the Militarized Batmobile.
  • Wonder Woman/New 52: Her special attacks allows Batman to also gain power, getting to SP2 much faster.
  • Shazam/New 52: He will provide increased damage reduction and basic attack damage to Batman, as discussed further in the gear section.

Good Against

  • Killer Frost/Prime, Killer Frost/Regime: Killer Frost's (and to a lesser extent, the Regime version's) power dampening has no effect against Arkham Origins Batman's passive, allowing him to do a devastating first blow before she could drag it out too long to turn the battle to her favor. Additionally, The Batmobile gear already encourages Batman to go full aggressive and rely on an early super move for damage and not on heals, lowering Regime Killer Frost's passive's effectiveness.
  • The Joker/Insurgency, The Joker/The Killing Joke: Since Batman is only one bar away from his Supermove, equipping him with the Militarized Batmobile will allow him to tag in and unleash a boosted Supermove. This has a high chance of KO'ing either Joker. The invulnerability provided by the Batmobile will help Batman avoid the health loss from The Joker/Insurgency's passive and shrug off a special or Supermove by one of The Joker/The Killing Joke's teammates.
  • Solomon Grundy/Boss: Even in the unlikely event that Batman lowers his health to near 0 with his instant powerful Special 2, Grundy's damage would only be increased to 2x, as Grundy's damage increase must be done with the number of hits he receives, not only the health percentage he is at.

Countered By

  • Characters and gears that can drain power.
    • Raven/Rebirth: Upon tag-in, Raven can siphon Batman's two bars of power and simultaneously activate her own SP2.
    • Mother Box : Aside from the ability of this gear to possibly evade Batman's "Winged Avenger", the ability to drain all power at the start of the match is an excellent way to counter his starting power.
    • Black Adam/Kahndaq: His passive allows him to power drain Batman's power, but only if he's quick enough to do so.
    • Batgirl/Prime: She grants her team one bar of power at the beginning of the match, which is very useful for countering Winged Avenger with any character that has a power drain on SP1, such as Lex Luthor, Nightwing, and Sinestro/Antimatter.
  • Characters and gears that can reflect special damage, especially SP2.
    • Black Adam/Regime: Black Adam's shield can reflect immense amounts of damage back at Batman, severely crippling his health.
    • Aquaman/Flashpoint: He or his Flashpoint teammates can tag-in at start of the match to counter Batman's special.
    • Scorpion/Klassic: Tag him in at start of the match will help counter Batman's specials and inflict burn DOT back to him.
    • Scarecrow's Ventilator Mask: It guaranteed special damage reflect on block can reduce and inflict damage back to Batman.
  • Batgirl/Cassandra Cain: Upon tag in, Cassandra damages and knocks back her opponent, unaffected by block; tagging her in at the beginning of the battle and blocking immediately will almost guarantee that he will use Explosive Batarangs instead of Winged Avenger, greatly reducing his threat, especially when he is teamed with Arkham Harley.
  • Doomsday/Containment: Doomsday can withstand 3 blows that would have killed him, and Winged Avenger does not have enough hits to fully destroy Doomsday.
  • Superman/Injustice 2, Batman/Dawn of Justice, Reverse Flash, Wally West/Rebirth, and Riddler's Staff: All have a chance to completely avoid/negate the damage from Batman's infamous Winged Avenger.
  • Martian Manhunter/Blackest Night: He starts the match with the defense buff, reducing damage taken from all attacks including Batman's powerful SP2 from his starting 2 bars of power.
  • Solomon Grundy/Regime, Solomon Grundy/Prime, Hawkgirl/Blackest Night: Being essentially less powerful versions of Containment Doomsday, their resurrection abilities allow them a chance to survive Winged Avenger.
  • Astro-Harness: The brief invulnerability given will prevent Winged Avenger from knocking out a character.
  • Green Lantern/Red Son, and Batman/Beyond: They are immune to stun on his SP1. Furthermore, Green Lantern reduce special damage by 20% and can share the damage reduction and Stun immunity to his Red Son teammate, thereby lowering Batman damage output.

Abilities

Here are Batman's abilities.

Ability Classification Description Usage
Explosive Batarang First Special Batman uses twin batarangs to strike his opponent down. CHANCE TO STUN. Target
Winged Avenger Second Special Batman launches flying knee attacks at his opponent. Quick Tap
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap

There is currently a bug in which AI characters can interrupt his Explosive Batarangs with a special of their own, effectively dodging your attack.

Winged Avenger causes his target to bounce; if used on characters with a large model size (e.g. Doomsday, Solomon Grundy), it is possible to follow up with a heavy combo immediately afterward on the helpless opponent. It can be chained from his heavy combo, but extreme timing is required.

Support Cards and Gear

Here are Batman's support cards and gear.

Card Classification Description Cost
Alfred Health 10% HEALTH BOOST. 9,000
Oracle Damage 10% DAMAGE BOOST. 12,000
Batcave Energy 10% ENERGY REGENERATION. 15,000
Bulletproof Batsuit (Silicon Carbide Batsuit) Gear

12% - 22% MAX HEALTH increase

[Batman] CRIT BOOST: 30% - 50% more damage on CRIT attacks

[Evolved]: Disable enemy's special: 15% - 25% chance on Special 1

25,000 - 1,000,000 (upgrading)
The Batmobile (Militarized Batmobile) Gear

15% - 25% MAX HEALTH increase

[Batman] 10% - 20% Super Move Damage Increase

[EVOLVED] [Batman] 100% AREA EFFECT: opponent's team takes 20% - 25% damage from your Supermove

[EVOLVED] [Batman] 100% 3 - 5 seconds invulnerability after your Supermove is activated

25,000 - 1,000,000 (upgrading)
Batman's Hooded Cloak (Batman's Cowl) Gear

8% - 18% MAX HEALTH increase

[Batman] 20% - 40% Stun chance on Tag-in

[Evolved] DISABLE enemy Specials: 20% - 40% on Special 2

25,000 - 1,000,000 (upgrading)
Sengoku Helmet (Batman Ninja Helmet) Gear

20% - 40% MAX HEALTH increase

For every 5% of available POWER, damage received is reduced by 1% - 2.3%.

[Batman] For every 10% of available POWER, CRIT chance is increased by 1% - 3%.

[EVOLVED] 25% - 50% chance to resist POWER DRAIN

25,000 - 1,000,000 (upgrading)


Stats

These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. Numbers with a * after them may not be accurate, please allow for a discrepancy of '+1/-1' damage or health due to rounding inconsistencies in game code.

Tier Damage Health
Normal 7,830 16,767
Elite I 11,745 25,150
Elite II 15,660 33,534
Elite III 23,490 50,301
Elite IV 27,405 60,361
Elite V 31,320 67,068
Elite VI 35,235 75,452
Elite VII 39,150 83,835
Elite VIII 43,065 92,219
Elite IX 46,980 100,602
Elite X 55,283 129,168

Trivia

  • Arkham Origins Batman has the highest damage out of all cards that are always available at the beginning of the game. He's also the most expensive "ready-to-buy" card in the Store and used to be the most expensive card in the game at one point.
    • His price is also unusually high; for example, Batman/Beyond Animated has the same total base stats, but only costs 67.2% as much.
  • His combo ender is similar to the last hit of Batman/Insurgency's light combo.
  • He used to be able to start the match with 3 bars of power if paired with Batgirl/Prime. He was then nerfed probably due to the Militarized Batmobile.
  • He is based on his appearance in the Batman: Arkham Origins game. In addition, his passive is likely named after the Invisible Predator Online game mode in that game.
IMG 0492-1-

Batman activating his Super Move.

  • The final boss of battle 49, the last match before Bonus Battle 7, is a version of Arkham Origins Batman with 70,200 Damage and 251,500 Health. Despite this, he is capable of inflicting over 135,000 damage with his special 1 version of Lunge Kick, which would require a Damage stat of over 200,000, when a 70,200 Damage stat only results in a maximum of 46,332 damage.
  • If the player doesn't tap at all on the mini-game during his Special 2, he will only perform a headbutt as opposed to adding flying knee kicks for a full 3-hit "Winged Avenger".
  • If Batman does not have "Winged Avenger" unlocked, he will only start with one bar of power, and will not be able to use "Explosive Batarang" twice instead.
  • His Special 2 "Winged Avenger" shares the same animation with the Combo ender of Batman/Flashpoint.
Preceded by Title Succeeded by
Unknown Highest base Damage Darkseid/Prime
Characters
Aquaman
Aquaman/Prime, Aquaman/Flashpoint, Aquaman/Injustice 2, and Aquaman/Regime
Ares
Ares/Prime, Ares/Regime, and The Merciless/Metal
Bane
Bane/Prime, Bane/Arkham Origins, Bane/Knightfall, Bane/Luchador, and Bane/Regime
Batgirl
Batgirl/Prime, Batgirl/Arkham Knight, and Batgirl/Cassandra Cain
Batman
Batman/Prime, Batman/Arkham Knight, Batman/Arkham Origins, Batman/Batman Ninja, Batman/Beyond, Batman/Blackest Night, Batman/Dawn of Justice, Batman/Flashpoint, Batman/Gaslight, Batman/Insurgency, Batman/Red Son, and Batman/Beyond Animated
Black Adam
Black Adam/Prime, Black Adam/Kahndaq, Black Adam/New 52, and Black Adam/Regime
Catwoman
Catwoman/Prime, Catwoman/Ame-Comi, Catwoman/Arkham Knight, Catwoman/Batman Ninja, Catwoman/Batman Returns, and Catwoman/Regime
Cyborg
Cyborg/Prime, Cyborg/Regime, and Cyborg/Teen Titans
Darkseid
Darkseid/Prime, and Darkseid/Apokolips
Deadshot
Deadshot/Arkham Origins, and Deadshot/Suicide Squad
Deathstroke
Deathstroke/Prime, Deathstroke/Arkham Origins, Deathstroke/Flashpoint, Deathstroke/Insurgency, and Deathstroke/Red Son
Doomsday
Doomsday/Prime, Doomsday/Blackest Night, Doomsday/Containment, and Doomsday/Regime
Green Arrow
Green Arrow/Prime, Green Arrow/Arrow, Green Arrow/Insurgency, and Green Arrow/Rebirth
Green Lantern
Green Lantern/Prime, Green Lantern/John Stewart, Green Lantern/New 52, Green Lantern/Red Son, Green Lantern/Regime, Green Lantern/Red Lantern Hal Jordan, Green Lantern/Yellow Lantern Hal Jordan, and Green Lantern/Jessica Cruz Rebirth
Harley Quinn
Harley Quinn/Prime, Harley Quinn/Animated, Harley Quinn/Arkham, Harley Quinn/Arkham Knight, Harley Quinn/Insurgency, and Harley Quinn/Suicide Squad
Hawkgirl
Hawkgirl/Prime, Hawkgirl/Blackest Night, Hawkgirl/Earth 2, and Hawkgirl/Regime
Killer Croc
Killer Croc/Arkham
Killer Frost
Killer Frost/Prime, and Killer Frost/Regime
Lex Luthor
Lex Luthor/Prime, Lex Luthor/Insurgency, and Lex Luthor/Krypto
Lobo
Lobo/Prime, and Lobo/Bounty Hunter
Martian Manhunter
Martian Manhunter/Prime, and Martian Manhunter/Blackest Night
Nightwing
Nightwing/Prime, Nightwing/Batman Ninja, Nightwing/New 52, and Nightwing/Regime
Raven
Raven/Prime, Raven/Rebirth, Raven/Regime, and Raven/Teen Titans
Scorpion
Scorpion/Klassic, Scorpion/Mortal Kombat, and Scorpion/Mortal Kombat X
Shazam
Shazam/Prime, Shazam/New 52, and Shazam/Regime
Sinestro
Sinestro/Prime, Sinestro/Antimatter, Sinestro/Green Lantern, and Sinestro/Regime
Solomon Grundy
Solomon Grundy/Prime, Solomon Grundy/Boss, Solomon Grundy/Earth 2, Solomon Grundy/Red Son, and Solomon Grundy/Regime
Static
Static/Prime
Superman
Superman/Prime, Superman/Blackest Night, Superman/Dawn of Justice, Superman/Godfall, Superman/Injustice 2, Superman/Man of Steel, Superman/New 52, Superman/Prison, Superman/Red Son, and Superman/Regime
The Arkham Knight
The Arkham Knight/Arkham Knight
The Flash
The Flash/Prime, The Flash/Blackest Night, The Flash/Earth 2, The Flash/Elseworld, The Flash/Metahuman, The Flash/New 52, The Flash/Regime, Reverse Flash, and Wally West/Rebirth
The Joker
The Joker/Prime, The Joker/Arkham Origins, The Joker/Insurgency, The Joker/Suicide Squad, The Joker/The Killing Joke, The Joker Unhinged/Suicide Squad, Lord Joker/Batman Ninja, and The Batman Who Laughs/Metal
Wonder Woman
Wonder Woman/Prime, Wonder Woman/600, Wonder Woman/Dawn of Justice, Wonder Woman/New 52, Wonder Woman/Red Son, and Wonder Woman/Regime
Zatanna
Zatanna/Prime
Zod
Zod/Prime, and Zod/Man of Steel
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