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Blackest Night Batman
Rarity Base Stats Price Unlock
Gold 1,250/1,000 400,000 Challenge Mode, Challenge Booster Pack, Blackest Night Booster Pack, Special Challenge Booster Packs

Passive Surging Darkness: Batman deals more damage as his opponent’s health depletes. Blackest Night characters receive an additional 10% Unblockable chance for each Blackest Night member on their team.

Blackest Night Batman can be unlocked through his Challenge Mode. Otherwise, he can be randomly obtained from the Challenge Booster Pack, the Special Challenge Booster Packs, or as a guaranteed pull from the Blackest Night Booster Pack. However, obtaining him from a pack will not unlock him for direct promotions.

Strategy

Basic combo Damage pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3%) 9%
Heavy 4% - 4% - 4% 12%
Image-1477257209

Batman's passive while active; Note the increasing damage from his basic attacks

Batman/Blackest Night can be a quite effective glass cannon. As Batman's opponent's health declines, he is able to pack a larger punch. For every 1% of his enemy's missing health, Batman does 1% increased damage, for a bonus of 100% damage (200% total) when they are at 1 health. Constantly wearing down his opponents will empower him to finish them off quicker. The second part of his passive gives all other Blackest Night characters on his team a large unblockable chance on all attacks (which is increased by the number of Blackest Night teammates). As such, pair him up with other Blackest Night teammates to maximize his potential. Like with Red Son characters, his passive does include him and is increased by him.

The LexCorp Set's full set effect's damage increases when Batman's passive is activated. This indicates that the change is to his base damage stat and not any form of additive damage. This also means that the difference in damage from things such as crit attacks or damage boosts is much higher than from other damage increase sources.

Note: his damage is based on the opponent's current health percentage, so if he tags in while the opponent is at 10%, he will do 90% more damage despite not actually having done any damage to them.

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

  • Other Blackest Night characters:
  • Characters which amplify his damage, Batman/PrimeLex Luthor/Prime, Green Arrow/Insurgency, but espcially the following:
    • Harley Quinn/InsurgencyIn addition to her damage boost, her healing effect (especially when paired with her Dual .357 Revolvers) can add to Batman's longevity in a match.
    • Harley Quinn/AnimatedSame as above but this Harley gives a stronger damage boost and an additional power gen boost which can help Batman achieve his devastating SP2 quicker.
    • Superman/Red Son: If there is any other Red Son character on the team, Batman has an additional 50% Damage Boost to his basic attacks - which could possibly mean defeating opponents faster in his basic attacks alone.
  • Cloak of DestinyIt’s recommended - or can even be MANDATORY - to equip it to Batman/Blackest Night; it has an insane synergy with him, thanks to his passive which increases damage everytime his opponent’s health depletes. When he stuns his opponent using his SP1, he can finish off his opponent faster either through his basic attacks or his specials. The 50% Crit Boost on the Cloak (when Maxed) is deadly enough when his basic attacks and/or specials have a Crit Chance and/or Boost. Pair the Cloak especially with the following Gears and you remind your opponent that Blackest Night Batman is exactly in charge of the Battle:

Good Against

  • Killer Frost/Prime: Since Batman practically doesn't need to use his Specials, if coupled with the right gears that increase basic attacks, he can easily lower Killer Frost's health without having to use his special(s).
  • The Flash/Reverse Flash: The same general case as above, along with Reverse Flash's "decently" low health stats, it can be an easy job for Batman to lower his health down.

Countered By

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
Necrotic Energy Second Special A series of blows fueled by the dark power of Undeath. Quick Tap
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap

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.

Tier Damage Health
Normal 9,787 14,580
Elite I 14,681 21,870
Elite II 19,575 29,160
Elite III 29,363 43,740
Elite IV 34,256 52,488
Elite V 39,150 58,320
Elite VI 44,044 65,610
Elite VII 48,937 72,900
Elite VIII 53,831 80,190
Elite IX 58,725 87,480
Elite X 66,544 112,320

Trivia

Batman does

Batman using his old passive at night time (note the Bat symbol on the top left).

  • His artifacts are: Cowl, Utility Belt, Black Lantern Ring, Bracers, and Explosive Batarang.
  • At the same time as Martian Manhunter/Blackest Night's Challenge repeat in October of 2016, he was completely revamped with new stats and a different passive (which was in the 2.12 update).
    • He's the 4th character overall to get their passive upgraded and the 2nd character overall to get their stats upgraded.
    • He is also the character to receive by far the largest buff after release, as technically, Green Lantern/Red Son's crit immunity was added after he was announced but before he was released.
  • Previously, his former passive (before the 2.12 update) was Night Strength: Batman deals 20% more damage between midnight and sunrise. It was possible to change the time on the device clock to use this bonus at any time, but he was still very unpopular. His stats were 1,000/800 and his price was 182,000 Power Credits.
  • Interestingly enough, the Minimum and Maximum Damage for all Batmen' SP1 used to be the same!
    • However, this was changed in the 2.16 update.
      • Now all characters that previously had reduced damage on their SP1 are now increased, but do not deal double damage.
  • You'll receive a free copy of a Silver character upon completing Challenge 10 of Battle 4 in Standard difficulty for his repeat.