Screenshot 2017-03-01 at 9.31.01 AM
Rarity Base Stats Price Unlock
Gold 1,500/1,300 491,000 Challenge Mode, Flashpoint Batman Early Access Bundle
Dark Justice: Batman's Special Attacks turn off all aspects of healing. Flashpoint characters on Batman's Team gain "Destructive Blows".

Flashpoint Batman is an incredible damage-dealing monster introduced in the 2.14 update, with crits that can deal up to 500% more damage (at full Augment), compared to only 250% more damage from other characters with a maxed crit damage augment. With the highest base damage at his release and a tied highest total base stats with Superman/Injustice 2; combined with a decently high health stat, Flashpoint Batman is sure to be a big deadly force with his destructive blows.


Basic Combo Damage Pattern (% of Damage Stat) Total
Light (Combo Ender) 2%-2%-2%-(3%-3%-3%) 15%
Heavy 4%-4%-4% 12%

"Destructive Blows" are critical hits, but can be seen as double the damage (3x "regular" damage instead of 1.5x). They are indicated by a red glow that only Flashpoint characters (if paired up with Flashpoint Batman) can emit.

When Batman uses either of his special attacks, he temporarily disables the entire enemy team's ability to heal for a few seconds. Unlike most healing suppression (Killer Frost/Regime, certain matches in Survivor Mode), his passive also deactivates Regeneration, such as the likes from the Fourth World Set's effect. Batman's Special 2 is similar to The Arkham Knight's, it does not carry over to the next opponent unless the first hit of the special accumulates enough damage to knock the character out, the character will endure the damage until the special is completed.


Batman/Flashpoint should be equipped with gear(s) that increases chance to deal Crit damage, such as the Promethium Longsword, Netherrealm Kama and LexCorp Chest Armour V2.  These, paired with crit-damage increasing gear such as the LexCorp Helmet V2, take advantage of Batman's powerful passive and high base damage.


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

Good Against

Countered By


Here are Batman's abilities

Ability Classification Description Usage
Explosive Batarang First Special Batman uses explosive batarangs to strike his opponent down. CHANCE TO STUN. Target
Blood on my Hands Second Special Thomas Wayne punishes his foe in pursuit of bringing back his son. CHANCE TO STUN Quick Tap, Target
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

X% Health Increase

[Batman] X% damage boost to CRIT attacks

[EVOLVED] Disable enemy specials, X% chance on Special 1

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


[Batman] X% Super Move Damage Increase

[Evolved] [Batman] AREA EFFECT: Opponent's Team Takes X% Damage From Your Super Move

[Evolved] [Batman] X Seconds Invulnerability After Your Super Move Is Activated

25,000 - 1,000,000 (upgrading)
Batman's Hooded Cloak (Batman's Cowl) Gear
  • X% Maximum Health Increase
  • [Batman] X% Stun Chance on Tag-in
  • [Evolved] X% DISABLE Enemy Specials on Special 2
25,000 - 1,000,000 (upgrading)


Preceded by Title Succeeded by
Deadshot Highest base Damage None

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