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Batman - Gaslight (HD)
Rarity Base Stats Price Unlock
Gold 1400/1400 495,000 Challenge Mode, Gaslight Batman Bundle
Passive Guardian Angel: Batman evades enemy Tag-In attacks, and has a chance to throw a Grenade that causes BURNING upon enemy Tag-In. On teammate Tag-In, a Swarm of Bats attacks the enemy which causes DAMAGE-OVER-TIME and a chance for the enemy Attacks to MISS for 6 seconds.

Gaslight Batman is one of the most powerful cards to ever be released into Injustice: Gods Among Us. His punishing passive severely weakens and, in some cases, negates some of the best cards. Cards such as Batgirl/Cassandra Cain and Bane/Luchador, with notoriously dangerous tag-in passives, will be rendered useless by Batman. While also boasting the highest combined stats in the whole game, tied with Superman/Injustice 2Batman/Flashpoint and recently Superman/New 52, it is easy to see why this card is so revered and strong.

He can be obtained from the Gaslight Batman Bundle, or his Challenge. Note that if you purchase him from the former, you 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%
BGBG

Batman countering tag-ins with a Grenade!

Just like Green Arrow/Rebirth, only the LAST HIT of his SP2, “The Worst of Times”, can KO the opponent. However, if a DOT was applied beforehand, it can knock out the opponent on earlier hits and transfer the following damage to the next one. Be mindful that Batman cannot attack/block for a short period of time(around 1~2 seconds) right after using an SP, making him extremely vulnerable to enemy attacks. It is suggested to use Batman's SP1 more often instead of his SP2. Batman's SP2 does not knock back the opponent unless it lands unblocked, giving Batman no time to recover; his SP1 however, lets Batman retreat for a short distance, sufficient enough to last the vulnerable time frame. 

Passive

On enemy tag-in (if Batman is currently tagged-in), he will have a high chance to retaliate with a grenade that deals Burn DoT. If that opponent has an effect on tag-in such as stun or power drain, he will evade it, effectively negating them. If Batman is stunned or knocks out an enemy, he will not throw a grenade if another character tags into the match. The grenade Batman throws upon enemy tag-in can result in a knockout, if the enemy is extremely low on health. The chance to activate the first part of his passive seems to be ~100%, meaning he will throw a flame grenade upon every enemy tag-in. It is unclear if the activation chance for his passive will be nerfed in the next patch. Batman's teammates (excluding himself) can summon a swarm of bats to attack the enemy upon tag-in, which causes a DoT on them and causes their basic attacks to have a chance of missing, dealing no damage and allowing the teammate to recover to hit them back with their own attacks. 

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

  • Catwoman/Arkham Knight: Catwoman's passive means all DOT that is affecting the enemy if she has used one of her specials cannot be rinsed by tagging out. Therefore Catwoman can use her special, then tag in Batman/Gaslight and none of the DOT will be rinsed by tagging out.
  • Hawkgirl/Prime: Her passive will allow Batman's teammates to tag in and out more quickly, thus applying the Swarm of Bats more often. Furthermore, her snare synergizes with Batman's DoT effects.
  • Harley Quinn/Arkham Knight: Her surprise attack on opponent tag-in will add to Batman's BURN, doubling down on damage
  • Catwoman/Batman Returns: As Batman can apply DOT in three different ways, she can make it more effective due to her passive.

Good Against

  • Any character or gear that has a tag-in effect, such as Bane/Luchador, Raven/Rebirth, Batgirl/Cassandra Cain and etc. as Batman’s passive renders these abilities useless.
  • Sinestro/Antimatter: Sinestro's strategy involves lots of forced tag-outs, but this force-tagging would cause more bats to overwhelm him, resulting in more damage done to Sinestro.
  • Hawkgirl/Prime: Constant tagging would backfire on Hawkgirl's team as Batman will continuously throw grenades when they tag in. Furthermore, he will evade the snare on tag-in.

Countered By

  • Scorpion/Klassic: Scorpion is immune to BURN, so Batman's grenade will do very little to him.
  • Aquaman/Injustice 2: As long as Aquaman has power to spend, Aquaman can rinse off  Batman's BURN (from his passive), BLEED (from his SP1), and BATS (from teammate tag-ins) effects and place them on Batman or his teammates with doubled the effect.
  • Batman/Arkham Knight : Batman/Arkham Knight can choose to have DoT immunity, effectively hindering Batman/Gaslight's passive and SP1.
  • Static/Prime: Static's SP1 is a guaranteed STUN as long as it hits unblocked. A STUNNED Batman will not throw a grenade when his opponents switch. This is good news for Batman/Insurgency , Hawkgirl/Earth 2 , and The Flash/Earth 2 as they all can tag in, avoid the grenade, and proceed to take advantage of their respective passives.

Abilities

Here are Batman's abilities.

Ability Classification Description Usage
Piercing Darkness First Special Batman uses flying daggers to strike his enemy down. CAUSES OPPONENT TO BLEED. Target
The Worst of Times Second Special Batman unleashes a furious swarm of bats and masterful fisticuffs upon the enemy. Rapid Swipe, Quick Tap
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap

Although Batman can chain his heavy combo to his SP2, “The Worst of Times”, there are some discrepancies regarding it.

Support Cards and Gear

Template:Batman

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 10,962 20,412
Elite I 16,443 30,618
Elite II 21,924 40,824
Elite III 32,886 61,236
Elite IV 38,367 73,483
Elite V 43,843 81,648
Elite VI 49,329 91,854
Elite VII 54,810 102,060
Elite VIII 60,291 112,266
Elite IX 65,772 122,472
Elite X 77,395 157,248

Trivia

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