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Insurgency Batman
Rarity Base Stats Price Unlock
Gold 750/1050 182,000 Available in Store, Gold Booster Pack, Gotham PackEternal Enemies Batman v. Joker Pack
Passive Martial Arts: Batman's Basic attacks deal 300% MORE DAMAGE if an opponent is STUNNED.

Batman/Insurgency is one of the least popular gold characters mainly due to his lower-than-normal stats and a niche passive. However, when geared correctly and placed on a team that revolves around his passive, Batman can shine during the mid-to-later portions of a match by finishing off weakened foes, thus reminding others that the Insurgency still stands!

StrategyEdit

Basic combo Damage pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3%) 9%
Heavy 4% - 4% - 4% 12%
Despite what the description of his passive says, his basic attacks deal 300% damage (or 200% more damage) against stunned opponents. Nevertheless, it's heavily suggested to equip Batman with gear that boosts his basic damage and grants critical chance on his basic attacks. This will allow Batman to make the most of his passive, since a stun only lasts for one basic attack combo. The Cloak of Destiny would work well with him as it's bonus damage against stunned opponents would stack with his passive. It would also include chance to stun on tag which allow Batman to use his passive and bank power for his powerful SP2.

For teammates, it's best to pair him with characters with strong, reliable sources of stun. Static/Prime and Batman/Red Son are worthy teammates. Static's SP1 is a guaranteed stun so long as it lands unblocked. Batman/Red Son, on the other hand, has unblockable chance with his SP1 which can make stunning opponents easier. Hawkgirl/Prime would also work, especially if Batman/Insurgency has the Cloak of Destiny equipped on him. She would allow Batman to cycle in and out faster, increasing his chances to stun on tag-in. Additionally, Hawkgirl's snare and chance to stun with her SP1 could make it easier for Batman to finish off opponents.

IMG 1651-1-

Batman deals more basic damage if an opponent is STUNNED.

Interactions Edit

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 Edit

  • Any character with a strong reliable STUN, ideally Static/Prime or Batman/Red Son : This makes it easier for Batman to utilize his passive and to save power for his much stronger SP2.
  • Massive Sharpened Teeth: The chance to stun on combo ender means Batman could potentially use his passive more frequently without having to use his SP1, meaning he can bank power for his SP2.
  • Hawkgirl/Earth 2: With more ways and chances to stun, Hawkgirl can allow Batman to utilize his damage bonus more frequently. 
  • Hawkgirl/Prime: For the reasons stated in the "Strategy" section.

Good Against Edit

  • Characters and Gear with health threshold passives and abilities.
    • Raven/Prime: Batman's SP2 is a strong one-hit wonder that is further amplified with his he's equipped with the Cloak of Destiny facing a stunned opponent. It can KO Raven without triggering her passive.
    • Green Lantern/John Stewart: Same as above as it avoids the Emergency Barrier John provides to himself and his teammates.
    • Astro-Harness: Same as above as it avoids the invulnerability and the power shield provided by the harness.
  • Characters with slow attack speeds, such as Solomon Grundy, Killer Croc/Arkham: Their sluggishness makes it easier for Batman to land an unblocked SP1, increasing the chances for Batman to use his passive on them.

Countered By Edit

AbilitiesEdit

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
Lunge Kick Second Special Batman exercises his mastery of the martial arts with an unrelenting kick. Quick tap
The Dark Knight Super Move Batman uses everything at his disposal to decimate his opponent. UNBLOCKABLE. Tap

Support Cards and GearEdit

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)

StatsEdit

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 6,375 15,309
Elite I 8,813 22,281
Elite II 11,745 30,607
Elite III 17,625 45,927
Elite IV 20,553 55,112
Elite V 23,490 61,236
Elite VI 26,426 68,891
Elite VII 29,363 76,545
Elite VIII 32,299 84,199
Elite IX 35,235 91,854
Elite X ?? ??

TriviaEdit