Batman - Prime
Rarity Base Stats Price Unlock
Gold 700/1100 182,000 Available in Store, Gold Booster Pack, Most Wanted Pack, Starter Pack, Gotham City Pack, Gotham Pack, Eternal Enemies Batman v. Joker Pack
Passive Tactical Genius: Batman and his teammates deal 25% more DAMAGE.


Basic combo Damage pattern (% of damage stat) Total (including Combo Ender)
Light (Combo Ender) 2% - 2% - 2% - (3%) 9%
Heavy 4% - 4% - 4% 12%
Batman Prime is likely the first gold card new players will obtain, due to him being the only gold card in the new and improved Starter Pack (which also includes the silver cards Wonder Woman/Prime and Doomsday/Regime), which is of great value for its low price.
IMG 1956

Batman displaying his infamous SP2 "Way of the Bat" on an opponent.

Due to his passive, Batman Prime can be on any kind of team and add significant damage , and is of great help in the earlier stages of the game. However, he becomes a rarer choice quickly, as he is generally surpassed by Harley Quinn/Animated, who offers a slightly lower damage boost, but also a very useful power generation boost, as well as having a plethora of useful effects available from her special 2. Additionally, she is significantly cheaper to promote.

His low base damage is also noticeable; even when his passive is accounted for, his damage is still lower than all versions of Batman other than the practically nonexistent Batman/Insurgency and Batman/Beyond.


Due to his already mentioned low damage, it'd be best to equip him with either Basic attack -increasing gears (such as the Promethium Longsword) or Crit-chance increasing gear (such as the LexCorp Chest Armour V2).  The LexCorp Set is a fairly common option, as it will give Batman Prime a significant Crit chance, increased Crit damage, as well as a huge Life Drain chance on his special 2.


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

  • The Arkham Knight: A damage boost to his deadly combo can quickly decimate teams.
  • Harley Quinn/Animated: Harley gives Batman another damage boost as well as a power generation boost with which he can achieve his powerful SP2 faster. On the flip side, she benefits by receiving another hefty damage boost from Batman himself.
  • Lex Luthor/Krypto: Lex Luthor boosts Batman's already decent health, giving Batman more durability. In return, Lex receives a significant damage boost.
  • Superman/Red Son: Superman adds another damage boost to Batman's basic attacks. Together they form a 50% damage buff to non Red Son cards' basic attacks.
  • Wonder Woman/Red Son: Wonder Woman gives a power generation increase to Batman, making it easier for him to achieve his debilitating SP2 as well as gaining a strong damage boost in return.

Good Against

  • Characters and Gear with health threshold passives and abilities.
    • Raven/Prime: Batman's SP2 has the majority of its damage on the first hit. It can KO Raven, when she's at a low enough health threshhold, 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.

Countered By


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
Way of the Bat Second Special Batman combines brutal tactics and high-tech gadgetry with devastating results. 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

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)


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 4,628 13,900
Elite I 8,222 24,057
Elite II 10,962 32,076
Elite III 16,443 48,114
Elite IV 19,184 57,737
Elite V 21,924 64,152
Elite VI 24,664 72,171
Elite VII 27,405 80,919
Elite VIII ? ?
Elite IX ? ?
Elite X ? ?


  • If you use his SP2 without tapping on it, he will only use his kick without summoning his mechanical bats.