Injustice Gods Among Us Arkham Knight Batman Gameplay Elite VII
Arkham Knight Batman is an immensely flexible and cunning combatant in Injustice Mobile. With his very high and balanced base stats, as well as having a powerful and versatile passive, this version of Batman fits with his own staple image in the Arkham trilogy. He can only be obtained in the Arkham Pack and is considered to be the rarest drop from the pack at a drop rate of ~9%, or a ~24.5% chance to get at least one copy of him from a pack. However, obtaining him from a pack will not unlock him for direct promotions. Passive Upon first entering the match, Batman can pick 2 buffs (out of 6 total) to use against his opponent. This cannot be delayed or chosen at another time. If no action is taken, two random buffs will be received. Clockwise from top left: Crit Immunity (Batsuit icon): Batman will be immune to CRIT damage. Drain Immunity (Lightning target): Immunity to power drain effects, including those from Ra's Al Ghul's Scimitar and Overpowered 5-U-93-R. SP1 Damage Buff (Batarang): Increases the minimum damage of his SP1 by 66.7% (diminishes to 33.3% at max damage). Crit Damage Buff (W target): Batman does 25% more damage on Crit attacks. Power Added (Batman and Lightning): Gives Batman 2 bars of power instantly. Because he technically doesn't start the match with two bars, instead generating them immediately after the match starts, it bypasses the 2-bar cap, giving him access to a Super at the start of the match if equipped with Ra's Al Ghul's Scimitar or while teamed with Batgirl/Prime. Militarized Batmobile will further boost his power and can allow him to finish off the opponent quicker. DOT Immunity (Cross): Batman is immune to Damage over Time. He is virtually immune to characters that are known to deal Damage-Over-time on their specials (both 1 and 2, in this case). This is a strong defense against characters that deals heavy damage over time, such as Scorpion/Mortal Kombat X and The Joker/Arkham Origins, and also gears like The Ibistick and LexCorp Set. It will not, however, work against Radiation All buffs have a visual effect when activated: Crit Immunity: Utility belt glows blue, blue hexagons swirl around the torso. Drain Immunity: Red glowing ring above belt, followed by gold ring flaring around the feet. SP1 Damage Buff: Utility belt glows blue, eyes glow white. Crit Damage Buff: A small flash at the cowl, red glowing ring above belt, eyes glow white. Power Added: Gold ring flares around the feet followed by blue hexagons swirling around the torso. DoT Immunity: Red hexagons around the torso, followed by the same gold ring effect as above. The buffs do not show a pop-up text if Batman is on the opponent's team, but they do show the visual effects. When multiple buffs are selected, only part of the effect may appear. For example, choosing both crit and drain immunity may lead to the blue glow of the utility belt and the gold ring effect not to be displayed. If the opponent starts the match with power bars (e.g. from Ra's Al Ghul's Scimitar, Batgirl/Prime or Batman/Arkham Origins passive), it is possible for them to initiate a special while you are selecting a buff - the text of the special will pop up, but they don't actually start doing the special; even after you finish buff selection, there will be a few seconds when they are invulnerable and you cannot use a special before they finally start using their special. If going for the power added buff it is in your best interest to tag-in before he gets one bar of power while tagged out to avoid losing power. Arkham Knight Batman's passive allows him to negate the different strengths of a great variety of characters. Crit immunity greatly reduces the threat of Deathstroke/Arkham Origins, Darkseid/Apokolips, or any card with lots of crit stats, a common sight in Online Battles. Power drain immunity allows him to resist the power drains from Sinestro/Antimatter, Ra's Al Ghul's Scimitar or Overpowered 5-U-93-R. Damage over time immunity is invaluable against the likes of Scorpion/Mortal Kombat X and Catwoman/Arkham Knight. 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 Batgirl/Prime, Ra's Al Ghul's Scimitar: Along with Batman's Power Added ability, he can start with a Super Move at the beginning of the match. Bane/Arkham Origins: Similar to above, albeit more situational, and not at the very beginning of the match. Abilities WayneTech: When Bruce first engages an enemy, he activates two WayneTech boosts of his choosing. Gold 1,200/1,300 Promotion Cost N/A(pack exclusive) Arkham Pack

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