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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

    Hats off to you all. It was a pleasure, ladies and gentlemen.

    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for Batman

    I'm the Goddamn Batman, I can't die!!! (Top-lane Tank/Off-tank build)

    A Batman guide by MonkeyLord83
    Last updated: Mar 10th, 2014
    Link to guide: www.dawnbase.com/guides/im-the-goddamn-batman-i-cant-die-top-lane-tank-off-tank-build
    4,214 2
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    Hi everyone, I'm MonkeyLord83, as you can see, I'm a Batman's fan. I've been having some great fun playing Batman on Gotham Divided, but I see no one has wrote a guide on him on GD yet, I've decided to give it a go. Since it's my first guide, go easy on me...








    [list=1]
  • Why Batman Prime (Pros/Cons)
    Pros:
    - Great Sustainability
    - Good Burst dmg
    - Strong over all (if played right)
    - Ultimate is awesome, multifunctional, and can be used often

    Cons:
    - No built-in escape, so if you get cocky and get caught, you'll most likely die unless you've been extremely fed...
    - Weak if can't build items/notplayed right
    - Not as broken as he used to be -> Don't jump into a 1v3 or turret dive unless you are a freakin' TANK, on second thought, NOT even then...
    - He don't dance, and he don't know any jokes, and he only have one taunt... And I haven't tried his laugh yet, but I doubt it's any good either...
     




  • Abilities:
    Q - Batarang: Batman throws his Batarang at an enemy, dealing 50/85/120/155 Attack Damage + 60% Bonus Attack Dmg and applying a mark for 6 seconds. Batman's Basic Attacks or Martial Arts will consume this mark to restore 20 Energy to Batman and reduces the target's Move Speed by 30/35/40/45% which diminishes over 2 seconds.

    This skill is good in harass weak opponents during laning phrase or in team fights and chasing down weak enemies, but it's the least important imo, so I maxed it last, even after his passive.

     
    W - Martial Arts: Batman dashes to target enemy, dealing 65/110/155/200 Attack Damage + 80% Bonus Attack Dmg, applying on-hit effects and Stunning for 0.2 seconds.
     
    Each time Batman lands a Basic Attack, the cooldown of Martial Arts is reduced by 1 second.
     
    Cooldown: 10/9/7/6
     
    This is your main spamming ability and main source of dmg, it's also your gap closure/initiating skill so learn it first and max it first. At lv4, its cooldown is 6 second, and every auto-atk reduce its cooldown by 1 sec, so if an opponent is stupid enough to stay in your range of auto-atk even though you're clearly stronger, which you would be to most people if you've been playing right, punish them with Martial Arts and your R if you have it. But if you still are doing less dmg than someone (most likely Doomsday or Shazam), you can actually W to an enemies drone to escape from chase.

     
    E - Cape Sweep: Batman sweeps his cape in an area around him. All enemies are dealt 50/85/120/155 Attack Damage + 40% Bonus Attack Dmg and lose 10/15/20/25% Attack Speed for 4 seconds. If no enemy Champions are damaged, cooldown is reduced by 4s.
     
    Energy Requires: 40/35/30/25
     
    Your secondary source of dmg and useful in protecting turrets if you have a 1v2 lane and are forced back to farm almost under the turret. It combos right after W to slow your opponents atk speed if they decided to stay and fight, giving you a slight edge for 4 seconds. Also advised to used when running away so you'll take less dmg if enemies are chasing. Max it second, right after you've maxed Martial Arts.


    R - The Dark Knight: Batman consumes 1 Charge to create a cloud that blocks enemy line of sight in and out of an area for 6seconds. Enemies within the cloud are visible in the fog of war.

    While inside the cloud, Batman gains 10 Energy per second, 20% Move Speed, 15/20/25/30% Attack Speed, and Watching, Waiting is active. A Charge is generated every 45/40/35/30 seconds, to a maximum of 2.
     
    This is your ultimate, it can be used in various way: To keep you in battle for longer, to blinds opponents allows you team to attack or retreat, to help yourself escape from a chase, and to chase down an enemies. Don't be afraid to use your ultimate in fights, or even to scare you opponents so you can farm a bit, it'll likely be already regenerate when a fight broke out. Do, however make sure you don't waste both charges in a row for petty matters as it may cost you your life doing so. As this is your ultimate, add a point whenever possible, which is lv6,10, 14, and 18.


    Passive - Watching, Waiting: Batman gains 5/10/15/20 Power Armor and Attack Armor. These values are doubled when Stealthed or on a Stealth Pad.
     
    Trigger: When Batman enters Stealth or a Stealth Pad, Batman will begin to heal over time, restoring a total of 5/7/9/11% of his Max Health over the course of 6 seconds. This healing will stop if Batman is no longer Stealthed or on a Stealth Pad.

    Cooldown: 50/45/40/35
     
    This is one of the reasons why Batman can stay indefinitely in lane if played right. It's also the reason why many people would just run away from his ultimate, because Batman is scary when he's stealth. Plus, the bonus armors makes him all the more tanky. I maxed this right after maxing W and E.


    So, in short, > Tab (Passive) Q.




  • Items:

    As this is a tank/off-tank top-lane builds, I focus more on survival early/mid game and only focus on dmg late game, you won't be able to kill a lot, but you'll be great bait and will get sh*t loads of money from assists if your team get what's going on and join in when the enemies take the bait.

    Standard Nil Weapon and health pots for starter, the Nil-weapon helps clear creeps faster, and restoring health as you're doing so, helping you sustain in lane. The health pots are for desperate situation when you can't step in a stealth pad for healing, being ganked or simply can't farm nor go back to base.
     
    The Crime Bible (2) should be the first thing you buy if you're having a hard lane. First of all, because you\'re the goddamn Batman, you loves justice and you loves the Crime Bible. Second, it gives you bonus health, bonus health regen, great for sustaining, and it also gives you extra health when killing and/or assisting, yay... I mean, GOOD.

    I'd recommend Ruby Of Life (3) if you're still having problems in lane, extra health regen is always good for a tank as you'll have to be the one soaking up dmg for your allies. Plus, if you have this item at lv2 or above, you'll get extra health while collecting coins... BONUS!!!

    [[Batman's Utility Belt (3)]] is a no brainers (Here's a quote from the Cartoon Network series Young Justice: Kid Flash: You brought your utility belt? Robin: Never leave home without it. First thing Batman taught me. Kid Flash: Right after don't go to the bathroom without it). OK, serious now, Batman's Utility Belt gives everything you want and need: Bonus health, Bonus attack speed, Bonus movement speed, and Cooldown reduction. At max lv, it also removes cc from you.
     
    Now that you’re a little tanky, it’s time to put all that extra health into good use. Spear Of Destiny (2) is the way to go. Since it gives bonus attack dmg and power armor, and gives extra atk base on your health.

    At this point, if you haven’t sold anything, you should be out of slot. You should now make a choice between going in tanky or going in destructively. If the former case, take Claw Of Horus (3), the latter, [[Joe Chill’s Revolver (4)]].
    I know other builds would suggest taking Claw of Horus early on, and frankly, you can, if you’d rather have the bonuses it has to offer, I sometimes do, if my lane is balance or I dominate it. If you can take it early, Ruby of Life can now be bought now, or not bought at all if you can handle things so far. Anyway, late game is when Joe Chill’s Revolver really shines, and frankly, in most cases, you’d only have the kind of money to fully upgrade it at late game...
     
    Other items you can consider are:
     
    Fully upgrading Ruby Of Life (4) and/or [[Batman’s Utility Belt (4)]], most of the time, lv3 for both items is good enough.

    [[Diana's Bracers (2)]]: What can I say, Batman keeps a souvenir of his b*tches… Just kidding, Wonder Woman’s cool. The item is good when you’re having a tough lane with too much cc.

    [[Cheetah’s Claw (4)]] : If your team is already tanky, but lack a bit of good dmg, and you decided to sacrifice a bit of tankiness to go more destructive, get Cheetah’s Claw for the bonus life steal, atk speed, and the passive that helps you escape death.

    Soultaker Katana (4): It’s actually on Batman’s recommended build, and it’s great, you should definitely take it if you’re dominating lane. However, as I’ve said early on, this guide is mainly for lane you may have to 1v2 or lane constantly being babysat by the enemies’ jungler, lanes that survival and objectives are more important than kills and fights.

    [[Ra’s al Ghul’s Robe (2)]]: If you’re doing really well, and sacrificing tankiness for dmg, consider this as you’ll have almost an extra life that’s help greatly even if you’re only sort of tanky.

    Sword Of Beowulf (3): Nice thing to have if you’re sacrificing tankiness for dmg, that extra health can either help you survive or turn the battle around on an opponent who didn’t pay attention.

    Atlantis Gambit (4): A great aura item that also helps chase down and secure kill.


  • Stolen Powers:
    The stolen powers I’m recommending are Shazam's Invulnerability and Flash's Super Speed. Extra health and extra health regen is kind of the key to this type of defensive playing. And as Batman Prime have no built-in escape mechanism, super speed is greatly recommended. Plus, you can also use superspeed to secure kill, so bonus!!!


    Other Stolen powers that can be useful are:

    Psychic Assault: slowing enemies down can either help your team and you escape or secure kill.

    Teleport: If you want to occasionally visit base and get back into lane.

    [[Surveilance Camera]]: Extra visions is always good when you’re a guy who don’t have any escape mechanism.

    Consume: One other means of Sustaining in lane.
     



  • Laning Difficulty (In progress):

    At this point, there’s no meta yet, so you can and probably will meet anyone in any lane. So far, I can only say Batman is not as broken as he used to be, so don’t act like he still is. He can be killed by certain people.
    I’ll work on a list and how hard it is to lane against each champion, and I’ll also talk more about 1v2 lanes. But I’ll be busy for a while as I’m still in college, I have exams and stuff.
     



  • Other stuff:
    [/list]
    At this point, I’m just gonna give some advice on playing Batman:
    1, Don’t get cocky, you’re not god.
    2, Practice using your ults for multiple purposes.
    3, Don’t jump into a battle unprepared. You’re playing Batman, act like him.
  • Latest comments
    what I meant when I said not a good choice is that if you are in a 1v2 or 1v3 situation, and can't farm nor fight, the soultaker katana lifesteal isn't as useful as the health regen from the other 2, if you know your enemies can't kill you while you farm, the katana is better.
    12:31 am, Feb 26th, 2014
    After considerations and some more fights with Batman, I think the Soultaker Katana could work instead of either of the first 2 items... However, only build it in after you know what you're doing with Batman, because like I said, if priotized sustain over all else, the soultaker katana is not such a good choice, but if you have enough experience playing Batman, and know how to trade dmg wisely, go for it.
    12:29 am, Feb 26th, 2014