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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
Alfred's Aid
A Batman guide by SpartiatisLast updated: Feb 10th, 2015
Link to guide: www.dawnbase.com/guides/alfreds-advice
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Ability levelling order
Starter items
Core items
Offensive item options
Defensive item options
Situational item options
Augments
Modifiers
Stolen Powers
Table of Contents
Greetings everyone,This guide will show you the way I play as Batman on every map of the game.
Gotham Heights:
I always start with Coda Blade (T2) and Promethium Mace (T1). Depending of the situation I’m in, I’ll sometimes change Coda Blade (T2) for Zeiss Goggles (T2). I don’t rely much on health this early for batman yet because as an assassin, he requires a lot of damage output for the team. A soon as Coda Blade is maxed out, finish building up Promethium Mace and refund it once you reach T4. Now you can start spending on Velocity 9 Implants. At this point, just follow the building order of artifacts I’ve set up above (Core Items).
Gotham Divided / Coast City:
Like most people, I start with Nil Weapon and Modular Health Vial (3). As I collect coins, I proceed with the building order of artifacts I’ve set up above (Core Items). Then refund both Nil Weapon and Modular Health Vial (3) to create space.
Modifiers:
• Enhanced Velocity 9 Implants: +10 % Critical Chance. (Tier 4)
• Empowered Joe Chill's Revolver: Deadly: +75% Critical Damage (Tier 3)
• Enhanced Coda Blade: +10 Attack Damage (Tier 3)
• (OPTIONAL if you use Zeiss Goggles) Enhanced Zeiss Goggles: +10 Attack Damage (Tier 3)
Enhanced Velocity 9 Implants offers great critical chance bonus, like that your critical chance raises to 60% when having Joe Chill's Revolver with it. It's always better do land on a critical hit because there isn't much attack speed in this build, but I explain all that in the Metallo's Heart chapter. I've added Empowered Joe Chill's Revolver just so the critical effect increases to 200% which is double the damage. I added Enhanced Coda Blade just for the early bonus damage you can obtain from it.
Augments:
Angry
• Move Speed (G) +2.11 Move Speed
• Cooldown Reduction (B) +0.18% Cooldown/lvl (Max 3.42%)
Notch
• Move Speed (G) +2.11 Move Speed
• Cooldown Reduction (B) +1.08% Cooldown
Icarus
• Move Speed (G) +1.75 Move Speed
• Cooldown Reduction (B) +0.18% Cooldown/lvl (Max 3.42%)
Pegasus
• Move Speed (G) +1.75 Move Speed
• Cooldown Reduction (B) +1.08% Cooldown
Move Speed and Cooldown Reduction are very important things for my assassins and bruisers. It’s what I use for him but it doesn’t really matter as long as it goes well with your build.
Stolen Powers:
• Shazam's Invulnerability: Gain a Shield that blocks 60 damage for 2 seconds. As long as the Shield remains active, you will be healed 25 Health over 2 seconds.
• Flash's Super Speed: Gain 25% Move Speed and move through enemies for the next 4 seconds.
Invulnerability could be changed for whatever you like, but Super Speed is necessary because Batman has no way of escaping a fight.
Artifacts:
My build for Batman is full of attack damage, attack penetration and critical damage. Attack penetration is great because it blends up with his ult which can have 20 attack penetration at rank 4. If you add the penetration artifacts in my build (Core Items), it gives a total of 85 attack penetration including the ult. Additionally, if you count the critical bonus, then you deal heavy damage. I've seen many assassins having a hard time against bruisers like Aquaman and Superman. So, this helps when you're in a situation like this. I don't build up much attack speed, but I explain about that in the next chapter. Another thing that's useful is Rip Hunter's Time Pack. You can replace it with Deathstroke's Clamore to get even more cooldown reduction (up to 20 with mod) and Time Anchor, which you can now take more risks without worrying too much by teleporting back to safety.
Metallo's Heart:
• + 250 Health
• + 40 Attack Armor
• + 10 Cooldown Reduction
• Dampening Aura: -20% Attack Speed for all nearby enemy Champions.
So instead of picking Claw of Horus or Batman’s utility belt for durability, Metallo’s Heart has an aura effect that reduces the attack speed from nearby enemies. Most of you should know that Batman’s Cape Sweep (E) reduces up to 30% enemies attack speed for 4 seconds at rank 4. If you can add that up with the aura, it gives 4 seconds of -50% attack speed to the enemy. This is extremely useful against ADCs like Arrow, Supergirl, Flash, etc. It also gives a good amount of health, armor and and cooldown reduction.
Strategies:
It is very very simple to combine skills with Batman. Anywhere you are, especially in lanes, use your Batarang (Q). It gives you a huge advantage by marking your opponent for 6 seconds. The next attack you deal to the marked foe deals extra damage and restores 20 energy. If your enemy knows the consequence of the Batarang, he will back off, or else, he will take a lot of damage. Start pushing the lane when that happens. So always start with the Batarang followed by Martial Arts (W) to catch up to him quickly and consuming the mark dealing the bonus damage. Once you have gone through that, use Cape Sweep (E) to reduce their attack speed. If ever the enemy strikes first, (use Martial Arts (W) first if he is ranged) use Cape Sweep (E) to reduce their attack speed and catch up with the damage they've dealt to you. Don’t hesitate to use your ult at any moment because it activates your passive which adds up to 20% bonus damage and has a really low cooldown.
I Hope this guide helps, gives ideas and works well for everyone. Please ask me if you have any questions and thanks for reading.
Always trust your old friend, Alfred.
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