Look up Arkham Knight Batman and you will find him ranked politely and unenthusiastically. Our own database has him at 3,100 power and 7,200 health — against Flashpoint Batman's 4,200 and 9,800, and Blackest Night Flash's 4,000 and 8,600. On the numbers he is simply behind.
He is also crit-immune, and the current meta is built almost entirely on crit.
That combination — unremarkable stats, one property that switches off the dominant strategy — makes him the clearest live example of why a ranked list of names is the wrong shape for this game.
Why the stat line understates him
A tier list has to produce one ordering. To do that it has to average across contexts, and averaging is exactly what destroys the information about a specialist.
Arkham Knight Batman is not a good general-purpose character. Against most opponents he is a moderately durable body with a decent defensive passive. Averaged across every possible matchup, "moderately durable body" is what comes out, and that is what the ranking reflects.
Against a crit-dependent opponent he is something else entirely, and there is no way for a single ordering to say so. This is the argument the tier list guide makes in the abstract — that rankings compress the character, the mode, and your roster into one number and throw away the parts that decide fights. He is the concrete case.
The same applies to his power rating. Crit immunity contributes nothing to that figure. A property that can decide a match is invisible in the number players use to compare accounts.
What crit immunity actually shuts down
Worth being precise, because "counters crit" undersells it.
Crit immunity does not reduce crit damage. It removes the mechanic the opponent's build is routed through. Against a character whose identity is crit — and the current top damage dealers are exactly that — the effect is not a percentage reduction, it is the deletion of their offensive passive.
Flashpoint Batman is the headline case. His kit runs on crit chance and doubled crit damage, and against crit immunity that half of him simply does not exist. He still has the best base stats in the game; he no longer has the thing that makes those stats terrifying. Green Lantern/Red Son occupies similar counter territory.
And critically, there is no gear answer on the other side. An opponent cannot stack more crit to get through crit immunity. The only counterplay is bringing a different character, which means your having one forces a roster decision on them rather than a build decision.
The passive, and its one big limitation
He takes reduced damage while tagged in and gains power on successful evades.
Both halves reward active, careful play while you are holding him. That places him firmly in the "needs piloting" category from the passive taxonomy — and that has a sharp consequence.
On offence, the passive is genuinely good. Reduced damage while you hold him means he can absorb a pressure phase, and power on evade converts good defensive play into specials. Combined with the power economy, a player who evades well is generating income from defence, which is unusual and valuable.
On defence, most of it evaporates. A defence team makes no decisions. Nobody is evading deliberately, so the power generation largely does not happen, and the damage reduction while tagged in only matters if the AI is holding him at the right times. The crit immunity still applies — that is passive and unconditional — but you are fielding roughly a third of the character.
So the verdict splits: strong offensive counter-pick, mediocre defensive slot, which is the opposite of Flashpoint Batman, whose revive makes him unusually good unattended.
When to field him
Field him when:
- Your mode is Online Battle and you are meeting crit-based damage dealers repeatedly. This is the case that justifies building him.
- You are the one piloting. His value is concentrated in decisions you make.
- Your team's other slots already cover damage. He is a solution, not a carry.
Do not field him when:
- You need someone to end fights. He does not, and asking him to is how he earns his reputation.
- You are filling a defence slot and have a passive alternative that works unattended.
- You have not actually checked what you are losing to. Building a counter-pick for a problem you do not have is the same mistake as buying the wrong currency.
That last one matters. He is a specialist, and a specialist is only worth the investment if the thing he specialises against is actually in front of you. Look at what beats you before you build him.
Gear
Build him for what he does rather than trying to fix what he does not.
Durability, not damage. His job is to be difficult to remove while the crit immunity does its work. Chasing offensive gear on a 3,100-power character is trying to turn a specialist into a carry, and it fails at both.
Anything that supports evade-and-punish play. His passive already converts successful evasion into power; gear that rewards the same rhythm compounds it.
Mind the breakpoints as always. The gear shards guide rule holds — a piece one upgrade short of a threshold is not doing the job you think it is, and durability gear that has not crossed a threshold will not keep him alive through the phase where he matters.
Acquisition, and why he is a cheap answer
The genuinely good news, and the reason this guide exists.
He is Gold tier, not Metal. Promotion runs on the ordinary routes rather than Metal shards from Phantom Zone and challenge rewards, which makes him drastically cheaper to finish than the character he counters.
That is a rare shape in this game: a relatively inexpensive answer to a very expensive problem. If your Online Battle results are being decided by crit-based damage dealers you cannot out-build, the cheap fix is a Gold character with the right immunity rather than a Metal character with better numbers.
It is also a useful reminder for the duplicates decision — a character who looks unremarkable on the collection screen can be the specific answer to your specific problem, which is exactly the kind of value that gets sold off for Power Credits.
If you would rather not wait on the acquisition, characters are listed with what each includes, and are Injustice mods worth it? is the honest check on whether this is your actual bottleneck first.
The short version
- 3,100 power and 7,200 health — genuinely below the top tier, and rankings reflect that.
- Crit immunity removes the offensive passive of crit-dependent damage dealers rather than reducing it.
- There is no gear counter to immunity. It forces a roster decision on your opponent.
- His passive rewards active play, so it is strong on offence and mostly wasted on defence.
- Build durability, not damage. He is a solution, not a carry.
- Gold tier means he is far cheaper to finish than the Metal characters he answers.
- Check what is actually beating you before building a counter-pick.
Where to go next
- Flashpoint Batman guide — the character he is the answer to
- The Injustice tier list problem — why specialists get ranked badly
- Injustice power rating explained — another metric that cannot see immunity
- Injustice multiplayer — the mode where this matchup is decided
- Best Injustice characters — reading passives that need piloting