Batman (Arkham)

* Arkham Origins
* Arkham Origins: Cold, Cold Heart
* Arkham Asylum and Arkham City
* Arkham Knight

— Batman.

— Batman.

— Batman.

— Batman.

## Summary

**Bruce Wayne** is **Batman**, a vigilante in a Gotham City that was slowly taken over by the Arkham Asylum, becoming Arkham City instead.

## Powers and Stats

**Tier:** **9-A**

**Name:** Bruce Wayne, Batman, Ghost.

**Origin:** Batman: Arkham.

**Gender:** Male.

**Age:** 27 (Arkham Origins), 32 (Arkham Asylum), 35 (Arkham City onwards).

**Classification:** Human, Vigilante.

**Powers and Abilities:**

* Physical Abilities
* Weapons and Gadgets
* Resistances

Superhuman Physical Characteristics, Genius Intelligence, Acrobatics (Batman can quickly cross the city by gliding, running through rooftops, and using his grappling hook without much difficulty.), Vehicular Mastery (Batman is capable of expertly piloting the Batmobile and using it to defeat groups of opposing vehicles. Batman quickly learned how to pilot Firefly’s jetpack.), Weapon Mastery (Batman is extremely skilled in the use of throwing weapons, capable of hitting Zsasz on the head with a Batarang when he peeks out from behind a hostage. Batman has shown to be skilled in the use of swords.), Martial Arts (Batman is a master in martial arts.), Stealth (Batman is superb at sneaking around, capable of easily taking down even incredibly skilled opponents such as Deadshot without being noticed.), Hacking (Batman is a skilled hacker, being able to hack into Riddler's system before Riddler could even finish peaking.)

Explosion Manipulation (Explosive Batarang, concussion detonator, and glue grenade.), Homing Attack (Remote Control Batarang.), Sound Manipulation (Sonic Batarang and voice synthesizer.), Heat Manipulation (Thermo charged Batarangs and thermal gloves.), Technological Manipulation (Cryptographic sequencer, disruptor, remote hacking device, and voice synthesizer.), Enhanced Senses (Detective mode.), Fear Manipulation and Poison Manipulation (Fear Toxin.), Ice Manipulation (Freeze blast.), Electricity Manipulation (Remote electrical charge and shock gloves.), Information Analysis (Scanner.), Smoke Manipulation (Smoke bombs.)

Resistance to Pain Manipulation (Batman can keep on fighting after receiving stab wounds and gunshots.), Fear Manipulation (Batman ingested enough Fear Toxin to drive ten men insane and continued fighting.), Poison Manipulation (Batman could keep on fighting while poisoned by a neurotoxin that send his vitals off the chart.), Biological Manipulation (Batman resisted being shot by a TITAN dart.), Sleep Manipulation (Batman resisted the Joker's knock-out gas and had to be knocked-out manually.), Empathy Manipulation (Batman resisted the effects of Poison Ivy's pheromones.), and Turning (Batman overcame the effect of the Joker's blood, which was trying to turn him into the Joker, by defeating the projection of the Joker inside his mind.)

**Attack Potency:** **Small Building level** (Batman can fight characters who can harm him.)

**Speed:** **Supersonic+** (Batman can easily dodge bullets fired from M4 Carbines, which have an average muzzle velocity of 910 m/s.)

**Lifting Strength:** **Class 5** (Batman could break out of shackles, which requires 6401 lbs of strength.)

**Striking Strength:** **Class MJ**

**Durability:** **Small Building level** (Batman can withstand the detonation of his own explosive gel, which is capable of blowing up walls. Batman can survive direct punches from a TN-1 empowered Bane, who can smash through walls.)

**Stamina:** Superhuman (Capable of staying active for hours while fighting his entire rogue’s gallery one after the other while under the effect of the Joker’s poisoned blood without getting tired.)

**Range:** Melee, Several meters with weapons and gadgets.

**Standard Equipment:**

* Batsuits
* Weapons and Gadgets
* Batmobile

* **Basic Batsuit:** The suit looked like it was not bulletproof or knife proof, but there was a lot of flexibility. This suit was what an experienced Batman considered a "basic" Batsuit and offered him basic protection and gadgets and was one that Batman had for quick deployments in emergencies, as it was missing a large portion of technology found in his other suits, including older ones.
	+ **Arkham Origins Batsuit:** The suit was bulletproof and knife proof, but flexibility was less.
	+ **Extreme Environment Batsuit:** A Batsuit that helps Batman in extreme environments, mainly cold and cryovapor.
	+ **Arkham Knight Batsuit:** An advanced suit designed with flexible plates overlaying a magnetorheological fluid armor layer, and incorporating the latest in cutting-edge technology.

- **Batarang:** A bat-shaped projectile weapon commonly used by Batman and his associates as a non-lethal ranged attack, and an alternative to firearms.
	* **Explosive Batarang:** A gadget and occasional weapon that Batman could spray on structures and trigger the gel to explode.
	* **Multiple Batarangs:** An upgrade to the Batarang that allows Batman to throw up to three Batarangs at the same time.
	* **Remote Control Batarang:** A special Batarang that Batman can manually control once released. They are useful for hitting objects that are out of reach. The device is built with brakes and acceleration, and allows fine control over its movements. If sent through electricity, they retain the charge and can blow out fuse boxes to open doors.
	* **Sonic Batarang:** A special Batarang that sends out a high-pitched wailing sound, which attracts any inmate in earshot. As they get close, the Sonic Batarang can be detonated to incapacitate the inmate.
	* **Thermo Charged Batarangs:** The Extreme Environment Batsuit variation of the Batarang. Those Batarangs release extreme heat.

- **Batclaw:** A grapple device that Batman uses to pull vent covers off of out-of-reach walls, clear obstruction from his path, and make enemies drop their weapons.
	* **Ultra Batclaw:** A stronger version of the Batclaw. The Ultra Batclaw has three claws, instead of the normal Batclaw's one claw, at the end of the gun which could be used to take down weak walls, ventilation covers, and Joker's Henchmen.

- **Concussion Detonator:** A gadget used by Batman that attaches to enemies and allows Batman to stun and disorient those caught in its explosion, giving him ample time to dispose of the enemies.

- **Cryptographic Sequencer:** A device that allows Batman to bypass security consoles, track signals, and listen in on radio broadcasts.

- **Detective Mode:** One of Batman's most useful gadgets, as it allows him to see people through walls and detect usable and useful objects in the environment.

- **Disruptor:** A gadget that allows Batman to disrupt and disable the weapons of his opponents. It was originally used to override Mr. Freeze's weapons, but was later upgraded into being able to disable regular weaponry, such as firearms or bombs.

- **Fear Toxin:** A drug that could be either inhaled or injected. When ingested it induced intense and sometimes irrational fear, which caused the user to go insane or even die in larger doses. Originally used by the Scarecrow, Batman would make use of this drug after becoming a full-time vigilante known as “Ghost” due to his secret identity being revealed to the public.

- **Freeze Blast:** A high-powered sub-zero temperature projectile that is created by Mr. Freeze, which detonated on impact, and could be used to solidify water or temporarily incapacitate thugs.

- **Glue Grenade:** An adhesive grenade that is created and used by Batman.

- **Line Launcher:** A grapnel device used by Batman, Batgirl, and Nightwing to get across large gaps or distances that couldn't be normally traversed. It was an alternative to the Grapnel Gun. It could only be used to traverse horizontally, not up or down.

- **Remote Claw:** A gadget which allows Batman to target two objects and pull them together, including enemies. It can also launch objects at enemies, or string up enemies or objects.

- **Remote Electrical Charge:** A projectile weapon that can shock people with electricity and power up generators and industrial electromagnets.

- **Remote Hacking Device:** A device with a similar function to the Cryptographic Sequencer, but it can also hack and control enemy drones, turn consoles on and off, can tilt Stagg's Airship, and certain things can be hacked to takedown or stun enemies such as locking doors, spraying paint explosions.

- **Scanner:** A gadget that was used by Batman to help him to detect spores of the plant that was required to make the antidote for the Titan Formula.

- **Shock Gloves:** A set of electrified gauntlets, allowing Batman to add electricity to his physical blows.
	* **Thermal Gloves:** The Extreme Environment Batsuit variation of the Shock Gloves. Those gloves release extreme heat, and were used by Batman to free people that were frozen in ice blocks, break through ice formations, and take down enemies.

- **Smoke Bomb:** An item used by Batman, Robin, Nightwing, and Batgirl to escape from armed henchmen when under fire or to distract enemies.

- **Voice Synthesizer:** A device with a similar function to the Remote Hacking Device, except the Voice Synthesizer accesses panels that requires voice activation.

- **Arkham Asylum Batmobile:** The original Batmobile has no combat purposes and was designed to move around the streets of Gotham City. This vehicle’s main feature is its incredible speed.

- **Arkham Knight Batmobile:** The Batmobile was completely redesigned after the original one was destroyed by the Joker's explosives. The new model had better traction, shielding that could resist ten tons of pressure per square inch, extra resistance to explosions, faster response time for driving remotely, and several experimental prototype technologies. This vehicle was much more upgraded than previous versions with newer technology and non-lethal weapons inserted, which gave it a tank-like Battle Mode.

**Intelligence:** Genius (Batman is an incredible detective, capable of solving all of the Riddler's puzzles, decipher the Spirit of Arkham's identity, decrypt Azrael's symbols, quickly reconstruct entire crime scenes, and decrypt the subliminal message implanted in Azrael's brain. Batman is incredibly skilled in the use of technology, capable of easily hacking into several different types of systems and computers, as well as being responsible of the creation of many of his own gadget. Batman is a master in stealth and martial arts, capable of defeating many highly skilled opponents at once. Batman is a creative strategist, being able to defeat opponents who highly overpower him by detecting and exploiting weaknesses and useful items in the environment, such as his battles against Bane and Mr. Freeze.)

**Standard Tactics:** Batman is highly skilled in stealth and the use of his gadgets, and will use them to defeat opponents without being noticed. If direct conflict does initiate, Batman will use a mix of his martial arts skills and gadgets to defeat opponents.

**Weaknesses:** Batman will put the lives of his loved ones over his own. Several of Batman's weapons can only be used for a specific number of times before needing a recharge.