Batman’s Best Moves, Strategies, and Techniques: Multiverse Guide

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Batman is one of DC Comics’ most recognizable characters and one of the most accessible and beginner-friendly fighters in MultiVersus. Batman’s moveset uses his wide variety of gadgets at his disposal. These include Batarangs, Smoke Bombs, and Bat-Bombs. Using these tools, Batman focuses on vertically eliminating his opponents and is a force to be reckoned with for both new and experienced players.

Batman’s tools help provide him with plenty of damage potential, while allowing him to close gaps with his opponents if needed. Many of Batman’s attacks also weaken the debuff. In MultiVersus, debuff causes opponents to take more damage from all attacks that deal damage. Overall, the best way to take advantage of Batman’s moveset is to apply as much debuff as possible.

  • Neutral Ground Attack: Batman’s neutral ground attack is his Batarang. Hold the attack button to charge how hard it throws, then release to throw. There is a cooldown on the Batarang attack, but it is significantly shortened if Batman picks it up. The Batarang weakens when hit.
  • Lateral attack on the ground: This attack is a basic combo. It ends with an uppercut with slight recoil power. Mostly useful for turning damage.
  • Ground Attack: Batman can charge up a sweeping attack that will hit in a small arc above his head. Decent damage and knockback that is good for trying to hit enemies overhead. Also weakens opponents hit.
  • Ground Attack: Batman charges a slide attack. The more charged the movement, the more Batman slides. Entering the attack after the slide gives Batman an extra kick that hits enemies horizontally.
  • Neutral Air Attack: Batman throws a Batarang. Has a slightly different arc than throwing from the ground, but is otherwise the same.
  • Side Air Attack: Batman charges a forward punch. Pressing the attack again will activate a second hit that rushes forward and weakens the enemy. However, if Batman is close to the ground, it will be difficult to get the second hit.
  • Air Attack: Charges an upward blow, similar to the ground attack. This aerial attack can also be reintroduced for a second attack. These sweeps also weaken enemies.
  • Downward Air Attack: Batman turns around and kicks down. This attack has a powerful knockback and is a great way to sting enemies. Just be aware of the long attack windup when timing attacks on enemies.

  • Special Neutral: Batman equips a Bat-Bomb. The next attack Batman connects to an enemy will attach the Bat-Bomb to them. The bomb explodes after a short countdown and propels the victim upwards. If Batman throws a Batarang with the bomb, the Batarang will have the bomb attached and stick it to any enemy it hits. This special has a cooldown.
  • Special side: Batman uses a grappling hook to attach himself to a surface. This surface could be platforms, the edge of the stage or even opponents. The grappling hook pulls him in, kicking enemies in the way. A good movement tool, but can be easily telegraphed and punished by enemies.
  • Until Special: Batman charges an uppercut, launching himself and any fighters he punches into the air. It’s the best way for Batman to knock out his enemies. Even if the enemy doesn’t take enough damage to be stunned, knocking them into the air is a great way to unleash upward combos and lead to their death. While airborne, the move cannot be charged, but is still a great way to finish off enemies.
  • Special Down (Ground): On the ground, Batman’s down special is a smoke bomb. In the smoke, Batman and his ally are invisible to the opposing team. In addition, all smoke attacks weaken opponents. Opponents in smoke have their movement speed reduced.
  • Special Down (Air): In the air, Batman’s special descent becomes a stomp, descending from the air with control to change direction.

Overall, Batman is best at chasing enemies vertically. It has many attacks that can have additional combos to maximize damage that hits horizontally. But when finishing opponents, vertical knockback attacks are the way to go.

Batman tends to excel more in single-player battles. However, it is also still an excellent choice for team battles. As for his teammates, it is best to associate Batman with characters who excel in ranged attacks:

  • Bugs Bunny (Mage)
  • Velma (support)
  • LeBron (hitter)
  • Tom and Jerry (mages)

Batman will best serve his team by trying to rush one of the opponents. Keeping stacks of the weakened status condition will help stack damage on enemies. Then a more ranged Batman teammate can help add even more damage.

Batman’s Smoke Bomb can also be used as a team. Batman and his ally will both be invisible in the smokescreen. In addition, his team has increased his speed. These two buffs combine to help Batman’s ranged teammate unleash unexpected ranged attacks to his advantage.

Batman’s combo fight excels in one-on-one battles. With fewer enemies to fear, Batman can chain his attacks together with ease. Batman’s Down Ground Attack and Side Air Attack second hits are much easier to connect in these smaller scale fights.

After using combos to rack up damage, Batman can knock enemies off the top of the stage. At around 90 damage, Batman can start trying to KO enemies from above. When chasing enemies, try to stay below them and bait their dodges. Then, complete them with Batman’s Up Special to complete them.

Batman’s best perks mostly revolve around maximizing his vertical destructive power. Some perks can be changed, but there are a few that players will always want to have equipped to complement Batman’s strengths.

Best Batman Perks (Head-to-Head/Teams)

  • High, High and A-Slay (unlocked at level 12
  • Triple jump (trained to level 9)
  • aerial acrobat (unlocked at level 2)
  • Precision Grapple (Signature Perk) (unlocked at level 10)

Batman’s best perks remain largely the same in 1v1 and Teams battles. Up, Up And A-Slay is vital to Batman’s success. The increased vertical recoil helps accentuate Batman’s greatest strengths. The aerial acrobat increases air acceleration, which means he moves faster through the air. This makes it easier to bait enemies with unexpected attacks and moves. The triple jump allows Batman to chase enemies higher with less risk. Finally, Precision Grapple gives a powerful blast. This makes Batman’s grappling hook even more effective, especially when battling an enemy.

Batman wasn’t changed as heavily as the other characters in the last MultiVersus patch. However, he still had slight nerfs from before. Here are the changes the Caped Crusader got in Season 1:

  • Batman’s grappling hook won’t get him past his destination. Previously, Batman missing a grappling hook kick would cause him to far exceed his grapple point. This usually resulted in Batman being knocked out much sooner than he normally would.
  • The first hit of the side ground attack has scent recovery. This means that if Batman misses the first hit of this jab, his enemy could punish him more easily.
  • Batman picking up the Batarang now returns less cooldown. This prevents spamming the attack as could happen in the original version of the game.

Overall, despite these changes, Batman is still an important member of the MultiVersus listing. He has a host of gadgets that make him a fun adaptation. Batman’s fun yet accessible moveset makes him an especially great choice for newcomers. MultiVersus.

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