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    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.

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    Infinite Crisis builds for Batman

    Jungling Done Right: Batman

    A Batman guide by Spaghetti
    Last updated: Jan 7th, 2014
    Link to guide: www.dawnbase.com/guides/jungling-done-right-batman
    16,300 1
    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
    Updated 1/7/2013, 'Robin' Patch

    Batman Prime is still an incredibly powerful duelist, and while not quite capable of assassinating people as well as he used to, he has obscene sticking power, with powerful teamfight disruption. Well placed smoke bombs (his ultimate) can let an ally escape, prevent engages, plus a myriad of other uses.



    Ability Order:

    W or E first is preference, but if a level 1 fight breaks out, you're going to wish you had W if you don't. Max the abilities in the listed order. Early on, points in E are better, since you're unlikely to get in more than 1 W in early engages anyway, so the higher damage on E will help you win early trades, while clearing the jungle at a pretty brisk pace. Q isn't worth maxing, and isn't worth using energy on if you aren't maxing it. Put your first point in it at 11 and only use it when you absolutely must. Between Lobo, and the ministun on W, you shouldn't need that crappy slow from consuming the mark with an auto attack, which comes from an ability with such a long wind up that you aren't likely to be in melee range of your target anymore anyway. After the single point in Q, max your passive. Free defensive stats, more healing from the activated part. Try and fight in stealth pads as often as you can, doubled up defensive stats will win you fights, a lot of fights, you can NOT duel a Batman who is on equal footing credit wise if he is in a stealth pad.



    Stolen Powers:

    Same as always for the same reasons, Consume + Detonate.



    Starter Items:

    Marauder Knife 1, Marauder Shield 1, fully upgraded health potions. Obvious in their purpose.



    Core Items:

    A fully upgraded Marauder Knife 4, with the proper mod, gives a lot of AD, lifesteal, and armor pen for the price, making it an obvious first pick up for someone like Batman Prime. My next item is generally a Fragment of Mogo (with 18 armor mod). High HP, high armor, and an absurdly powerful active, especially on a diver like Batman. After Mogo, Lobo (with 105hp mod). More HP (HP = more healing from passive), more AD, and a powerful slow on attacks (and on W). Slowed targets take more basic attacks, more basic attacks means more W activations, which is obviously the end goal. Outside of clearing the jungle, Batman Prime has ONE ability to use that isn't his ultimate, and it's such a powerful tool that he doesn't need anything else. Lobo lets you spam more of your high damage, mini-stunning, on-hit effect activating gap closer that has it's cooldown reduced by basic attacks. After Lobo, Sword of Beowulf. High AD, High Power Armor, and an incredibly powerful shield against power damage. This power armor, mogo physical armor, mogo HP, lobo HP, marauder 4 armor pen, mogo active. Lots of damage of both types, plenty durable.



    Optional Items:

    I. Love. Deathstroke's. Claymore. In the past, this item was pretty bleh. In the December patch, this items passive was changed to physical damage. Batman prime, in terms of offensive stats, scales best with AD and attack speed, of which this item gives a ton of each for it's price. The passive is just icing on the cake, and since the passive is physical, you get lifesteal from the current HP damage that you deal. This lets you bash on tanks and get pretty considerable healing from the lifesteal. Claw of Horus is also a great offensive option, and works well in conjunction with Deathstroke's Claymore. Armor steal on attacks from a character that primarily attacks, as well as AD, armor, and lifesteal. Bueno.

    For defensive options, I've listed a few of the obvious choices. KWA gives you more movespeed, more power armor, and increases the healing of your passive. R'as, revive yourself, obviously great. Batman lives in the center of the fight, which leads to the occassional and sudden onset case of the deadness. R'as (outside of cowardice) is the only answer.



    Final Notes: IMO, one of the most powerful characters in the current patch. He remains strong all game, is always a threat, has a solid jungle clear, and scales incredibly well with items. He's also brain dead easy to play, and by extension, has little to no counterplay aside from the obvious more armor, more HP, and makes a good addition to any team comp. If you are new to IC, or new to jungling, Batman Prime is a very good 'Babies First Jungler', while also having a fair amount of room to outplay your opponents with your mobility, deceptive durability, and the vision denial your ultimate provides.
    Latest comments
    Love the build, but I had a question about the jungle route.  You say to go from the tripod (I assume that's the group of 4) to your big mob, which I assume is the 5 minute respawn.  Are you saying Batman can solo the 5 minute respawn at lvl 1?  I've only ever seen NM Batman do that.
    11:06 pm, Sep 2nd, 2013
    Please revise and think about what you said. Tri= 4? no. Quad = 4 Tri=3.
    10:49 pm, Oct 26th, 2013