Batman/Goldencahill

So, I know the Arkham games were not the best portrayal of Batman, but to make him less OP without alts, I used the uniform in the picture below. Enjoy Batman!

http://batman.wikia.com/wiki/Batman_(Batman:_Arkham_Asylum)

I built this version to play around Combo Setup and Pressure Points with a few other assorted debuffs for support.

Cost: 90 CP

Arkham Batman

Class: Tactician

Health: 3/5

Stamina: 3/5

Attack: 2/5

Defence: 2/5

Accuracy: 3/5

Evasion: 4/5

Passives:

Death in the Family -  Chance to counter melee attacks with Combat Training and ranged attacks with Batarang.

1. Combat Training (Melee Unarmed)  Target: One Enemy    Hit:98% Crit: 14%    No Cooldown

Batman punches the enemy three times, once to the neck, once to the liver and an uppercut.

One Enemy
 * Pressure Points -  Chance to apply Weakened, Dizzy, Exposed and Slowed.
 * Combo Setup -  The next unarmed melee attack against this target deals extra damage.

2. Glide Kick (Melee Unarmed)   Target: One Enemy    Hit: 90%   Crit: 20%  Cooldown: 1 Round

Batman disappears offscreen, then jumps from above it, landing with his boot in the enemy's face and 'wings' fully extended.

One Enemy
 * Intimidated - Reduced attack, accuracy and evasion.
 * Exploits Combos -  Deals extra damage agains targets with Combo Setup.
 * Exploits Distraction - Deals extra damage against targets with Distraction.

3. Gear Assortment - Multi Function
 * 1) Batmobile
 * 2) Batclaw
 * 3) Batarang

3.1 - Batmobile  (Ranged Summon)   Target: All Enemies   Hit: 100%  Crit: 25%   Cooldown: 1 Round

The Batmobile drives from behind the heroes, running over the entire enemy team.

One Enemy 3.2 -  Batclaw   (Ranged Tech)   Target: One Enemy   Hit: 82%  Crit: 7%   Cooldown: 1 Round
 * Guaranteed Hit -  100% chance to hit... usually.
 * Distraction -  75% Chance -  High chance to miss with next single-target attack.
 * Paragon Exploiter - Does extra damage against targets with Weakened, Dizzy, Exposed, Slowed, Combo Setup or Stun.

Pulls out and shoots someone with the Batclaw.

One Enemy 3.3 -  Batarang   (Ranged Tech)    Target: One Enemy   Hit: 95%   Crit: 10%   Cooldown: 1 Round
 * Pinpoint Target - Attacks against this target are guaranteed to hit.
 * Winded -  Cannot perform follow-up attacks.

Throws a Batarang into the enemy, cutting them.

One Enemy
 * Bleeding - Taking damage every turn and after performing an offensive action.
 * Ravaged -  Taking extra damage from Bleeding
 * (Bleeding x2 -  50% chance)
 * (Shred - 50% chance -  Reduces defence, counts as bleeding)

4. Stealth Takedown  (Unarmed Melee)   Target: One Enemy    Hit: 98%  Crit: 23%  Cooldown: 2 rounds

Batman gets behind the enemy and covers his mouth, holding him until he faints and dropping him on the ground.

One Enemy Self
 * Stealthy - Does not trigger protect or counter effects.
 * Fatal Blow -  Defeats enemies with 30% or less health.
 * Cower - 25% chance to lose a turn
 * The Dark Knight (1 round) - Follows up ranged attacks with Combat Training.