To learn more about Batsby check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
To learn more about Batsby check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Build
Teams
Profile
All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.
13964
10649 + 3315
823
612 + 211
1644
1135 + 509
135
102 + 15
30%
10% + 20%
162%
150% + 12%
0%
0% + 0%
0%
0% + 0%
Batsby skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!
Torrent
Cooldown: 0
Tags: Wound, Single DMG
Torrent surges forth! Batsby brandishes the spear, dealing 220% damage to a single enemy, with 40% chance to inflict 2 turn(s) of [Wound].
Tidal Surge: For every 1 debuff(s) on an enemy Animus, Batsby's damage to them is increased by 10%. If the target's Affinity is countered by Batsby's and they are the main target of the Skill, damage dealt is increased to 30%, stacking up to 6 time(s).
Level 2: Increases damage multiplier to 220%.
Level 3: Increases [Wound] duration to 2 turn(s).
Level 4: Increases the chance of inflicting [Wound] to 40%.
Level 5: Increases the final damage boost for each different debuff to 10% and 30%.
[Wound]: Cannot receive healing.
Wavebreaker
Cooldown: 3
Tags: AoE
Surge, tide of impact! Batsby calls forth the waves, dealing 330% damage to all enemies. On CRIT, there is 100% chance to extend all debuffs on the target (excluding control effects) by 1 turn(s).
Level 2: Increases damage multiplier to 300%.
Level 3: Increases the chance of debuff extension to 100%.
Level 4: Increases damage multiplier to 330%.
Level 5: Reduces Skill CD by 1 turn(s).
Valiant Tide
Cooldown: 3
Tags: Vulnerable, AoE, Turn Meter+
Batsby unleashes a raging torrent, dealing 390% damage to all enemies, with 100% chance to inflict [Vulnerable] for 2 turn(s). For every 1 unit(s) with CRIT landed, Batsby gains 20% Turn Meter.
Level 2: Increases damage multiplier to 360%.
Level 3: Increases the effect of Turn Meter+ to 20%.
Level 4: Increases damage multiplier to 390%.
Level 5: Reduces Skill CD by 1 turn(s).
[Vulnerable]: Increases DMG Taken by 30%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
Batsby is an Odd Affinity damage dealer who specializes in cycling heavy AoE attacks against debuffed foes while amplifying his damage significantly against Reason-typed enemies.
Batsby’s S1 is divided into an active and a passive ability. The active part is a straightforward 1-hit attack with a good chance to inflict [Wound] for up to 2 turns.
The passive is the meat of Batsby’s kit, offering him increased damage based on the number of Debuffs present on enemies. While enemies have 6 debuffs, Batsby deals up to 60% more damage to them and if Batsby’s main target is Reason typed (red) that main target will instead take up to 180% more damage!
Do note that the damage increase from the passive does not apply to Shells, so don’t expect your White Fang to reach ridiculous levels of damage. Also, in AoE, even against 5 reason typed enemies, only the primary target may take up to 180% DMG; the rest will take up to 60%.
His S2 is a 1-hit AoE that inflicts very good damage to all enemies and extends all of their debuffs except Hard CCs by 1 turn if the attack crits on them. With a short CD and a strong added effect, this skill is excellent to keep waves of tougher enemies under control without neglecting damage, or finishing off an entire wave after S3 softened them up.
Batsby’s S3 is yet another 1-hit AoE, this time with two potent effects on top of its damage. The attack has a base 100% chance to inflict [Vulnerable] to all enemies for 2 turns, and for every enemy that receives a CRIT from this skill Batsby gains 20% Turn meter, meaning that he can get a double turn by critting on 5 enemies at once and immediately chain with his S2, extending the [Vulnerable] and cycling through his CDs faster.
In PVE, Batsby does well in AoE thanks to the combination of the low cooldowns and high damage multipliers on his S3 and S2, alongside his ability to quickly chain together both of them thanks to his turn meter boost. Outside of AoE Batsby, also carves out a strong niche as a Reason Affinity obliterator thanks to his passive tripling in effect against his primary target when they are Reason. With that said, both these playstyles rely entirely on enemies consistently having numerous debuffs applied to them at all times; without this, Batsby’s damage completely falls apart.
In PVP, it is difficult to rely on Debuff-heavy comps given the abundance of [Immunity] and Purify, in which case Batsby can only rely on his Turn meter increase from S3 and his allies to quickly land 2 strong blows on the entire enemy team, acting as a generic cleaver. Even then, Animuses like Viper passively counter CRIT attacks, and bruisers like Rahu or Tiamat can shrug off his attacks while returning heavy fire of their own.
This all makes it hard to bring him without a very solid strategy, and he would still have to contend with Massiah and other, more versatile cleavers.
In PVE, Batsby is a strong AoE choice and fits within his Reason slaying niche nicely. In PVP, while not as potent as top-tier cleave threats like Yeli and Massiah, his ability to gain an additional action quickly after his S3 gives him room to find his way into drafts situationally.
Great AoE damage when set up correctly.
Excellent ST damage if all conditions are met.
Cycles Fast (Especially in AoE).
Very Lattice hungry, as all skills want high levels.
Damage is mediocre without debuffs.
Build
For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:
The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.
For some DPS characters, we're showing two set of numbers. The top one on shows the performance in single-target scenario and the bottom on blue background in AoE scenario (4 targets). If there's just one number, it means the character only has single-target capability.
1
Before the owner takes action, increases their ATK by 1200 for 2 turn(s) and additionally applies a 2-turn [Life Leech - Shell] to them.
Grants the wearer 1200 Flat ATK and a buff allowing them to lifesteal 10% of the damage they deal while active. Damage-wise, the Shell is strongest for characters that don’t rely on their Shell for a large portion of their total damage, like Follow-Up attackers. The lifesteal effect of this Shell also makes it worth considering in PVP and PVE, even if it’s a damage downgrade.
Best option for Batsby when aiming to maximize his burst damage over the first few turns of a fight.
Best Module Sets:
1
After the main body acts, it performs a [Follow-up Attack] on the primary target, dealing 2 instances of 110% damage each. If a [CRIT] occurs, it increases the main body Animus’s [CRIT DMG] by 6%, up to a maximum of 10 stacks.
Consistent option for most DPS characters when it comes to raw damage output. Deals 2 sizable hits on a 3 turn cooldown and grants a relatively quickly stacking buff amounting to 60% CRIT DMG once fully charged. Also has more flexible DPS matrixes than other options thanks to it possessing 12P Swiftrush.
Alternative to Count which while stronger in longer drawn out fights isn't as competitive in burst scenarios as White Fang doesn't get boosted by Batsby's passive.
Best Module Sets:
CRIT Rate > CRIT DMG > ATK% > Flat ATK - SPD is situational choice for Liliam
Batsby has three main stats and two bonus stat to pay attention to across gear:
Batsby is Lattice hungry and ideally would like to max all of his abilities - one of his best unlock paths his S1 is largely useless until the very last level where it becomes incredible; his S2 and S3 both gain cooldown reductions at Lv5 as well, making what to prioritize on him quite a dilemna.
Batsby synergies aren't available yet. They will be added soon!
Teams
The teams below come from our Teams database and showcase ANY team with Batsby present within in all content available in the game.
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