
Batgirl
Game: Gotham Knights
One of four playable characters in Gotham Knights, Batgirl’s strengths lie in her flexibility and her innate survivability.
Batgirl Skill Trees
Batgirl’s skill trees are diverse, with Justice making her one-on-one combat skills stronger, Grit making her tougher, and Oracle adding a multitude of useful passive effects.
This tree lets Batgirl deal significantly more damage to opponents, and improves her ability to Stun and interrupt foes.
AP Cost | Icon | Ability | Requirement(s) | Description |
n/a | ![]() | Perfect Evade | None | Batgirl performs a perfectly-timed evade that generates Momentum and allows for a perfect attack follow-up. |
1 | ![]() | Critical Expertise | Perfect Evade | Increases Batgirl’s Critical damage by 20%. |
2 | ![]() | Heavyweight | Perfect Evade | Increases Batgirl’s Heavy Melee Attack damage by 10% and stun Elemental Effect buildup by 20%. |
1 | ![]() | Elite Beatdown | Perfect Evade | Beatdown can’t be interrupted by most enemy attacks. Batgirl’s defense increases by 20% while using the Ability. |
2 | ![]() | Precise Strikes | Critical Expertise | Increases Batgirl’s chance of landing a critical hit by 10%. |
2 | ![]() | Piercing Beatdown | Elite Beatdown | This upgraded version of Beatdown can interrupt enemies’ Armored Attacks. |
3 | ![]() | Critical Focus | Piercing Beatdown or Precise Strikes | Increases Batgirl’s chance of landing a Critical hit by 10%. Increases Critical damage by 10%. |
This is the tree to use if you find yourself dying a lot — Grit skills add health and defensive bonuses, allow Batgirl to revive, and let her heal when defeating an enemy.
AP Cost | Icon | Ability | Requirement(s) | Description |
1 | ![]() | HP + | None | Increases Batgirl’s base health by 40%. Does not apply to bonus health provided by gear. |
1 | ![]() | Enemy Counter Focus | HP + | Batgirl receives a 75% defense bonus when hit by an enemy counter-attack. |
1 | ![]() | Unflinching Heavy Strike | HP + | Most enemy attacks can’t interrupt Batgirl’s Heavy Melee Attacks. |
3 | ![]() | Second Wind | Enemy Counter Focus or Unflinching Heavy Strike | Batgirl can revive herself once after her health is depleted. Restores 50% health. |
2 | ![]() | Second Wind + | Second Wind | Second Wind also grants Batgirl a full Momentum segment and 10% increased chance of landing a Critical hit for 15 seconds. |
2 | ![]() | Vigilante Resolve | Second Wind | Batgirl can now use Second Wind twice. |
2 | ![]() | Sense of Victory | Second Wind + or Vigilante Resolve | Batgirl regains 4% health upon defeating an enemy or 8% health upon defeating an enemy with a Grab Strike or a Takedown. |
The skills in this tree vary wildly in function: some let Batgirl disable electronics or even overload enemy weapons, or prevent Batgirl from being seen by cameras. Hacking Overload makes Batgirl’s abilities do more damage, while Super Health Packs make healing items provide more health and an extra temporary defensive boost.
AP Cost | Icon | Ability | Requirement(s) | Description |
1 | ![]() | Remote Hacking | None | Using AR Mode, Batgirl can disable certain devices, like cameras, turrets, mines, electronic panels, and laser control modules. |
1 | ![]() | Shocking Devices | Remote Hacking | Batgirl can overcharge an enemy’s gun and/or device, instantly applying a Bioelectric Elemental Effect to the enemy (must wait after cooldown to re-use). |
2 | ![]() | Digital Ghost | Shocking Devices | Electronic devices, such as sensors and cameras, cannot detect Batgirl. |
2 | ![]() | Gear Overclocking | Shocking Devices | Batgirl overclocks her abilities to deal 10% extra damage. She can also hack her allies’ abilities to give them a 15% damage bonus for 20 seconds. |
2 | ![]() | Hacking Overload | Digital Ghost or Gear Overclocking | Batgirl’s Hacking changes the function of security systems and makes electrical panels explode. |
2 | ![]() | Super Health Packs | Hacking Overload | Health Packs provide an extra 20% health and grant a 50% Defense increase for 10 seconds. |
2 | ![]() | Health Packs + | Hacking Overload | Health Pack efficiency increases by 20%. Health Packs now also affect allies close to Batgirl. |
Batgirl’s Knighthood tree adds a number of quality-of-life improvements, like letting her use her grapple in combat and improving her out-of-combat health regeneration. It also buffs her drone’s damage, and improves Batgirl’s ranged and melee combos. Naturally, this tree comes with a Heroic Traversal, the ability to Glide using Batgirl’s cape.
AP Cost | Icon | Ability | Description |
n/a | ![]() | Glide | Batgirl uses her cape to glide through the air. She can adjust her pose to turn and gain or reduce her glide speed. |
1 | ![]() | Grapple Pull | Batgirl uses her grapple to pull an enemy towards her. When used of a large enemy, Batgirl pulls herself toward the enemy. |
1 | ![]() | Fear Takedown | Ambush Takedown inflicts Fear in nearby enemies. Critical damage and Critical chance increase by 15% for 10 seconds. |
1 | ![]() | Health Regen + | When outside of combat, Batgirl’s health automatically regenerates up to 40%. |
2 | ![]() | Enhanced Combo | Increases the number of attacks in Batgirl’s Melee and Ranged Attack combo by 1. The last Melee hit is a knockdown. |
3 | ![]() | Drone Firepower | Increases firing rate of Batgirl’s drone. |
3 | ![]() | Drone Ambush Blast | Once per summon, Batgirl’s drone unleashes a large burst of damage on all nearby enemies. |
Batgirl Momentum Abilities
Batgirl’s momentum abilities give her some much-needed area-of-effect damage, while also offering even more single-target DPS. Her Ultimate ability, the Drone, offers both healing and fire support — albeit only temporarily.
Icon | Ability | Type | Keybinds/Controls | Momentum Cost | Description |
![]() | Beatdown | None | ![]() ![]() ![]() ![]() Tap 1 | 1 | Batgirl performs a series of quick strikes on a single enemy to deal massive damage. |
![]() | Batarang Barrage | Piercing, Partial Area of Effect | ![]() ![]() ![]() ![]() Tap 2 | 1 | Batgirl attacks all enemies with a storm of Batarangs. |
![]() | Adrenaline Surge | Fear Inducing | ![]() ![]() ![]() ![]() Tap 3 | 1 | Increases Batgirl’s damage, Critical chance, Critical damage and Defense by +20% and Elemental Effect build up by +50% for 12 seconds. |
![]() | Elemental Strike | Guard Break | ![]() ![]() ![]() ![]() Tap 4 | 1 | Batgirl performs a Heavy Melee Attack that deals massive Elemental Effect damage. |
![]() | Tonfa Jackhammer | Guard Break, Area of Effect | ![]() ![]() ![]() ![]() Hold 1 | 2 | Batgirl hits the ground twice with her tonfa, creating a circular wave of damage that knocks back and staggers nearby enemies. |
![]() | Marauderangs | Damage Over Time | ![]() ![]() ![]() ![]() Tap 2 | 2 | Batgirl throws 2 Batarangs that spin around an area, striking multiple times and preventing some enemies from attacking. |
![]() | Bat Swarm | Area of Effect, Damage Over Time, Fear Inducing | ![]() ![]() ![]() ![]() Hold 3 | 2 | Batgirl unleashes a swarm of bats, dealing damage to nearby enemies and protecting her from most damage. Duration: 15s |
![]() | Drone | Fear Inducing, Ultimate | ![]() ![]() ![]() ![]() Hold 4 | Cooldown 6:00 | Batgirl calls her drone, which heals allies and shoots at nearby enemies for a short period of time. Duration: 30s |