One of four playable characters in Gotham Knights, Red Hood’s strengths are his grappling abilities and dishing out serious damage from afar.
Red Hood Skill Trees
Red Hood’s skill trees are all relatively similar, in that they’re mainly focused on dealing more damage — the Marksman tree buffs ranged damage, the Brawler tree improves his grappling, and Vengeance adds general DPS.
This tree focuses on ranged damage output per second, speeding up your attacks, boosting your critical attacks, or rewarding longer aim time with increased damage.
AP Cost
Icon
Ability
Requirement(s)
Description
n/a
Perfect Evade
None
Red Hood performs a perfectly-timed evade that generates Momentum and allows for a Perfect Attack follow-up.
1
Focused Fire
Perfect Evade
Red Hood can aim longer at a target to deal 4x more damage.
2
Lucky Rounds
Perfect Evade
Every round Red Hood shoots has a small chance to deal 5x the damage. Only applies to Ranged Attacks and Precision Aim.
1
Critical Expertise
Perfect Evade
Increases Red Hood’s critical damage by 20%.
2
Precise Strikes
Critical Expertise
Increases Red Hood’s chance of landing a critical hit by 10%.
2
Focused Fire+
Focused Fire
Aiming time of Focused Fire is reduced by 50%.
3
Quickfire Expert
Focused Fire + or Precise Strikes
The critical chance and critical damage of Red Hood’s Range Attack combo is increased by 15%.
This tree boosts Red Hood’s melee capabilities, with a particular emphasis on grappling. This skills below improve his grab ability as well as their damage.
AP Cost
Icon
Ability
Requirement(s)
Description
3
Human Bomb
None
When Red Hood throws an enemy, he attaches a concussion mine to them that explodes when shot.
1
Large Grab
Human Bomb
Red Hood can perform grab moves on large enemies.
1
Extended Grab Window
Human Bomb
Enemies can now be grabbed at 50% health or less.
2
Human Bomb Enhanced
Large Grab or Extended Grab Window
Increases damage and radius of the concussion mine explosion.
1
Grip Expertise
Human Bomb Enhanced
Increases Red Hood’s damage when performing a grab move by 10%.
2
Iron Grip
Human Bomb Enhanced
Grabbing an enemy prevents Red Hood from being interrupted by most attacks.
2
Human Bomb Multiplied
Grip Expertise or Iron Grip
Detonating the concussion mine deploys 6 additional concussion proximity mines on the ground.
A strictly DPS tree, with some skills focused on doing damage to a specific type of enemy. Notably, Combined Fire lets Red Hood do more damage when aiming at the same foe as an ally.
AP Cost
Icon
Ability
Requirement(s)
Description
1
Coup De Grace
None
Red Hood inflicts 10% more damage on enemies with 30% health or less.
1
Freak Justice
Coup De Grace
Increases Red Hood’s damage by 15% and critical damage by 5% when fighting Freaks.
2
Regulator Justice
Freak Justice
Increases Red Hood’s damage by 15% and critical damage by 5% when fighting the Regulators.
2
Mob Justice
Freak Justice
Increases Red Hood’s damage by 15% and critical damage by 5% when fighting the Mob.
2
Combined Fire
Regulator Justice or Mob Justice
Red Hood and his allies inflict increased damage when focused on a single target. Only applies to Ranged Attack combos and precision aim.
2
Unrestricted Fire
Combined Fire
After using Two-Fisted Reload, Red Hood can shoot unlimited rounds for a short period of time.
2
Double Vortex
Combined Fire
After using Two-Fisted Reload, Red Hood shoots double the number of rounds for a short period of time.
Red Hood’s Knighthood tree adds some crowd-control to his kit, causing both his grabs and his knock-out ranged attacks to inflict Fear in nearby enemies. It also adds some oomph to his headshots and weak spot targeting, and improves his ranged attack combo and his Ultimate Momentum Ability. With this tree comes the Heroic Traversal Mystical Leap, which allow Red Hood to use Spirit Platforms to leap through the air.
AP Cost
Icon
Ability
Description
n/a
Mystical Leap
Red Hood traverses through the air using spirit platforms.
1
Ranged Terror
Every shot that knocks out a target inflicts Fear in nearby enemies.
2
Weak Spot Damage +
Increases headshot and weak spot damage by 15%.
1
Grab Dread
Grabbing a target inflicts Fear in nearby enemies.
2
Combat Mastery
Increases the number of attacks in Red Hood’s Ranged Attack combo by 1. The last hit is a knockdown.
2
Ducra’s Training
Mystical Rounds requires 50% less time to lock on targets.
3
Shadow Vengeance
Mystical Rounds shoots 2 rounds instead of 1.
Red Hood Momentum Abilities
Red Hood’s Momentum abilities generally strengthen his ranged attacks, with faster reloads, high damage abilities, and even a Portable Turret. However, he can also unlock the Mystical Punch and Mega Tackle, improving his melee combat. His ultimate ability, Mystical Rounds, locks onto enemies and deals serious damage to everything in his line of sight.
Icon
Ability
Type
Keybinds/Controls
Momentum Cost
Description
Two-Fisted Reload
None
+Tap +Tap Tap 1
1
Red Hood Performs a quick reload while hitting and shooting at an enemy.
Barrage
Piercing
+Tap +Tap Tap 2
1
Red Hood Shoots multiple rounds straight ahead, hitting all enemies in his path. Ammo is also reloaded.
Harnessed Rage
Fear Inducing
+Tap +Tap Tap 3
1
When activated, Red Hood’s next attack increases by a portion of damage he receives. Also heals Red Hood at 1% per second. Duration: 20s
Mystical Punch
Guard Break
+Tap +Tap Tap 4
1
Red Hood charges his fists with Elemental Effect damage. Melee Attacks do 50% more damage and 5x more Elemental buildup. Duration: 30s
Spoilsport Reload
Area of Effect
+Hold +Hold Hold 1
2
Red Hood jumps backward, releasing explosive magazines. Ammo is also reloaded.
Portable Turret
Damage Over Time
+Hold +Hold Tap 2
2
Red Hood deploys a mini turret that shoots at nearby enemies, dealing high damage. Duration: 6s
Mega Tackle
Guard Break, Piercing, Partial Area of Effect, Fear Inducing
+Hold +Hold Hold 3
2
Red Hood dashes forward, knocking down all enemies in his path.
Mystical Rounds
Ultimate
+Hold +Hold Hold 4
Cooldown 7:00
Red Hood Locks onto enemies and shoots a Mystical Round that will hit all targets, causing massive damage.
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DanielD
Unabashed FromSoftware fanboy still learning to take his time with games (and everything else, really). The time he doesn't spend on games is spent on music, books, or occasionally going outside.