5. Stolen Powers
Super Speed- Gain 20% Move Speed and move through enemies for the next 4 seconds.
Atomic Wonder Woman's Super Speed-Gain 20% Move Speed and move through enemies, dealing 20 Attack Damage when you pass through them for the next 4 seconds.
Psychic Assault- Places a 35% slow on a target enemy for 3 seconds.
Zatanna's Psychic Assault- Target enemy champion loses 45% Move Speed for 4 seconds.
I choose these two Stolen Powers because they give Nightmare Batman the sticking power he needs to finish off particularly resilient or slippery targets. Combined with Savagery and Bat Swarm, Nightmare Batman can get a huge bang for his buck from the short term stealth if coupled with super speed, perfect for close escapes or sneaking up on well-positioned foes.
On the other hand, champions such as Gaslight Batman have powerful mobility abilities that allow them to get away from Nightmare Batman's attacks once he has used his stealth, but Super Speed allows him can catch up and stick to his target. Between Nightmare Batman's already increased mobility (due to Savagery) and Super Speed or Psychic Assault, there will be few champions who will be able to outpace him, whether he is chasing or escaping.
Invulnerability -OR- Shazam's Invulnerability - This ability gives Nightmare Batman greater survivability throughout the game, giving you an edge in close fights or protecting you while you escape.
Meteor Drop -OR- Green Lantern's Meteor Drop - This ability couples well with Nightmare Batman's ultimate for huge burst damage.
Do NOT take Nightmare Batman's Consume unless you plan on jungling. Though the heal from Nightmare Batman's Consume is potent, it is worse than Invulnerability due to the fact that it requires you to be near an environmental object. If you are using Shazam's Invulnerability, you will be gaining less effective hit points overall as well.
Passive: Eternal Hunger-
Nightmare Batman gains (5%/10%/15%/20%) Attack Lifesteal.
Nightmare Batman's passive is what makes him such an incredibly sustainable champion. Combined with the fact that he is energy-based, Nightmare Batman is nearly impossible to push out of lane. Remember that because several of Nightmare Batman's abilities are Attack based, this Lifesteal also applies to his Silver Batarang and Feral Embrace. His passive also works well with Savagery, turning his increased damage into increased healing.
Q: Silver Batarang-
Cost: (50/48/45/43) Energy
Cooldown: 5 Seconds
Nightmare Batman throws a batarang that deals (50/75/100/125 +50% bonus Attack Damage) to the first target it hits. Each additional target takes 25% less damage, down to a minimum of 25% damage. All targets lose (25%/30%/35%/40%) Move Speed for 1 second.
Nightmare Batman regains 2.5 Energy every time it hits a target.
Silver Batarang is Nightmare Batman's bread and butter. This skill is what allows him to chase, clear waves of droids, harass, or make a quick escape, when coupled with Savagery or Bat Swarm. Silver Batarang is a skillshot that passes through targets, which means that lining the skill up well is a crucial aspect of playing Nightmare Batman effectively.
When engaging with foes, attempt to include droids in the line of effect for Silver Batarang, as the Energy regen also applies to them, and will allow to you use your abilities more freely. If possible, aim to hit the player first, as additional targets will take reduced damage. As always, practice makes perfect with this skill.
Be careful to not spam Silver Batarang, as you will quickly drain through your energy and won't be able to use your other skills. Also keep in mind that Silver Batarang scales off of Attack Damage, meaning that it can be used as a ranged nuke to heal (using Eternal Hunger) if you find yourself trapped behind tower.
W: Bat Swarm-
Cost: 20 Energy
Cooldown: (20/18/16/14) Seconds
Nightmare Batman enters stealth for 3.5 seconds. When he exits stealth, he creates a bat swarm in the area that deals (40/70/100/130 +60% Power Damage) Power Damage every second for 2.5 seconds. He can trigger Bat Swarm again, after 0.5 seconds, to exit stealth early.
Nightmare Batman gains 5 Energy for each target that enters the area.
Bat Swarm is Nightmare Batman's entrance and escape for a fight. Use this skill when entering another lane, or when sneaking up behind an enemy to catch them by surprise. This skill is particularly useful when coupled with Feral Embrace, as the combined damage of the two skills adds up quickly.
When using Bat Swarm offensively, try to use it just as you are coming into vision of the enemy or the enemy's droids, so as to not give away your position. Bat Swarm is also a fantastic skill to use when exiting a Stealth Pad, as the enemy will think you are still hidden on the pad until you are on top of them. An idea combo in this situation would be to enter the stealth pad, use Bat Swarm and Savagery to close the gap to your enemy, hit them with a single auto-attack (to trigger the Bat Swarm), and then follow up with Feral Embrace, which will extend the duration of Savagery for a brutal burst of damage that few foes can withstand.
When using Bat Swarm defensively, take advantage of the misdirection that stealth offers. Be sure to juke them and double back on yourself to throw chasers off your trail, or couple it with Super Speed and/or Savagery to make a quick escape.
Cost: 20 Energy
Cooldown: 20 Seconds
Nightmare Batman gains (10/20/30/40) Attack Damage, (10/15/20/25) Attack Penetration, and 25% Move Speed for 3 seconds. Every time he hits a target with a Basic Attack, 1 second is added to the duration, up to a maximum of 8 seconds.
Savagery is the skill that makes Nightmare Batman such a fierce fighter. With three of Nightmare Batman's most important stats wrapped up all in one neat little package, this skill allows the Cursed Crusader to get in and out of fights, or turn up his damage output by a significant amount. At max rank this skill is beastly, granting nearly the same stats as a Rank 4 Coda Blade for free.
Savagery should be used to close the gap and begin a fight, as the duration extension requires Nightmare Batman to be in combat. Savagery also works with Feral Embrace, a deadly combination. Savagery can also be used to quickly escape from a bad situation, or even simply to return to lane after teleporting back to base. With a mere 20 second cooldown, this skill gives Nightmare Batman a huge boost to his mobility, so be sure to use it whenever you are running between lanes. Coupled with Super Speed or Psychic Assault, Savagery allows Nightmare Batman to run literal circles around his enemies while he rips them to shreds.
R: Feral Embrace-
Cooldown: (100/90/80/70) seconds
Nightmare Batman blinks to a target enemy champion and Feral Embraces them for 2 seconds. During that time the target is Stunned, and is dealt (150/200/350/300 +60% bonus Attack Damage) Attack Damage each second. The duration of the effect is not reduced by Resilience.
Feral Embrace is what makes Nightmare Batman a true terror. Whether it is used to finish off weakened enemies, pin down a vulnerable target for your team, or to turn the tables on a 1v1 fight, Feral Embrace is a game-changing ability. As a ranged, targeted suppression, Feral Embrace allows you to close the gap on your victim of choice and lock them down for a full and unabbreviated two seconds. Though this doesn't seem like a lot of time, it's often enough for the rest of your team to follow up for an easy kill.
When using Feral Embrace in a team fight, always be sure to wait until your team has initiated the battle before sneaking behind the enemy's tanks and locking down their Marksmen or Blasters. Use Bat Swarm and Savagery to get close enough to your target, and then follow up with Feral Embrace. Feral Embrace is best if used in conjunction with an ally's stun or slowing abilities, used back to back. This will ensure that your victim doesn't escape with 10% health after you've used a 1.5 minute cooldown. Most importantly, never use Feral Embrace to initiate a fight. Nightmare Batman's defenses are low for a melee champion, and he is unable to act throughout the duration of Feral Embrace. Jumping on an enemy to start a fight is a good way to have the enemy team burst you down before the ability has even finished, leaving you dead on the ground and unable to help your team.
In a 1v1 or 2v2 situation, always save Feral Embrace for the last 20-30% of your enemy's health. Because the ability is a ranged blink, it will allow you to ignore their escape mechanisms and save yourself from wasting Super Speed or Psychic Assault to get the killing blow.