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Characters considered part of the "Bat Family" in the Arkham videogame series.

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Batman (Bruce Wayne)
"I am vengeance! I am the night! I am Batman!"
Batman in Arkham Origins 
Batman in Arkham City 

Voiced By: Kevin Conroy (Arkham Asylum, Arkham City, Arkham Knight, Assault on Arkham, Arkham Underworld), Kimberly Brooks (young Bruce Wayne, Arkham Asylum), Roger Craig Smith (Arkham Origins, Arkham Origins Blackgate)

"When the mugger or the thief stops to think twice-that is fear. That is what I am! That is why they hired assassins-because I am the reason the criminals breathe easier when the sun rises."

Born into the wealthy Wayne family, Bruce Wayne had an idyllic childhood, although he was given a strong sense of justice by his moralistic and philanthropic parents, Thomas and Martha Wayne. After their violent murder at the hands of a mugger, Bruce dedicated his life to battling the criminal element that took their lives. He left Gotham City for many years to train to physical and mental perfection across the globe, with the aid of his butler Alfred Pennyworth by bringing Gotham's criminals to justice as the vigilante known as Batman.

  • Adaptational Badass: Arkham Batman is probably the strongest Batman incarnation of all time. Defeated Lady Shiva (who in comic book canon, is the greatest martial artist in the world) twice, once when he was still in training. Bested Deathstroke (who in canon is his physical superior) without problems in his 2nd year. Beats up Killer Croc. Can punch Mr. Freeze's suit with his bare hands... and hurt Freeze. Bane did the backbreaker on him... and couldn't break his back. Injected with Scarecrow's toxin multiple times and fought through it with no rest or antidote. Comicbook Bats could barely win against any one of these guys in a head-on fight, and has been defeated outright by both Shiva and Deathstroke. Arkham Bats, on the other hand, is practically a Supersoldier in all but name.
    • The most famous instance of Comic Batman taking on his entire Rogues Gallery throughout a single night ends with him so exhausted that he's unable to defend himself when Bane pulls a surprise attack. In the Arkham games, he takes on his entire Rogues Gallery in every gamenote  and is only weakened under special circumstances (like getting infected by Joker's blood.)
  • Adaptational Jerkass:
    • One of the more abrasive incarnations of the Dark Knight, as befitting the Arkhamverse being often somewhat Darker and Edgier than even the comics, albeit not to the degree of something like All-Star Batman. While Batman is known for being distant and uncompromising even to his closest allies in other media, this version takes that up several levels, with him being characteristically cold, finding it difficult to emote even in tender moments, and almost singularly obsessed with dealing with problems alone to the point of marginalizing or even turning on (albeit in non-dangerous ways) his allies if they insist on interfering - reaching its zenith when he locks up Robin in Knight for attempting to take charge one it becomes clear that Batman is dangerously mentally ill, in an intentional What the Hell, Hero? moment. Likewise, unlike most versions of Batman he doesn't become more of a team player over time, and if anything he becomes even more of an loner as time goes by. There's also the fact that unlike the comics, where some time has past between Jason Todd's death and Bruce reluctantly letting Tim Drake replace him as Robin, this version of Bruce has Tim replace Jason during Jason's time as a captive of the Joker's — long before Joker "killed" Jason.
    • Likewise, he tends to be more brutal than most versions of Batman. While most are obviously willing to use violence to get the job done, he's typically shown using a balance of that with general mystique and fear tactics to strike fear in his enemies' hearts, whereas this Batman focuses largely on the violence to get his point across and is far more willing to cross lines to (literally) break his opponents. At times, both in action and in personality, he comes off as a (significantly more heroic) take on the same "grim but badass" escapist character type that birthed Kratos.
  • Agent Mulder: He's rather open-minded when it comes to supernatural phenomena; for example, in City, while he didn't know exactly hownote , he believed Ra's al Ghul's claims that he was over 600 years old.
  • Anti-Hero: He is Batman, after all. While his morals and dedication to what's right is as strong as it ever was in Asylum, later games showcase much more of his personal flaws, such as escalating brutality and his difficulty in being honest with those he works with.
  • The Ace: His character bio even makes sure you know that he's in peak human physical and mental condition.
  • Aesop Amnesia: By the end of Origins, he's learned that he shouldn't try to do everything by himself and that there's nothing wrong with accepting help when you need it. He seems to have forgotten this by the time of City, where he insists on going alone when it's not really necessary, though the fact that he was dying may have had something to do with that.
    • This becomes a case of Ignored Epiphany by the time of Knight where Batman knows that he can't go it alone and should rely on his allies but his need for control and fears of getting them killed means that he can't really bring himself to rely on them. This eventually becomes his Tragic Flaw.
  • Ambiguous Disorder: While theories about Batman's probable psychosis have existed since the 1980s, there's something more visibly off about the Arkhamverse version of Batman. His obsessive self-reliance often leads to needless self-destruction throughout Origins, City and especially Knight. His stoicism is ramped Up to Eleven as he almost always speaks in a flat monotone and his interactions with NPCs generally have him talk to them while standing completely motionlessly.
  • Ambiguous Situation: The ending of Knight. It's left up in the air whether or not Bruce blew himself up in Wayne Manor as part of the Knightfall Protocol or is simply Faking the Dead and in hiding.
  • And Your Reward Is Clothes:
  • Animal-Themed Superbeing: Of the "Animal Alias" variety.
  • Armor-Piercing Attack: In Arkham City, mooks start wearing protective armor and donning SWAT riot shields to combat Batman. To counter, Batman has two attacks that get through this - the Beat Down attack, which has Batman rapid fire punches before delivering a knock out blow, and an attack that has Bats climb their shield, then pounce on them.
  • Arrogant Kung-Fu Guy: The young Bruce Wayne in Batman: Arkham Origins is quite full of himself in his belief about his abilities to shut down crime in Gotham, dismissing Alfred's cautionary advice with the game's story providing him a lesson in humility and respect for his colleagues. In the first two games, with older Batman, he is more respectful but has very little false modesty as to his abilities and skills.
  • Art Evolution: As well as the slight aesthetic changes to his costume, Batman's facial features are made overall smoother from Asylum to City and are capable of more varied facial expression, especially in the eyes. Part of this is due to him actually being seen without his mask at certain moments in the story unlike the first game. Knight takes things even further in this regard, as with the shift to an almost photorealistic art style to a level not seen in the other games, Bruce gets even more detail added to his character model. His proportions, whilst still retaining the Heroic Build, look more like the kind you'd find on a real person, whilst his unmasked face is given the kind of detail that suggests tiredness and fatigue, matching his characterisation in the final game. Origins gives the younger Bruce more hardened, chiseled features with Perma-Stubble appropriate for the story's take on the more raw less-experienced Batman.
  • Aura Vision: He has built-in lenses in his cowl that when activated give him an almost X-Ray like view of any nearby characters or surroundings. Enemies carrying guns are marked as red. Anyone else, whether they be enemy or not; are marked as light blue. Objects that can be affected by one of Batman's tools are similarly highlighted.
  • Badass Baritone: Courtesy of Kevin Conroy and Roger Craig Smith.
  • Badass Beard: During his training under Kirigi. He shaves it to a stubble upon returning to Gotham.
  • Badass Boast:
    • In Asylum:
      Bane: I will break you, Batman! Then the bruja!
      Batman: No, Bane. This time, I break you! [cue the Batmobile ramming Bane into the water]
    • In Origins:
      Batman: I am the reason criminals breathe easier when the sun rises!
    • In Knight:
      Batman: I am vengeance. I am the night! I AM BATMAN!
  • Badass Cape: Which allows him to glide.
  • Blood Knight: It was heavily implied that during the year between City and Knight that he was getting frustrated with the fact that all he could really do was tinker with his gadgets and vehicles.
  • Badass in a Nice Suit: As Bruce Wayne at the beginning of Arkham City. Played quite realistically, as the suit coat gets torn along the shoulder seams, demonstrating how restrictive and, well, unsuited to combat a suit can be. Cold, Cold Heart also has him in action against Penguin's men when they raid Wayne Manor, though his suit remains in much better condition in this instance.
  • Badass in Distress: Temporarily when captured by the Joker in the beginning of Arkham City, sort of the entirety of the game on a smaller scale, and definitely during his capture by Harley in "Harley Quinn's Revenge".
  • Badass Normal: He has no powers, unlike several of his enemies (Poison Ivy. Killer Croc), relying on intense training and a keen mind (and shitloads of money) to see him through his war on Gotham's criminal elements.
  • Barrier-Busting Blow: Gains this in Arkham City, letting him punch through a weak wall to take down a henchman on the other side.
  • Batman Grabs a Gun: While he doesn't use a gun in City, Batman does resort to lethal force against two separate opponents. In both cases, it's completely justified. The first is Solomon Grundy, who cannot be stopped by anything less, and the other is Clayface, who is effectively immune to all of Batman's conventional tactics. Depending on the player's choice, he might also cut off Ra's al Ghul's "life support" in Knight but that is a very gray area.
  • Beneath the Mask: In Origins, after he rescues Alfred from the rubble in the Batcave, and it appears too late to save Alfred from dying in his arms, the Dark Knight suffers a Heroic BSoD before discovering that he has to revive Alfred with the Shock Gloves. While Batman is doing so, the subtitles identify him as "Bruce Wayne" rather than "Batman", as he is on the point of giving up Batman's status.
  • Big Good: He’s the leader of the Batfamily and Gothem city’s protector.
  • Big "NO!": Does this in Arkham Asylum when he takes the Titan dart for Commissioner Gordon. And in Arkham Origins when he thinks he has lost Alfred as the only member of the Bat-family... right before slamming his Shock Gloves into the ground and discovering his Eureka Moment: to shock Alfred back to life.
  • Broken Ace: Especially noticeable in Arkham City, when Batman wants to save Talia from the Joker, rather than stop Strange's plan to kill, at the very least, thousands. He also takes his failure to save the Joker pretty badly.
    • By the end of Knight, even if he's retained his sanity, Batman has lost his Secret Identity and is forced to go underground and cut off all ties with his former friends and associations.
  • Building Swing: With his Grappling-Hook Gun.
  • Byronic Hero: Arkham!Bats is as classical example as any version of Batman. He is distant and secretive from his friends and allies, he's independent and self-reliant to the point of being self-destructive, and is tragically incapable of changing and adapting his problems even if he is aware of them.
  • Cape Swish: Weaponized with the Cape Stun.
  • Cape Wings: How he glides.
  • Catchphrase: In Origins, he had a bit of a tendency to say various inflections of "to run out of time" (eg. "You just ran out of time."). This turns out to be a factor that helps Bane deduce Batman's identity.
  • Character Development: In Asylum Batman considers Killer Croc to be nothing but an animal. In Knight's DLC "Below the Surface", he considers Warden Ranken, who tortured his prisoners, to be the only monster of the two.
    • Origins does a good job of establishing how new to the game Bruce is compared to the chronologically later titles, as whilst he is as skilled as those games, he is much more arrogant and overconfident about his abilities and is harder and overall more aggressive in his interactions with criminals (to the point he accidentally renders Ricky "Loose Lips" Leblanc unconscious during an interrogation). He also doesn't respect the GCPD to any capacity, refusing to ally with them even with Gordon present, on account of the city's Corrupt Cop problem. The course of the game's story has Bruce receiving a much-needed dose of humility on account of Bane almost killing Alfred, learning to receive help from others and he starts working with Gordon to improve the state the city is in.
    • In Knight, he undergoes a unique version of this where he regresses as a character thanks to the Scarecrow toxin driving him insane. As it turns out, Bruce's deepest fears are his allies dying as a result of his actions and the Joker slowly taking over his mind and going on a rampage. As a result he takes radical and dangerous steps to stop these both from happening, first by imprisoning Robin following a hallucination and secondly by trying to ignore the Joker hallucination as it gains more and more power in his mind. By the end of the game, we've seen both fears (seemingly) come to pass, with Oracle dying and the Joker successfully taking over his body. Both turn out to be hallucinations, but in working through these hallucinations Bruce also works out his fears. His allies can take care of themselves for the most part, and in working together they can keep each other safe (seen with Oracle surviving, and Red Hood coming to the rescue). He eventually overpowers the Joker by getting Scarecrow to inject him with an extra-potent dose of fear toxin when Joker is on the cusp of taking over his body, causing the Joker hallucination to hallucinate it's own greatest fear- the fear of being forgotten. Where Batman is okay with his legacy eventually fading to nothing, the Joker most certainly is not, and Batman takes advantage of this doubt and fear to reassert control over his mind and save the day. While he ends the game confident that his allies will be fine, the toxin has done so much damage to him that he feels like he can no longer be a superhero, and Scarecrow finishes the job by unmasking him, meaning that the era of Bruce as Batman is over.
  • Charles Atlas Superpower: He worked to become as strong as he is.
  • Chest Insignia: The massive bat logo, as usual. It's in fact the strongest part of his Batsuit's armor, something the Arkham Knight himself makes sure to let his men know.
  • Chick Magnet: It's Batman so this was inevitable but he gets heavy ship tease with Talia, Selina, and Ivy. Oracle may have feelings for him as was seemingly jealous about his interactions with Talia. He seems to have the admiration of others such as Nyssa and Shiva, and this is not including his love interests as Bruce Wayne, such as Vicki Vale.
  • Choke Holds: This is how he performs a Silent Takedown. He uses a blood choke to knock them out with a meaty paw over their airways to keep them from making noise.
  • Clothing Combat: One of his moves is to whirl his cape at his enemies, using weights in the corners to stun.
  • Clothing Damage: Throughout all four games, both his suit and cape get progressively torn up and scuffed.
  • Cold Ham: This version of Batman rarely shows any emotion and is generally very quiet. Yet when he speaks, his voice is as intense and threatening as ever.
  • Combat Pragmatist: He only has one rule. Everything else is fair game.
  • Comic-Book Fantasy Casting:
  • Comically Missing the Point: Early on in Origins, there's this exchange between himself and Alfred:
    Alfred: I hope you'll try to keep a low profile tonight, sir.
    Batman: Trust me, I'll take out those assassins before they even know I'm there.
    Alfred: It's not just that... if some curious child looks out to see who's pattering across their rooftop, they'll expect Santa Claus, not a black-clad bat creature.
    Batman: I don't patter.
  • The Comically Serious: He has his moments. Such as this exchange between himself and Catwoman in Knight:
    Catwoman: *sigh* Another one? What's Eddie's problem?
    Batman: Fanatic narcissism, egocentricism, and megalomania crossed with severe obsessive compulsion.
    Catwoman: ...Thanks.
    Batman: Don't mention it.
  • Composite Character: He's based on the comics version, has the voice of his DCAU counterpart in everything outside of Origins and Blackgate, and his costume — albeit modeled on the costume from the classic comics — is body armor with a cape ala Batman Begins. His Origins costume is more based on the armored costume from The Dark Knight and The Dark Knight Rises, albeit modeled on the New 52 costume and Roger Craig Smith's voice would sometimes sound similar to Christian Bale's Batman voice. His Arkham Knight design is modeled on Ben Affleck and wears armor similar to his Injustice: Gods Among Us incarnation.
  • Cool Shades: Bruce Wayne's profile picture in Asylum has a pair.
  • Costume Evolution: Chronologically, Batman has had many different Batsuits over the decade plus that the series takes place. All of his primary suits get badly damaged during the course of each game and Batman is stated to constantly be working on improving his tech and equipment, so each one tends to have some form of alteration, however minor.
    • Arkham Origins taking place roughly a decade prior to all the other games, features the earliest known Batsuit in this continuity, it looks distinctly more patched together than any of the other Batsuits, with a hard armoured look and asymmetrical belt giving the impression of a Batman still experimenting with perfecting a design as well as a rougher and less refined Batman than the "later" games. He later adapts the Electrocutioner's Shock Gloves to this suit, altering his gauntlets to accommodate them. He also has the Extreme Environment (or XE) Suit for the Cold, Cold Heart DLC, which is designed specifically for use in environments of extreme cold with gauntlets capable of producing thermal heat, thus far being the only Batsuit to have a fully sealed mask and also white eye lenses as the default setting and looking bulkier than the standard suit.
    • Arkham Asylum starts him off with a suit that looks like a more armoured version of his traditional comics design, albeit with a unique bat symbol (a pair of additional wing struts, somewhat like what the 1989 film did). He also has an optional "Armoured" version of the Batsuit, which looks distinctly more high-tech and metallic, for use in the challenge maps.
    • Arkham City features him using a new Batsuit that, whilst largely similar to the Asylum design has a new belt, new gauntlets, new boots, a slightly smoother looking cowl and a different bat symbol that has a more traditional design to it. For the "Armoured Edition" version of the game on the Wii U he has the Battle Armoured Tech (or B.A.T. Suit), which resembles the Armoured design of the previous game and is capable of absorbing kinetic energy and then releasing it upon impact allowing Batman to put more force into his attacks.
    • Arkham Knight starts him off in a more advanced version of his City suit, with segmented armour pieces and more rigidly designed gauntlets known as the "Batsuit Version 7.43". Upon request he switches to using the "Batsuit Version 8.03" which is a more lightweight and thus faster model, unlocking Batman being able to use Fear Takedowns when he equips it, whilst still providing high levels of protection. As well as that, the overall design involves panels of mechanised armour plating over a tri-weave bodysuit, giving it a much more high-tech look than any of the previous Batsuits to date, resembling the "armoured" versions of the previous Batsuits to a certain extent. It's also designed to interact better with the Batmobile's various systems.
  • The Cowl: There's a reason he provides the page image.
  • Crazy-Prepared: He secretly built a Batcave underneath Arkham Asylum just in case something were to happen there. Oracle is particularly surprised, resulting in the situation being Lampshaded:
    Oracle: How did you keep this a secret?
    Batman: It's me, remember?
    • In Arkham City, Alfred comments on Batman's constant equipment drop requests, asking if he considered a larger utility belt. Batman says that he did, but that it was too large and slowed him down.
    • One of the most impressive feats of Crazy Preparedness in Arkham City comes in "Harley Quinn's Revenge", where, as in the comics, Batman's utility belt, when not on him, releases a 50000 volt electric shock to most people who try to touch it. Robin and Batman himself are the only ones known to be exempt.
    • This comes up in Arkham Knight where it turns out that Batman just happens to be working on experimental upgrades that he finally found the occasion to take to the field. The experimental triple layered Titanium Batsuit that allows for Fear Takedowns is one. Likewise the bigger and badder Batmobile is another. The Arkham Knight's militia were prepared for his tactics and gadgets but mainly his older upgrades. The new Batsuit and especially the Batmobile leaves them shocked. This is classic tradecraft, never fight the old wars and assume that your enemies won't learn from your victories, the next war will always be different. Alongside this, it was mentioned pre-release that Batman had little better to do than upgrade his equipment during the Time Skip between City and Knight.
      • How far does his crazy preparedness go? Well, after The Batmobile is destroyed..
        Oracle: Where's The Batmobile?
        Batman: Destroyed.
        Oracle: What?!
        Batman: Don't worry, I had Lucius make a spare.
  • Create Your Own Villain: Strange states in City that Batman's mere presence in Gotham has done this to most of his Rogues Gallery, and in regards to the Joker, it's implied that my very well be the case. The one consistent thing in Joker's Multiple Choice Pasts is that Batman was responsible for his descent into villainy, and this is shown in full in Origins; before their fued, he was just some maniac doing wanton acts of destruction for kicks, not even caring if he lives or dies. Once he meets Batman and sees that he won't kill him no matter what he does, he considers Bats his equal and now has a purpose to keep living for.
    Strange: Look at the Joker. Would he even exist if not for you?
  • Dark Is Not Evil: He wears a dark costume, but it's only to scare criminals.
  • Dating Catwoman: The first thing that he did as soon as he got his Batman gear back was to rescue Catwoman from Two-Face. He also has some of this with Talia. He ultimately ends up with neither of them, due to Joker killing Talia, and him saying goodbye to Catwoman, though they do get one last kiss.
  • Deadpan Snarker: He has his moments. For example, there's his response in Arkham City when Alfred suggests he try the front door to get into Joker's hideout:
    Batman: Why didn't I think of that?
  • Death by Adaptation: Arkham Knight seems to end with his death. Maybe.
  • Death Seeker: Implied in Origins in a conversation with Alfred, once again in Harley Quinn's Revenge from Robin's point of view and very much (although still only implied) in Arkham Knight. Anyway, the Mission and protecting Gotham always comes first.
  • Despair Event Horizon: Comes close to crossing it in Knight after apparently seeing Oracle be Driven to Suicide by Scarecrow's fear toxin. In fact, Scarecrow's entire Evil Plan centers around driving Batman over the horizon.
  • Destructive Savior: He tends to cause quite a bit of property damage as collateral, especially when driving the Batmobile in Arkham Knight.
  • Determinator: "I'll never let you win. Never."
    • "Tonight will not be my end... but it will be theirs!"
    • While dying from being injected with Joker's blood, he offers a defiant "I'll make it!" when asked by Oracle what she should do if he dies.
  • Did Not Get the Girl: In this continuity, Bruce ends up with neither of his most famous love interests. Talia is killed by Joker, dying in his arms and after his identity is exposed, Selina attempts to move things forward between them for one final time, but he ends things between them before going into exile.
  • Does Not Know How to Say "Thanks": No matter how often Batman gets into situations beyond his capacity to solve, he never says thank you to anyone.
  • Doom Magnet: Downplayed. By the end of the series, he's seen Alfred die a Disney Death, he saw Jason get "killed" and hallucinated that he killed Nightwing, that Killer Croc ate Robin and both Gordons dead (Jim in Asylum, Barbara in Knight) Then there are Talia and Joker. There's a reason he prefers working alone.
    Scarecrow: "You bring death to all who follow you".
  • The Dreaded: Criminals fear him, and for good reason. In Origins, you see him from a second person POV, courtesy of Joker, near the end. He's in the Worst Nightmare skin, and snarling like an animal. He even mentions his status as this to Alfred in Origins:
    Batman: I am the reason the criminals breathe easy when the sun rises!
    • Is especially evident in Knight when thugs flee on sight of Batman.
  • Everyone Has Standards: Batman is noticeably shocked and disgusted by what the Iron Heights Warden did to Killer Croc while he was imprisoned, outright calling him an animal.
  • Experienced Protagonist: By the time of Asylum, he's been active as Batman for years. Even in Origins, the chronological first game in the timeline, he's been crime-fighting for two years by that time.
  • Eye Color Change: In Knight, his eyes change from blue to green as a sign of the Joker infection.
  • Facial Horror: In City, after being poisoned by Joker. While not nearly as bad as Joker's own Facial Horror, he develops Tainted Veins on his face, and Talia is horrified at the sight.
  • Fallen Hero: As shown in the prequel comic for Arkham Knight, months after Arkham City's closure, public opinion has turned somewhat against Batman; in addition to his worsening mental state, rumours have spread that he was the one who killed the Joker that night, and a series of murders secretly committed by the Arkham Knight against minor criminals has cast aspersions on whether or not he still abides by his "one rule". Even worse, he encounters members of the GCPD who laud his "new" approach to crime, disgusting him.
  • Fatal Flaw: Pride. It's on full display when he's captured by Harley Quinn; after Robin saves him, Batman doesn't even give so much as a "thanks". This finally costs him dearly in Arkham Knight.
  • Fiction 500: Bruce Wayne is a self-confessed billionaire, and all of his technology and weapons are provided by his company. By the time of Knight, Batman is practically an N.G.O. Superpower,
  • Game-Over Man: Shares this position with Cash if you lose while playing as Joker in Arkham Asylum.
  • Genius Bruiser: He's a battle-hardened crime fighter who can take down a giant crocodile man and immediately go back to using deductive reasoning to take down criminal conspiracies.
  • Godzilla Threshold:
    • Batman just doesn't hold back against Arkham City's final boss Clayface — attempting to dismember him, continuing to attack him while he's pretty severely crippled, and not stopping until he's being boiled alive. It's also the only time he uses a lethal weapon. All of this is justified because the final boss really is that dangerous, these measures are barely enough and he is generally regarded as one of Batman's most dangerous foes in a fight. It speaks to how frightening he must be to Batman (relative to other foes, at least) when Batman, who's spent the game refusing to kill even in extreme circumstances, goes for lethal measures without a word when the final boss shows up.
    • When faced with the nigh immortal Solomon Grundy, Batman actually rips the heart out of his chest to prevent him from reviving.
  • Good Is Not Nice: As seen when he played hardball with Mr. Freeze when he needed information on the ice gun and Freeze was being uncooperative in Arkham City. Though he didn't kill Freeze, he certainly bluffed pretty hard with that life-support liquid. This is also displayed in Origins, where he goes so far as to break both of Deadshot's arms and one leg after the threat Deadshot posed had already been neutralized, and breaks into the GCPD as part of a case and beats up several cops; when Alfred calls him on it, his response is:
    Batman: They're as corrupt as they come. And they're in my way.
    • It gets even worse in "Harley Quinn's Revenge", when after the deaths of Joker and Talia, he's become something of an Ungrateful Bastard and refuses to give even a curt nod of approval to Robin for saving his life. He also becomes far more ruthless when dealing with criminals of any kind; by the time of Knight, he interrogates a henchman crawling away in pain from a car crash, and rather than get him help or even knock him out, breaks his arm. Then there's the other mook who he interrogates by using the tire of the Batmobile on his skull and then revving it up by remote.
    • In Arkham Origins, he's rude and disrespectful to Alfred during the cutscenes, the man who raised him after his parent's deaths and is worried sick about him, and it takes Bane nearly killing him to make Bruce realize what a jerk he's been.
    • He's not above physically intimidating villains much shorter than himself for information, beating down and throttling Penguin or shoving around the frail, helpless Mad Hatter.
  • Good Is Not Soft: He's closer to this in Arkham Asylum, treating his allies with more respect and showing signs of gentleness to the innocent victims, while still not hesitating to lay a brutal beatdown on any villain who gets in his way.
  • Hallucinations: Once per Episode, whether it be caused by neurotoxin, fear toxin, or Jokerization
  • Handicapped Badass: He suffers from this throughout City. After being poisoned by the Joker, he gets very sick, to the point of coughing up blood and even suffering a near-death experience, but still manages to fight the various super-villains and even thwart Strange's plan.
  • Heartbroken Badass: After the end of Arkham City, Batman refuses to talk to any of his allies and refuses to move on from failing to save those that depended on him. He is especially torn up about the death of his beloved, Talia al-Ghul, who died in his arms.
  • Hero Antagonist: In Assault on Arkham, Batman works to stop the main protagonists of the film, the criminal group known as the Suicide Squad, from breaking into Arkham.
  • The Hero Dies: In Arkham Knight, the very first line of dialogue is "This is how it happened. This is how the Batman died." This isn't immediately a spoiler for players, since Scarecrow's talk of destroying "the myth of Batman" gives some hope that the opening only referred to some type of change in Batman's identity. Scarecrow gets his way when he reveals that Batman is Bruce Wayne, apparently giving Bruce no choice but to commit suicide by blowing up Wayne Manor, with him and Alfred inside.
  • Hero Harasses Helpers: He's constantly telling his allies he doesn't need help when they suggest it, to the point he fails to thank them if they save his life. He learns to appreciate them after Alfred temporarily dies in Origins... But then Jason died. Thanks to this, he dislikes the idea of his allies working on the field.
  • Hero with Bad Publicity: In Origins, he suffers from this since the GCPD all consider him to be just a crazed vigilante, though the fact that most of the cops are corrupt also plays into it.
  • Heroic BSoD:
    • The Scarecrow battles in Asylum are weaponized versions of this, where Scarecrow forces Batman to see one of his greatest allies dead, relive his parents' murder, and then finally see himself as an insane prisoner at the mercy of a society run by his villains.
    • He's strongly affected by Joker and Talia's deaths, to the point where weeks after the ending of Batman: Arkham City, he's still reeling from it. Indeed, the DLC has Oracle and Robin talking about how he's not talking to anyone and has mostly shut in. At the end of that, even Gordon is concerned and all Robin can offer is an unsure "he'll be fine" when Batman flies somewhere else to brood.
    • Batman: Arkham Origins. He suffers one after finding out Bane is heading to Wayne Manor. Alfred snaps him out of it.
  • Heroic Build: Just look at the guy.
  • Heroic Resolve: In City, he's poisoned and is stumbling around. At one point, the camera shifts to his POV when he drops to his knees and starts coughing up his own blood and the screen starts to blur. He just clenches his fists and the effects wear off, but he still takes a hit to his max health. The whole game is essentially Batman displaying just how far his will and resolve can carry him. He constantly is getting sicker and sicker, and despite this, he does battle with many of his most dangerous foes, fights off hundreds of thugs out for his blood, and is trying to find a way to take down Hugo Strange, who is protected by his own private army. When his sickness reaches its most extreme point, he is at death's door, and is told by Barbara that unless he finds what he's looking for, he has only minutes left to live. His response? "I'll make it." Batman: Arkham Origins. Copperhead is astonished when Batman continues to fight her even after getting poisoned by her deadly toxin.
  • Heroic Willpower: He manages to fight off the effects of Scarecrow's fear toxin, from a dosage that, according to Scarecrow, would have been enough to drive ten men insane. He manages to hold off the effects of the Titan formula, and stop himself from transforming for a prolonged period of time until he injects himself with the antidote. In Arkham City, it's best summed up by a simple sentence he says to Oracle as he, according to Oracle, has only minutes left to live thanks to Joker's poison.
    Oracle: Seriously, Bruce, you need to tell me what to do... What to tell Robin... You know, if you don't...
    Batman: I'll make it.
    • He also fights off the Mad Hatter's mind control. It doesn't matter if it's in his head or his blood, Batman will fight it.
    • Poison Ivy's bio in Asylum mentions that this trope is the reason Batman can resist her powers of seduction.
  • High-Altitude Interrogation: He can question Riddler's henchmen in this manner, provided the player is close enough to interact with a nearby ledge. Also his preferred method of questioning Quincy Sharp in a cutscene.
  • His Own Worst Enemy: This version of Batman has a visible self-destructive streak. His fight with supervillains goes from professional obligation to personal obsession. His personal attitude is quite bossy and demanding rather than conciliatory which in the case of Mr. Freeze in Batman: Arkham City exacerbates the latter's paranoia leading to a major crisis that nearly gets him killed. Despite having several allies who could lighten his load, he insists on doing everything on his own and keeping them at arm's length. The combination of factors (personal obsession, bossiness, lack of trust) leads him to cage Robin at Panessa Studios, the fatal error that ultimately compromises his secret identity and ends his superhero career.
  • Honor Before Reason: In Origins, Alfred says that since no one but Alfred and Batman himself know Batman's Secret Identity, he could stay inside for the night to avoid the assassins. Batman refuses, stating that if he does so, the assassins will endanger innocent people to lure him out.
  • Hope Bringer: Lampshaded by Scarecrow himself in "Knight" as this to Gotham and potentially the world.
    Scarecrow:"How can the world know fear – true dread – when there is you? A stalwart knight, ever ready to slay monsters. Fear isn’t true biology, Batman. It’s more than instinct. True fear is the absence of hope. And hope is the spread wings of a bat, shining in the clouds."
  • Hurting Hero:
    • He shows signs of this a third of the way into Arkham City and he gets even worse in Harley Quinn's Revenge.
    • Gets hit with this big-time in Arkham Knight with Barbara's (apparent) suicide and the reveal that Jason Todd is the titular Arkham Knight.
  • Hyperspace Arsenal: He can even keep inventions he jury-rigs himself on the fly (the REC) or gets from others (the Freeze Blasts and Freeze Clusters) on him, even though his utility belt isn't even built for that.
  • Informed Flaw: During Origins he is supposedly still "young and inexperienced" in his crusade. His physical and mental abilities are just as good as in all the other games. The tie-in comic on the other hand explicitly shows his rookie mistakes.
  • Irisless Eye Mask Of Mystery: His mask usually averts this, though they take on this look when he's using Detective Mode.
  • I Work Alone: Batman's biggest flaw is his stubborn refusal to work together with the rest of the Batfamily out in the field. It's implied more and more throughout the series that it's out of fear that they'll get hurt as he becomes more convinced that he's a Doom Magnet (what with what happened to Barbara and Jason before the series even began.)
  • Jack Bauer Interrogation Technique: He's not afraid of dangling thugs over ledges or lifting them into the air in order to get information. To say nothing of putting a mook's head beneath the wheel of his Batmobile and starting it up (though he only did that last one when he was really pissed off).
  • Jerk with a Heart of Gold: He may be gruff and brooding, but he's firmly on the side of good.
  • Lantern Jaw of Justice: As the above image shows.
  • Lightning Bruiser: He is stronger than even his build would suggest and yet amazingly quick and agile. One of his dual team takedowns in Knight is a freaking flying powerbomb, complete with a forward flip in mid air (and not the more plausible sunset flip version either). Some of his moves call in question the normal part of his Badass Normal status.
  • Made of Iron: The fact that he's still able to fight effectively after going through some of the things he does in Origins, City, and Knight shows that he either has superhuman durability, or his suit's armor is a lot more effective than it seems. Even Bane doing his signature back breaking move only stuns him.
  • Master Swordsman: Wields Talia's sword against Clayface.
  • McNinja: He's American, but his stealth skills would make even the sneakiest of ninjas jealous. As noted in Initiation, he actually did go to a monastery and learn to be a Stealth Expert from Kirigi, a man who's trained prominent ninjas, such as the League of Assassins and Shiva.
  • Murder by Inaction:
    • After City, general consensus is that he broke his one rule by not saving a dying man. Granted, Batman was stabbed in the shoulder, causing him to drop the only cure to the Joker's disease, but random chatter in the post-game of City and throughout Knight makes it clear that nobody sees much of a difference.
    • In Knight's "Season of Infamy" DLC, it's possible for Batman to do this. The end of the League of Shadows mission sees Batman given the choice between saving a feeble Ra's al Ghul, or letting him die of old age without the Lazarus Pit. It seems throughout the mission that Batman is considering the latter option for the greater good, but is worried it will break his one rule. Alfred even asks Batman beforehand, "Is preventing some ungodly resurrection really the same as taking a life?"
  • My Greatest Failure:
    • Bruce is haunted for years by the Joker's kidnapping, torture, and murder of the second Robin, Jason Todd.
    • What's more, in a way, Joker was right, Batman's allies have a bad habit of finding themselves in dangerous situations and possibly dead, so in a way, his desire to work by himself as much as possible to keep them out of danger can be somewhat well-founded. His failure to save Jason is most likely what lead to, if not reinforced, his overbearing desire to work alone.
  • N.G.O. Superpower: Best shown in Knight. In one city alone, Batman has several bases with weapons and state-of-the-art computers, a multi-utility tank with weapons capabilities, a private plane that provides supplies anywhere in the city and is pretty much given carte blanche by the GCPD. At one point, Aaron Cash is bemused at Batman commandeering a police workstation so that Oracle can work for him in the GCPD, considering that Batman's been giving them orders all night, especially after Gordon left.
    Aaron Cash: Guess we all work for you now? What am I saying, of course we do.
    • One of the Arkham Knight's militia notes how overpowered Batman's arsenal and technology really is:
    Militia: "If our gear's top-of-the-line then what's the Bat's? Over the line? On-top-of-the-line? Is that even a thing?"
  • Neck Lift: Does this when interrogating someone.
  • Nice Job Breaking It, Hero!: In Knight, he locks up Robin in a prison cell to prevent him from stopping his search for Scarecrow after discovering he carries the Joker virus. However, this enabled Scarecrow to capture the sidekick while he was defenseless and use as leverage against the Dark Knight.
  • No Badass to His Valet: He's The Dreaded for the crooks all over Gotham, and seen as a symbol of hope... and yet, Alfred wastes no time snarking at him. It's particularly pronounced in Origins, where Alfred is largely a Sour Supporter and views him as "a young man with a trust fund and too much anger."
  • "No. Just... No" Reaction: After completing the main story of Origins, Batman receives a Most Wanted mission from Gordon to track down escaped Blackgate prisoners. When Batman tracks down one such prisoner, he starts singing "Jingle Bells, Batman smells" while laughing his ass off. Batman simply says "No" in a tone somewhere between deadpan and irritated before punching the convict's lights out.
  • Non-Powered Costumed Hero: His abilities are actually real martial arts skills and gadgets he uses to enable his capabilities.
  • Not So Above It All: His pride is a serious issue; a large section of the problems he faces in City could have been avoided if he had simply gone with the flow. He stubbornly refuses help from anyone even when it would clearly help, like when Robin offers to help him find Ra's al Ghul. He was also so willing to abandon the people of Arkham City to Hugo Strange in order to get Talia that Alfred has to cut off access to his satellites to get him back on track. Origins and Knight have highlighted this: the more experienced Batman from the Rocksteady games shies away from extremely useful equipment such as the Shock Gloves, Remote Claw, the XE suit and (until Knight) the Remote Hacking Device; the Batgirl DLC reveals that Batgirl was using this while Bruce stuck with the outdated Cryptographic Sequencer.
  • Not So Stoic: At some points in each of the games, and in the Downloadable Content "Harley Quinn's Revenge".
  • OOC Is Serious Business:
    • If he ever threatens to kill anyone, you know something's gone wrong. Best shown in Knight, where after he captures Penguin, he implicitly threatens to kill him if he doesn't shut up. While Penguin tries to brush it off as an empty threat, Batman warns him that he's "not feeling like himself tonight"; Penguin wisely decides to can it at that.
    • Should he ever resort to lethal tactics in a fight, it's a sign of how dangerous the enemy is, best displayed during two boss fights in City. He rips Solomon Grundy's heart out after subduing him, and attacks Clayface with cryogenic grenades, explosives, and a sword the second he realizes Clayface is about to engage him, and he doesn't stop until Clayface is wholly dead. This isn't a lapse of Batman's standards, or his Sanity Slippage kicking in, it's just that Clayface and Grundy are that dangerous and can't be stopped by anything less.
    • In one particular side-quest of Origins, Bruce's friends have been murdered by a sleazy stalker, and Batman hunts him down. Instead of a quick condemnation, Batman rants about all the things the stalker didn't murder them for, followed by a dehumanizing slurry of insults. It takes Alfred asking about his blood pressure to pull him back.
    • Nightwing and Robin have a "Well Done, Son!" Guy attitude towards Batman and constantly push for at least a "Thank you." In Knight, when Bruce tells Dick he's proud of him, Dick is unnerved and asks him if he's feeling alright.
    • Out of leads as to where to find the kidnapped Oracle in Knight, Bruce traps a Militia soldier's head under one of the Batmobile's tires and revs it up, threatening to crush his head while angrily demanding answers. Seriously, this is one of the ONLY times Kevin Conroy's Batman has gotten this angry.
  • Obfuscating Stupidity: As Bruce Wayne.
  • Offhand Backhand: Can be pulled off. However, the version most fans are familiar with is saved for a cutscene near the end of the first game.
  • Oh, Crap!: His reaction in Origins when he finds Bane's hideout and realizes that Bane knows his Secret Identity.
  • One-Hit Kill: Can be pulled off in a swift manner if timed right in Freeflow Focus battle, just after a few hits.
  • One-Man Army: At its most evident in Knight, where he goes up against legions of thugs, militiamen, Riddlerbots, Dollotrons, tank drones, and air drones - and wins!
  • Papa Wolf: Harm any of the younger members of the Batfamily, and the normally-brutal Batman becomes damn near murderous; in Knight, after rescuing Nightwing from Penguin he implicitly threatens to kill the latter if he doesn't shut up, and after Barbara is kidnapped by the Arkham Knight's militia he captures a militia lieutenant, pins him to the pavement, and starts using the Batmobile to slowly crush his skull until he tells Batman everything.
  • Parental Abandonment: His parents were murdered by a mugger when he was eight years old.
  • Parental Substitute: To Robin. Which Strange analyzes in the Catwoman tapes.
  • Perpetual Frowner: Not all the time, but by Harley Quinn's Revenge, that is his normal mood setting now.
  • Perma-Stubble: Sports this in Origins.
  • Play-Along Prisoner: Bruce Wayne lets himself get arrested to get Batman into Arkham City. Though he's also hamstrung by being in his Bruce Wayne identity.
  • Please Kill Me If It Satisfies You: In Knight's Season of Infamy DLC, Nora is kidnapped by the Arkham Knight's militia, who tell Mr. Freeze that they'll give her back in exchange for Batman. When Batman finds them out, he tells Freeze to go ahead and shoot him if he trusts them; within seconds, Freeze gives in and begs Batman to find Nora.
  • Precision F-Strike: He rarely swears throughout the games, but he does get a few in.
    • In City, when the Mechanical Guardian he's scanning shorts out:
    Batman: Damn it! The data is incomplete.
    • Telling Mad Hatter to "Go to Hell".
    • He yells "Damn!" once he realizes that Deadshot is about to kill Jack Ryder.
    • In Origins, he says "damn" after accidentally knocking "Loose Lips" Leblanc unconscious while interrogating him. He also yells "Come on, dammit!" to Alfred while trying to bring him out of cardiac arrest.
    • Finally, there's his response to being threatened at gunpoint by a Jokerized Henry Adams in Knight:
    Batman: Go to Hell.
  • Pragmatic Hero: If you deny Ra's cure in The Season of Infamy DLC, he will survive, and Batman will take him in to GCPD and lock him up, but Ra's will still eventually perish.
  • Rapid-Fire Fisticuffs: The Beat Down attack he uses in City onwards.
  • Reckless Pacifist: Especially in Knight, where he can perform environmental takedowns such as jamming enemies' heads into live fuse boxes.
  • Rich Idiot With No Day Job: Subverted, in that Bruce Wayne himself has the balls to lead a campaign against Arkham City, efficiently runs a billion-dollar corporation, and donates his money to countless charities.
  • Sanity Slippage:
    • It's implied that being injected with Joker's blood is taking a toll on Batman's sanity. For example, when he defeated Mr. Freeze, he hallucinates Joker's laughing head on Freeze's body.
    • Goes into full throttle after the deaths of Arkham City. Throughout the DLC, he is much more gruff, his internal monologue is about the goal at hand, and his threats to the informants lose any playfulness. He even begins to speak with a bit of a growl.
    • This is further shown in Arkham Knight where he wasn't able to fully cure the infection and starts regularly hallucinating the Joker, which promotes him to do more extreme actions as the game goes on such as interrogating a PMC member by revving his head under the Batmobile's wheel, and locking Robin up instead of allowing him to try to find a cure and stop Scarecrow himself.
  • Save the Villain:
    • Most notably in Origins, when he saves the Joker from a Disney Villain Death. Of course, this leads the GCPD to believe he's the Joker's partner, since they can't fathom why else he would have saved the Joker's life.
    • Notes to a dying Joker in City that he would have saved him, despite everything Joker's done.
  • Savvy Guy, Energetic Girl: He's the former in his relationship with Catwoman. While not quite a Manic Pixie Dream Girl, her more fun-loving style contrasts with his stern and focused demeanor, and yet she sparks more of his Deadpan Snarker tendencies than anyone else. Even in Arkham Knight, where his world is collapsing around him, she manages to get him to snark during the Riddler side quest.
  • Scars Are Forever: In Endgame, Alfred observes that his stab wound left by Joker will never fully heal.
  • Ship Tease: He has a lot of moments throughout the series with Catwoman, Talia, and even Poison Ivy.
  • Shoot the Shaggy Dog:
    • In Knight, he spends a significant amount of time and resources trying to find a way to cure the Joker infected, even deliberately keeping Robin in the dark about Barbara's kidnapping and eventual death to ensure he'll focus on finding the cure. Then it turns out that Henry Adams, who Batman hoped would be the key to finding said cure, was faking his immunity the whole time, killing the other infected and then himself when he sees Batman himself is infected. The Joker hallucination that haunts Batman throughout the game takes great delight in rubbing in Batman's face about how he forced Robin to work on a nonexistent cure rather than let him be an effective ally in the field.
    • In City, Batman realizes that Ra's is evil and vows to stop him. If Batman chooses to spare Ra's in Knight, Ra's murders Nyssa and escapes, never brought to justice for his crimes.
    • The effort Batman put into sparing his enemies' lives. The series never actually says he's wrong for doing this, but it's made very clear that killing the big threats would've been for the best, since the premise of Knight is that crime dropped to record lows with Joker's death. To rub salt in the wound, the Golden Ending in Knight happens partially because several threats are killed off (Joker, Poison Ivy, Killer Moth, Hugo Strange, Rat Catcher, Black Mask, and Quincy Sharp). The list might potentially include Ra's Al Ghul (if captured), Bane (killed by the Arkham Knight in the tie-in comics, gave up and returned to Santa Prisca in the game), Mr. Freeze (implied that he leaves Gotham to be Together in Death with Nora), and Clayface (the game never says what happened to him after City).
  • Shut Up, Hannibal!: Don't bother trying a Break Them by Talking on him. Just don't. He's kind of sick of it by now. Bones will break. Most notably at the end of Origins, when Joker is going off on a Motive Rant:
    Joker: If you actually let me finish a sentence, you might learn something! You might learn we're Not So Different. You might even learn something about yourself.
    Batman: You need to learn to shut up.
  • Shut Up, Kirk!: Batman isn't convinced when Gordon claims that the GCPD in Origins is as clean as he makes it out to be.
    Gordon: We've earned Gotham's respect—
    Batman: If that were true, I wouldn't be here.
  • Skewed Priorities: During the climax of City, when Talia is taken hostage by the Joker, he's fully prepared to drop everything to go after them, despite the fact that Strange's Protocol 10 is underway and the TYGER guards are firebombing Arkham City even as he states his intentions. Oracle and Alfred have to cut off his access to the satellites he's using to track Talia's signal to get him back on track.
  • Smoke Out: Smoke bombs are a part of his arsenal in City.
  • The Stoic: None of the crap Joker, or nearly any villain, does freaks him out. Only Scarecrow is able to get some kind of reaction, but that's more the effects of his gas. It's pretty obvious when you find the Titan-flooded old sewage chamber and Batman says there's a new problem. It sparks this conversation:
    Oracle: (exasperated) What now? Riddler? Two-Face? Some kind of giant Joker robot?
    Batman: Unfortunately, nothing that simple.
  • Stealth Hi/Bye: He pulls this off on Commissioner Gordon at the beginning of Knight:
  • Stealth Expert: Stealth's a key gameplay mechanic in the Arkham Games, after all.
  • Street Samurai: He wages a vigilante crusade against a corrupt society, is bound by a strict personal code of honour and tends to use fighting techniques originating from medieval Japan against foes using modern weapons and tactics. Given this particular incarnation's constant use of advanced computer tech (his mask's detective mode, the disruptor, the remote hacking device) and the notably cyberpunk-influenced plots of the series (City's focus on government control and surveillance, Knight's focus on drone warfare, the prominent role the Bat-family's resident hacker Oracle has throughout the series), this version of Batman is actually one of the purest examples of the trope.
  • Tainted Veins: Develops some on his face in City as a result of his Titan poisoning. and from the fear toxin in Knight.
  • Take a Third Option: Near the end of Arkham Origins, when the Joker gives him the option to kill Bane or let him live so that his heartbeat can send shockwaves through his connected electric wires and allow them to kill both the Joker and Commissioner Gordon, Batman has a third option: he uses the Electrocutioner's Shock Gloves to temporarily stop Bane's heart, then disconnects the wiring from his heart before using the gloves as Magical Defibrillators to restart it, reviving Bane and angering both him and the Joker.
  • Technical Pacifist: In Asylum. After dispatching enemies, if you turn on the visor and scan them, they're just unconscious. If you ever manage to yank a henchman into a bottomless pit, you'll typically hear a splash so that you don't break Batman's no-kill policy. Lampshaded in City by the mooks who talk about the extensive damage Batman's done to them. One states Bats broke a few ribs, his legs, punctured his spleen, while another talks about losing his five front teeth, and so on. However, Batman uses clearly lethal force on Solomon Grundy and Clayface. Justified in that anything else wouldn't stop them, and it's debatable whether or not they can truly be killed.
  • Terror Hero: Whenever confronted with well-armed criminals, Batman dispenses with his flashy fisticuffs and sticks to the shadows, selectively taking out the criminals one by one, causing the remaining criminals to become increasingly paranoid about where he is and who he'll strike next. This is only confounded when he uses techniques like the Inverted Takedowns to leave his victims hanging several feet in the air, screaming in terror, before they pass out. By Arkham Knight, he can pull off a "Fear Takedown," where Batman takes out five enemies in one move by silently taking out one of their allies.
  • Thou Shalt Not Kill:
    • However rough he is on criminals, Batman would never intentionally kill one of them, or let the Joker die while it was within his power to save him.
      Batman: (to Ra's al Ghul) I will never kill. Not even you.
    • Knight takes a massive swing at this, as it's revealed that Scarecrow and the Arhkam Knight's anger towards Batman both tie back to the Joker's actions, and that a significant part of the plot ties back to Joker's plan in City. Letting Joker drop from the Royal Hotel back in Origins would've prevented the entire Rocksteady trilogy. Also. the "Season of Infamy" DLC gives Batman the option to either save Ra's al Ghul's life, or to destroy his life support machine so that he can finally die. The only way to ensure that the League of Assassins never bothers Gotham again is to defeat Ra's.
  • Time-Shifted Actor: Kimberly Brooks voices the young Bruce Wayne when Batman flashes back to the death of his parents during the second Scarecrow hallucination in Asylum. It's also the reason that Roger Craig Smith is voicing the young Batman in Origins rather than Kevin Conroy returning.
  • Took a Level in Dumbass: In Arkham Knight, he suffers from a heavy case of Aesop Amnesia and arrogance that he should have gotten over a long time ago. Most of the horrible events that occur in the game could have been avoided if Batman chose not to rush into things without thinking. Admit it, locking Robin in a prison cell with thousands of insane criminals roaming around the city was not the smartest idea. Somewhat justified in that Scarecrow had spent the entire night playing on his fear that he's a Doom Magnet who causes suffering and death to everyone who allies themselves with him. The game won't even allow you to surrender yourself and let Tim handle everything, with Joker repeatedly insinuating and then flat out telling you that if you do so, Tim will die.
  • Took a Level in Jerkass:
    • Arkham City. At times, even allies get shouted at or angrily dismissed. It's implied in-game that a large percentage of his increase of jerkishness was the result of being injected with Joker's blood, and apprehension over it being sent to hospitals in Gotham. The stress of his imminent death certainly doesn't help matters.
    • This is Deconstructed heavily in Arkham Knight where even though he seems to be more sympathetic towards his partners, his Pride and obsession with handling the situation by himself continues to alienate him. And several characters such as the Arkham Knight and Scarecrow spend a good portion of the game trying to drive this point home. This comes to a head when his actions not only cause the apparent death of Barbara but also causes him to lock Robin up when he tries to help Batman with his Joker infection. And to twist the knife further, the Joker hallucination informs him that Batman being adamant of Robin finding a cure proved to be pointless and Robin could have kept Barbara safe.
  • Took a Level in Kindness: In Arkham Knight, he seems to reverse the trend he was going on in City. It's not much, but at least he knows how to thank his allies again.
  • Training from Hell: The Initiation shows that he went through this under the tutelage of Master Kirigi, where every test was an object of survival and whom actively instructed his other students to kill him.
  • Tranquil Fury: Seems to be his default state of mind in Harley Quinn's Revenge and oh-so-much in Arkham Knight.
  • Trauma Conga Line: Each game seems to put him through a worse night than the last. Asylum sees him get off relatively scott-free, though he deals with traumatic visions of his parents and a dead Jim Gordon in Scarecrow's fear toxin hallucinations. City has him deal with psychological warfare from Hugo Strange, getting afflicted by Titan poisoning that comes inches from killing him, and the deaths of both his love interest and arch-nemesis in quick succession. Origins puts him through a gauntlet of assassins actively out to kill him at Christmas while Alfred gets targeted by an enemy who knows his secret identity. Knight arguably puts him through the worst as his character flaws cause his relationships to crumble around him and his constant fear gas exposure puts him at risk of completely losing his mind.
  • Underwear of Power: Has it in the Rocksteady games, though he loses it once he changes suits in Knight. Doesn't have it in Origins, though the design of the batsuit creates a similar appearance. Except for Asylum, alternate skins can be used to either remove them of put them back.
  • Ungrateful Bastard:
    • Quietly called out on this by Robin after the latter saves him from asphyxiation in "Harley Quinn's Revenge".
      Robin: Ever heard of "thank you"? ... I guess not.
    • Robin saves Batman from Harley again, and Batman still doesn't say "thank you" or otherwise acknowledge his assistance. In fact, his only true response is to calm down extremely slightly due to not assuming Robin died in the explosion in the Industrial District anymore. Really, it can only be explained by his rather severe depressive episode (brought about by the events of the game proper).
  • Unresolved Sexual Tension: It doesn't matter who you believe to be Batman's primary love interest in the Arkham games, Catwoman, Talia, Ivy in the end none of these ships are resolved. Talia gets fatally shot by Joker in City, Ivy sacrifices her life to disperse Scarecrows fear gas in Knight and (also in Knight) Batman sinks his own ship with Selina and tells her they can never be together.
  • Vampire Refugee: Knight has a rather unique version of this. After having been contaminated with the Joker's infected blood in City, Batman's mind is slowly starting to be taken over by the Joker. He has four other infected patients locked up in a satellite Batcave, one of whom is showing no signs of any Joker-like symptoms, and is being used to develop a cure. Throughout the game, visions of the Joker taunt you at every possible moment, and at several moments (especially when Batman gets exposed to Scarecrow's fear toxin), Batman loses control, and the "Joker" part of Batman's mind actually manages to take over.
  • Video Game Cruelty Potential: A rare benevolent example. In particular, the Jack Bauer Interrogation Technique entry above.
    • Once Batman has leveled up a bit, you can get him to become downright vicious on the Mooks; you can combo throw them into other Mooks, over a railing into pits, or into the electric doors. Using the weapons, you can have Batman knock them off ledges with his batarangs, yank them over ledges and catwalks with his Batclaw, make landmines with explosive gel, etc. And this barely covers what you can do in the game.
  • With My Hands Tied: At the beginning of Arkham City, as Bruce Wayne, not Batman.
  • Worf Had the Flu: In Arkham Knight, thanks to a combination of suffering the effects of Scarecrow's fear gas and The Joker hallucination inside him Batman actually has a few chances to capture Scarecrow and Arkham Knight early but fails to do so. The first is during the confrontation in Simon Staggs airship where there are two Scarecrow's in the room. No matter which choice you make the real Scarecrow will always be the one you didn't pick and he will spray you with his toxin while you're distracted. The second is after Batman destroys the Cloudburst and, despite beating on the Arkham Knight, his body transforms into Joker and the Knight manages to slip away.
  • Worthy Opponent: To Joker.
  • Would Hit a Girl: Justified, given that the girls in question are actively trying to kill him. Though he goes a little easier on female adversaries as his takedown moves against them don't involve breaking limbs. note 
  • Wrestler in All of Us: Batman's moveset is full of wrestling moves. Some of his strikes include clotheslines and double axe handles, his Silent Takesdowns include a move similar to John Cena's STF and Mick Foley's Mandible Claw, he will occasionally DDT or Scorpion Death Drop his opponents when performing a noisy Takedown, and one of his double counters is a northern lights suplex. He also uses the ankle lock as a Special Combo Takedown. A German Suplex has been added to his arsenal in Knight, as both a Throw Counter and a noisy Takedown and some of his Dual Team Takedowns include piledrivers and powerbombs.
  • X Must Not Win: As he himself states in Asylum, he'll never let Joker win.
  • You Are Better Than You Think You Are: Pulls this off in an optional conversation with Mr. Freeze in City, when the former thanks him for saving Nora. Batman's response?
    Batman: Fix her and quit this life. You're better than this.
  • Your Worst Memory: As with canon, the death of Thomas and Martha Wayne comes back to haunt him in Asylum while dosed with Fear Gas, and again in Arkham VR in a dream sequence. However, in Arkham Knight, this is superseded by the memory of Jason Todd's torture and death at the hands of the Joker.


Robin (Tim Drake)
"If you need me, you know where I am."
Robin in Arkham City 
Voiced By: Troy Baker (Arkham City), Matthew Mercer (Arkham Knight), Tom Austen (Arkham VR)

Batman's sidekick, Robin patrols Gotham alongside him. While Batman investigates Arkham City, Robin tracks down everyone who was infected by the Joker's blood. Later, he infiltrates Arkham City in order to investigate Batman's disappearance and rescue him.

  • Action Genre Hero Guy: He's American, has the token buzzcut, and is a Deadpan Snarker 9 times out of 10, suiting the bill easily for this trope.
  • Adaptational Badass: Whilst Mr. Drake in the comics is by no means un-badass, his Arkham City appearance definitely seems to be aiming for a grittier approach to the character, with a far more chiseled and muscled appearance, a buzz cut, and the idea that he takes part in cage-fighting in his spare time.
  • Adaptational Curves: This Tim is far more muscular than his comics version, who while fit leans more on the slender side of the spectrum.
  • Adaptational Early Appearance: A Matter of Family shows us that Tim was Robin while Barbara was still Batgirl whereas in the comics, Barb had already been paralyzed by the time Tim donned the Robin suit.
  • Adaptation Dye-Job: Tim's character bio in both City and Knight lists him as having blue eyes and black hair. But in Arkham Knight, he has green eyes and what appears to be brown hair (it's buzzed really short, so it's tough to tell). Much like Catwoman, his character bio in Knight still lists the original colors.
  • Adaptation Personality Change: Much like the DCAU (whose Tim Drake was based on Jason Todd), this Tim doesn't have a lot of his comics personality of being a slightly meek, nice, laidback Robin who is more of a detective than the other Robins. This Tim is based more on comics!Dick Grayson, being a wise-cracker who trash talks and taunts Rogues in a way Batman does not, and shares his romance with Barbara/Oracle in this continuity. He's also implied to be closer to Barbara and Nightwing in age, compared to being a teenager in the comics.
  • Age Lift: Seems to be older than he is in the comics amongst other members of the Bat Family. Him being in a relationship with Barbara, eventually planning on marrying her, supports this.
  • And Your Reward Is Clothes:
    • His DLC costumes for City include Animatednote  and Red Robin.
    • His alternate costumes for Knight include Tim's classic costume and his One Year Later costume, as well as Dick's costumes as Robin from the New 52 and Batman (1966).
  • Ascended Fanboy: As is tradition, he was a massive fan of the original Dynamic Duo before becoming Batman's sidekick.
  • Badass Cape: Though his cape isn't quite as badass as Batman's, it's still used in basic gliding.
  • Badass in Distress: Near the end of Knight, he's kidnapped by Scarecrow as part of a ploy to expose Batman's Secret Identity to the world, something that happened because Batman trapped him in a cell at Panessa Studios.
  • Badass Normal: Much like his mentor, Robin has no superpowers of any type; he's just supplied with a bunch of really cool tech, and peak human attributes.
  • Big Damn Heroes: Saves Batman from Ra's al Ghul's assassins. Also saves Batman from asphyxiation and later from a Harley-induced knife to the back in "Harley Quinn's Revenge".
  • Boring, but Practical: His regular strikes are the least fancy looking out of all the other playable characters, often being a simple punch or a whack of his staff with little flips and flourishing. But because of how similar all of his attacks are in start and end time (very fast), Robin's much easier to control, making high combo scores a breeze.
  • Brainwashed and Crazy: In Arkham City Lockdown, he's turned against Batman by the spores of Poison Ivy.
  • Brought to You by the Letter "S": Robin has a yellow "R" right over his heart, and also draws an R when spraying Explosive Gel.
  • Butt-Monkey: Of the Batfamily, he seems to be the go to guy for criticism, insults, and lack of concern. In an optional conversation, Nightwing says that he still thinks of Tim as "the new guy" and admits that it was hard for him to step in with the Batfamily after all their shared history together, and especially after Jason Todd's "death".
  • Combat Pragmatist: Well, he has been trained by Batman. And he really likes whacking people with that staff of his.
  • Comic-Book Fantasy Casting: He looks like Eminem in Knight. Since Eminem is a lifelong comic book fan who dressed as Robin in the music video for "Without Me," this may be a deliberate Shout-Out.
  • Composite Character: He is Tim Drake, but his character design is a combination of his original costume and Damian's. He also has a shaved head like Adult!Damian. His coping with Batman's tendencies towards callousness echoes Dick Grayson's own issues prior to making the shift to Nightwing, likewise his romance with Barbara is more commonly related to Nightwing.
  • Costume Evolution: He starts out in Arkham City with a costume that very much looks like he made it himself, with very light armour on his upper body, his upper arms and elbows bare, a distinctly short cape with a hood, smooth gauntlets on his lower arms (with Fingerless Gloves as well), and just ordinary striped pants below his belt. In Arkham Knight, his suit is more akin to what we've seen Batman wear in all the other games, being a full bodysuit of protective material covers everywhere except his face and a much longer cape. Interestingly, the A Matter Of Family DLC, set before Arkham Asylum shows him wearing this suit, and a good look at Jason Todd's Robin costume will reveal that Tim's Arkham Knight suit is largely identical to Jason's, just with a different "R" insignia.
  • Domino Mask: Much like all Robins, Tim's mask just covers the outlines of his eyes and nothing else.
  • Expecting Someone Taller: Inverted. One of the cops he rescues from Harley comments that he expected Robin to be shorter.
  • Final Boss: In Arkham City Lockdown, while under Poison Ivy's mind control.
  • Fingerless Gloves: As part of an effort to adapt the kiddy and vibrant image of Robin to the rather dark and dour atmosphere of the Arkham games, Robin wears a pair of fingerless gloves suitable for a thug. Sure, it leaves fingerprints all over the city, but a secret identity is a small price to pay for fashion. Until Arkham Knight comes around at least.
  • Grappling-Hook Gun: Unlike when Batman or Nightwing uses it on mooks, he pulls himself toward them for a kick, not vice versa for a punch.
  • In the Hood: Like Damian Wayne in the comics, this version of Tim has a hood as part of his Robin costume.
  • Jack-of-All-Stats: Not as strong as Batman, and not as fast as Catwoman, but playing him in the Challenge maps makes Batman feel like a tank and Catwoman underpowered.
  • Just a Kid: Despite being in his late teens at the youngest. Unlike Batman, Robin's seen as something of a Tagalong Kid by Gotham's criminals and isn't taken seriously until you start picking them off.
    Thug: I'm sorry, I thought you were some kind of joke! Please don't hurt me!
  • The Lancer: More personable and less gruff than Batman, though no less competent in combat.
  • Legacy Character: There's one mention of the existence of Jason Todd when Joker mentions in his Challenge that he thought that he already killed him, and his profile mentions that he's a successor of Dick Grayson in the role of Robin. Until the events of Arkham Knight, that is.
  • Locked Out of the Loop: Throughout most of Knight, Batman deliberately chooses not to inform him that Barbara has been kidnapped by Scarecrow and the Arkham Knight, or when Barbara is apparently Driven to Suicide under the influence of fear toxin, wanting him to focus on finding the cure for the Joker infection. After Batman himself is revealed to be infected, the player can choose to inform him.
  • Luckily, My Shield Will Protect Me: His staff has a built-in shield that can block bullets and steam, though the former isn't indefinitely.
  • McNinja: Not surprisingly, he's just as stealthy as his mentor.
  • My Defense Need Not Protect Me Forever: True, his shield won't last indefinitely, and will eventually buckle under a constant onslaught of bullets. However, by the time he's gotten to whoever's shooting at him, he'll most likely not need it.
  • Promoted to Love Interest: In the comics, Tim Drake is a teenager, and has sibling-like relationship with Barbara, who is a good 10-12 years older. In the game, he is hinted to be older, and in a relationship with Barbara.
  • Replacement Goldfish: In Arkham Knight Jason accuses Bruce of training Tim as the new Robin in this way. The fact it happened less than six months after Jason disappeared doesn't help. Bruce even accidentally calls Tim by Jason's name whilst the hallucinatory effects he's suffering from still linger, to which Tim comments he hasn't done so in a while, meaning it's not the first time. Batman's interactions with Nightwing, suggest that Batman sees all the later Robins and sidekicks as replacements for him.
  • Retractable Weapon: His staff can change between the length of a club to a length of...well, a staff, at a whim.
  • Shield Bash: His staff folds out to make a bullet proof shield, which he can also hit enemies with.
  • Sidekick: As per tradition with Robin, he is this to Batman.
  • Simple Staff: Noted because Tim Drake is often touted as the best staff user in The DCU. It shows in his combat.
  • The Smart Guy: His detective skills are noted in his profile and show up in gameplay. Though its mostly an Informed Ability.
  • Smoke Out: Much like his mentor, Robin can throw one smoke bomb per stealth section.
  • Stay in the Kitchen: A non-sexist use of this trope. Since City, Robin's enthusiasm to join Batman's adventures is always coldly rebuked and he is usually ordered to do some other mundane task offscreen. From a gameplay standpoint, it's simply to maintain the focus on Batman as the sole player protagonist. This is eventually addressed and Deconstructed in Knight when Tim finally gets sick of being fobbed off and begins to doubt Bruce's commitment to the Dynamic Duo, leading to dramatic conflict later in the game.
  • Telescoping Staff: His Weapon of Choice is a retractable bo-staff that also has a built-in bulletproof shield.
  • Took a Level in Badass: In Knight he's quite a bit more powerful than in "Harley Quinn's Revenge." So much so that Batman outright starts praising him, even admitting that he's impressed. Still doesn't stop Bruce from locking up Robin in a cell though.
  • Training from Hell: Not from a hellish place per say, but it is said that he's been training vigorously and intensely for a time until he proves to be worthy of the Robin title.
  • Underestimating Badassery: In Robin's DLC Predator gameplay, the mooks start out mocking him, "Robin? Really?" and end up pants-wettingly terrified. "I'm sorry! I thought you were just a joke! Please don't hurt me!"
  • "Well Done, Son!" Guy: Seems to give off that vibe — he tries to act cool and bold around Batman, but every time Batman spectacularly fails to acknowledge or express gratitude for Robin's help, he sounds very deflated. He also very clearly shuts down when Batman doesn't even show relief when Robin is revealed to have survived the explosion that Batman had assumed had killed him. By the time of Arkham Knight, he finally gets validation from Batman.
  • What the Hell, Hero?: A quiet, understated version in Harley Quinn's Revenge after he saves Batman's life and Batman completely brushes it off.
    Robin: Ever heard of 'thank you'?
    Batman: [ignoring him] Where are the cops?
    Robin: ...Guess not.
  • What Would X Do?: Trying to leave the cage room without checking for clues will make him note that he should examine it, like Batman would've.
  • Wrestler in All of Us: One of his counters to ninja attacks is a chokeslam. His double team moves with Batman involve piledrivers and powerbombs.
  • You Fight Like a Cow: In regular gameplay, he is relatively quiet; but when it comes to Harley, he goes on all four cylinders with this trope, in both the comic and the DLC.


Nightwing (Dick Grayson)
"Still lurking around on rooftops."
Nightwing in Arkham City 
Voiced By: Troy Baker (Arkham City) note , Josh Keaton (Robin, Arkham Origins), Scott Porter (Arkham Knight)

The first Robin, who became a hero in his own right. Only shows up as a DLC character in Arkham City and in Multiplayer as Robin in Arkham Origins.

  • Advertised Extra: Despite his increased prominence, Nightwing only serves a minor role in Arkham Knight's story mode and serves as the Final Boss of Harley Quinn's story mode. Nightwing doesn't even appear in the game's ending like Oracle and Robin. On the plus side, he's the ally that's played as the most times (counting all Dual Play encounters both in the main game and in the Season of Infamy DLC, post patch challenge maps and his story DLC) and the only one allowed to talk back to Batman.
  • Amicable Exes: With Oracle, possibly. The Batman: Arkham Unhinged comic mentions their relationship as a nod to the mainstream comics, and Oracle is seen wearing a "Flying Graysons" necklace throughout Batman: Arkham Knight. He even seems concerned for Tim's reaction on hearing of her kidnapping.
  • And Your Reward Is Clothes:
    • His alternate costume in Arkham City is the Batman: The Animated Series version of Nightwing.
    • As Robin in Arkham Origins, his alternate costumes include both of the costumes Tim Drake wore during his tenure as Robin, and Tim's Arkham City skins.
    • His alternate costumes in Knight are his New 52 costume and the costume from City.
  • Ascended Extra: After only appearing in the challenge maps in Arkham City and Multiplayer in Arkham Origins, Arkham Knight finally sees him getting involved in the main story campaign.
  • Badass Normal: Again, Nightwing has no notable powers; he is simply a very athletic individual. Emphasis on very.
  • Boom, Headshot!: One of Nightwing's differentiating traits is his ability to use Wrist Darts, tranquilizers which will instantly knock out enemies if they're aimed precisely at their head. It's the only instant-KO gadget in Arkham City besides the one-off Sonic Batarang, and unlike the Sonic, Nightwing has three Wrist Darts to make use of. If only he didn't shake his arm so much when trying to aim, the Wrist Darts could really wreak havoc in Stealth sequences, and all without the normal goriness that cause headshots to push games into that dreaded M rating.
  • Circus Brat: Dick's history as an acrobat shows in his combat, with his "Evade" move not taking the form of a dive, but a full-on somersault that covers more distance than any other evade move even though it's finishes faster than all of them. Only Catwoman is more flexible, and he's just as fast.
  • Combat Pragmatist:
    • One of his moves is a boot to the face. He also has a tendency to smash enemies' faces into any nearby furniture or fixtures.
    • It also plays into just how fast he is. While his acrobatics and flashy maneuvers move him around the area quickly, he'll also be busy just jabbing his stun batons into anyone and anything that can get hurt. Stabbing, poking, smacking, whatever works. As such, he'll be whipping around those batons ridiculously fast.
  • Costume Evolution: Arkham City shows him with an outfit that essentially looks just like his design in the mainstream comics, only with an aesthetic to it to suggest it functions as body armour like Batman's. His next suit in Arkham Knight diverts away from that quite a bit, making his Domino Mask into at least half of a cowl (with a haircut to boot), his chest symbol having a more metallic V-shape to it, and more distinct body armour on the upper torso and shoulders, whilst appearing more flexible on his lower body.
    • As Robin in his earlier years seen in Arkham Origins his suit essentially looks like his own version of the Batsuit at that time, with segments of armour plating, and a red and black colour scheme. He retains the domino mask, but unlike the others, this one is firmly secured to his head with a noticeable strap.
  • Dance Battler: Not quite as much as Catwoman, but much more so than Batman or Robin.
  • Deadpan Snarker: As per the norm with Nightwing, he is always prone to making wisecracks to literally everyone near him, perhaps even moreso than his regular comics self.
  • Domino Mask: Though his is a bit bigger and more stylized than the usual kind.
  • Downloadable Content: In Arkham City, he is a downloadable playable character with his own unique traits (inability to glide, usage of Wrist Darts, etc.).
  • Dual Wielding: His Escrima sticks are his primary weapons, which he uses to attack and electrocute enemies.
  • Everyone Has Standards: He and Batman are shocked and appalled by what happened to Killer Croc while he was imprisoned in Iron Heights.
  • Flash Step: An odd quirk in his attack animations coupled with the speed of his combos will have him, when fighting multiple enemies in Free-flow combat, occasionally hit an enemy, then take a single step that transports him across the room (sometimes up to 30 ft or so) to throw a jab at another enemy, and then take another step and zoom right back to hit a different enemy. (Batman or Catwoman would distinctly take flying leaps or bounds in the same situation.) With enough enemies spaced out, well...
  • Flunky Boss: He serves as one for Harley Quinn's DLC story in Batman: Arkham Knight, oddly enough, considering in his own gameplay he can fight through dozens of killers without any assistance. Yet, because Arkham's combat is built around fighting multiple enemies at once, Nightwing is reduced to summoning hordes of cops to assist him, and still loses to a former psychiatrist turned clown mobster.
  • Grappling-Hook Gun: Identically to other members of the Batfamily, he happens to have a Batclaw of his own with no notable difference.
  • Hero Antagonist: Of Harley's DLC story. Since Harley's breaking into a Bludhaven police station and that's his turf, he serves as the final boss in a combat battle.
  • Heroic Mime: Kind of: In Arkham City, while he doesn't actually have any lines, he does utter several grunts from combat. His body language and facial expressions, in either case, show that he is pretty cocky and fun loving. He's a lot more talkative in the Unhinged comics. Arkham Origins gives him some dialogue as Robin for the multiplayer mode. He's given full dialogue in Knight courtesy of Scott Porter.
  • Hero of Another Story: After his sidequest, Batman encourages him to go back to protecting Bludhaven.
  • Leeroy Jenkins: His persona in Arkham Knight, with Alfred noting that Nightwing is really reckless.
  • Neck Snap: Is the victim of one in Batman: Arkham VR, which is fortunately an alternate reality.
  • Nice Guy: Smugness aside, Nightwing is an overall very polite and compassionate fellow who, like any good hero, fights for the right ideals.
  • Offhand Backhand: One of his counters involves doing this to two thugs at once by jabbing them both in the gut with his escrima sticks.
  • Parental Favoritism: It's strongly implied that Dick Grayson/Nightwing is Batman's favorite pupil. In the comics, while Bruce never outright says this, it's pretty obvious to everyone he's the star of the Batfamily. He praises him far more often than his other sidekicks, and at times seems to hint that he wouldn't mind it if Dick Grayson comes back to the fold, however much he outwardly tells him to prioritize Bludhaven.
    Nightwing: I forgot how well we work together.
    Batman: I hadn't. I only work with the best.
    Nightwing: Whoa, whoa, whoa, don't get any ideas Bruce, it's not permanent. I like the new job too much, you know. The work's good. I get to decide my own hours. And best of all, there's no boss looking over my shoulder.
  • Perpetual Smiler: As a counterpoint to Batman, Nightwing only looks grim in his 3D model.
  • Pinball Projectile: Nightwing can throw both his own Batarang and one of his Escrima Sticks, so why bother throwing the sticks? Well, turns out Nightwing has learned how to ricochet his sticks off walls and other enemies, so he can throw them around corners to hit enemies out of sight or knock down three different enemies at once and still have the stick bounce back towards him. It works rather similarly to the shield of Captain America, especially in light of Cap's own Arkham-inspired game.
  • Precision-Guided Boomerang: Even if Nightwing throws both of his Escrima Sticks off the highest tower in the city straight down towards the sidewalk, they'll always turn back and end up right in Nightwing's hands. This oddity is practically a necessity, since all of Nightwing's close-quarter combat moves are based around the stick, so throwing them away would neuter the character for the rest of the game.
  • Pretty Boy: Mooks even comment on it! Mostly to the tune of how they're going to mess up that pretty face, but still.
  • She-Fu: Played with; while his acrobatics show off only slightly less than Catwoman's, his fighting style is otherwise pretty methodical. He'll do flashy flips and flourishes a lot, but half the time during and every second in between is spent just laying into thugs in the fastest and most effective possible way. Occasionally taking breaks for his many wrestling maneuvers.
  • Shock and Awe: His escrima sticks are electrified, allowing him to stun enemies, slam the ground to send an electronic shockwave, and knock out enemies as they lie on the ground.
  • Sidekick Graduations Stick: The first Robin, who eventually becomes hero of Bludhaven. When they reunite, Batman tells Nightwing that he should go back to Bludhaven since he can do more good there.
  • Smug Smiler: He's kicking the crap out of a lot of bad people, and he's having fun.
  • So Proud of You: Batman tells this to him after taking down Penguin, he tells Nightwing that this could be the last time they meet.
  • Troll: He just can't resist taking a few verbal jabs at his opponents, especially Penguin.
  • Underestimating Badassery: It's implied by some of the comments that the thugs make that Nightwing is not yet well-known and therefore they're not taking him seriously. This is a mistake.
    Thug #1: Who the hell is Nightwing? Does he work for Batman?
    Thug #2: [snorts] What's a "Nightwing"?
    [two minutes and five unconscious thugs later]
    Thug #6: [absolutely terrified] Nightwing?! Are you there?! What are you?!
  • "Well Done, Son!" Guy: Throughout Knight, he, like Tim, pushes Batman for a "Thank you" or an "attaboy". Ultimately subverted, however, because when Batman finally says he's proud, it just freaks Dick out. Fitting, because he knows that it means Batman thinks he's going to die.
  • The Worf Effect: He loses to Harley Quinn in a straight fight with cops as allies in the DLC, though in her case it's Poison Ivy that actually takes him down after being softened up by Harley. That is a big comedown from the man regarded in the comics as being, canonically, Batman's best student.
  • Wrestler in All of Us: Will occasionally do a head-scissors takedown if near the proper environment. Will perform a release German Suplex as a noisy take down in Predator gameplay. When fighting against Killer Croc in the Season of Infamy DLC, he'll even perform an RKO on him!


Oracle (Barbara Gordon)
"Be careful. It's not looking good out there."
Barbara as Batgirl 

Voiced By: Kimberly Brooks (Arkham Asylum, Arkham City), Kelsey Lansdowne (Arkham Origins), Ashley Greene (Arkham Knight)

The former Batgirl, she became Batman's Voice with an Internet Connection when the Joker shot her in the spine and paralyzed her.

  • Action Girl: As Batgirl she kicked a lot of butt.
  • Amicable Exes: With Nightwing, possibly. The Batman: Arkham Unhinged comic mentions their relationship as a nod to the mainstream comics, and she is seen wearing a "Flying Graysons" necklace throughout Batman: Arkham Knight.
  • Ascended Fangirl: Teenage Barb was quite a supporter of Batman as we learn in Origins, and just wishes her father "could understand how cool you are".
  • Badass Bookworm: She's a skilled hacker that was able to hack into Batman's comm system. She was Batgirl in her early years after all.
  • Damsel in Distress: Is kidnapped by the Arkham Knight early on in that game.
  • Deadpan Snarker: She could give Alfred a run for his money.
  • Defiant to the End: Near the end of Knight, she refuses to show any fear to Scarecrow even as he's about to toss her off of a roof.
  • Disabled Snarker: Just because she's bound to a wheelchair, it doesn't mean she won't let out some snark.
  • Disney Death: Apparently dies in Knight, but this was just a Scarecrow hallucination.
  • Driven to Suicide: Subverted. Under the influence of fear toxin, she sees Batman as a monster and kills herself. Again, this turns out to be a trick by Scarecrow, and Oracle is alive and well.
  • Face Death with Dignity: Attempted. While she doesn't actually die as Batman swoops in to catch her just in time, when it seems like Scarecrow is going to tip her when in her wheelchair off a rooftop, she tells him that he doesn't scare her.
  • Genius Cripple: She's stuck in a wheelchair but still works with Batman as his computer/information person.
  • Good Is Not Soft: She is genuinely caring about Batman, Robin, and the people in Arkham, but there are times, during the Deadshot storyline in particular, where she'll express a lack of concern about the criminals that are killed, and says that Batman should focus on more important matters.
  • Kick Chick: Ironically, her combat as Batgirl focused heavily on leg based maneuvers.
  • Mission Control: For Batman and Robin. An Easter Egg on a computer in the lower half of the Clock Tower in Knight reveals she's also this for Birds of Prey, as per the comics.
  • Number Two: She is the most consistent presence of the Batfamily in all three games, being Mission Control and Batman's key ally in Asylum before sharing duties with Alfred in Arkham City and controlling a Drone to fight beside Batman during Scarecrow's climatic attack on the GCPD.
  • Over-the-Shoulder Carry: This happens to Barbara twice earlier on in the game's story. The first when Batman views security cam footage of the Arkham Knight carrying Barbara on his shoulder out of the clock tower and into his militia vehicle (upon her capture), and the second when Batman reconstructs a holographic crime scene of Barbara managing to crash the Arkham Knight's vehicle they were both occupying. As she attempts to crawl away on the ground, the Knight comes along and carries her away on his shoulder.
  • Pretty Little Headshots: Oracle's skull is awfully intact for someone who shot herself point blank in the head. Granted, it's a hallucination.
  • Ship Tease:
    • In Arkham Knight screenshots, she's appears to be wearing a Flying Graysons necklace.
    • In Arkham Knight, Bruce tells Barbara not let her feelings for Tim cloud her judgement, and she has a picture of her & Tim on a bookshelf. The 100% completion ending for the game reveals she married Tim.
  • Shrinking Violet: She's a very shy and awkward girl as a teenager.
  • Statuesque Stunner: Stood at 5'11'' prior to her paralysis.
  • Stuffed into the Fridge: Subverted twice. In Knight, Scarecrow apparently exposes Oracle to fear toxin and drives her into committing suicide, simply to spite Batman. But Oracle's alive and well, and Batman was just hallucinating. He later tries to kill her for real to punish Gordon for seemingly killing Batman, but Batman saves. We also get an adaptation of her crippling scene from The Killing Joke, itself one of the most infamous examples of this.
  • Teen Genius: Hacked Batman's comm system to provide him with information about a case at the age of 15.
  • Teens Are Short: She's 5'2" in Origins at age 15, which really doesn't make sense since she's 5'11" as an adult and girls usually reach their final adult height by age 14, meaning it's highly unlikely for Barbara to have grown that much by the time she becomes Batgirl.
  • Unfazed Everyman: So you're the teenaged daughter of one of the only clean cops in Gotham, hanging out in the server room, being a geek, when in walks the infamous, mysterious criminal Batman. You immediately have a chat with him about that cool piece of tech he's using and offer him some advice like it's the most normal thing in the world. This being the first real confirmation that the Batman even exists.... You proceed to hack his comms so you can, like the trope says, become Pals with Jesus.
  • What the Hell, Hero?: Near the end of Knight, she gives Batman an earful when she finds out that Batman locked Robin up in a cell rather than let him help, especially since doing so allowed Scarecrow to storm the place and kidnap Robin.
    Batman: He wasn't safe.
    Oracle: And he is now?!
  • The Voice: In Asylum and City only. In Origins, we see her in the flesh, albeit before she is old enough to take up even her first superhero monicker. In Knight, she is fully seen in her own Hacker Cave.
  • Voice with an Internet Connection: She's mainly heard over the communication system.
  • You Just Told Me: In the tie-in comic, she accidentally reveals to Bruce in this manner that she and Dick secretly dated.

    Red Hood 

Red Hood (Jason Todd)
"Do I look like Batman to you?"
Voiced By: Troy Baker

The second Robin, who was believed to have been murdered by Joker. Referred to in Arkham City, but first appears in Batman: Arkham Knight.

  • Adaptational Angst Upgrade: In his original origin story, Jason was beaten to death with a crowbar before being resurrected. Here, he was tortured by Joker both psychologically and physically for so long that by the end of it he was reduced to a wreck who didn't even try to fight back and was willing to obey any order that he was given, including giving him Batman's true identity. It's only as Jason's about to betray his family's greatest secret that the Joker puts a bullet in his face. He isn't killed, but given his comments on it the trauma was much, much worse.
  • Adaptational Heroism: In the comics, Jason Todd as the Red Hood started out as a crime lord who pimped, dealed, teamed up with Hush, cared nothing for the rest of the Batfamily, and only got worse from there, once trying to kill Tim Drake simply out of jealousy and eventually got to the point where he'd even murder cops and civilians if they happened to be in his way. He was also stated to be completely sane throughout. In the game, most of his dirty work is under orders from Scarecrow and he even allowed civilians to evacuate Gotham before the plan went in motion. As for his mental state, he's clearly suffering from textbook psychosis, and whereas in the comics, Jason was just pissed because Batman didn't kill the Joker himself, here he honestly believes Batman abandoned him to his fate. He also still cares for both Barbara and Alfred a great deal.
  • Adaptational Late Appearance: Here Jason became Red Hood during the same night Batman "died". Downplayed in that this applies only to the Red Hood persona, and Jason was a non-seen villain for 2 years before that night.
  • Adaptational Villainy: While, as noted under "Adaptational Heroism", his resentment of the Batfamily is only limited to Bruce here, there is still the matter of him being involved in a chemical attack on a major city as the Arkham Knight, something he never did even as a villain in the comics.
  • And Your Reward Is Clothes: An upgrade in Arkham Knight can allow you to play as Jason in the guise of, of all characters, the titular Arkham Knight. That reason being he was the Arkham Knight.
  • Anti-Hero: Unscrupulous Hero variant, in that he's on Batman's side, but doesn't work directly with him, kills Killer Moth sometime between the end of the game and the start of his DLC campaign and stops Roman Sionis' operation by way of violent defenestration rather than simply arresting him.
  • Became Their Own Antithesis: Jason Todd went rogue to hunt down and kill Joker under the belief that Batman was too soft to do the job himself. He then gets tortured by Joker into believing that he should kill Batman instead.
  • Being Tortured Makes You Evil: The Joker got his hands on Jason Todd and what happened after was not funny. Now Jason is willing to gun down even the lowliest mook and violently snaps necks for some of his Silent Takedowns.
  • Big Damn Heroes: He comes back just in time to save Bruce from being killed by Scarecrow and freeing the former, allowing him to defeat Scarecrow once and for all.
  • Blood Knight: By the time he's gotten control over himself during the ending. He starts off by going after Black Mask and enjoys kicking the crap out of his goons.
  • Bottomless Magazines: Zig-Zagged. He has unlimited ammunation, but his guns have inconsistent magazine size; he seems to only reload them after quickfiring them, but not after other takedowns.
  • Brainwashed and Crazy: At least some of Joker's torture of Jason Todd was directed towards turning him against Batman, first by breaking Jason's faith in Bruce, then by repetitively saying it was Batman's fault as he ratcheted up the pain. By the time Joker bores of Jason, he's got Jason mumbling a desire to kill Batman and answering him as "sir."
  • Broken Bird: The Red Hood is really this. Jason hides it well under a veneer of bloodthirst and rage but it's clear he's still driven by his traumatic past.
  • Civvie Spandex: His outfit is much more "civilian" when compared to the other members of the Family, since he lacks a cape and a utility belt in favor of a hood, two handguns, and some body armor.
  • Combat Pragmatist: Even more so than the rest of the Batfamily, as he's willing to kill or bring guns to a fist fight.
  • Composite Character:
    • He's Jason Todd, but the implied backstory of Cold-Blooded Torture at the hands of The Joker in Arkham Asylum is a nod to Tim Drake's fate in the Batman Beyond: Return of the Joker film, complete with a movie of his torture made by Joker for Batman to see, and also being tortured to the point that he could reveal Batman's identity, which Tim did in the cartoon but Jason Todd was prevented by Joker from doing so.
    • His playable version takes gameplay and visual elements from both Dick and Tim - he's associated with the color red, wears a hood, and has the Zip-Kick gadget like Tim, but uses acrobatics, dual-wielded blunt objects and ranged tactics like Dick.
  • Cold-Blooded Torture: At one point, The Joker captured Jason, took him to Arkham Asylum and subjected him to this. What appears to be a "J" mark inflicted by a branding iron to the cheek is the primary physical evidence of the period. It's further elaborated upon in a hallucination/flashback. The Joker utilized the aforementioned branding iron, a crowbar, and his legendary Break Them by Talking act on Jason.
  • Costume Evolution: We actually get to see a few key moments of it happen. Jason's signature red helmet is actually the base helmet for the Arkham Knight's HUD mask, which is discarded when Batman damages it with a headbutt, worn underneath it. More pieces of the Arkham Knight armour are torn off in the fight, notably the main chestpiece, and after Jason escapes when he's next seen again he's painted a red bat symbol on his chest. Later, adding a jacket and other portions to his outfit create a relatively Civvie Spandex look and we get the final Red Hood design.
  • Despair Event Horizon: During his confinement by the Joker, the clown shoved him off it by showing him Tim Drake as the new Robin. The Joker then compounded it with a unhealthy dose of torture.
  • Extremity Extremist: Whenever he isn't pistol-whipping or shooting enemies, he's kicking them. Justified Trope, considering he has his hands full.
  • Face–Heel Turn: His ordeal with the Joker made him reject the Robin identity and turn to lethal vigilantism.
  • Fate Worse than Death: Spent over a year as the Joker's prisoner and torture victim. As the Arkham Knight, he screams that everything he's done to Bruce is *mercy* by comparison.
  • Give My Regards in the Next World: At the end of his DLC campaign, after tossing Black Mask out a window, he gives this:
    Red Hood: Say hi to Joker for me!
  • Good Costume Switch: In the Arkham Knight boss fight, it's revealed that his Red Hood costume is merely the Arkham Knight costume with a few changes and a new paint job. All Jason really added was a hood and a bat insignia spray painted in red on his back, along with lacking some chest plating and his primary helmet that was over the red one.
  • Guns Akimbo: Uses his signature dual handguns as his weapons of choice.
  • Gun Fu: How he utilizes his guns in close combat.
  • Gun Kata: Quick firing his guns is similar to this.
  • Hazy Feel Turn: He might be done murdering indiscriminately after putting on the red face mask, but he's still using lethal force to deal with criminals. The difference is he keeps this to criminals only.
  • In the Hood: Wears a literal "red hood" in this incarnation over his usual helmet. This is a first for the character. This has influenced the comics and Jason's most recent costume has a red hood as well.
  • It's Personal: While he doesn't go into specifics, he states to Black Mask's thugs that his problem with their boss is "very personal".
  • Long-Range Fighter: Aside from his gun gadget that allows instant takedowns from a distance, he can perform a ranged beatdown, during which every button press shoots one round at the enemy. ((Quick)Fire a flashbang, and perform a beatdown; the flashbang works as a ranged stun).
  • More Dakka: He is able to rapid fire his pistols with ease.
  • Neck Snap: One of his Predator Takedowns has him snap the poor mook's neck with a loud, violent snap sound, in case you didn't know Hood takes Thou Shalt Not Kill with a lot of salt.
  • No Kill Like Overkill: Jason insists on emptying both clips into each opponent whenever he uses his ranged attack. Justified from a gameplay perspective, because firing all rounds and then stopping to reload increases his vulnerability time and prevents the ability to just One-Hit Kill any mook with the push of a button from becoming a Game-Breaker.
  • One-Way Visor: His helmet for his default appearance.
  • Never My Fault: Blames Batman for what happened to him, even though the unlockable Arkham Stories revealed that he disabled his suit's tracker and comm system while tracking down the Joker.
  • Palette Swap: Subverted. He shares a few animations with Nightwing and his guns are aimed in FPS view like Nightwing's wrist darts, but he has his fair share of unique animations. While likely unintentional, it also makes sense In-Universe; if each Robin receives the same training, Jason may just be using a modified version of the same style Dick uses, just with two guns instead of two stunsticks.
  • Pay Evil unto Evil: His preferred way of dealing with Gotham's criminals is simply to kill them.
  • Pet the Dog: He visits the movie studios offscreen but doesn't harm Harley, even though she was completely defenseless and trapped. After all, since both she and Jason are Joker's victims, it's likely he felt sorry for her.
  • Pistol-Whipping: His melee attacks usually involve holding his guns by the barrels and whacking foes with them.
  • Purposely Overpowered: Jason has a few abilities that no other members of the Batfamily get. For one, he can do a beatdown from long range, and two, some of his abilities outright kill his opponents instead of merely knocking them out. This is pretty obviously because of his willingness to kill, meaning he has no need to hold back.
  • Reformed, but Not Tamed: After moving on from the Arkham Knight identity, he still retains his willigness to kill.
  • Remember the New Guy?: Jason Todd was absolutely unmentioned in the first two games and companion media, not even mentioned in the database entries and the Batcave DLC we see in City was missing the iconic Robin display monument. About the only reference was an oblique comment ("Didn't I Kill You?") in the Joker's Funland challenge DLC. Knight has several flashbacks dealing with Todd to make up for this.
  • Smug Super: He's not actually superpowered, but he's extremely cocky. He can back up his attitude, though.
  • Spared by the Adaptation: In the comics, and several adaptations, Jason is killed by the Joker and later brought Back from the Dead. The Arkham series simplifies his survival by removing some of the magical elements for a backstory that suits a DLC character: Joker only pretended to kill Jason to torture Batman.
  • That Man Is Dead: Seems to be the case, as he doesn't go by his former alias of the Arkham Knight at all, changed his armor accordingly, and seems openly contemptuous not of Batman, but of the Joker.
  • Thou Shalt Not Kill: The sole exception in the Batfamily, Hood has absolutely no problem killing criminals left and right. It can be rather jarring to a player to see flatline, 0 BPM heart monitors after every other playable character (barring Harley Quinn) leaves enemies incapacitated, but alive.
  • With Catlike Tread: All of his Predator moves are comparatively noisy next to the rest of the Batfamily's, and he has a tendency to mutter to himself about how the men he's killing are scum. Since his helmet completely covers his face, it's hard to tell if he's actually speaking, or just thinking, as Batman does regularly in each of the games.
  • You Have No Idea Who You're Dealing With: Uses a variation ("Do I look like Batman to you?") when a Black Mask henchman he's interrogating says he won't kill him.
  • You Have Outlived Your Usefulness: Averted. He does kill his victims after interrogating them, but given all of them are complete scum, and his brand of justice, it's more a case of "you're better off dead anyway."


Alfred Pennyworth
"The people of Gotham need you."
Alfred in Arkham Origins 
Voiced By: Martin Jarvis (Arkham City, Arkham Origins, Arkham Knight, Assault on Arkham), Hugh Fraser (Arkham VR)

The long-suffering servant of the Wayne family, and Bruce's most loyal ally. Only shows up in voice until Arkham Origins; he's never anywhere near the action in any of the games.

  • Drives Like Crazy: Evidently someone taught Bruce to drive like a deranged nutjob - presumably this was Alfred himself, given that there was no-one else around to teach Bruce at the time.
  • Deadpan Snarker: As always, Alfred's at the top of his game in this department. He even snarks about his snarking.
    Thank you sir. Just a few more remarks and I'll have earned my spot in the Sarcastic Butlers Hall of Fame.
  • Death by Adaptation: Appears to die alongside Bruce when Wayne Manor blows up in Arkham Knight. However, given the high probability that Bruce is Faking the Dead, it's equally probable that Alfred also joined him in going underground.
  • Died in Your Arms Tonight: Sadly, Alfred does this in Batman's arms right after being rescued in Origins. Only temporarily, though, as he is Only Mostly Dead and can be revived by Batman and the power of Electrocutioner's Magical Defibrillator Shock Gloves.
  • Disabled in the Adaptation: While his eyesight was fine in Origins and, going by his profile pic, City, but the time of Knight and VR, Alfred is shown to require glasses like Michael Gough and Alan Napier's respective versions.
  • Disney Death: Briefly in Origins, courtesy of Bane.
  • Dreadful Musician: Implied; in Knight, after taking down Johnny Charisma, Robin remarks that even Alfred is a better singer than Charisma, in a tone that suggests that Alfred is a pretty crappy singer himself.
  • Game-Over Man: A rare occurrence if you happen to die in Arkham Knight. And he's not happy about it, either.
    Master Bruce, I had hoped it would never end like this. Rest in peace.
  • The Jeeves: As always.
  • Mission Control: At the beginning of City until Oracle takes over (Though he still chimes in too) and reversed in Knight where he takes over for her due to the plot (And still isn't entirely absent during the first part). He firmly holds this role during Origns as Barbara isn't even Batgirl yet.
  • Morality Chain: Once Protocol 10 starts, he flat out refuses to obey Batman until he's saved the prisoners and stopped Strange.
    • His near-death in Origins causes Bruce to realise how selfish and arrogant his actions have been at that time, and almost outright quit being Batman. Alfred convinces him not to give up however, and he starts behaving much more practically from then on, including accepting the need for aid and allies.
  • No Badass to His Valet: Outright refuses to allow Batman to go after Talia until he stops Protocol 10.
  • Old Retainer: So much so that Alfred is one of the few people who can talk back to Batman without being beaten to a pulp.
  • OOC Is Serious Business: In Arkham Knight, a very easy way to see just how bad the situation is comes from the fact that he doesn't use any of his trademark sarcasm.
  • Parental Substitute: He practically raised Bruce himself. Sure enough, especially prevalent in Origins, he acts just as much like a concerned parent as he does a faithful servant to Bruce. Bruce even lists off that Alfred tied his shoelaces as a young boy and drove him to his first date as a teenager, in expressing how different he has become as a man.
  • Precision F-Strike: Alfred told Batman that GCPD has reported about the League of Assassins or "Crazy-ass ninjas" in the Shadow War mission of the Infamy pack in Knight.
  • Sarcasm Failure: Early in Origins, when he sees the footage of Deadshot killing multiple cops with a single shot, all Alfred can say is a shocked, "How on Earth—..."
  • Secret Keeper: He's one of the few people who knows who Batman is.
  • Servile Snarker: He's loyal to Bruce, no doubt about it, but that doesn't stop him from dishing out the snark. He even provides the page image.
  • Stating the Simple Solution: At the beginning of Origins, he points out that, since no one knows Batman's Secret Identity but Alfred and Batman himself, he could just stay inside for the night to avoid the assassins, since Black Mask's bounty is only good for one night. Batman shoots that down, pointing out that the assassins will just endanger innocent people to lure him out anyway.
  • Sour Supporter: During most of Origins, he disapproves of Bruce's escapades as Batman, but helps him regardless. He drops the "sour" part near the end of the game, after Bane nearly kills him.
  • The Voice: In Arkham City. Like Barbara, he makes a full appearance in Origins.
  • Voice with an Internet Connection: Takes over this role for the first half of the second game, though he does show up occasionally after Oracle shows up again. In Origins he has this position for the full game, due to it taking place long before Barbara ever became Oracle. Shares the position with her again in Knight, although he eventually takes over full-time after Barbara is kidnapped by the Scarecrow.


Lucius Fox
"Please be careful with the car, Mr. Wayne. She's one of a kind."
Voiced By: Dave Fennoy

A high-ranking Wayne Enterprises executive, in addition to being one of the company's best engineers, he designs and supplies most of Batman's gear. In contrast to other incarnations, he's much more open about working for Batman - at least, to the criminal underworld

  • Fingore: In the tie-in comics, Harley cuts off one of his fingers to use as a Borrowed Biometric Bypass.
    • It seems to have been reattached by the time of Arkham Knight.
  • Gadgeteer Genius: Did most of the work on the Batmobile and Batman's gadgets.
  • The Ghost: Was only mentioned briefly in passing in Arkham Asylum and Arkham City, but has a fully designed character model and voice in Arkham Knight.
  • I Need a Freaking Drink: After being held hostage by, and then rescued from, Hush in Arkham Knight, he goes to the bar in Wayne Tower and stays there for the rest of the game.
  • Mission Control: Helps guide Batman (and the player) through fully enabling the Batmobile in Knight and later, Nightwing in GCPD Lockdown DLC.
  • More Dakka: According to the Arkham Knight Stories, he was the one who pushed Batman to add more offensive capabilities. Batman dithered about it until agreeing before Arkham Knight.
  • My Master, Right or Wrong: He's willing to do some shady stuff for both of his boss' identities.
  • Omnidisciplinary Scientist: In this incarnation he's nominally an engineer, but is credited with things like design and chemical analysis and synthesis (although the latter was a Mad Hatter-induced hallucination.)
  • Number Two: To Bruce Wayne at Wayne Tech, which he runs on a day-to-day basis. The GCPD Lockdown DLC states that Fox now owns Wayne Tech, having been left all of Bruce's holdings after his "death", and has kept both Luthor and Stagg from assuming control.
  • Secret Keeper: Being both a high-ranking Wayne Enterprises executive and Batman's tech supplier, it's a necessity.
  • Where Does He Get All Those Wonderful Toys?: To maintain plausible deniablility, he supposedly steals Wayne Enterprises technology from under Bruce Wayne's nose on Batman's behalf.


Batwoman (Kate Kane)

  • The Cameo: Kate only appears as a voicemail left for Bruce Wayne.
  • The Voice: Doesn't even appear in person. She leaves a message on Bruce's work answering machine inquiring if he's going to show at her and Maggie's "Engagement thing". She expresses concern that she hasn't heard from him in awhile and reminds him he needs to keep up appearances. (As a somewhat distant but famous relative him not showing up would be considered bizarre)


  • Easter Egg: Doesn't appear at all in person, only seen in a computer chat conversation on a computer in the Clocktower's "Gotham Bank Business Suite". The background of the computer shows a Birds of Prey logo and a conversation between "ORACLE" and "HNTRSS". She's asked, not ordered, to remain on the mainland, find "BC", and patrol the Evacuee camp. Also a third person is signed into the messenger but did not post anything.

The Ghost

A Walking Spoiler character who only appears in the Golden Ending for Batman: Arkham Knight.

  • Bat Out of Hell: A gigantic, flaming one.
  • Book-Ends: Both within the game and in the context of Bruce Wayne's entire life story.
    • Arkham Knight begins with Scarecrow unleashing a traumatising dose of fear toxin on some unsuspecting diner patrons and a hapless policeman. The Ghost appears at the very end to terrify some muggers with the same fear toxin effect.
    • The Ghost appears to stop some thugs from mugging a wealthy-looking family unit of a mother, father and son in a dank alleyway, essentially preventing a History Repeats situation of Bruce's own fatal childhood trauma.
  • Earn Your Happy Ending: According to Word of Sefton Hill in this Reddit AMA, the Ghost is Bruce Wayne, who somehow ultimately found a way to survive in spite of all evidence to the contrary and managed to become "an even more badass version of Batman".
  • Humanoid Abomination: Invokes this appearance to criminals, possibly with Scarecrow's fear gas.
  • Fog of Doom: The Ghost's fog is certainly this for the criminals he haunts.
  • Legacy Character: Unless it's actually Bruce having faked his death, the Ghost serves as this to Batman.
  • Maybe Magic, Maybe Mundane: Is it the ghost of Bruce Wayne, continuing to keep watch over Gotham City after the Knightfall Protocol? Or is it a very much alive Wayne, or some other unrelated individual, using Scarecrow's Fear Gas to look that way? According to Word of God, it's most likely the middle option, but there's still room for interpretability.
  • Mega Manning: For all intents and purposes, it's an all-new version of Batman who has retrofitted Scarecrow's fear gas into his arsenal to use in the never-ending war against crime in Gotham.
  • Ominous Fog: Fog begins to overtake the alleyway the criminals are in before the Ghost confronts them. It's most likely fear gas.
  • One-Shot Character: Exaggerated, the Ghost only appears briefly in The Stinger of the final game in the series.
  • Playing with Fire: The Ghost engulfs its two victims in a wave of fire before the scene cuts to black.
  • Red Baron: A couple of thugs in the post-game Arkham Episode A Flip of the Coin refer to it in hushed tones as "The Ghost", suggesting it's started building a reputation. Ironically, the creature taking its inspiration from Batman comes full-circle, as Batman's childhood hero the Gray Ghost is confirmed to have existed in this continuity.
  • Red Sky, Take Warning: As the fear gas kicks in, the street erupts into a burning red landscape, along with a swarm of smaller bats and a much larger, vicious bat.
  • Terror Hero: Even more so than Batman, the Ghost clearly uses some form of fear toxin to utterly scare the shit out of criminals with the menacing visage of an enormous bat-demon bearing down on them.
  • Unfinished Business: If it really is Bruce's ghost, it appears to be finishing what Batman started in life, keeping Gotham clean.
  • Walking Spoiler: The Ghost only appears in Arkham Knight's 100% ending, and as such, its presence is intricately tied with the final circumstances of that game, and of the series as a whole.


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