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Main Character Index | Batfamily | Rogues Gallery - Arkham Asylum | Rogues Gallery - Arkham City | Rogues Gallery - Arkham Origins | Rogues Gallery - Arkham Knight | Miscellaneous Foes | Arkham Staff | Gotham Citizens

Members of Batman's Rogues Gallery who, in the Batman: Arkham video game series continuity, first appeared in Batman: Arkham Asylum.


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    Bane 

Bane

https://static.tvtropes.org/pmwiki/pub/images/702c616e50d5f467a1b8d72d43581570.jpg
"I will break you this time, Batman!"
Bane in Arkham Origins 
Voiced by: Fred Tatasciore (Arkham Asylum, Arkham City), JB Blanc (Arkham Origins, Arkham Underworld), John DiMaggio (Assault on Arkham)

Bane grew up in the infamous Santa Priscan prison to serve his dead father's sentence. He was subjected to horrific military experiments involving Venom, which turned him superhumanly strong. Combined with his intellect, this allowed Bane to escape. He set out to Gotham City to forge a criminal empire, and made his name on Christmas Eve by recruiting his right-hand man, Bird, and joining a team of eight assassins hired by Black Mask in an attempt to kill Batman. However, he was eventually defeated by Batman and imprisoned in Blackgate. Years later whilst imprisoned, he was secretly transferred to Arkham Asylum, where Dr. Penelope Young experimented on him to create the Titan formula. Bane managed to escape and sought revenge, but was defeated by Batman again. After being imprisoned in Arkham City, Bane started a fight club and learned that containers of Titan had been scattered throughout the prison and dedicated himself to destroying them to prevent others from suffering the horrific effects it causes.


Provides examples of:

  • Adaptational Early Appearance: Origins established that this Bane first fought Batman while Bruce was still new to the role, unlike the comics, where Tim Drake had just become Robin III.
  • Anti-Hero: One of the "Gotham City Stories" in Batman: Arkham Knight is about Bane returning to Santa Prisca, setting aside his obsession with Batman and focusing his violence instead on the drug cartels that run the country.
  • Badass Baritone: Courtesy of Fred Tatasciore and JB Blanc.
  • Badass Decay: In-Universe, and noted consistently throughout. His desire to beat Batman ultimately overwhelms him to the point where he injects himself with a drug that destroys his mind and leaves him incapable of remembering all that he'd learned about the Dark Knight, just for one more chance at killing him. By the time of Arkham Asylum, he's been reduced to a guinea pig for Dr. Young's experiments. Lampshaded by The Joker, who calls him "Has-Bane". By the time he escapes from imprisonment following his side mission in City, he's reduced by his addiction to Titan to being a tool of nameless, low-level mooks, rather than the other way around. The decay ends in Knight, however, where it's revealed that after leaving Gotham, he broke his Titan addiction and returned to Santa Prisca to take down the drug cartels running the country, indicating that he's starting to return to being the Genius Bruiser that he was in Origins.
  • Bag of Spilling: The TN-1 formula cost him vital information about Batman, and withered his body away into a tiny husk of what he once was.
  • Bald of Evil: As seen when he's not wearing his mask. A piece of concept art reveals that WB Montreal considered giving Bane his traditional hairstyle from the comics, however.
  • Best Served Cold: Statements by the Joker (almost this trope, word for word) and overheard conversations between Bane's men, and a comment from Bane himself indicate that, for him, the bounty isn't the reason he's going after the Bat in Origins. However, what he wants revenge for, why the Batman's death will "finally bring him peace", is never stated in-game.
  • Big Bad Duumvirate: With the Joker in Arkham Origins.
  • Body Horror: When Batman and Gordon come across him in the first game, Dr. Young had the Venom compound completely drained from his blood, leaving him bone-thin and gasping for breath. Then Joker injects him with an experimental dose of the Titan formula, bulking him up to full size in seconds. Also, he sounds like he's in pain when he's changing.
    • His transformation throughout the timeline. In Origins, he's a pretty big guy, but not too out of the ordinary, and his Venom equipment is easily hidden. In Asylum, he's so huge he needs to brace himself to run (some players have noticed that TN-1 Bane is faster than in the earlier games), and his equipment involves a storage tank and Venom feeds directly into his shoulders. He hasn't changed in City, but he's still giant sized, suggesting he can't shrink down to a normal height.
    • Averted, however when compared to the other people that have used the Titan formula.
  • Boring, but Practical: In Arkham Origins, what ingenious scheme did Bane employ to uncover Batman's secret identity? He...put surveillance on him, studied the movements of the Batwing and just paid attention to Batman's vocal tics, all together providing solid links to Bruce Wayne.
  • Car Fu: Gets flattened with a remote-controlled Batmobile in Asylum. As revealed in City, Batman knew it wouldn't kill him.
  • Composite Character: He uses Venom and has a similar system for feeding it into him like in the comics, but his outfit in Origins recalls his costume in The Dark Knight Rises, sans the mask.
  • Cool Mask: As is tradition.
  • Dragon-in-Chief: It's pretty clear Bane is the most dangerous assassin in Arkham Origins and the one who hired the assassins, Black Mask knows it. Bane also has his own agenda and nearly crushes Batman both physically and emotionally.
  • Easy Amnesia: Over the course of Origins, we learn that Bane knows Wayne is Batman, and he goes after Alfred in the Batcave, causing a Heroic BSoD. However, in the game's finale, Bane decides he can only take down the Bat using the as yet unperfected TN-1 superserum, which causes severe memory loss, leaving Bane without his charisma/intelligence, but retaining his strength and obsession with Batman.
  • Empowered Badass Normal: His Venom formula makes him much stronger than a normal man. That said, he was still much stronger than a normal man even before he used Venom.
  • Enemy Mine: He forms a temporary alliance with Batman to destroy the caches of Titan stashed all over Arkham City. But he really just wanted it all for himself. Which Batman knew.
  • Even Evil Has Standards:
    • Bane isn't above working with his greatest enemy to destroy batches of Titan to keep Arkham City's criminals from using it. His motivations are selfish, however.
    • He also has some decency not leak Batman's Secret Identity to the public after finding out.
  • Evil Sounds Deep: As befitting a man of his stature. In Origins, his voice goes even deeper than normal when using Venom.
  • Faux Affably Evil: Is rather polite to Batman, but still won't hesitate to lie or attempt to kill him.
  • Final Boss: Of Arkham Origins. He's the last of the eight assassins that Batman faces in a boss battle during the main game and the Joker is more or less a Cutscene Boss.
  • Genius Bruiser: Dr. Young notes that he is highly intelligent. So intelligent, in fact, that in Batman: Arkham Origins not only does Bane synthesize another, more powerful version of Venom by himself, he also deduces that Bruce Wayne is Batman.
  • Godzilla Threshold: Bane views using the TN-1 formula on himself as this. He's aware of the long-term damage it can do to his body but after Batman nearly kills him, yet revives him instead, rather than realising Batman saved his life Bane decides to fight with the only weapon he has left; a TN-1 injection.
    Bane: You leave me no choice, Mr. Wayne!
  • Good Scars, Evil Scars: He has scars on his face that match the pattern on his mask.
  • Gratuitous Spanish:
    • Refers to Dr. Young as "the bruja" (meaning "witch"), but otherwise speaks English in the rest of his dialogue.
    • Subverted in the comic, where his only spoken line is in Spanish, but his thoughts are in English.
    • In City and Origins, he refers to Joker as "crazy clown", in Spanish.
      Bane: I'll be coming for you, payaso loco!
    • He also refers to the citizens of Arkham as "basura," meaning "garbage."
  • Greater-Scope Villain: Unintentionally, but he nonetheless is arguably the one ultimately responsible for the events of the first game and beyond. He personally created an upgrade of Venom called TN-1, which is almost certainly a prelude to the Titan formula from the first two games, and his blood post-injection is what was used to create Titan. Also counts as Laser-Guided Karma since it means he is at least partially to blame for his own predicament in the first game too.
  • Grievous Harm with a Body: In the multiplayer in Origins. After he does a Neck Lift on a mook, he can either slam him to the ground, killing him, or throw him at another mook, killing them both.
  • Heal Thyself: In his boss fight in the first game, if you don't remove the tubes from his neck, then he'll get back a good chunk of health. Everytime you take away a tube, however, he'll lose that mini-healthbar.
  • Heel–Face Turn:
    • He claims to have made one in City, planning to go straight and asking for Batman's help in destroying the remaining Titan formula. He was lying, wanting the stuff all to himself, but Batman anticipated this.
    • Pulls a legitimate one around the time of Arkham Knight, going back to his country, shedding his grudge with the Batman and working to get rid of the Drug Cartels puppeteering his country.
  • Hoist Hero over Head: One of his counter moves in Arkham Origins is snapping Batman's spine on his leg. It's not nearly as debilitating to Batman, unless it happens to be the hit that kills the player. In Arkham Asylum, his Batbreaker is used in a game over quote.
  • I Shall Taunt You: After their first fight in Origins, Batman places a tracker on him. When he arrives at Bane's hideout, he is nowhere to be found and instead follows the tracker to a computer room, where he finds various photographs of his vigilante persona. When he finds the tracker, he picks it up and inadvertently activates the computers' monitors, which show a side-by-side comparison of Bruce Wayne and Batman saying "You just ran out of time!", causing Batman to realize that Bane knows his identity. Batman then angrily punches the monitor and blows up the computer room.
  • It's Personal: Heavily implied to be Bane's motive for going after Batman in Origins; all that's known is that he believes that killing Batman will bring him "peace," and that his men already identify Batman as "the one from his dreams" — a nod to his origin story, where he suffered visions of a terrible bat-creature every night inside Peña Duro, and thus became fascinated with the legend of Batman upon his escape. In the prequel comic to Arkham Knight, it is also revealed that Santa Priscan migrant laborers built most of Old Gotham, which Bane now considers his birthright to rule over as a king.
  • Know When to Fold 'Em: Calls off his first fight with Batman when the police arrive.
  • Laser-Guided Amnesia: Come the end of Origins, his knowledge of Batman's Secret Identity is forgotten due to his rampage on the prototype Titan formula, reducing him to a temporary mindless brute who is left hanging by 2 chains by Batman.
  • Laser-Guided Karma: Batman runs over Bane with the Batmobile in Asylum. This didn't seem particularly significant, but Arkham Origins establishes that Bane actually attacked the prototype of the Batmobile earlier in his career, making it's use in defeating him quite karmic.
  • Lightning Bruiser: In Origins, Bane is noted to be surprisingly faster than he was in Asylum. Even when hopped up on TN-1 and turned into a hulking mass of muscle, he still can move with frightening speed.
  • Mercy Kill: He ends up having to do this to a Joker henchman laced with the Titan formula who had Bane at his mercy, because the henchman in question was suffering from a cardiac arrest and experiencing a very painful death.
  • Names to Run Away from Really Fast: "Bane" has all sorts of scary meanings.
  • Neck Lift: One of his special moves in multiplayer.
  • No Indoor Voice: He shouts almost all of his lines in Arkham Asylum.
  • Noodle Incident: It's implied in Origins that he and Batman have faced each other before, as Batman shows surprise that Bane is one of the assassins after him.
  • One-Winged Angel: Injects himself with TN-1 during the final boss fight of Origins.
  • Plot-Irrelevant Villain: To an extent, in Asylum: he shows up once to fight Batman and gets taken down immediately, unlike the other villains who all come back at least once. His indirect role in the plot, however, is greater: Joker plans to use a derivative of the Venom formula in his blood to make rampaging monsters out of all of Gotham.
  • Ret-Canon: His appearance in Asylum and City was initially the basis for Bane's New 52 design (it's since been tweaked to include a vest and cargo pants).
  • Screaming Warrior: He tends to yell a lot during combat, especially in Asylum.
  • Sinister Minister: In the debatably canon prequel comic to Arkham Knight, he attempts to regain power by leading a sect of devoted followers to reclaim Gotham for Santa Prisca, claiming that he has been ordained by God to rule the city. Batman sees right through the deception, arguing that while Bane may be a fanatic, "the last thing you are is a believer".
  • Small Role, Big Impact: His only appearance in the first game is a brief confrontation, but his Venom serum is the catalyst for the game's plot.
  • The Starscream: In Origins, Bane is unusually open about his plans to turn on Joker and take over Gotham once Batman is dead. Joker doesn't seem to mind.
  • Stealth-Based Mission: In Arkham Origins, the final phase of the boss fight against Bane requires Batman to rely on stealth, as Bane has become a hulking behemoth due to using TN-1.
  • Someone Has to Die: Before his final boss battle, he drops this line to decide which of the 3 subjects will die: if Batman does not kill Bane (or so he says anyway), Joker (and by extension Gordon) dies by electric chair powered by the heart monitor on Bane's chest. Batman circumvents this with the Magical Defibrillator Shock Gloves, much to the Joker's annoyance when he finds out Batman really didn't kill Bane.
  • Super Strength: He is much stronger than Batman without the venom, which makes him borderline superhuman. Strong enough to easily lift two Enforcers one in each hand and break their necks.
  • Timed Mission: The Final Battle against Bane in Origins; if you take too long Bane will gain the ability to kill Batman in one hit.
  • Took a Level in Badass: Is stated in Knight to have finally overcome his Titan addiction after long months of painful withdrawal, and has returned to his native Santa Prisca to overthrow its corrupt military juanta, implying he's slowly becoming the fearsome leader of men he used to be.
  • Took a Level in Dumbass: He somehow goes from a Genius Bruiser in Origins to a gradual loss of intelligence over the course of Asylum, City, and afterwards. This is due to the brain-damaging side-effects of TN-1.
  • Top-Heavy Guy: Outside of Origins, Bane is grotesquely overmuscled on his torso and arms, while his legs are disproportionately small.
  • Ungrateful Bastard: In Arkham Origins, after Batman goes through the trouble of making Bane's heart stop and have it beat again (so he does not have to kill either the Joker or Bane), Bane continues his attempt to kill Batman.
  • Villain Team-Up: In addition to being one of the eight assassins working for Black Mask in Origins, he also seems to have a fragile alliance with The Joker.
  • Volcanic Veins: Has glowing green Venom/Titan pulsating throughout his body.
  • Well-Intentioned Extremist: If the digital graphic novel prequel to Arkham City is anything to go by, Bane might want to destroy the source of Titan by any means necessary. But the end of his sidequest reveals he only wanted the Titan for himself, not to destroy it. Batman already knew from the start.
  • The Worf Effect: A prequel comic for Knight shows the Knight killing him. However, as this conflicts with the information the game provides, it's most likely non-canon.
  • Would Harm a Senior: In Arkham Origins, after learning that Bruce Wayne is Batman, he breaks into the Batcave and attacks Alfred, almost killing him.

    Clayface 

Clayface (Basil Karlo)

https://static.tvtropes.org/pmwiki/pub/images/TropeKarlo_3172.jpg
"This was the performance of a lifetime!"
Voiced by: Rick D. Wasserman (as Clayface), Tom Kane (as Commissioner Gordon and Quincy Sharp), Duane R. Shepard Sr. (as Aaron Cash), Mark Hamill (as the Joker)

Basil Karlo is an iconic horror film actor who starred in the classic film "The Terror". When he discovered that it was being remade, Karlo went insane and murdered several people involved with the new film before being stopped by Batman and Robin. He later stole and injected himself with an experimental compound that turned him into a mass of living clay, allowing him to mimic anything or anyone, and he became the monstrous Clayface. When Joker took over Arkham Asylum, Clayface escaped by impersonating Warden Quincy Sharp and stayed on the run in Gotham City, constantly changing his identity to avoid being thrown into Arkham City.


Provides examples of:

  • Ascended Extra: Goes from a cameo in the first game where he doesn't actually have his own model to the Final Boss of the second.
  • Body Double and The Dragon: To the Joker in the second game.
  • Chekhov's Gunman: His cameo appearance in the first game leads to the shocking twist of the second game.
  • Doing It for the Art: In-universe: The reason he's working for the Joker in the second game; apparently, impersonating the Clown Prince of Crime was "The Role of a Lifetime!"
  • Elemental Shapeshifter: He's a walking mountain of mud, and can use his powers for shapeshifting or brute strength.
  • False Innocence Trick: In the first game, you can see Clayface in a glass cell. But in fact, he changes his appearance each time the camera wanders away from him and tries to trick you into releasing him. Good thing the game doesn't offer you the opportunity to free him, or quite a few people would. A rare example of Arkham security working correctly: he's in a unique, hermetically sealed cell with no easy way for one person to open and warning signs clearly explaining the problem with its occupant. But if you can advance the plot (including optional parts) far enough, he'll stop pretending - not the disguise, just pretending he is that person. And since he can't fake internal organs or a skeleton, he shouldn't be able to fool Batman's detective vision.
  • Final Boss: For the main story in Arkham City.
  • Flunky Boss: The second round of the fight against Clayface has him sending parts of himself in humanoid form to attack Batman.
  • For the Lulz:
    • Given that he didn't seem too disappointed at Batman recognizing him in the first game, coupled with the burst of laughter, it's likely that he was playing for cheap laughs.
    • Patient notes on Clayface reveal that he has a habit of transforming into Dr. Young during her attempts to interview him, apparently just for the sake of annoying her.
  • Funny X-Ray: Using detective vision reveals that Clayface has no skeleton due to his nature.
  • Game-Over Man: Both during his own boss fight, and when he's posing as the Joker.
  • Godzilla Threshold: Aside from Solomon Grundy, he's the only enemy Batman uses lethal force on. He goes really far with Clayface, slicing him into pieces and ripping him apart from the inside out.
  • Graceful Loser: If Clayface is found out while he's still disguised as Warden Sharp or Aaron Cash, he politely congratulates Batman. As Commissioner Gordon, he only laughs tauntingly.
  • Humanoid Abomination: When disguised as someone.
  • Imagination-Based Superpower: With shapeshifting, it's a given.
  • Large Ham: Given Karlo's background as an actor, it comes as no surprise that he's prone to this. Not only does he ham it up in his boss fight, but his game over taunts are also quite over-the-top.
    Clayface: Next, I will become YOU, Batman!
  • Lightning Bruiser: Despite being the largest character in the series and looking like mobile sludge, he will relentlessly attack and leap across the stage as you attempt to fend off his attacks. Even though the Freeze Blasts come out very quickly, it's difficult to get more than one or two in between his attacks.
  • Literally Shattered Lives: It actually does some damage, relative to everything else.
  • Master Actor: The second game sees him pull off a near-flawless imitation of the Joker.
  • Mirror Routine: Secretly reintroduced to the player through one of these, and it's not until the climax that the player becomes aware that the "mirror" was just a hole in the wall through which the real Joker could be seen.
  • Nigh-Invulnerability: Batman has one gadget with enough firepower to dent him: Freeze Blasts. Even then, it takes a truly staggering amount to slow him down, and about double that plus a lot of smacking him in the face with a sword to do any significant harm.
  • O.O.C. Is Serious Business: Not him, per se, but from Batman. Clayface is one of exactly two people in the entire Arkham franchise for whom Batman instantly abandons non-lethal tactics. Batman 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 finished. This isn't a lapse of Batman's standards, or his Sanity Slippage kicking in, it's just that Karlo is that dangerous.
  • Rolling Attack: Will use this against Batman in the boss battle, though players can trick Clayface into smashing into some nearby explosives if they wish to.
  • Sealed Evil in a Can: And he stays that way throughout the first game. Not so much in the second game.
  • Shapeshifter Baggage: He's a gargantuan monstrosity, towering well above anybody in the game including TITAN henchmen and Bane. And yet he takes the form of the Joker, one of (if not the) thinnest character in the game.
  • Shape Shifter Weapon: He can create several weapons to use, which include an axe, a sort of quarterstaff, and a hammer.
  • Shapeshifter Guilt Trip: He tries to impersonate Gordon and Cash in the hopes that Batman will let him out of his cell. It doesn't work.
  • Size Shifter: Being a shapeshifter, he can shrink himself down to a person's size when taking their form.
  • Spin Attack: Part of his fight strategy involves spinning really fast in order to shred his opponent with his shapeshifter weapons.
  • Spot the Thread:
    • Scanning him with Detective Vision reveals he has no bones, no matter what form he's taken. Also, if you pay very close attention, "Healthy Joker" is slightly less wacky than the real deal. You can scan "Healthy Joker" with Detective Vision during his boss fight.
    • Additionally, his occasional, rather odd use of British phrases (most blatant being "Well bully for you!" to Talia) relate to the fact that Karlo is British in the comics, like his real life inspiration, Boris Karloff.
  • There Is No Kill Like Overkill: Over the course of his boss fight, he gets blown up several times, frozen and chopped into small pieces, ripped apart from the inside out, and then finally thrown into the molten Lazarus Pit.
  • Uncanny Valley: Invoked when he masquerades as Healthy Joker: he looks the part well enough, but there's something ever-so-slightly off about his skin; in fact, it almost seems reminiscent of molded plasticine. It's not know why this is the case, given that he was able to mimic other characters without such problems, but it's possible that given that the Joker had been covered in diseased pustules for so long that Clayface just didn't know how to mimic his "natural" skin tone.
  • Uncertain Doom: It's unknown if he survived the Lazarus Pit's destruction. Judging by Batman deciding to keep him in the Batcomputer’s simulations despite removing the Joker, Batman doesn’t know either.
  • Up to Eleven: The largest humanoid boss in the series and a candidate for the fastest. Also necessitates the most extensive beatdown.
  • Voluntary Shapeshifting: He can imitate any person in addition to his clay form.
  • Walking Spoiler: Everything involving his appearance in Arkham City.
  • What Happened to the Mouse?: He's one of the very few villains who isn't referenced in any way, shape or form in Arkham Knight, except Hallucination!Joker mentioning him once. The tie-in comics reveal that while Batman removed the Joker from his simulations after his death, he didn’t remove Clayface, meaning he likely doesn’t know what happened to him either.

    Harley Quinn 

Harley Quinn (Dr. Harleen Quinzel)

https://static.tvtropes.org/pmwiki/pub/images/18efd6952f85489cd022049414021542.png
"It'd be a shame to get blood all over my nice new outfit."
Harley Quinn in Arkham Asylum 
Harley Quinn in Arkham City 
Voiced by: Arleen Sorkin (Arkham Asylum), Tara Strong (Arkham City, Arkham Origins, Arkham Knight, Arkham Underworld), Hynden Walch (Assault on Arkham)

Dr. Harleen F. Quinzel is a former psychiatrist turned criminal after becoming obsessed with the Joker and becoming his right-hand girl, becoming Harley Quinn. She is obsessed with gaining Joker's approval at any cost, but is just as violent and unpredictable as him. She was vital to his takeover of Arkham Asylum, and later busted him out while he was weakened by TITAN illness, taking him to set up base in Arkham City. Due to Joker's illness, she ran most operations for their gang herself, with her mental state deteriorating significantly as he got worse.


Provides examples of:

  • 0% Approval Rating: None of the Joker's Mooks are happy that she has taken over. Once Joker dies, they say she's become even crazier than he was.
  • Adaptational Skimpiness: Asylum is a major reason why she has been getting this in recent years and currently provides the page image. Her first costume in the series was a Naughty Nurse Outfit with a Dangerously Short Skirt (providing many Panty Shots), thigh-high boots, A corset baring her midriff, and a top that showed off so much cleavage that it didn't even cover her bra. City removes the skirt and gives her outfit pants. Assault made her outfit show off a lot of her midriff and exposed her arms. Knight downplays this the most. She has tights under her skirt and covers her midriff, but she still has a large amount of cleavage showing. The Batgirl: A Matter of Family DLC is the only one that keeps a genuinely faithful adaptation of her costume.
  • Adaptational Villainy: Believe it or not, she's this when it comes to how she dealt with the death of The Joker. Here, she becomes a Dragon Ascendant. In the DC Animated Universe, it's suggested, at the end of Batman Beyond: Return of The Joker, that she eventually reformed (and found a Second Love she eventually married).
  • Adaptational Wimp: Of a sort, and oddly for this series. While the Joker trusts her with more than he usually does in other media, including being his main agent and controlling his gang, she's on the whole far less intelligent or capable a combatant than most other incarnations. Likewise, she lacks the (admittedly mild) super-strength and agility of her comics counterpart.
  • Affably Evil: Ditzy, energetic, and even friendly at times, almost makes you forget she has willingly killed as many people as her boyfriend.
  • And Your Reward Is Clothes: A Dec. 2015 update to Arkham Knight can allow you to wear her classic jester costume in DLC.
  • Angrish: During her Mayhem Mode, she can only splutter in furious, child-like tantrums while taking down multiple enemies.
  • Anti-Villain: Her bio even calls her another one of Joker's victims, albeit a very dangerous one.
  • Ax-Crazy: Slightly less so than her lover, but if pissed off or feeling murderous, you'll get an idea of how screwed up she is. Joker's death seems to have cranked up her instability to the point where it's now arguably worse than even Joker himself.
  • Bad Boss: Her mooks in Harley Quinn's Revenge remark that Harley is an even worse boss than the Joker, who himself was a very Bad Boss.
  • Badass Gay: Badass Bisexual. Almost killed Batman after holding him captive for three days, and was willing to hook up with Christina Bell to replace Joker.
  • Bad "Bad Acting": In contrast with her original origin story, in which she did sound professional, her interview tapes have her speaking in the same tone of voice as her Harley Quinn persona, whilst trying to maintain her status as an Arkham psychiatrist. Origins fixes this a bit, as she starts out sounding rather mellow when she interviews the Joker... but slowly starts to sound more like the Harley we know as he turns on the charm.
  • Barbie Doll Anatomy: She is seen topless at one point in Assault on Arkham with enough of her breasts exposed where the viewer would see her nipples if it weren't for this trope.
  • Bare Your Midriff: In Asylum, City, and Assault.
  • Batter Up!: She wields a baseball bat at several points, including in her playable campaign. It also means that she can't silently take out enemies since her metal bat is incredibly loud.
  • Big Bad: Of Batman: Arkham City's "Harley Quinn's Revenge" Downloadable Content.
  • Bi the Way: In Arkham Knight she attempts to kidnap the prisoners who were infected with the Joker's blood and use them as replacements for her lost love, including Christina Bell.
    • She also talks rather flirtatiously to Batgirl, and has some chemistry with Poison Ivy in the original game.
  • Bound and Gagged: Talia found her and took the cure from her before she could get it to Joker. It seems she chose to leave her this way afterwards. If the player finds her, they can have fun gagging and ungagging her and listening to her reactions.
  • The Cameo: Shows up a few times in Origins, before she became Harley Quinn, in the first times she met Joker.
  • Cloudcuckoolander/Psychopathic Manchild: She acts much more like a bratty, petulant, thoroughly weird little girl in Arkham Knight. Losing the Joker appears to have impacted her psyche for the worse in the long-term.
  • Combat Parkour: The closest thing she has to a grappling hook is a higher-than average jump (although it cannot reach most vantage points, she can jump distances enemies need a ladder for), and her evade move seems to be better at avoiding bullets than anyone else's.
  • Critical Psychoanalysis Failure: The tapes of her "curing" the Joker. The first of her tapes though is her applying for the job, where she says she's so fascinated by the powerful villains that end up in Arkham. And Arkham still hired her. Presumably because all competent Doctors recognized the pattern and applied for jobs anywhere else, and because she was probably competent during her time in Blackgate.
  • Crocodile Tears: In Asylum, after being recaptured, she sits in her cell sobbing pitifully with her face buried in her hands. However, she occasionally looks up to make sure that Batman is still looking at her, and Detective Vision reveals that her emotional state is still registering as 'Calm'.
    • She does it again in City when the Joker fakes his own death and she pretends to cry for him. It is finally subverted at the end, though, when she sees that her Mr. J has truly died of Titan poisoning due to his Idiot Ball and impatience for the cure that became his downfall.
  • Curb-Stomp Battle: Her attempt to fight Batman after all her Mooks were taken out in Arkham Asylum ended with one move on Batman's part, and her first appearance in Arkham City goes much the same way. Unsurprisingly, she doesn't get any more competent come Arkham Knight.
    • Interestingly, however, she is significantly more capable against the Dark Knight in Assault On Arkham.
  • Cute and Psycho: She's always been this, but after the Joker's death in Arkham City, it goes to new heights. Her goons think she is worse than the Joker. By Knight, she's regressed to a full-on Psychopathic Womanchild.
  • Cute, but Cacophonic: She's as loud as she is cute. She lampshades it herself in her playable episode in Knight, saying that "quiet" isn't in her vocabulary.
  • Cutscene Boss: In Asylum, and is defeated about as easily in City. Less so in "Harley Quinn's Revenge", though, where Robin has to take some effort in order to take her down, akin to Catwoman's battle with Two-Face.
  • Damsel in Distress: She gets tied up along with the hostages during the Joker's Blackgate Prison takeover near the end of Origins.
  • Dark Action Girl: In the comic, we see her take out Arkham guards with as much skill as the playable characters, and she's able to trade more blows with Robin than her goons could. Arkham Knight takes this as far as it can go by making her playable via pre-order.
  • Darker and Edgier: One of the most lethal and villainous versions of Harley Quinn there is, actually rivaling the Joker himself.
  • Dark Mistress: For the Joker.
  • Death Seeker: Became one after Joker's death in an attempt to be with him in the afterlife. Her plot in "Harley Quinn's Revenge" was an attempt to at least attempt Revenge by Proxy to make Batman suffer, at most an attempt to take him down with her.
  • Demoted to Extra: In the grand scheme of Arkham Knight she doesn't really play much of a role. Her DLC focuses on her busting out Ivy so she can join the villain meet-up with Scarecrow and later on she finds out about the Joker-infected and tries to bust them free as a twisted form of tribute to the Joker. Batman and Robin subdue her easily and that's the end of her role in the story.
  • Depraved Bisexual: Downplayed, she is depraved, but is usually loyal to The Joker.
  • Destructo-Nookie: With Deadshot in Assault on Arkham.
  • Determined Widow: A villainous version as of the end of Batman: Arkham City, even calling herself a widow to one of her new mooks in "Harley Quinn's Revenge". Granted, her goal isn't very long-lasting, but she's far more proactive and effective than she was previously.
  • The Ditz: Lampshaded by Batman himself in both games: "She never was very bright." in the Arkham Asylum and repeated but with "smart" in Arkham City. It makes one wonder how she became a doctor in the first place. Even the captured cops get in on it in Harley Quinn's Revenge.
    Harley: Quiet, bozos, I'm trying to think!
    Cop: Does it hurt?
    • Somewhat subverted in Harley Quinn's Revenge, where she not only manages to reanimate Ra's al Ghul's century old robots, but also manages to capture Batman in a death trap for two days while leaving him completely defenseless. She also has a backup bomb for the other three bombs that she distracts Batman with. It's unclear, though, how much of this she came up with herself.
  • Domino Mask: In Asylum and Assault on Arkham.
  • The Dragon: To The Joker.
  • Dragon Ascendant: After Joker's death, she becomes the full leader of the gang.
  • Dumb Blonde: She's really psychopathic, but still a ditzy girl.
    • Once she's out of the Joker's shadow (similar to her runs in the comics), she's a lot more capable. This is often the case with people whose partners are... violently and unpredictably abusive.
  • Eerie Pale-Skinned Brunette: In the DLC "Harley Quinn's Revenge," she actually becomes a lot more evil than before, and apparently she either let her natural brunette haircolor out (assuming she isn't a real blond), or she dyed it black.
  • Even Evil Has Standards: In Knight, she's visibly horrified when Henry Adams kills the other Joker Infected in cold blood on the grounds of "purifying the gene pool." At one point she was also offered, by Penguin, to become one of his Harem after the Joker... ahem... cracked his last. She said no, knowing what it entailed and staying loyal to her now most definitely dead and burned puddin'.
  • Fashionable Asymmetry: Wearing red-and-blue, and later red-and-black, on different sides is kind of her thing.
  • Foil: She's quite dangerous herself, but Joker's constant abuse, belittlement, and exploitation of her shows he's by far the nastier of the two. When he eventually dies, people are still comparing her to Joker - by fearfully admitting she's now worse than he ever was.
  • Friendless Background: Hints in Origins that she has few, if any, friends in her private life; even before Joker, the people she interacted with most were unhinged, murderous maniacs.
  • Game-Over Man: In some scenes when you die in both Arkham Asylum and Arkham City. Also occurs in Arkham Knight.
  • Genki Girl: She's very energetic, at least until Joker's death.
  • Girlish Pigtails: Her trademark hairstyle.
  • Goth: Her new look in the "Harley Quinn's Revenge" DLC for the second game.
  • Hand Cannon: Sports an absolutely massive one in "Harley's Revenge" that seems to operate like a one-handed Grenade Launcher. Batman Taking the Bullet for a cop she's trying to kill with it is how he's knocked out and captured.
  • Hypocrite: She has a habit of calling people "dumbass" even though she isn't too bright herself.
  • I'll Never Tell You What I'm Telling You!: To the point of a Running Gag. She does this in both Asylum and City as well as the "Harley Quinn's Revenge" Downloadable Content for the second game. At least in the latter case, one of her mooks has the decency to tell her that she did so.
  • Joke Character: Although the Predator maps in her Knight DLC weren't particularly difficult, having been specially designed for her abilities, fans have noted that she's by far the hardest to play in the normal challenges featuring medics, drones, and turrets that she was patched into.
    • Unsurprisingly, Harley is also the worst character in the combat maps too. Though a patch made her significantly better just by giving her critical strikes, among other changes, she still lacks many abilities and gadgets that the other characters do. She does, however, have the smallest enemy pool in the game; she cannot fight ninjas, electrified thugs, or brutes, so they're absent entirely from her maps, making her a much simpler character to play compared to others. In addition, her animations and speed are similar to Catwoman, making her a decent if under-realized character.
  • Kick Chick: As a playable character, if she's not beating people with her bat, she's kicking them in the face.
  • Lack of Empathy: In Origins we get a look at her behavior as a psychologist, and she somehow manages to be both this trope and Too Much Empathy; she only seems interested in patients as material for a book (she'll even revoke an insanity diagnosis, risking a patient getting the death penalty, when someone convinces her it'll sell more copies), but also breaks clinical detachment protocol by sending them vaguely flirtatious notes.
  • Let's Get Dangerous!: You thought she was bad in the second game? Wait until you see her in the DLC "Harley Quinn's Revenge," as she gets even worse.
  • Mad Love: She volunteered to interview Joker because she was fascinated with him, and fell in love with him during their interviews. If what one of the mooks in Batman: Arkham City stated is true, apparently the Mad Love evolved into Unholy Matrimony. She even says that she's a "widow" in Harley Quinn's Revenge.
    • Then in Knight, she develops feelings for Adams when he proposes an alliance with her. Of course being like the Joker he screws her over in the end.
  • Meganekko: In Arkham Origins as Dr. Harleen Quinzel.
  • Mini Dress Of Power: Her outfit in Knight is a bustier and a white frilly miniskirt.
  • Mistaken Identity: As shown in Origins, this is why she's in love with the Joker. He spoke to her about someone "special" he had met that night (Batman) who had changed his outlook on life, and how they are meant for each other. She thought he was flirting with her and meant her the entire time.
  • Ms. Fanservice: Played up with her Naughty Nurse Outfit in Arkham Asylum and her Hell-Bent for Leather number in Arkham City. She gets many a Male Gaze (and also Panty Shot in Asylum).
  • Multicolored Hair: The tips of her pigtails for her Arkham City design are colored black and red, whilst the rest is her traditional blonde.
  • Naughty Nurse Outfit: The first game replaces Harley Quinn's traditional black and red jester catsuit with a blue and red corset, kinky thigh-high platform boots and an extremely abbreviated nurse outfit.
  • Of Corsets Sexy: Each of her three outfits in the series have one, and her character profile in the first game depicts her traditional jester look as having one too.
  • Over-the-Shoulder Carry: In Arkham Knight, after Harley and her goons are defeated by Batman and Robin at the movie studios, Batman carries her on his shoulder to be taken to a holding cell (while giving the player a very suggestive view of her ass along the way) and, likewise, isn't too thrilled about it, as exampled by her continuous kicking and screaming and repeated attempts at hitting him.
  • Palette Swap: Downplayed: Her playable version shares some minor animations with Catwoman (counter animations mostly), but has her own set of takedowns, and plays very differently. She also shares the cartwheel evade with Catwoman, just like most male characters share their evades with each other.
  • Perky Female Minion: Wouldn't be Harley otherwise.
  • Post-Final Boss: For the second game, considering the Harley Quinn's Revenge DLC takes place after the story ends.
  • Promoted to Playable: In her story pack for Arkham Knight, which was a pre-order bonus.
  • Psycho Psychologist: She was the therapist for the Joker and ended up falling completely in love with him, quickly becoming his sidekick.
  • Red and Black and Evil All Over: Her costume in Arkham City.
  • Revenge: Her motivation towards Batman after Joker's death.
  • Sexy Jester: As is tradition.
  • Sexy Walk: Her walking animation is this.
  • Someone to Remember Him By: Villainous example. By the end of Arkham City, Joker's dead... and Harley has a positive pregnancy test.
    • Subverted in Harley Quinn's Revenge. There are many objects used for pregnancy tests in a room with Scarface in a crib painted like Joker. They all show negatives, and a box for one of them says that it is possible to get a false positive on the test. There's also a theory that Harley could have miscarried between the positive test and the negatives.
    • Although, in her headquarters, you find posters for Cadmus Labs, known mostly in the DCU for cloning experiments... And you find them near a Joker mannequin.
    • She considers the Joker-infected to be this after she finds out about them.
  • Split Personality: In her playable DLC, when activating Psychosis Vision, she'll occasionally hear the voice of Harleen Quinzell telling her to calm down and that they are not healthy and should return peacefully to the asylum, to which she'll tell the voice to shut up and that she doesn't need therapy.
  • Start of Darkness: Heard in the interview tapes of Arkham Asylum. And seen in Arkham Origins when the Joker tells her about his past and starts to sway to his side the more she hears his story.
  • Stealth Expert: Averted. Unlike the other playable characters in Knight, Harley lacks any Silent Takedown and constantly shouts when attacking guards, meaning that the only way to play as her is to be as reckless as possible.
  • Super Mode: As a playable character, she can activate "Mayhem Mode", which turns all of her attacks into takedowns.
  • Taking You with Me: Her ultimate plan for Batman in Harley Quinn's Revenge is to kill Batman while taking her own life in the process. Barring that, she also wants him to know the pain of losing a loved one, in this case, Robin; and seemingly succeeds at first...until Robin shows up alive and well and knocks her out.
  • Talking to Themself: During her playable DLC stint in Arkham Knight, when her version of detective mode is active, a female voice, credited as "Harleen" in the subtitles, will attempt to talk to Harley. Harley shuts her down including flat out saying "Shut up, Harleen" or, more rarely, just ignoring her. Notably the Harleen voice uses third person pronouns and the name Harley to refer to Harley. She uses "We" once in reference to being free of the Joker.
  • Through the Eyes of Madness: Her version of Detective Mode, "Psychosis Vision," portrays all surfaces with crazy scribblings and messages.
  • Took a Level in Badass: Zig zagged. Comes off as a lot more competent in the second game than she was in the first, since she's managing all of Joker's goons while he's inactive - but on the other hand, even Joker's minions disrespect her the moment she's out of earshot and most people, including Batman, don't take her particularly seriously - believing her to be a doormat who is only scary because of The Joker. Because of this, her portrayal here is a bit more pathetic than in other media, and she's one of the few to get a threat downgrade of sorts: not only does she get no respect, but it's a Running Gag in the series that Batman can always easily take her out in one hit. She is, however, far less sympathetic, here viewed from Batman's perspective as worthy of just as much pity as the Joker himself. Played straight in Arkham Knight, however, since this game (set approximately a year after City) shows that Harley has been able to regain control of Joker's former gang (including the members who were plotting to defect or overthrow her) and has become one of Gotham's most powerful gang leaders. However she is still defeated just as easily.
    • In the canon Harley Quinn story DLC in Arkham Knight she manages to defeat Nightwing in straight up hand to hand combat while also being outnumbered by cops who are attacking her at the same time, though it's Poison Ivy that takes him out in the following cutscene.
  • Took a Level in Cynic: In Knight, she's a lot less happy than she used to be.
  • Tuneless Song of Madness: Playing Arkham City on New Game Plus all the way to the end eventually results in a stinger in which Harley can be heard singing "Hush little baby, don't say a word/ Mama's gonna kill for you the whole damn world."
  • Unholy Matrimony: It's implied that she and Joker got married in Arkham City.
  • Ungrateful Bastard: Downplayed in Origins. She isn't very happy that Batman rescued her, but she doesn't attack him. However, in Arkham City she does, although this is more justified in that she was TRYING to die.
  • Victoria's Secret Compartment: Where she keeps Joker's "party list" in the first game, and the key to Batman's cage in the "Harley Quinn's Revenge" DLC for the second game. In fact, this seems to be a signature move for her, as both Batman and Robin seem to know exactly where to look for important items.
  • Villain Protagonist: In her DLC story in Knight.
  • Villainous Breakdown: Her DLC in City is more or less about her going through this.
  • Villainous BSoD: In Knight after Henry kills himself upon realizing Batman is likewise infected. Harley goes completely catatonic after seeing what she believes the last remnants of Joker being lost to her. She'll just sit in her cell not even bothering to talk to Batman.
  • Villainous Harlequin: As always, as is long time comics nature, and her namesake; evil clown.
  • Violently Protective Girlfriend: She doesn't take kindly to people harming "Mistah J", to say the least.
  • With Catlike Tread: Out of every single playable character in the franchise, Harley makes the most noise during Predator Challenges, giggling during tight situations and screaming abuse while whaling on her victims. She doesn't even have Silent Takedowns, instead performing "Loud" ones by default.
    Penguin: Quinn! Keep it quiet. Y' don't want to attract too much attention.
    Harley: No can do, Blubberpot! "Quiet" ain't in my vocabulary!
  • Woman Scorned: She's back in "Harley's Revenge," and she's definitely not fooling around this time.
  • Yandere: Her entire villainous career revolves around her love for the Joker and her desire to earn his approval.

    The Joker 

The Joker

https://static.tvtropes.org/pmwiki/pub/images/joker_city_1829.png
"You of all people should know there's plenty wrong with me."
Joker in Arkham Asylum 
Joker in Arkham Origins 
Joker in Arkham Knight (spoilers) 
Voiced by: Mark Hamill (Arkham Asylum, Arkham City, Arkham Knightnote , Arkham VRnote ), Troy Baker (Arkham Origins, Arkham Origins Blackgate, Assault on Arkham)

The Joker is Batman's deadliest foe with an unknown past, terrorizing Gotham City with his insane, unpredictable, and sometimes hilarious schemes, including posing as Black Mask and hiring eight assassins with a bounty reward for killing the Batman (whom he hasn't met yet) on Christmas Eve.

After being caught once again by Batman, he is taken to Arkham Asylum, where he proceeds to escape custody and take over the island the asylum is located on. His scheme is foiled by Batman, but not before dozens of guards, doctors, and inmates have died and the Joker contracts a deadly illness from a TITAN overdose.

After escaping to Arkham City several months later, The Joker realizes that he is dying, and sets about looking for a cure while setting one last plot into motion to defeat The Dark Knight.

Throughout all his time fighting Batman, and looking Affably Evil in the process, he developed a disturbing habit of blowing stuff up. With bombs. And dynamite.


  • Actually Pretty Funny:
    • Almost spoken word for word to Batman in the last scene of Arkham City, after Batman admits that even after all the suffering Joker has caused, Batman still will save the Joker's life.
    • Done again in Origins where he at first considers Batman revealing that he failed to kill someone "not funny. But after he's beaten and had time to reflect on it, he laughs himself silly at the whole notion, stating "That IS pretty funny". Ironically, since the game is the first timeline-wise, that would make his last lines in City more of a Book End.
  • Adaptational Jerkass: In the comics, his role in the death of Jason Todd amounted to just beating him with a crowbar and blowing him up. In Arkham Knight, he actually kidnapped Jason and brutally tortured him for a year in an abandoned wing of Arkham Asylum, going so far as to brand his left cheek with a J.
    • Mildly inverted with the other big crime adapted from the comics; he only snaps a few pictures after shooting Barbara, without any of the sexual assault elements.
  • Alas, Poor Villain:
    • At the end of Arkham City.
    • in Arkham Knight, the credits scene features him trapped in an Ironic Hell in Batman's subconscious, and as his sad singing and sobbing tells that his final defeat, along with the knowledge that he'll be forgotten, has utterly broken him.
  • Alas, Poor Yorick: In Arkham Asylum, his profile on the status screen shows him holding up a bloody skull in reference to Hamlet.
  • Ambiguous Disorder: According to Penelope Young, he has traits of borderline personality disorder, narcissism, and anti-social personality disorder. This makes sense, as the Joker has spontaneous mood swings, sadistic tendencies, manipulative skills and an unbridled taste for killing and hurting people.
  • And I Must Scream: Not the case for the Joker himself (possibly), but this is the fate of the hallucination in Arkham Knight, literally being locked away in a cell somewhere in Batman's mind never to be seen again.
  • Arch-Enemy: To Batman, in terms of the sheer hell and personal cruelty he unleashes on him and his allies. He crippled Barbara and shot Talia and tortured Jason Todd for a year and sent Batman a video where Joker shoots Jason in the face. He's Batman's real litmus test for Thou Shalt Not Kill, if Batman won't kill him after all the stuff he's done, he won't kill anyone.
  • Are We There Yet?:
  • As Long as There is Evil: A variation. As long as Batman was unable to move past Joker, he would always have some echoing hold in Gotham, to the point where he nearly took hold of Batman's body in a split personality born of a lingering infection and Batman's pervading memories. Thankfully, before Bruce allegedly hangs up the cowl, he seals away the last fragment of the Joker in the deepest corner of his mind, for good.
  • Attention Whore: Knight reveals him to be this. As the last remnant of Joker within Batman struggles to take control of his body, it is revealed that his greatest fear is that he will eventually be forgotten by everyone, including Batman. Batman exploits this fear to lock him away in the deepest part of his mind.
  • Atop a Mountain of Corpses: In what is probably a Shout-Out to The Killing Joke, at the end of the first game, Joker is seated on a throne resting on a mound of dismembered mannequin.
  • Authority Equals Asskicking: Enforced at the end of the first game where he pulls a One-Winged Angel. Otherwise, he's more than capable of beating up a room of guards, including Cash and Gordon. Next to Batman, though, he's an Elite Mook with Contractual Boss Immunity.
  • Ax-Crazy: To call him psychotic would be putting it lightly. This is especially apparent in Origins, where his funny components are played down in favor of making him an absolutely terrifying Mood-Swinger.
  • Backstab Backfire: After losing his chances at immortality, Joker begs for the cure. Batman tells him that he'll most likely start committing crimes again anyways. Joker, interpreting it as a refusal, then stabs Batman in the shoulder, causing Batman to drop the cure vial, which shatters on the floor and ruins any chances of Joker's survival. It gets even worse when Batman says immediately after the vial was broken that he still would have given Joker the cure.
  • Back from the Dead: If The Joker seen in Arkham Knight is truly a reborn Joker haunting Batman, given certain evidence,(IE knowing things Batman did not know personally, such as the crippling of Barbara and the faked death of Jason.)then he's basically achieved a form of this. While he doesn't achieve a full version of a living breathing body, he's able to take control of Batman a few times during the game, which could count as a revival of sorts. Naturally at the end of the game, Batman gets rid of this Joker remnant for good.
  • Badass Boast: Delivers one in his final confrontation with Batman in Origins.
    "You had a chance to let me die! (laughs) I bet right now you're wishing you had. I've killed... a LOT of people, (giggles) I've brought the city to its KNEES, CRIPPLED the police force and it's not even time to unwrap our presents!"
  • Badass Bookworm: Joker's intelligence, combined with his unpredictablity, is truly his most lethal weapon.
  • Badass Longcoat: Sports a trenchcoat in Arkham Origins.
  • Badass in a Nice Suit: As always, Joker sports his classic purple suit. It looks a lot more damaged in Arkham City.
  • Badass Normal: He's not superpowered like Clayface, but that doesn't make him any less dangerous.
  • Bad Boss: Threatens his men with death if they don't succeed at following his orders... and then muses that killing them would probably be fun anyway. Lampshaded, since after these announcements, many of his men can be heard grumbling about how much it sucks working for the Joker.
  • Bad Guys Do the Dirty Work: In Arkham Origins, one of the ways he taunts Batman is how he managed to make more progress against corruption in Gotham in a few days than Batman managed in a few years, just because he's The Unfettered. Judging by a flashback Batman has later, this taunt was actually pretty effective at getting under his skin.
    Joker: Isn't it amazing how much you can get done when you don't concern yourself with right or wrong. When you just... do things for a laugh.
  • Bald of Evil: Not obvious, but aside from his receding hairline, Joker in Arkham City is missing patches of hair all over his head due to his condition.
  • Berserk Button: A consistent one in these games seems to be insinuating that he's not as important or unique as he claims, which ties in with his extreme Attention Whore tendencies. He is much more easily triggered over minor infractions in Origins, however.
  • Big Bad: Of Arkham Asylum. It could be argued that he's the Big Bad for the Arkham Series as a whole.
  • Big Bad Duumvirate: Joker works alongside Bane in Arkham Origins in his plot to break Batman, proving more effective together than the seven other assassins after Batman combined.
  • Big-Bad Ensemble:
    • With Hugo Strange in Arkham City.
    • In Knight, despite not being the main threat, his legacy is everywhere. He eventually shows up as a hallucination, acting much more directly than usually befitting this trope.
  • Big "NO!":
    • Does it twice in Arkham City, once after seeing the Lazarus Pit get destroyed, and once after stabbing Batman in the shoulder ends up causing the vial containing the cure to drop to the floor and shatter.
    • And before that in Arkham Asylum, when he is defeated as the Titan Joker by Batman.
  • Big Ol' Eyebrows: Has quite a bushy pair in Origins. By the time of the earlier games, he's apparently groomed them down to simply Evil Eyebrows.
  • Body Horror:
    • Big time with this incarnation. In Arkham Asylum, he takes a huge Titan dose and transforms into a huge, hideous Titan monster with his spine poking out of his back, his ribs protruding from his sides, and a grotesquely long fingers. And in Arkham City, he's extremely sick, and his face is one large, disgusting rash.
    • Gradually inverted in Arkham Knight. If one pays attention, the Joker flashback-hallucination starts out as the rash-covered Joker from City, and slowly gets better throughout the course of the game as Batman gets exposed to more fear toxin. By the end of the game, he looks as healthy as he did in Asylum.
  • But for Me, It Was Tuesday: The digital comic Arkham City: Endgame reveals that Joker inverts this, as Batman finds a diary in Joker's cell that reveals he wrote down the names of everyone he killed through memory.
  • Card-Carrying Villain: Joker doesn't deny that he's evil. (Quite the contrary, in fact - he loves every minute of it.)
  • Character Development: In the prequel Arkham Origins, Joker is much more subdued and uses mostly normal weapons. His motive is notably more materialistic and less focused on Batman.
  • The Chessmaster:
    • Let's see: he organized the development of a secret Titan project, arranged for the supervillains he needed to be at Arkham during his plan, arranged for Blackgate to be burned down, and planned his own recapture and escape, doing most of this from his own jail cell. After his escape, he manipulated Batman into wandering around Arkham until he was ready for their final confrontation.
    • His skills are apparent even after his death, he had Jason Todd tortured into hating Batman for a year, and then fooled Batman into believing that he killed him while ensuring that Todd gets Death Faked for You and becomes a mercenary/assassin, with the intention of eventually unleashing him on Batman sometime later.
  • Cloud Cuckoolander: Does not even begin to describe him in his less sociopathic moments.
  • Combat Pragmatist: He's got no problem with fighting dirty, be it poking out eyes, using guns, an extendable boxing glove or anything else.
  • Combat Sadomasochist: Especially apparent in the chapel during his and Batman's (very one-sided) fight in Origins. Joker may be trying to stab Batman, but it doesn't stop him from enjoying each and every bone broken by Batman.
  • Complexity Addiction: His plan in Origins - kidnapping Black Mask, impersonating him for weeks, and hiring eight assassins from around the world to kill Batman for a huge cash payout is outlandish even for the likes of him. He even took advantage of Black Mask's paranoia to stage his murder by killing his double, and Penguin accidentally framed himself by leaving evidence at the crime scene.
  • Composite Character: He's based on the comics' Joker, including having his appearance being affected by falling into a vat of chemicals and wearing a tuxedo and has the voice of his DCAU incarnation in Asylum and City. His face is also similar to Jack Nicholson's, his suit is in poor condition and his red "lips" extend past his actual mouth like Heath Ledger's, and mugs like Cesar Romero. His plot in Asylum also ends with him turning himself into a monster with an offshoot of Bane's Venom like he did in an episode of The Batman. His look in Origins evokes his outfits from The Dark Knight and Joker.
  • Cop Killer: A number of Arkham guards died during the events of the first game and much like in The Dark Knight, one of his first acts in Origins is the death of Gillian Loeb. The Non-Standard Game Over part of the Catwoman subplot in City also has this.
  • Create Your Own Villain: The only consistent thing in all the stories he makes up about his life pre-crime is that Batman pushed him into madness. And if Arkham Origins is anything to go by, before 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.
  • Curtains Match the Window: He has green eyes and green hair.
  • Dance Battler:
    • In the PlayStation 3-only downloadable Joker missions of Arkham Asylum, the Joker seems to use mostly a combination of Capoeira, Drunken Boxing, and lethal novelty toys.
    • And in Origins, the Flashback!Joker you play as can be this, since his fighting moves are the same as in Asylum, while his moves are somersaulting and leap frogs. And all this takes place in the Comedy Club, set to the tune of "The Thieving Magpie Overture" by Gioachino Rossini, doubling as a Shout-Out to the hallucinatory fight scene in A Clockwork Orange.
  • Darker and Edgier: Portrayed as this in Origins. His comical aspects are considerably toned down in favor of making him a terrifyingly violent Mood-Swinger who'd kill you for the most miniscule slight.
  • Dark Lord on Life Support: The Joker has to be kept on life support because he's dying from Titan poisoning. The Titan serum that mutated him and gave him superhuman strength at the end of Arkham Asylum actually had unforseen side-effects; he has a sickness that is slowly killing him. The game ends along with his life.
  • Deader Than Dead: He was killed by the effects of Titan overdose, and then his body was cremated. Even when he nearly pulled one last Joker Immunity from beyond the grave, these remnants were snuffed out by Batman's willpower. By the end of the series, Joker's not just gone, he's been wiped out of Gotham's memory.
  • Deadpan Snarker: While usually overlapping with Black Comedy, several of his jokes have him casually snarking at every opportunity possible, mainly towards Batman of course.
  • Deal with the Devil: Between Joker and Hugo Strange, on either end. Joker's interview tapes reveal that he's willing to work with the guy in exchange for making his last days of his life "more comfortable" (such as kidnapping and smuggling doctors to treat the Joker's incurable condition which leads to their inevitable deaths). While it's implied Joker got this, and weapon shipments, through blackmail, it's later revealed that Hugo wanted Joker to revolt to get approval to use his worst-case scenario plan: Protocol 10.
  • Death by Irony: His death in City was a Hoist by His Own Petard; believing that Batman was going to just let him die given his hesitation, he unwittingly helps him with such by stabbing his shoulder and destroying the cure. After Batman clarifies that he, after everything, would have saved Joker, he found it Actually Pretty Funny; and thus he went out with a smile.
  • Death Seeker: Origins portrays him this way. He tells Batman that he is a monster who deserves to die, and tries to shoot himself in the head, but is stopped by Batman for reasons he cannot comprehend. In the finale, he straps himself to an electric chair for a convoluted gambit that has a one-in-three chance of frying the Joker.
  • Deuteragonist: All four Arkham Games are about the relationship between Batman and Joker, making Joker the second most important character in the series.
  • Die Laughing: His toxin causes this to happen in Arkham Asylum and Arkham Origins. Also happens to the Joker himself at the end of Arkham City when he finds the hopeless situation to be Actually Pretty Funny.
  • Dies Wide Open: At the end of Arkham City, combined with Go Out with a Smile.
  • Distressed Dude: The aforementioned run-in with the guard and his crew. He's only rescued at the very last second by an incognito Harley Quinn.
  • Domestic Abuser: Assault on Arkham shows he still treats Harley like crap.
  • Do Not Go Gentle: His "Game Over" screens in Knight are meant to encourage and motivate Bruce like this.
  • Dragged Off to Hell: In the ending of Arkham Knight, Batman brutally beats the clown and forcibly drags him into a prison box, sealing the Joker away forever. Appropriately, the word "Hell" is written inside, among many others.
  • Dual Wielding: He does this in Origin's multiplayer mode with the Ace of Spades and the King of Hearts.
  • Dual Boss: In the A Matter of Family DLC in Knight, he is the final boss and is fought alongside Harley.
  • Duel Boss: In Arkham Origins: Blackgate, Joker fights Batman alone, armed with nothing but his revolver and a stun baton. Against your average cop, effective. Against Batman? It's bringing a knife to a gunfight.
  • Enemy Mine: Although just a hallucination, he serves as Batman's constant companion throughout Knight and even provides some useful, plot-relevant information that humours some Maybe Magic, Maybe Mundane speculation. However, when the Joker's influence begins to overtake Bruce's personality, they once again come to blows in Batman's mindscape.
  • Enemy Within: Serves as this to Batman in Knight. Thanks to a combination of Joker's blood within Batman and Scarecrow's fear toxin, Batman is slowly driven insane by visions of Joker, who relentlessly taunts him about his failures.
  • Electric Joybuzzer: A traditional quirk of his, except that it is a lethal joybuzzer that is capable of frying the human body. It also serves as one of his takedowns in his Asylum PS3 DLC.
  • Emerging from the Shadows: Does this in City when he first appears in person to Batman, revealing his Titan infection in the process.
  • Empowered Badass Normal: After injecting himself with Titan in Asylum, he briefly gains superhuman strength, durability, and size.
  • Evil Tastes Good: Multiple times, he refers to Scarecrow's fear gas as "delicious."
  • Eviler Than Thou: Joker is far more ruthless than Black Mask in Origins, which leads to Joker's rise From Nobody to Nightmare and allows him to slowly turn Black Mask's gang into his own.
  • Even Evil Has Standards:
    • Shortly after releasing the lunatics in Arkham's penitentiary ward, he gives one or two PSAs describing them as "REAL psychos"—as in, crazier than he is. He also advises his henchmen to go kill them even if they aren't doing anything dangerous.
    • Hallucination!Joker gets another case of this in Arkham Knight when Batman confronts Jokerized-Henry Adams. At first he's on board with his potential successor, but once Henry kills one of the other successors right in front of Batman, Robin and Harley and shows off the corpses of the others, his opinion of Henry quickly changes.
    • And again in Knight, after defeating Professor Pyg and carting him off to the GCPD, Joker will comment on how he believes him to be worse than some of Gotham's other Rogues Gallery. However, he meant it as a compliment, feeling Pyg is too good to be locked with the rest of the villains and promising to break him out if he gets control of Batman's body.
    • During the final Hallucination!Joker sequence, during which time you gain control of him with a shotgun, when you go The Joker's wake Harley is the only character who the game will flat out prevent you from shooting note . In fact, The Joker won't even point his gun directly at Harley. It seems even The Joker realises that shooting his grieving widow at his funeral is not funny.
  • Evil Cannot Comprehend Good:
    • He just can't see why Batman would save even after all of the horrible things that Joker's done. At first, he gloats about how it's a sure thing Batman will do it, but after Batman hesitates while in a Heroic BSoD, he figures that Batman actually is going to let him die after all, and tries to stab him and take it in desperation.
    • Origins shows that this is actually one of the things that starts off his long obsession with Batman. He's downright amazed, to the point where he's not sure what to think, that Batman would save the life of someone like him, even when Joker's trying to kill him.
  • Evil Laugh: Regularly, and with gusto; his laugh is always a bombastic cackle- whether he be alive, deathly ill or as a hallucination. This is the Joker we're talking about, after all!note 
  • Evil Sounds Raspy: Even more so in City, as he's dying of disease.
  • Facial Horror: In City, his face is covered in boils and sores, and it just keeps getting worse throughout the game. Just compare this to this.
  • Faux Affably Evil: He's so damn entertaining, yet at the same time is completely monstrous.
  • Fighting Clown: His fighting style in his playable appearance in Asylum's exclusive challenge maps is absolutely ridiculous and unpredictable, yet he can gracefully beat up whole squads of enemies with as minimal ease as his nemesis. His bizarre arsenal of slapstick attacks includes kicking groins, poking eyes, saluting faces and generally flailing his limbs around. However, when put up against Batman in a one-on-one combat situation, he rarely stands much of a chance.
  • Fire Keeps It Dead: In-between City and Knight, Batman and Commissioner Gordon have Joker cremated, just so they can Make Sure He's Dead.
  • First-Name Basis: His hallucination calls Batman "Bruce" or "Brucie" several times, and never stops rubbing in about his parents' deaths throughout the game.
  • Foreshadowing: He spoils the ending of Arkham City if you choose not to jump out of the church immediately when he activates the bombs.
  • For the Evulz: He is the trope image, after all. The trope is slightly deconstructed In Origins. When he first established himself in Gotham, he was just a no-name maniac committing acts of wanton destruction simply because it amused him, unfazed by morality or the prospect of death, and viewed the Batman as a distraction at best. This is actually what led him to being a Death Seeker—it all seemed so pointless. But after Batman saves his life and he realizes Batman won't kill him no matter what he does, he comes to view Batman as a rival he could play his sadistic games with and thus has a purpose to keep living for. He also keeps demanding that Strange send him more doctors and makes it blatantly obvious that he is going to kill them.
  • From Nobody to Nightmare: As shown in Origins, he's not even considered a big enough issue that most people even know he exists. This is precisely why he is able to outwit Black Mask and take over his crew: nobody ever suspected him. Neatly encapsulated in this conversation between Black Mask and his girlfriend:
    Who is the Joker?
    Nobody that matters.
  • Game-Over Man: It's obvious he acts as one if you die... even when he is very sick in Arkham City, or he's a ghostly hallucination in Arkham Knight. It's especially obvious that he becomes more horrified, concerned, or shocked in the latter.
  • Go into the Light: One of the Game-Over Man speeches in Knight has him tell Batman not to go into the light: "They'll never let me in!"
  • Go Out with a Smile: Pun aside, Joker's last words were a weak, amused chuckle and claiming that Batman's statement that despite what he continuously does, he still would have saved Joker had he not attempted to knife Batman in the back, was actually pretty funny.
  • Groin Attack: Some of his finishers invoke this trope.
  • Gross-Up Close-Up: The first time he reveals his mangled face in Arkham City.
  • Hoist by His Own Petard: What ultimately kills Joker is his own nature. The Joker's obsession with torturing Batman results in the cure he needed being destroyed. Batman even lets him in on the irony that had the Joker not stabbed him, he would've followed through with curing him.
  • Humans Are the Real Monsters: As stated in the Joker's Motive Rant in Origins, his core belief is that it is humanity and the flawed, corrupt legal system it created that caused him to become the monster he is today. He also believes that it's the same thing that caused Batman to be who he is todayand he's not entirely incorrect.
    Joker: You just can't get it through your thick skull?! We both exist because of them!
  • The Hyena: He never misses a chance to laugh manically.
  • Identity Impersonator: Has been impersonating Black Mask for several days without being noticed by most by the time of Origins. He gives up the façade when the real Black Mask calls him out in front of Batman.
  • Imaginary Friend: In Arkham Knight, Batman ends up exposed to some of Scarecrow's new fear toxin and winds up seeing him as a hallucination through the game commenting on his actions and slightly hampering him as well.
  • Incurable Cough of Death: Thanks to his Titan poisoning, his coughing gets more pronounced as Arkham City progresses on until the end, until he can barely get a line in without a full five seconds of wheezing.
  • Insanity Immunity:
    • Most people transformed into Titan mutants become dumb, atavistic brutes. But the Joker remains mentally unaffected during his time as a Titan mutant.
    • Ultimately subverted in Knight. After first receiving the injection of fear toxin, he shrugs and laughs it off; however, given that Bruce's body is still unchanged, Joker slowly starts to feel the effects, and it's what helps Batman wrest away his control of Bruce's mind in the end.
  • I Surrender, Suckers: As stated in the Trojan Prisoner section, this is the reason he was able to take over Arkham Asylum in the first game. Also done in the second game, where Joker seemed to give up easily in three knockdowns and claim that Batman won, only for him to then realize that he meant that Batman should beat him and his goons (including Mr. Hammer and a Titan-powered Mook).
  • It's What I Do: Towards killing, shown in one of Batman: Arkham City's interview tapes.
    Hugo Strange: What made you do it?
    Joker: Fish gotta swim, bird's gotta fly. Besides, it was worth it to see the look on her face. Hey, you know what? I think I got a piece of it here in my pocket!
  • Joke Character: Not so much in the combat challenges (his gun functioning as a One-Hit Kill actually makes them easier), but in the predator ones, you're gonna have to bring your A-game between not using gargoyles and having to stand still while using the X-ray glasses.
  • Joker Immunity: The Trope Namer, but ultimately defied; Joker dies from his Titan poisoning at the end of the second game, and stays dead for the rest of the series. Though to be fair, in Arkham Knight he comes damn near close to pulling one posthumously. Arkham Origins show him trying to defy this trope as well, though Batman saves him on every turn. This would then lead to the birth of Joker's fixation on the Bat.
  • Jump Scare: Three times in Arkham Knight.note 
  • "Just Joking" Justification: In the first game he pulls one as one of his looping taunts after beating challenge mode.
    The Joker: While you were fighting, I've had everyone you love BRUTALLY MURDERED! hehehe... Only joking.
  • Karmic Death:
    • He created the Titan formula that made him sick, and his final attack on Batman destroys the last of the cure.
    • In Knight, the Joker hallucination constantly taunts Batman by telling him he'll end up a prisoner in his own body. At the end, this remnant of Joker is locked away in a dark corner of Batman's memories.
  • Kick the Dog:
    • Shooting Talia in City and then gloating about it to Batman.
    Joker: You're making me late for my spa treatment! I mean, it's not like you've got a girl to save anymore, is it? [laughs] Oh, I'm sorry. Too Soon?
    • His whole role in Knight. Batman begins seeing visions of Joker, who constantly taunts him over his failures.
  • Kick the Son of a Bitch: Killing Loeb and dethroning Black Mask; even though the Joker just wanted to create chaos, Black Mask and Loeb were arguably the biggest sources of corruption in Gothan City; as a result, it's hard to feel sorry when the Joker kills and or dethrones them.
  • Killed Off for Real: At the end of the Arkham City, and confirmed several times in all content that takes place after City.
  • Lack of Empathy: He kills people for a cheap laugh.
  • Large Ham: A deliberate contrast to Batman.
  • Large Ham Announcer: He takes up the role of announcer in Asylum. Hilarity Ensues.
    "Harley tells me the Batman's car is still parked right outside Intensive Treatment. We can't have him up and leave us! Every thug, villain, murderer, and kindergarten teacher that isn't carrying out party orders should head there now and smash it to pieces!"
  • Last Day to Live: Thanks to his Titan overdose in Arkham Asylum, by the time Arkham City starts, Joker has contracted a deadly disease, leaving him with only months to live. He's dead by the end of the game.
  • Laughably Evil: He does provide the page image after all.
  • Laughing Mad: It wouldn't be The Joker if he wasn't cackling insanely every other sentence.
  • Lean and Mean: He is very skinny and lanky, which is a big contrast to the more muscular Batman.
  • List of Transgressions: A full glossary of his crimes is finally revealed in Arkham VR; unlike most thugs and villains, who have two or three different types of felonies catalogued, the Joker ranks at 45, with little to no context for any of them.
  • Literal Split Personality: The five people infected with Joker's blood each end up becoming twisted replicas of the Joker himself, each of them exhibiting a specific personality trait. Christina Bell gains his obsession with Batman, Albert King adopting his sadism and lust for violence, Johnny Charisma gaining his megalomania and showmanship, and Henry Adams gaining his ego and skills in manipulation. Batman became more ruthless and stubborn, but it was not until he was hit with Scarecrow's new fear toxin did the infection start to manifest, a hallucination of Joker haunting him, slowly gaining control the more gas he is exposed to.
  • Mad Bomber: The Joker's plans in the Arkham Series usually involve a lot of explosives. Harley even uses a cache of them in "Harley's Revenge".
  • The Mad Hatter: He beats out Mad Hatter himself in this regard.
  • Made of Iron:
    • Or silly putty. Regardless, this is a villain that will take a beating and will not stay down. In Origins, he takes the most horrific beating Batman dishes out to anyone, bar Bane, and just keeps laughing. For all that he never really offers Batman a physical challenge in himself, you get the impression that he only stops fighting because he thinks it would be funny.
    • During their final confrontation in Arkham Origins, Joker is kicked across several pews, thrown against a window, endures a beatdown sequence that last for 20 seconds longer than it normally takes to take down a thug and involves multiple takedowns, is thrown back to the altar, slammed to the ground, briefly strangled, and finally punched in the face. It's a miracle Bats didn't kill him by accident.
  • Make Sure He's Dead: In the comic series, Arkham City: End Game, and the opening cinematic of Arkham Knight, Batman, in a world of Lazarus Pits and who knows what other unknown things that may or may not bring Joker back to life, ensures that Joker is cremated and Deader Than Dead.
    "No more laughs."
  • Man in White: When he's masquerading as Black Mask in Origins.
  • Maybe Magic, Maybe Mundane: Knight doesn't make clear what the Joker in the game is. The game itself suggests it could be an hallucination caused by the combination of his blood and the new fear toxin or the Joker's ghost inside of Batman's body. Looking at the series as a whole, it could be an actual Split Personality: Joker, Dr. Strange, and Scarecrow suggest Batman's burying powerful emotions, concealing a "true self" which could be the Joker from the final Scarecrow sequence in Asylum and the one in the Mr. Freeze fight in City. While a lot points to the first, he shows Batman things he didn't witness (but knew second-hand), such as Barbara's crippling; in the case of Jason Todd, Batman knows the events from a video tape Joker mailed him, but the extensive detail we see seems to come less from his fevered imaginations and more from Joker's memories. Joker even confesses to Batman that he lied about killing Jason. Moreover, canonicity notwithstanding, the end credits song I'm Not Laughing (a Sad Reprise of I Can't Stop Laughing) is sung by the Joker while he's trapped all alone in Batman's subconscious, which wouldn't make sense as a "hallucination" because he can't exist without being experienced by Batman.
  • Monster Clown: As well as his normal state, he becomes a literal one at the end of the first game, after shooting himself with the Titan formula. His appearance in the second game also seems to come close to a literal interpretation of the trope, given his disease-induced deformities.
  • Mood-Swinger: In Origins, since he doesn't even have his obsession with Batman yet, he is even more terrifying because there is no way of knowing what little comment will set him off on a homicidal rage. For example, when he's about to kill the Electrocutioner:
    Joker: (calmly) I'm the guy with the money... and the gun. So, when I hire you to kill the Batman... (angrily) you shut the hell up and KILL the Batman!
  • Motive Rant: Gives one near the end of Origins, compelete with Humans Are the Real Monsters and Not So Different.
  • Multiple-Choice Past: Just like how he is depicted in the comics, the Joker is implied to have told multiple renditions of his childhood, one of which involved Retirony in regards to his father's cop status. During a session with Hugo Strange, he tells a story that sounds remarkably similar to that which was shown in The Killing Joke, leading one to assume that some of it might be true. Hugo doesn't believe him, however, and accuses Joker of using this as an excuse to never face up to the truth of what happened to him and what he's become. Joker doesn't seem too bothered by the accusation and he doesn't seem too sure whether his story is true or not. In Batman: Arkham City, he even quotes the comics, saying someone once told him to go for the multiple choice option.
    • As shown in Origins in an interview with Harley, his own mental version of his history is, at least at the time of the interview, The Killing Joke. You even play as the first Red Hood.
  • Murder Is the Best Solution: During City, he calls Batman out on constantly being sidetracked from finding the cure for the Titan poisoning by the various mooks and villains, openly proposing that he stop wasting time fighting them and just kill them. Unsurprisingly, Batman refuses.
  • Murder the Hypotenuse: Joker attempts to murder anyone who distracts Batman from their rivalry, and his most vicious plots are saved for anyone who takes the mantle of "Robin." Just ask poor Jason Todd...
  • Never My Fault:
    • Played with in Arkham City. The Joker seems to blame his impending death from the poisonous side-effects of the Titan Super Serum on Batman, because he "left [him] to die" after their climactic battle at the end of the first game. He then immediately acknowledges that Batman probably doesn't remember it that way, and then just moves on with trying to constructively fix the problem without wasting any more time. Given that the Joker is the Trope Namer for Multiple-Choice Past, it is unclear whether he truly thinks he remembers Batman leaving him to die, or if he's just screwing around (and possibly Lampshade Hanging the villain's tendency to use this trope).
    • A more clear-cut example happens during the ending when Joker stabs Batman, causing him to drop the cure. His last hope for survival lost, Joker bitterly asks Batman if he's happy now, as if Batman had done it on purpose. Also mentioned in Knight, when in his Villain Song, he sings to Batman, "That was the night you let me die", as if trying to place the blame on the Dark Knight himself.
    • Hugo Strange also lampshades this, pointing out while he has a Multiple-Choice Past, he blames Batman for his origin in every one. Joker insists that it's Batman's fault he got doused in chemicals.
      ""I'm sure he'd say he tried to save me, but we all know he didn't."
  • Nice Hat: He wears a black top hat in Knight DLC A Matter of Family.
  • Nice Job Fixing It, Villain!: In Batman: Arkham Origins, the Joker's second riot at Blackgate accidentally snaps Batman out of his Heroic BSOD after Alfred almost dies. Batman was about to give up being a hero until the Joker's threat convinced him that he needed to be a hero in order to prevent more death and destruction. So the Joker is at fault for making Batman become the hero that Gotham needed.
  • Noodle Incident:
    • It is unknown how, but one Arkham City doctor was left dismembered near Hugo Strange's office. Other doctors that were sent to treat him simply vanished without a trace. We're not sure we want too know.
    • In Knight, it's revealed he ran for president once, complete with TV ads. No one's quite sure what that was about.
      Militia: Y'know they never found out how he got on the ballot?
    • At one point, Joker brings up the idea of apologizing for an incident at the Church of Gotham involving holy water being replaced with hydrochloric acid. All we know of what happened is it resulted in "one hell of a baptism".
  • Not Me This Time:
    • Batman accuses Joker of being involved in Protocol 10. Joker, upon hearing it, denies any knowledge of it.
    • Also, when Batman first finds Harley bound and gagged, the player might naturally assume that Joker is back to his normal abusive relationship with her. However, nearing the end of the game, it becomes especially apparent that this time, he wasn't responsible for Harley's predicament; rather, Talia was, who also was the one truly responsible for retrieving the cure before Joker had a chance to drink it.
    • An unlockable story in Arkham Knight relates an incident where Batman was investigating the deaths of three children. He confronts Joker in his cell at Arkham Asylum, demanding to know how he had escaped. Joker informs him that he had nothing to do with it. He takes great joy in how paranoid he's made Batman.
  • Not So Different: Aside from numerous lampshades in ''Asylum'' and ''City'', this trope is invoked, word for word, at the end of Arkham Origins, during the Joker's Motive Rant while holding Batman at gunpoint.
  • Obsession Song: A sort of passive/aggressive mix and a disturbing one at that (though considering that the song is from the perspective of The Joker, it's understandable), in Coheed and Cambria's "Deranged" off the Arkham City album.
    Who will be your pretty, little enemy?
    When I'm gone your world will prove empty.
    I promise you will always remember me.
    The joke's on you, poison me.
    While you clean the streets of misfortune,
    I pick the innocent from my dirty teeth.
    We're one and the same...deranged.
    "When you hold my hand/I understand/The magic that you do/You're my dream come true/My one and only you..."
  • Obviously Evil: If his bleached skin, perpetual Slasher Smile, scowling eyes with dark eyeholes, frequent Kubrick Staring, maniacal laughter, and freakish facial proportions won't give away his alignment, you have a Horrible Judge of Character.
  • Oh, Crap!:
    • His reaction in the final cutscene of Asylum when he sees Batman's fist — coated in explosive gel — heading right at his face.
    • Some of his Have a Nice Death screens in Knight have him gloating over Batman's death, only to realize it means his death as well. One has him act like Bats is just Faking the Dead to lull the enemy into a false sense of security, then he takes a second look and says "...Oh my."
  • One-Winged Angel: At the end of Asylum, he uses TITAN to turn into a monstrous, muscled version of himself. In City, the aftereffects did not bode well for him, eventually becoming his ultimate undoing.
  • Ooh, Me Accent's Slipping: It's rather noticeable in Origins when Troy Baker does his Black Mask voice. It sounds much like his own, only more of a Mafia gangster accent.
  • Outside-Context Problem: His first chronological appearance in Origins. He comes from completely out of nowhere to cause nothing but senseless death and destruction. Batman is taken aback by the sheer brutality and sadism of the crime scene where he first sees the name. After finally meeting him, Batman notes that while he's put psychopaths away before, The Joker is simply on a whole different level.
  • Perpetual Smiler: Though this goes away when things don't go his way, most prominently when the last of the Titan cure available is destroyed.
  • Person of Mass Destruction: The consistent thing in all of Joker's schemes is that he always ends up causing unspeakable carnage throughout Gotham.
    • In Origins, him disguising himself as Black Mask and hiring the 8 assassins to kill Batman is the catalyst that spawns a horrific night of chaos, death, and destruction throughout Gotham that results in untold numbers of people being killed. As he himself Lampshades:
    Joker: I've killed... a lot of people. I've brought the city to its knees, crippled the police force, and it's not even time to unwrap our presents!
    • In Asylum, his Batman Gambit to get into Arkham Asylum just so he could manufacture the Titan serum and create an army of mutants results in thousands of Arkham staff, cops, and inmates killed in the process. Lampshaded by Batman this time.
    Batman: Everywhere that madman goes, death is sure to follow.
  • Play-Along Prisoner: In the first game, he only lets Batman capture him so that he can take over Arkham and acquire the Titan formula. Batman is smart enough to anticipate that Joker is up to something.
  • Playing Sick: Subverted: Batman initially guesses that Joker was actually faking his illness after Joker ambushed him by seemingly using a Body Double to fake his death, only for Joker to reveal that he is in fact really sick, even going so far as to reveal the disease-laced sores on his face.
  • Poison-and-Cure Gambit: In City, he poisons Batman with the same Titan disease that's killing him in order to make the Dark Knight help find a cure. Batman is initially fine with them both dying... until Joker reveals that he's also contaminated Gotham's blood banks with his infected blood to ensure Batman would help him. While Batman manages to find the cure and save himself and the rest of Gotham, Joker's impatience leads him to knock the cure out of Batman's hands, thus dooming himself.
  • Poor Communication Kills: In City, Joker could have saved himself a lot of trouble two times: firstly, at the very end by not interpreting Batman's hesitation as him deviating from his no-killing policy. The second situation is a little less obvious: Harley steals the cure and is then ambushed by Talia. Batman assumes Joker has the cure while Joker guesses Batman took it from Harley. Had Joker noticed that Batman was still sick, he might have tried to find Harley, learned of Talia who at the time was his prisoner and taken the cure from her. Oh well...
  • Posthumous Character: Very dead in Arkham Knight — the game even starts with his cremation. He still winds up appearing in flashbacks and repeated hallucinations caused by Scarecrow's fear gas, and plays a major role in the story.
  • Progressively Prettier: When Batman first begins hallucinating him in Knight, it's as the oozing, pustulant, sickly wreck that Titan poisoning made him. When the infection finally begins to gain the upper hand over Bruce's mind near the end, he looks like his old self again.
  • Punctuated Pounding: Reprimands Black Mask for spoiling his fun while beating him with a pistol.
    Joker: Can't... you just... play... along!?!
  • Reality Ensues:
  • "The Reason You Suck" Speech: On their first night together, the Joker is amused by the Irony that his murderous methods has done more to eliminate Gotham's corruption than Batman's no-kill rule.
    "You want to know the awful truth? I've only been here in Gotham for a few days - and I've already accomplished so much more than you in - what has it been - 2 years that you've been doing this whole costume thing? Roman Sionis? Gone. Loeb? Whoa. He was corrupt to the core. Got rid of him. That warden at Blackgate? Pretty sure he'll be facing charges after what I made him do tonight. (laughs). It's amazing what you can get done when you don't concern yourself with right and wrong. When you just... do things for a laugh. (laughs) That's your problem, Batman and it's hurting your efficacy: You're far too serious.
  • Sadistic Choice: In the finale of Origins, he tells Batman to either kill Bane or leave him alive, whereas the electric chair Joker's strapped himself to will be charged by Bane's heartbeat and fry him once it reaches full power. Either way, someone will have to die by Batman's hands to save the other. Luckily for Batman, the Electrocutioner's gauntlets null either of those choices.
  • Secret Identity Apathy:
    • Unlike everyone in Gotham, Joker absolutely does not care about Batman's Secret Identity. Alone of all supervillains, he truly understands that Batman is the true face and not the man behind the mask.
    • In Arkham City he stops Harley Quinn from removing his mask after they knock him out early in the game:
    Joker: No one's who you think they are, my dear, why spoil the fun?
    • In Arkham Knight, a flashback shows that he tortured Jason Todd to the point that the latter broke and was on the point of revealing Batman's identity, when Joker seemingly shoots him dead, and then sending said video to Batman. Likewise, his hallucination gloats that if he had truly wanted to know, he'd have removed that mask ages ago, though he finds the revelation of Batman being "Gotham's least interesting socialite" an amusing surprise in his afterlife.
  • Shoot the Shaggy Dog:
    • Joker has a moment which is almost perfectly this trope, but he's an antagonist instead of a protagonist. Despite all his plans to save himself from dying of Titan poisoning, he comes extremely close to manipulating Batman to bring him the cure. In fact, Batman has the cure and Joker is in the very same room as him when Joker stabs Batman in the shoulder, making him drop the cure and dooming Joker, who would have lived if he could have seen that Batman would never intentionally let him die.
    • Joker's character arc in the first two games could qualify. His plan to tear down Gotham with Titan enhanced inmates is stopped by Batman; if the ending of Asylum is anything to go by, the Titan would've worn off in less than an hour anyway, so his goons probably wouldn't have reached Gotham in time to do any serious damage. Even if he killed Batman, Joker and his gang would've been rounded up once they turned back to normal and be arrested, thrown into Arkham City, and killed in Protocol 10, although Catwoman's Non-Standard Game Over instead puts forth the idea that he and his goons would have survived the protocol and overthrown Strange. In City, his plan to poison Gotham is thwarted, he ultimately didn't leave any offspring behind as seen in HQR, and he dies.
    • That last part becomes crucial in Knight, there are now five new Jokers due to poisoning from his blood: Batman being one of them. However with these Jokers (besides Batman) dead, Joker being injected with the fear toxin causes him to see his true greatest fear: being forgotten. Batman exploits this to regain control of his body.
  • Sincerity Mode: Hallucination!Joker always has something smart to say. However, when Batman brilliantly reconstructs Stagg's handprint through combing CCTV footage and gathering forensics, all Joker can say is a sincere "That's genius, Bats. Really." It's a neat little reminder that Joker genuinely does respect Batman's intelligence.
  • Slasher Smile: Does several especially in Origins.
  • Slouch of Villainy: In Origins, after Bane throws Batman into the Joker's office, he's seen sitting on an office chair with his crossed legs stretched out, his left arm resting on top of the backrest and his right elbow resting on the nearby table... while playing with a rubber ball.
  • The Sociopath: A staple for the character. As an erratic, manipulative slaughterer who would kill and endanger people for his idea of a joke without a shred of anything resembling remorse, it's hard to say otherwise.
  • Split Personality: Serves as this to Batman in Arkham Knight. It's actually his mind's manifestation of his mental illness from the Joker's blood transfusion, but it's real enough to engage in conversation and...
  • Split-Personality Takeover: ...take control, which is what it tries to do all throughout the game. He succeeds... just in time to take the brunt of Scarecrow's new fear toxin.
    • Though in the case of the other Joker infected, he already achieved this.
  • The Spook: Mostly emphasised in Origins, where it's noted that no one knew of him before he made his appearance, and there's no information about him on any database.
  • Stealth Mentor: Inverted. Thanks to Joker's blood within Batman and Scarecrow's fear toxin, Batman begins seeing visions of Joker, who relentlessly taunts him of his repeated failures.
  • Straight Edge Evil: Though he's probably the farthest thing from Lawful Evil, he only orders a glass of milk when he goes into the Iceberg Lounge in Arkham City's backstory.
  • Taking You with Me:
    • Part of a gambit in the second game. He injects Batman with his diseased blood, also claiming he shipped it to a hospital across Gotham. Knowing full well Batman will go looking for a cure. Even if he didn't succeed, he would at least take his hated nemesis down with him.
    • He also attempted a variation that occurred at least a few weeks after Arkham City. Specifically, he arranged to have Clayface rig an isolation cell with explosives, and also had a radio tower within Arkham City rigged to release a message that anyone who manages to find his corpse and delivers it to Harley Quinn will be rewarded with a million dollars in order to incite a huge riot by followers, civilians, and cops alike for the expressed purpose of causing Gotham City to tear itself apart as well as the "revelation" that the walls were still wired with explosives that would release several of Arkham City's most dangerous inmates into the rioting streets in order to lure Batman into the isolation cell. He nearly won, but Batman survived.
  • Too Soon: Invoked. See Kick the Dog.
  • Trojan Prisoner: Batman is convinced the Joker went down too easily during his capture at the beginning of the first game. He's right.
  • The Unfought: Technically. In City, That's actually Clayface you're fighting during the second visit to the Steel Mill. Although it's likely how a real fight against The Joker would play out since even Batman was fooled. Then again, Joker as a playable character is much more badass. When he is finally fought properly in the A matter of family DLC of Arkham Knight, aerting this trope, he proves to more of an Elite Mook with Contractual Boss Immunity compared to the Bat-Family: He fights the way any Mook does, with slightly higher damage output and speed, but can keep getting back up no matter what.
  • Unholy Matrimony: One of the Joker's goons will mention that he heard that Joker and Harley Quinn got married, whereas the other mentioned that he heard that he dumped her several months ago. Given the fact that she's present with the Joker, and Harley may or may not be pregnant with what is implied to be Joker's child, it's implied that the former part was true, and more or less outright stated in '"Harley Quinn's Revenge" when Harley calls herself a widow.
  • Unperson: Knight reveals this to be the Joker's greatest fear; that he will eventually fade into obscurity and be forgotten by all of Gotham.
  • Villainous Breakdown:
    • Begins lapsing into this towards the end of Asylum. Batman continually thrashing his plans begins to drive him up the wall, and by the end of the game he's almost completely run out of jokes. He does calm down for the final battle, though.
    Joker: Somebody better stop him or i'll... I'll.... I'll hurt you. Badly.
    • In Knight, after realizing that he's doomed to eventually fade into obscurity and be completely forgotten by the city that once feared and despised him, he completely breaks down and outright begs Batman not to forget him.
  • Villainous Legacy: Despite his demise in City, his actions are a huge influence on the plot of Knight. Those infected with Joker's Titan-infected blood are mutating into Clones by Conversion, Batman is haunted by a hallucination of him throughout the game that continually tries to hijack his body and very nearly succeeds, Scarecrow uses the resulting Evil Power Vacuum to perform a Villain Team-Up with the rest of Batman's Rogues Gallery, and the Arkham Knight, aka Jason Todd, was twisted into what he is now thanks to the Joker brutally torturing him for a year.
  • Villains Want Mercy: Joker spends the majority of Knight taunting Batman over his various failures and gloating about how he'll soon pull off a Grand Theft Me on the Dark Knight. During their Battle in the Center of the Mind, when Bats gets the upper hand and locks him in a prison box within his subconscious, Joker loses his shit and desperately begs Batman not to leave him there.
  • Villain Protagonist: The Joker has had a few playable appearances throughout the Batman: Arkham series, ranging from being a playable character in the challenge mode for the PS3 version of Asylum, visiting the Joker's psyche where he's fighting in the comedy club and walking through Ace Chemicals while being evaluated by Harleen Quinzel in Origins, and finally, as a first person shooter segment with the now dead Joker running around in the deepest parts of Batman's mind in Knight.
  • Villain Song:
    • A quiet, melancholy yet deranged version of "Only You (And You Alone)" by The Platters. It can be heard during the credits of Arkham City. It follows what seems to be Joker's final voice mail to Batman.
    • Another Villain Song, this time an eerie version of "Cold, Cold Heart" by Hank Williams, is heard during the credits of Arkham Origins.
    • The delightful original number "Look Who's Laughing Now" from Arkham Knight. And here's a sad, Dark Reprise of the song in the credits.
  • Villain Team-Up: With Bane, in Arkham Origins.
  • Villainous Widow's Peak: Goes beyond "Male-pattern baldness" and into "impossibly exaggerated" territory, especially in Arkham City.
  • The Virus: Or more specifically, the quasi-prionic infection. His transfused blood changes people into him over time.
  • Waistcoat of Style: In Arkham Origins. It's never shown closely in-game, but it's also patterned with a playing-card motif.
  • Walking Spoiler: His post-Arkham Asylum appearances. Whether it's swapping places with Clayface before kicking the bucket for good, impersonating Black Mask for weeks and sending eight assassins to kill Batman or defying expectations by actually staying dead but continuing to haunt Batman in hallucinations, whenever he shows up it tends to be a Game Changer.
  • Wicked Cultured: Joker has a good ear for old-timey '50s ballads, Hank Williams and The Platters to name a few. Cole Porter's I've Got You Under My Skin sung by Frank Sinatra even plays when he's cremated.
  • Wild Card: Strange supplies the Joker with a military arsenal so that the he'll give Strange a very public reason to wipe him and Arkham City off the face of the earth. However, a Non-Standard Game Over reveals that without Batman's intervention, the plan fails; the Joker survives Protocol 10 and uses the weaponry to overthrow Gotham.
  • Worthy Opponent: He sees Batman as this.
  • Would Hit a Girl: He considers abusing Harley a "hobby" and has no problem crippling Barbara.
  • Would Hurt a Child: One of the Gotham City Stories in Arkham Knight reveals Joker mutilated and killed an entire kindergarten class.
  • You Are Better Than You Think You Are: You'd never expect it, but Hallucination!Joker gives some sincerely nice words of encouragement to Bruce throughout the game, especially in his "Game Over" screens, whenever he isn't cruelly mocking his failures.
  • You Gotta Have Blue Hair: Joker's hair was dyed green by his dip in the chemical bath.
  • Your Worst Nightmare: Subverted. After getting a big dose of fear toxin, Split Personality Joker doesn't seem any worse for wear simply because he's insane... until it actually starts to kick in. Turns out his greatest fear is being forgotten.

    Killer Croc 

Killer Croc (Waylon Jones)

https://static.tvtropes.org/pmwiki/pub/images/TropeJones_1576.jpg
"Tick-tock! Feed the croc!"
Killer Croc in Arkham Origins 
Killer Croc in Arkham Knight 
Voiced by: Steve Blum (Arkham Asylum, Arkham City, Arkham Knight), Khary Payton (Arkham Origins, Arkham Underworld)

Waylon Jones was born with a rare disorder that caused his skin to be green and scaly and grew his body to grotesque proportions. Raised by an alcoholic and abusive aunt and bullied by his peers for his appearance, Jones developed a deep-seated misanthropic bent. He briefly was a member of a freak show, nicknamed Killer Croc. As his condition worsened, his bestial nature and misanthropy grew and he turned to a life of crime. With immense strength, he served as a mob enforcer and murderer, and as one of the eight assassins hired by Black Mask to kill Batman on Christmas Eve, eventually coming to be incarcerated in Blackgate and then Arkham Asylum; he especially hates Batman for capturing him.


Provides examples of:

  • Absurdly Spacious Sewer: His "cell" in Arkham is one of these, located deep underneath the Asylum. Given how big Croc is, it'd have to be.
  • Abusive Parents: The Arkham Unhinged comics show that his aunt was his first murder.
  • Accidental Hero: He jumps and mauls Scarecrow before the villain could release his fear toxin into Gotham's water supply. This ended up saving the city, ridding Batman of Scarecrow temporarily, and caused the hero to know Croc was onto him approaching the caves.
  • Adaptational Badass: Not that Croc has ever been a wimp in any sense of the word, this version of him is probably the strongest and most monstrous by far. By the events of the first game, he's already so powerful that Batman has no chance against him in a straight fight and in Arkham Knight he is only incapacitated by multiple no-holds-barred beatdowns in a row by Batman and Nightwing working together. In most other media, Croc is usually shown as a physical match for Batman, but nowhere near the skill level.
  • Adaptive Ability: As shown in Knight, his condition rapidly progresses in response to excessive trauma; when Warden Ranken begins a series of excruciating clinical tests on Croc to test his healing abilities, up to and including slicing off his hand with a buzzsaw, Croc quickly mutates into something much stronger than they can contain.
  • Advancing Boss of Doom: He'll let out a deep breath when nearby, drag you into the water if you make too much noise, or just come out and try to grab you, with your only defense being activating his shock collar with a Batarang. At the last part of his lair, he chases you, and you have to run to escape to a trap you set up beforehand to stop him.
  • Animal Motifs: A crocodile, obviously.
  • Ax-Crazy: He is a cannibal Serial Killer, after all.
  • Beast in the Maze: In Arkham Asylum, Batman was forced to explore Croc's sewer-lair Tailor-Made Prison to find the spores needed to make an antidote to the Titan formula while avoiding been attacked by the brute at the same time.
  • Beast Man: Just look at him.
  • Best Served Cold: Brutally murders the men who set the fire that killed Becky
  • Blessed with Suck: Super strong, durable enough to shrug off assault rifles, massive healing factor, and an adaptive ability that constantly makes him even tougher. On paper it sounds like Croc won big at the Superpower Lottery, but then you remember that the mutations cause him constant agony and the more his body changes the more of his mind he loses.
  • Bizarre Human Biology: His backstories place him at suffering from a form of "regressive atavism", meaning he has inherited traits of pre-human species.
  • Blind and the Beast: During his backstory in the Arkham Unhinged comic. In his younger years, he befriended a blind girl named Becky and joined up with a circus. Unfortunately, it ended in tragedy.
  • Body Horror: There's the obvious, but Origins shows him during his earlier years, and whilst still very beastly and reptilian, looks decidedly smaller and more human than he does at present. Meaning his condition got significantly worse over the years.
    • As Batman's last fear toxin hallucination in Knight shows, Croc will at some point further devolve into a gigantic, almost Godzilla-like beast, with broader shoulders, an elongated torso, several sets of spiny frills up his back, and a six-foot-long tail. The "Season of Infamy" DLC shows that this wasn't just some very accurate Bad Future guesswork; it already happened.
  • The Brute: To Joker in Arkham Asylum.
  • Catchphrase: He had a tendency to say "tick-tock" in "Asylum", playing up the Peter Pan Shout-Out.
  • Cynicism Catalyst: The death of Becky, a blind girl he befriended, in the Arkham Unhinged comic.
  • Demoted to Extra: In Arkham City. Unless you do a specific thing in the sewers at a specific point in the game, he won't even show up at all. That is unless you have the Iceberg Lounge challenge map where you can see him enjoying a scotch and cigar at one of the tables.
    • Even moreso in the main game of Knight, where he only appears in the main game as a fear-gas hallucination, albeit with his later DLC model as sort of a Early-Bird Cameo. In the "Season of Infamy" pack, however, he's prominently featured.
  • Evil Sounds Deep: Courtesy of Steve Blum and Khary Payton.
  • Eviler Than Thou: To Scarecrow, in Arkham Asylum at least; in Arkham Knight, not so much.
  • Fangs Are Evil: His razor-sharp teeth are quite fearsome, to say the least.
  • Fashionable Asymmetry: After growing to a massive size in Knight, the left side of his body is noticeably more bestial, with longer head and back frills and a muscular, bulging arm. This does actually make sense in-game, as the change was prompted by slicing off his left hand.
  • Fat Bastard: His further-mutated appearance in Knight has something of a paunch, much like the ones actual crocodiles develop.
  • Flunky Boss: In Origins, he attacks Batman aided by two to three other goons.
  • Guttural Growler: Comes with being voiced by Steve Blum; by Knight, it sounds like he's gargling with suet. Khary Payton also voices him like this in Batman: Arkham Origins.
  • Handwraps of Awesome: In the concept art, at least. His in-game model wears a torn prison uniform and broken handcuffs. They show up in Arkham Origins.
  • Healing Factor: Croc can recover from anything that doesn't out right kill him. Little injuries supposedly heal near instantly and he can even grow back lost limbs. To make matters worse trauma just triggers his adaptive mutations making him stronger in repose. He's essentially a literal and monstrous take on the old "what doesn't kill you makes you stronger" line.
  • Hopeless Boss Fight: In Arkham Asylum, even getting close to him results in instant death. Though his boss fight is more of a stealth mission rather than a head on fight.
  • I Just Want to Be Normal: Despite his condition worsening and his mental state becoming more bestial, one of his patient interviews in Arkham Asylum has him asking his doctor if the prison had figured out a way to make him normal. The doctor replies that there are many definitions of normal, which he correctly interprets as 'no'.
  • I'm a Humanitarian: Croc is explicitly mentioned as having eaten people in the past, and during the game, tries to eat Scarecrow and Batman when they encounter one another in his lair. During his patient interview, Dr. Gretchen Whistler doesn't believe him about this particular aspect... he later proves her wrong when he bites off and swallows Cash's hand right in front of her. Although numerous characters believe that he doesn't qualify as human.
  • The Juggernaut:
    • You never actually beat him, you either set off a shock-collar that throws his whole nervous system out of whack for a few seconds so he doesn't run you over like a bulldozer and bring you home for dinner, or blow out a floor to send him hurtling to the stygian depths. After which he can be heard yelling at you for a few seconds. And depending on the random generator during the ending sequence, you might see his hand burst from the water to grab a surviving case of Titan.
    • Arkham Unhinged shows that he is capable of shrugging off fully automatic gunfire.
    • Arkham Origins shows that at one time, it was possible for Batman to go up against him one-on-one. He's since mutated to the point that such an option is now virtually suicide.
  • Jump Scare: When you try opening the door to his lair in the sewer tunnels. His brief appearance in Arkham City also involves one.
  • Kick the Son of a Bitch: Jumping the Scarecrow was actually helpful to Batman.
  • Lightning Bruiser: Despite his size, he can move frighteningly quickly.
  • Lizard Folk: Sort of.
  • Monster Sob Story: The Arkham Unhinged comic "Crocodile Tears".
  • More Teeth than the Osmond Family: Likely due to his condition, Croc has far more teeth than is normal for a human being.
  • Never Smile at a Crocodile: He's Killer Croc, after all.
  • No-Holds-Barred Beatdown: On the receiving from Batman in Origins. This was before his mutation caused him to beef up.
    • Gets another one from Batman and Nightwing in Season of Infamy, where their punches do very little and they have to perform wrestling moves on his face to do any real damage to him.
  • The Nose Knows:
    • As part of his "condition", he seems to have heightened senses. The most frequently mentioned being his sense of smell.
    • In Arkham City, he can actually tell that Batman's dying from the Joker's disease just from his scent.
  • Pet the Dog: In the prequel comic to Arkham City, he gets along rather well with Hammer, given that they were both in a circus at a previous point, even agreeing not to eat any of his gang's men should he encounter them.
  • Psycho for Hire: In Origins, he takes jobs as hired muscle for other criminals.
  • Ragin' Cajun: Sports a noticeable Cajun accent in Arkham Origins. He presumably lost it after spending so much time in Gotham.
  • Restraining Bolt: How he is kept under control during his treatment at the Asylum; he has an electric collar attached round his neck which can be remotely used to give him shocks in order to get him to cooperate. This actually becomes crucial to Batman surviving his encounter with Croc in his lair, as hitting the collar with Batarangs (giving Croc an automatic shock) is the only thing that will stop him from getting overpowered and eaten when Croc charges out of the water.
  • Running on All Fours: In Knight, his increased size and weight mean he has to use his arms to help him charge forwards.
  • Sanity Slippage: As his body mutated further and further, he became more animalistic and indiscriminate about his victims.
  • Scary Black Man: Well, formerly black (and from a certain point of view, formerly a man), but definitely scary.
  • Serial Killer: He's responsible for the "disappearance" of hundreds of Gotham vagrants.
  • Super Strength: In Origins, he's strong enough to rip gas tanks out of the ground and toss them at Batman with ease. He eventually gets so strong that he can tear holes in steel walls like paper and even Batman can't take him on in a fair fight without being curb-stomped.
  • The Sociopath: He takes sadistic joy in killing others to escape his horrific problems.
  • Square-Cube Law: Does not work out in his favor in his boss fight in Knight — now larger than ever, he's shown to have significant mobility problems and a shorter reach, and can only dash forward when crouched on all fours, all of which means Batman and Nightwing can now tag-team him more easily.
  • Tailor-Made Prison: He is kept in the deepest, darkest depths of Arkham, where the guards occasionally drop down some food for him and try to forget he even exists. This is because physically, Croc is the most dangerous inmate, and his feeding habits make him even worse. Obviously this attitude of treating him like an animal isn't going to improve his mental state.
  • Took a Level in Badass: The first time they meet, Batman is able to beat Croc in a straight-up brawl. By the time of Asylum, Batman's no match for him in a straight-up fight.
  • Villains Out Shopping: He shows up in the VIP section of the Iceberg Lounge challenge map as a Funny Background Event, drinking a glass of brandy and smoking a cigar.
  • Vocal Evolution: Steve Blum's Croc voice gets deeper, more gravelly and less intelligible from Asylum to City to Knight. His English also becomes somewhat broken by Knight as well.
  • Warmup Boss: In Origins, he's the very first boss encounter and informs Batman of the greater enemies ahead.
  • Woobie, Destroyer of Worlds: Despite being an Ax-Crazy serial killer and cannibal, it's still possible to feel sorry for Croc. His condition left him with no hope of a normal life in the first place. He was locked in Blackgate Prison, which is for the sane. They moved him to Arkham just to be rid of him; he's locked in the sewers and thrown meat while people try to forget he exists, with Cash, and probably other guards, deriding him as being nothing more than an animal to his face. Nobody's going to be very receptive to therapy when they're treated like that.
    • It gets even worse for him in the "Season of Infamy" DLC, whereupon he's horrifically tortured and experimented on by the prison staff, including having his limbs amputated with a circular saw just to see what would happen. Even Batman and Nightwing are outright disgusted by this.

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    Poison Ivy 

Poison Ivy (Pamela Lillian Isley)

https://static.tvtropes.org/pmwiki/pub/images/daa21b88e95b31354617a65631b75a8b.png
"You will pay, Batman, for hurting my babies."
Poison Ivy in Arkham Asylum and City 

Voiced by: Tasia Valenza (Arkham Asylum, Arkham City, Arkham Knight), Amy Carle (Arkham City Lockdown), Jennifer Hale (Assault on Arkham)

Pamela Lillian Isley is a brilliant botanist who had her blood replaced with chlorophyll in a freak lab accident, gaining the ability to control plants and exude pheromones capable of seducing most people. She was driven insane and became dedicated to protecting plant life from humanity as the eco-terrorist Poison Ivy, but was defeated and imprisoned by Batman in Arkham Asylum. In Arkham City, Ivy has taken over a building at the edge of the prison city and is uninterested in the conflict between the other supervillains.


Provides examples of:

  • Adaptational Heroism: Like some of the more neutral portrayals, she doesn't try to attack on sight, but rather focuses only on protecting her own plants instead of going on eco-terrorism sprees. This comes to a high point in Knight, when she performs a Heel–Face Turn.
    • Adaptational Villainy: However her audio tapes in Asylum do state that at one point she did go on a Eco-terrorism spree killing hundreds at one point in her career.
  • Adaptational Skimpiness: Played with. Usually, Ivy will fashion a leotard-like garment out of leaves for her outfit or will be wearing a leotard. Here, the only garment she makes with her leaves is a pair of panties. If not for her shirt (which exposes cleavage and midriff), she would be otherwise naked.note  She does wear the leaf leotard in the Arkham Unhinged comics, however, seeming to suggest that she does so for convenience. Still, this wouldn't explain why she stuck with the shirt and leaf panties in Knight.
  • Affably Evil: In Arkham Knight.
  • Badass Boast: She gives a very thorough monologue on how she plans on killing Catwoman during her boss fight, even boasting that the latter woman is powerless against nature.
    "You can't outrun nature, Selina. My spores will fill your lungs and kill you from within."
    " A billion micro-organisms will enter your bloodstream. Spores will grow, enter the blood in your veins, and when I'm done, your skin will be replaced with bark. I've spent weeks perfecting the toxins that will destroy your pathetic meat sack of a body. Do you really think you can beat mother nature?"
    • Then came this exchange:
      Catwoman: Are we done yet, Ivy? I just want to talk. That's all.
      Ivy: If you're still breathing, it's not over.
  • Badass in Distress: In the beginning of Arkham Knight, she's been captured by Scarecrow's men and is sentenced to death. Fortunately, Batman rescues her just in time. Ivy personally beats her would be executioner when he's blinded by fear gas.
  • Beauty = Goodness: Played With. In Arkham Asylum where Poison Ivy is an irredeemable bad guy, she is inhuman looking Femme Fatale with black sclera compared with her usual look, with Amadeus Arkham describing "Her skin now a venomous green, the wanton creature no longer looked like a human being, much less a woman." By Arkham Knight her inhuman eyes are no more, and her skin became less "venomous green" which is not surprising considering the Adaptational Heroism.
  • Beauty Is Never Tarnished: In Arkham Knight, she's noticeably gotten paler and made her hair shorter because of the dying plants around Gotham, but she still maintains her natural beauty.
  • Catchphrase: In Arkham Knight, Ivy repeats her mantra ("Nature always wins!") in most of her plot-relevant scenes.
  • Chekhov's Gunman: Ivy falls under this trope from a chronological standpoint. Examining the front desk at the entrance of the Gothcorp building in Cold, Cold Heart reveals Pamela visited the company as a guest, probably in hopes of learning more about their research regarding the possibility of growing plants in extremely low temperatures.
  • Dark Action Girl: Although her boss fight in Asylum mostly involves fighting her plant, she's shown to be able to handle herself at times. In Arkham Knight, she actually beats her jailer by herself when he's infected by fear gas.
  • Deadpan Snarker: In Arkham Knight she's become one of these.
  • Death by Adaptation/Heroic Sacrifice: She overexposed herself to Scarecrow's fear toxin to save Gotham.
  • Demoted to Extra: In Arkham City, she only shows up in Catwoman's downloadable campaign or in a game over quote if Batman should happen to die on her turf. She is one of the more important characters in Arkham Knight, however.
  • Died in Your Arms Tonight: She dies in Batman's arms. He tries to comfort her in her final moments.
  • Dies Wide Open: As she's fading away, her eyes continue to stare up at the sky until she's completely gone.
  • Disproportionate Retribution:
    • She tries to kill Catwoman for forgetting to water some plants she was looking after. Though this is Ivy we're talking about here. To her, all plants' lives are as precious, if not more than, a person's. From her perspective, Catwoman allowed some of her children to starve to death. It's natural she'd be a wee bit peeved.
    • If you visit her as Catwoman after completing the game, Catwoman blames Strange for the death of the last plant (which Catwoman actually killed to get back at Ivy). Ivy swears vengeance on all of humanity.
  • Does Not Like Men: Keeping her in character, Ivy dislikes males the most because she thinks they are all violent and destructive. However, she seems to make an exception for Batman.
  • Does Not Like Shoes: She's always seen barefoot.
  • Does This Remind You of Anything?: Her boss fight with Batman in Asylum, which features Orgasmic Combat while she's holed up inside a large plant flower. Basically, Batman has to penetrate her barrier and deflower her.
    Poison Ivy: Are you ready for me? Do you think you can handle me?
  • Earthy Barefoot Character: A rather literal example; she is a part-plant human who wears not much of anything, much less shoes of any type. Also see Does Not Like Shoes.
  • Enemy Mine:
    • She begged Batman to let her out so she can help stop the Joker, mainly because his Titan experiments are harming her plants. He wisely says no.
    • After being targeted for death by Scarecrow for her refusal to join his alliance, she and Batman enter into an uneasy truce in Knight.
  • Even Evil Has Standards: She didn't support Joker's rebellion, and also initially requested for Batman to stop Joker and his plans because of the negative affects on her plants. She also rejects Scarecrow's alliance for similar reasons.
  • Evil Genius: She was professionally a botanist before going ecoterrorist.
  • Evil Redhead: Her hair's scarlet, and she's got the evil part down. At least until Knight.
  • Famous Last Words: Nature always wins.
  • Flower in Her Hair: In Knight, she had several pink flowers in her hair.
  • Flunky Boss: The fights with her in Asylum and Catwoman's DLC in City have her summoning brainwashed goons to attack.
  • Gaia's Vengeance: Seeing as she has plant powers and all.
  • Green Thumb: As one would expect from Poison Ivy.
  • Heel–Face Turn: Attempted one by opening up a flower shop. However, as she continued to see humanity destroying the environment, she couldn't take it anymore and killed a customer who came into her shop to buy flowers for his wife after having cheated on her. However, in Knight she has fully completed her change of heart and joins Batman in stopping the Scarecrow.
  • Hot Scientist/Nerds Are Sexy: She use to be a botanist. Despite her mutation she still retains her thorough plant knowledge.
  • Kick the Son of a Bitch: In City, she's brainwashed some Mooks of her enemies into serving her.
  • Killed Off for Real: In Arkham Knight, after she sacrifices herself to neutralize the fear toxins from Scarecrow's cloudburst.
  • Love Makes You Evil/Love Hurts: Ivy's backstory involves her falling for a scientist who used her as a test subject, causing her mutation and making her lose all faith in humanity.
  • Love Redeems: On the other hand, her feelings for Batman lead her to change her ways by Arkham Knight, and she aids him and sacrifices her life to save Gotham City.
  • Mama Bear: She doesn't appreciate her plants being harmed.
  • Misanthrope Supreme: Identifying with plants more than animals, she despises humans.
  • Monster Suit/One-Winged Angel: Merges with a giant plant to fight Batman in Asylum.
  • Ms. Fanservice: She's been revamped to look like a naked goddess.
  • Never Speak Ill of the Dead: After her death, Cash says that some people have begun to forget what Ivy was like, and that if she was still alive they'd probably be fighting her.
    • Likewise radio chatter after her death will have one Mook call one of his friends out on complaining about hay fever after Ivy sacrificed herself to save Gotham.
  • No Body Left Behind: When she dies, her body dissolves into pollen, leaving behind only her shirt.
  • No Flow in CGI: Her hair is notably different from her usual appearance, being fixed backward like the Bride of Frankenstein. Having wavy long bangs and such would have been more complicated. This is probably why she wears it tied up in Arkham Knight, where it looks more like her usual hair.
  • Orgasmic Combat: Her boss fight in Asylum involves a lot of it. Every time she's injured she unleashes a scream that sounds like she's experiencing...well, you know.
  • Pet the Dog: In Asylum, she gives Batman advice on how to stop Joker's plan. However, she later becomes corrupted by the Titan drug and fights the hero later.
  • Redemption Equals Death: She perishes while trying to neutralize the toxins from Scarecrow's Cloudburst.
  • She's Got Legs: Ivy has very nice stems.
  • Ship Tease: In Asylum they have lots of Foe Yay, but she and Batman actually have some touching moments in Knight. She ends up sharing some banter with the Dark Knight and dies saving Gotham for him. He even comforts her in her final moments as she passes away in his arms.
  • Significant Green-Eyed Redhead: Her eyes even seem to glow green for this incarnation.
  • Stripperiffic: Her "patient uniform" consists of nothing but a single red shirt, held together at cleavage level by only two buttons, and panties made of leaves. This is downplayed in Knight however, while she is still attractive her breasts are smaller, her shirt now buttons over her cleavage and covers her butt as well.
  • Stationary Boss: Having merged with a giant mutated plant while under the influence of the Titan formula.
  • The Vamp: It's best seen in her interview tapes in Arkham Asylum.
  • Took a Level in Kindness: In Arkham Knight. Even though she only works with Batman to protect her plants, she is more polite this time around and, although resisting a little at first, doesn't attempt to betray him. Her tone of voice also slowly changes from her usual sultry, sarcastic tone to a gentler one.
  • Unresolved Sexual Tension: Nothing comes of her relationships with Harley or Batman since she dies in Knight after pulling a Heroic Sacrifice.
  • Well-Intentioned Extremist: Her main goal is to protect her plants from destruction.
  • With Great Power Comes Great Insanity: Unfortunately, her intentions in stopping the Joker's plans failed when she realized her plants were growing stronger as a result of the Titan formula.
  • Woobie, Destroyer of Worlds: She's one of Batman's least malicious villains. Her only desire is to protect her plants and separate herself from humanity after having been used and mutated by a man she loved, but she's too passionate about protecting them from being misused (whether it's extermination by callous companies or buying the flowers she's selling for selfish reasons) to ever let it stick.

    The Riddler 

The Riddler (Edward Nigma)

https://static.tvtropes.org/pmwiki/pub/images/riddler_batman_arkham_knight.jpg
"Explore! Find my challenges! And when you fail to solve them and lie blubbering like an ignorant child on the floor, you will know, that the Riddler is better than you!"

https://static.tvtropes.org/pmwiki/pub/images/batmanarkhamcity_riddler_3.jpg
Riddler in Arkham City

Voiced by: Wally Wingert (Arkham Asylum, Arkham City, Arkham Origins, Arkham Knight, Arkham Underworld, Arkham VR), Matthew Gray Gubler (Assault on Arkham)

Edward Nigma is a genius obsessed with proving his mental superiority to the rest of mankind. As The Riddler, he leaves clues to his crimes behind to challenge those who come after him. He is determined to prove his superior intellect to Batman, leaving numerous riddles scattered around Arkham Island when the Joker took over to stump him. When that failed and The Riddler was arrested by Batman, he swore revenge and plotted even more devious plots in Arkham City, putting the full force of his intellect behind riddles and traps designed to defeat and kill Batman.


Provides examples of:

  • Abusive Parents: In his patient interview, he comments on how his dad called him a "moron" over and over again. To prove him wrong, Edward entered a contest at school, where if he solves a nearly impossible logic problem, he gets $20. He won, but his dad demanded him to confess that he cheated. He denied it only to get hit. He actually did cheat.
  • Adaptation Dye-Job: During his first physical appearance in Arkham City, he has sandy, light brown hair. His character trophy in Arkham Origins shows him with dark, chestnut colored hair, which is carried over to Arkham Knight.
  • Adaptational Jerkass: While most incarnations of the Riddler are fairly narcissistic, they are, at the least, humble enough to respect Batman as a Worthy Opponent and are on good terms with the rest of Gotham's villains. This Riddler, by contrast, is a smug, egotistic, patronizing, arrogant, and thoroughly obnoxious Jerkass who is either ignored or outright belittled by Batman and some of the other villains.
  • A God Am I: He programmed the robot minions that he uses in Knight to worship him as their god.
  • Always Second Best: To Batman. His attempts to prove himself the intellectual superior through his riddles and deathtraps only serve to disprove this notion when Batman constantly defeats him. In fact during one of his Death Trap scenarios when Edward attempts to cheat, in order to "outwit" the Dark Knight, it fails because Batman is also better at cheating.
  • Affably Evil: During his time as Enigma, though he was still pretty snide even then.
  • Arc Villain: Of his sidequests (which comprise of the majority of the sidequest content in Arkham City, Arkham Knight and Arkham Origins, and all of the sidequest content of Arkham Asylum).
  • A Taste of Their Own Medicine: After he is being defeated in Arkham City, he is strapped to his own explosive helmet that he placed his victims with and forced to walk around his hideout under the threat of it exploding, not realizing that the explosives inside the helmet had already been removed.
  • Attention Whore: His character bio mentions that he has a compulsive need for attention.
  • Ax-Crazy: Despite his insistence to the contrary, he is most unstable. Batman even lampshades it.
  • Bad Boss: In the second game, he replaces Joker as the commentator during the Predator and Combat side missions. He's just as abusive to the Mooks as Joker was in the first game. In the fourth game, he replaces his mooks with robot drones. As of Catwoman's DLC episode in Arkham Knight his henchmen have decided to abandon him once they get paid, having gotten fed up with his insults and the robot drones. Of course, with what Catwoman accomplished there, it's safe to say that Riddler's done as a supervillain.
  • Barrier Warrior: His mech suit in Knight is outfitted with an electric barrier. Batman and Catwoman must destroy his robots to disable it.
  • Berserk Button:
    • He does not appreciate Batman being called a hero, or anyone besting him intellectually. (Particularly the Bat himself.) Batman's repeated victories causes the latter to be permanently locked in place.
    • Also doesn't like to be called insane, as it implies he has a mental illness or deficiency.
    • Being called a cheater. Even when he does actually cheat.
  • Big Bad Wannabe: He keeps boasting to everyone how he's Batman's intellectual equal and match when at best he's been an annoyance who is too self-deluding to solve a mystery as basic as finding out Batman's Secret Identity (something Bane and Hugo Strange for instance found out with Boring, but Practical means). Likewise none of his death-traps approaches the plans (let alone the scale of them) of Joker and Scarecrow. Both Batman and some of Gotham's other villains consider him a nobody.
  • Black Comedy: His version of the Riddle of the Sphinx involves this, as he talks about a mutilated baby.
  • Blatant Lies: Boasts how his Riddlermobile is so much faster, and better looking than the Batmobile. It's also conveniently stuck in the shop so he can't show it off right now.
  • Big "NO!": Yells out a rather satisfying one just before crossing the finish line on the last lap of his final race challenge.
  • Boisterous Weakling: Even in defeat, he's not easily cowed.
  • Break the Haughty: Gets hit by this in all of his appearances, to the point of it being a Running Gag.
  • Bullying a Dragon: Sums up his conversation with Scarecrow in Knight. It takes guts to talk down to someone who specializes in showing you Your Worst Nightmare. Fortunately for Riddler, Scarecrow is unfazed by his arrogant taunts. He also kidnaps Catwoman and holds her hostage for most of Knight, Catwoman who permanently scarred Two-Face and essentially has Batman wrapped around her finger. His own mooks note that this is a bad idea. In Catwoman's Revenge, Selina gains her revenge by robbing Riddler of every last cent he has and then destroying his robots, all the while Riddler wastes his "one phone call".
    Catwoman: Eddie, you're not going to need 2.73 million in jail, are you? They feed you for free.
  • Card-Carrying Villain: Upon introducing himself in his phone call with Catwoman in Knight, he boasts about being "Gotham's premier supervillain."
  • Comic-Book Fantasy Casting:
  • Complexity Addiction: The chief reason why he's not such an effective supervillain. Riddler is incredibly smart, but his narcissism causes him to focus more on showmanship than strategy, thus his plans tend to be overly grandiose and theatrical.
  • Composite Character: As seen in Arkham City, he dressed similarly to the '60s show and early Batman: The Animated Series versions of the Riddler and Wally Wingert said in an interview that he based part of Riddler's laugh on Frank Gorshin's. In regular dialogue, Wally also seems to be doing a fair impression of Jim Carrey's enthusiastic Large Ham style in Batman Forever.
  • The Cracker: Playing the Alternate Reality Game for Asylum reveals that he's the one who compromised Arkham's security, paving the way for Joker's takeover, and he hacks into Batman's headset in all the games. He slides into Playful Hacker territory when he calls Hugo Strange just to talk, and even started out exclusively as one in Origins before he became obsessed with Batman.
  • Daddy Issues: Admits that his relationship with his father was strained, and his father did beat him at least a few times. During his battle with Batman in Knight, he executes a rather-telling Freudian Slip.
    Riddler: Die, Father! I mean, Batman!
  • Death Trap: In Arkham Asylum, it's noted in his interview tapes that his crimes in this universe are mainly composed of putting innocent people in deathtraps and challenging them to escape (he calls them "amusing diversions"). In Arkham City, he makes good on this and throws kidnapped people into these for Batman to attempt to rescue, by solving riddles and puzzles.
  • Defiant to the End: Even after his final defeat in Knight, Riddler never stops bragging about his intelligence.
  • Dual Boss: Inverted. The final battle with Riddler in Knight has him fighting against both Batman and Catwoman.
  • Electronic Speech Impediment: From Arkham City onwards, whenever talking to anyone remotely, his transmissions are constantly distorting and stuttering, in a distinctly SHODAN-like manner.
  • #EngineeredHashtag: In-Universe, according to the Gotham City Stories in Knight, he tried to start a movement against Batman to discredit him called #CrusaderGate after the events of City. However, this didn't work as even trolls were against the Riddler.
  • Evil Cannot Comprehend Good: He's firmly convinced that Batman is a Villain with Good Publicity who steals from the crooks he captures to fund his gadget arsenal and bribes the GCPD to look the other way because, as he puts it, "no one's that selfless."
  • Evil Genius: Riddler isn't quite as smart as he thinks he is, but he's still highly intelligent.
  • Evil Has a Bad Sense of Humor: While he is actually fairly witty when insulting others, he has an embarrassing tendency to giggle at his own most painfully corny, juvenile quips.
  • Evil Is Petty: His rivalry with Batman in a nutshell. He is so galled by the fact that there is someone smarter than him that he sets up lethal death traps and endangers innocents just to prove he's smarter than Batman.
  • Evil Teacher: Plays the role of one in Arkham Knight, condescendingly decorating the interiors of the abandoned Pinkney Orphanage with blocks and teddy bears at certain points to look like a giant schoolhouse. The four challenge rooms inside also have names like "Intro to Physics" and "Advanced Deathtraps".
  • Expy: Riddler's use of death traps and explosive collars are comparable to that of Jigsaw. Though, some would say it's the other way around.
  • Face–Heel Turn: He used to work for the GCPD, but decided that blackmail was a more efficient way of stopping criminals and left the force.
  • Fair-Play Villain: Subverted. He certainly thinks of himself this way, and he does abide by his own rules if Batman manages to beat him. That said, while the Riddler will never take victories away, he does make it as hard as possible by cheating and generally not playing fair. Probably because he has a very loose definition of "fair".
  • Fatal Flaw: His Complexity Addiction. Riddler doesn't just want to win, he wants to win in the most grandiose, overly-complicated manner possible. As such, his riddles and traps tend to be increasingly elaborate, which provides more ways for something to go wrong.
  • Faux Affably Evil: After he turns into the Riddler. He puts up an act of politeness, but it's heavily sarcastic as well as his poorly concealed resentment and belief that he's better than others shines through to the point that it's hard to miss it.
  • Fingerless Gloves: To go along with his rougher look in this incarnation.
  • First-Name Basis / Last-Name Basis: He calls himself "The Riddler" almost exclusively, but any time someone wants to make fun of him or belittle him, they call him by his real name; Strange, Scarecrow, and Batman all call him "Edward", though Batman and Penguin both occasionally refer to him as "Nigma", and Catwoman and the Joker call him "Eddie".
  • Flat "What": When Hugo Strange reveals that he knows who Batman is, something which the Riddler still hasn't figured out.
  • Flunky Boss: The final fight with Riddler in Knight has him aided by robots.
  • Four Eyes, Zero Soul: He wears a pair of glasses, and the zero soul part is pretty self-explanatory.
  • Freudian Slip: During his final fight with Batman and Catwoman in Arkham Knight.
    Riddler: DIE, FATHER!- I mean Batman...
  • Friendless Background: Unlike most incarnations of the character, where he's humble enough to respect a few fellow villains and remain on decent terms with the rest of Gotham's rogues, Riddler here is such an emotionally stunted, patronizing narcissist that everyone either outright hates his guts or ignores him completely. He even boasts to Batman that he could become his own adversary, describing how he already plays chess against himself and conducts scintillating private conversations online using different usernames.
  • Frickin' Laser Beams: Used in a couple of puzzles in Knight, and his mech suit in the final confrontation is outfitted with these.
  • The Fourth Wall Will Not Protect You: In Arkham VR, he challenges the player directly and even invokes this trope by saying it wouldn't protect them.
  • Geek Physiques: Skinny variety. It gets more pronounced as the games progress and his obsession with Batman worsens; at the time of Origins he is at least at a healthy bodyweight, but by Knight he's positively gaunt.
  • Goggles Do Nothing: Averted. When Batman encounters him in Arkham Knight, he's tinkering constantly on his robots and his mech suit.
  • Green-Eyed Monster: Most of his rants against Batman, particularly in Knight, show Eddie to be severely jealous of the adulation heaped on what he considers a thoroughly mediocre mind like the Dark Knight's, while he's repeatedly beaten and locked away whenever he tries to "prove" his own genius.
    "You're a cheat and a liar. A dressed-up strongman playing with expensive toys. 'World's greatest detective'?! Ha! And everyone from Gotham to Star City believes it! I cannot abide a fraud, detective — a dilettante masquerading among his intellectual betters, stealing every last scrap of appreciation, dignity and respect!"
    "And then you appear[ed] in Gotham, dressing up your cognitive capabilities — marginally superior, as they are, to that of the average hoodlum — in the guise of crusading hero. And oh, how the people swooned."
    "How dare you brutalize me. Me! Your intellectual superior, your better?! Me, Edward Nigma, the Riddler — and the world's greatest EVERYTHING?!"
  • Hate Sink: While Riddler is obviously a villain, Rocksteady Studios have gone out of their way to make him as unlikable and uncool as possible. He's so sarcastic, narcissistic and annoying that he manages to attract a level of hatred, both in-universe and out, that no other villain in the Arkhamverse has, and only gets more dickish with each passing game.
  • Hoist by His Own Petard:
    • Once Batman solves all the riddles in City, the Riddler puts bombs on hostages, which blow up if they stop moving at all, and forces them to walk around the room endlessly. After saving those hostages and subduing the Riddler, Batman puts the bombs on the Riddler and force him to walk around the room instead. Even though Batman and others know that the bombs are deactivated, they just let the Riddler suffer. It's immensely satisfying.
    • Riddler kidnapping Catwoman in Knight is ultimately the catalyst for his final defeat, as she helps Batman fight him. For added irony, a random Mook even lampshades this.
    Mook: Riddler's gonna regret going after Catwoman. She's more into the vengeance thing than the Bat.
    • Come Catwoman's Revenge, said mook is vindicated. Selena steals all of Eddie's money and leaves him to rot in jail.
  • Hollywood Atheist: He can be heard in the GCPD lockup in Knight mocking the Christian beliefs of Blackfire and Azrael.
  • Humiliation Conga: Not only does every single game lead him down one of these, the series as a whole constitutes a gigantic one for his character in the decade or so since Origins — at first a rather smug, self-assured blackmailer with a natty wardrobe and enough connections to bring down a corrupt city government single-handedly, his growing obsession with Batman turns him into a gaudily dressed, narcissist super-criminal hung up on a one-sided rivalry and only barely tolerated by his fellow villains; by Knight, he's finally become an unkempt, psychopathic loser, hamstrung by his own solipsist ego, belittled or dismissed by everyone he meets, and forced to spend countless hours building a task force of robots because even his disgruntled, traitorous henchmen can't stand him anymore. After the Catwoman DLC, not only is he still in jail, but his money is now gone and his robot factory destroyed.
  • Hypocrite:
    • As Batman gets close to stopping his scheme in Origins, Enigma tries to make him back off by arguing that compared to the assassins and other villains running around, his extortion scheme is pretty harmless since it doesn't physically hurt people. This is ignoring that 1) Nigma's plan will end with him revealing the extorted information to the public, causing widespread chaos and destruction, and 2) Nigma's own belief that brain is more powerful and dangerous than brawn.
    • Conveniently ignoring all his underestimation of Batman's brainpower, he plays dirty with rigged challenges that would be impossible for even a high intellect to beat normally, yet he tends to accuse Batman of cheating (e.g., not dying) whenever he wins.
      Riddler: No, no, no! You cheated! Catwoman cheated! She stole my victory from me!
      Batman: A fight I couldn't win? That doesn't even fit your definition of "playing fair".
      Riddler: It WAS fair! If you weren't able to bypass the robots' multilayer encryption, decipher their unique operating system, and reprogram them mid-battle, that doesn't mean you get to call in assistance!
      Batman: (Flatly) You need help, Nigma.
      Riddler: I NEVER NEED "HELP" WITH ANYTHING!!
    • For all his "brains over brawn" talk, many of the challenges for his trophies are tests of physical skill — requiring Batman to either run a course under a certain time, do very precise throws, or perform other such things — as opposed to actual riddles or intellectual tests.
    • When Hugo Strange smugly points out that he actually solved Batman's secret identity without the latter's Complexity Addiction, Riddler, who detests offering any easy clues or help that might give away the solutions of his puzzles, outright begs Strange to tell him the answer.
    • In Knight, he calls Batman an "image-obsessed narcissist who places Bat-symbols on his hubcaps", despite making it perfectly clear that he himself is an arrogant ego-junkie who compulsively brands everything he owns, including his own shirt and belt buckle, with question marks.
    • Also in Knight, solving his puzzle rooms will see him ambushing Batman and Catwoman on their way out of the Orphanage with a fighting robot equipped with a force-field, and even then Riddler rants about how both of them cheated at his puzzles.
  • I Meant to Do That: When Batman starts solving his riddles and finding his trophies, his initial reaction is usually some kind of smug gloating about how Batman was obviously meant to solve or find that, it was one of the easy ones, and in fact he expected you to solve it much quicker, like he would. Then, when you start finding more of them, he gets more incredulous, uptight, and eventually furious, thus exposing the obvious lie.
  • Ignorant of Their Own Ignorance: Most people, in his humble opinion. He is, in everyone else's objective opinion.
    Hugo Strange: How is the Riddler like a blank dictionary? You are both at a loss for words.
  • I Reject Your Reality: His delusion about Batman being a Villain with Good Publicity actually becomes a self-fulfilling prophecy in Knight; when Scarecrow finally reveals Batman before the world as Bruce Wayne, Riddler has become so monomaniacally obsessed with his perception of Batman as a "cheater" that Riddler convinces himself it's a trick of some kind, and one he's not going to fall for — in other words, the events of the night were just an impossibly large ruse, with Scarecrow, Batman, and every criminal in Gotham all working together to try and fool him. The fact that everyone else sees it as the truth is just further proof to him, since he also "knows" that none of them are as intelligent as he is.
  • Inferiority Superiority Complex: His most driving motive in his rivalry with Batman, particularly as he feels the compulsive need to prove himself superior to everybody else. Virtually every time he talks to Batman or his henchmen, he often likes to take a moment to remind them that he is, in fact, intellectually superior.
    • This also stops him from getting the answer to the "Who is the Batman?" question from Strange, as Riddler realizes he can't ask an "inferior" mind for an apparently obvious answer. The realization leaves him at a loss for words.
  • Insane Troll Logic: Riddler will find any excuse to dismiss Batman's accomplishments and reassert his superiority to him, no matter how much he has to torture logic to do it.
    • He repeatedly insists that Batman must be cheating as he overcomes the Riddler's trials, because he just can't accept that Batman is actually accomplishing the task. But if Batman is "cheating" by whatever definition of the word the Riddler wants to use, that still means Batman is outsmarting him.
    • He claims that some of his riddles are impossible to solve; if there was no solution at all, it wouldn't be a riddle. But even if they were impossible to solve, it's once again Batman proving his intellect by figuring out a way to do it that Riddler didn't anticipate. Besides, if Eddie really wanted to make Unwinnable by Design scenarios, he could.
    • Many of his Riddler trophies are impossible to collect with just the gadgets Batman has at the start of each game, so one way or the other, Riddler must be expecting him to upgrade his arsenal. But then he goes and complains when Batman uses gadgets the Riddler didn't know about, or uses them in ways Riddler didn't anticipate.
    • In Arkham Knight, he rants that the only way Batman solved his riddles is because the people he hired to set them up didn't do so properly — yet Riddler himself claims he fired all his goons and has built robots to make his riddles, that he himself programmed. He also decides that Batman isn't fooled by a color-word puzzle trick because he can't read, that the only reason Batman wins is because he's so incompetent he can't fail properly, and explicitly forbids him from using any gadget specifically designed to counter Riddler's devices.
    • He demands that Batman follow the rules of his tracks when attempting them, but the last rule is that Riddler can add more rules whenever he wants.
    • In the post-game of Arkham Knight after Batman's secret identity is revealed to the public, Riddler cannot accept this fact and decides it is all an elaborate conspiracy between Batman, the media, and the other villains, to trick him.
  • Insufferable Genius: With the emphasis on "insufferable." In Batman: Arkham Asylum, even Dr. Young — who expressed a hopelessly naïve belief that she could cure the Joker — confesses that she finds him nearly intolerable to be around.
  • It's All About Me: Calling him egotistical would be putting it lightly.
  • Jerkass: He's a smug, condescending, patronizing and thoroughly unpleasant asshole who boasts about his intelligence non-stop when he isn't insuting others for being "stupid".
  • Karma Houdini: In Arkham Origins. He completely escapes Batman's grasp and suffers no retribution for his crimes. He even manages to reveal his biggest secret and plunge the city into chaos in the "Cold Cold Heart" dlc.
  • Kick the Dog: He does this to the remaining medical team hostages in Arkham City. (The ones he doesn't put in Riddle rooms.) Strapping explosives to your hostages to make sure they behave is one thing, but forcing them to walk non-stop under the threat of their heads blowing up is just plain cruel.
  • Last Villain Stand: In Knight. After solving all his riddles, Riddler fights Batman himself in a mech suit.
  • Lawman Gone Bad: An optional conversation with Alfred in Origins reveals that he used to work for the GCPD's cyber crime division.
  • Lean and Mean: He gets skinnier and douchier with each passing game.
  • Leaning on the Fourth Wall: In the first and second games, as you get near to collecting all his riddles, he will accuse you of looking the answers up on the internet.
  • Madness Makeover: His repeated failures have clearly taken a toll on on his appearance.
  • Mini-Mecha: Uses one in Knight to fight Batman and Catwoman.
  • Mood-Swinger: Dr. Young claims that his "tantrums" have compromised numerous therapy sessions, and based on what we can hear, she's right.
  • Narcissist: He's got a very high opinion of himself.
    Riddler: I know what you're doing, Crane... talking to me away from Cobblepot and the others! You're trying to appeal to my ego.
    Scarecrow: (Deadpan) Is it working?
    Riddler: HA! I don't have an ego, Crane — I'm far too brilliant! Especially for the likes of you!
  • Nice Hat: He wears his signature green bowler hat in City.
  • Not-So-Harmless Villain: After Batman beats him in Arkham Asylum, he kicks off his side mission in Arkham City by kidnapping numerous security and medical personnel and placing them in increasingly deadly Death Traps, all to "prove" that he's better than Batman. Taken even further in Knight, where after three games of being a Non-Action Guy, Riddler finally fights Batman himself, armed with a mech suit.
  • Oblivious to His Own Description: When you get down to the last two Riddles in Knight, Eddie will Freak Out! and say that it's like he's in some kind of Parallel Universe where Batman is the genius and he's just a self-absorbed madman.
  • Passive-Aggressive Kombat: When not outright insulting others, he'll often engage in this as a form of criticism.
  • Photographic Memory: He claims to have this, along with perfect recall. He can perfectly remember every time Batman has humiliated him, as well as every injury he's ever inflicted on him.
  • Politically Incorrect Villain: He's such a Smug Snake thinking he's smarter than everyone else and doesn't miss a beat to insult others on their intellect. He is prone to using slurs against the disabled in challenge maps.
  • Precision F-Strike: Riddler never cursed in the first three games (though he does say "crap" in Origins) yet during his final confrontation with Batman and Catwoman, you can hear him shouting "Get up, you damn machines!" to his fallen robots in frustration.
  • Pride: His Fatal Flaw. Riddler fails in the end because he can't shut off his "I'm your intellectual superior" routine for even a minute, and he refuses to learn from his mistakes since he believes that the only way he can lose is if Batman cheats. The attitude sees him alone and without any manpower or alliances with other villains, and that he continues to throw himself at Batman even when it costs him everything.
  • Psychopathic Manchild: At the end of the day, Riddler is this. For all his supposed intelligence, he's nothing but a petty, egotistic brat with a massive superiority complex who just cannot stand the idea of anyone besting him intellectually. It also seems to get worse as the games go on, being less childish and even fairly friendly, albeit amoral, in Origins. By the time of City and Knight, he's completely devolved into this.
    Catwoman: [after he asks for her services] Sorry Eddie, it's just that I have all these clients who aren't insecure little power-mad man children.
  • The Rain Man: According to Knight, the Riddler claimed that he has photographic memory and perfect recall.
  • Riddle Me This: His Catchphrase, no doubt.
  • Riddle of the Sphinx: Referenced in a gruesome fashion in Asylum: he claims the answer is "a baby", because it walks around on four limbs, but it walks on only two if you cut off its legs and three if you give it a crutch. When asked how he could make such a sick joke, the Riddler calmly responds "It's not my baby."
  • Rhymes on a Dime: His riddles take the form of rhyming couplets in Knight.
  • Robot Master: In Knight, he's taken to using robotic drones, claiming them to be superior to human goons. (They're not.)
  • Room Full of Crazy: One of the most defining traits about his handiwork — from his original cell at the asylum, to his lair and death traps throughout Arkham City, to all the challenge rooms hidden deep beneath Gotham, almost everything he builds or takes over is covered with green scribbles of schematics, formulae, cryptic taunts, and morbid child-like doodling. It even inspires a Batmobile skin in Knight.
  • Sanity Slippage: Over the course of the series, his repeated defeats to Batman begin to take a toll on his sanity, causing his games to become bigger and more lethal, often by kidnapping innocents.
  • Self-Deprecation: Subverted. He proclaims to Catwoman taunting him about his friends with "I don't have any friends!", but his narcissism regards it as a good thing and a badge of honor that he hasn't found anyone to consider an equal.
  • Sesquipedalian Loquaciousness: Nigma peppers his speech with five dollar words to show off how smart he is. This ends up backfiring on him in the Catwoman DLC in Knight since his security AI does not recognize most of his bigger words, forcing him to stop and explain them.
  • Smart People Wear Glasses: He wears glasses in Origins and City, and is an excellent hacker and puzzlesolver.
  • Smug Smiler: It's almost his default expression.
  • Smug Snake: He's very arrogant, but he's not quite as clever as he thinks and is quick to anger whenever Batman starts winning. This is also shown in his above interaction with the Scarecrow, who he considers beneath him. In reality, Scarecrow is far more dangerous. In Origins, Batman even flat-out spells this out to him:
    Batman: Did you ever consider that maybe you're not as clever as you think?
  • The Social Darwinist: So he claims. Although it's more of "Survival of the Smartest," than the usual "Survival of the Fittest."
  • Sore Loser: When Batman's on a winning streak, he's quick to accuse him of cheating.
  • Super OCD: Joker refers to him and his challenges and riddles as "O.C.D.-licious", and he's shown to obsess over "beating" Batman.
  • Talkative Loon: The guy just can't shut up. Usually with some disparaging comment about Batman's intelligence, his own intellectual superiority, or most of the time, both.
  • This Cannot Be!: Anytime Batman solves a puzzle, Nigma has a moment to declare something to this effect and then states that Batman must have cheated.
  • Took a Level in Badass: In the first three games, Riddler stayed behind the scenes and never fought Batman directly. That changes in Knight where he fights both Batman and Catwoman in a mech suit.
  • Took a Level in Jerkass: As shown in Origins, he was rather Affably Evil if somewhat snide as Enigma, and complimented Batman for his achievements and saying he would actually help him if he just asked at some points. By the time he adopts his Riddler persona, he's gone completely over the deep end and refuses to acknowledge any achievements other than his own.
  • True Final Boss: After the first three games of being merely an optional side quest boss. In Knight, Riddler becomes the final boss Batman must defeat before securing the city and going into retirement. Whereas collecting the Riddler trophies were optional in the last three games, in Knight, it's required to truly beat the game.
  • Unknown Rival: To Scarecrow in Knight. He resents how Scarecrow has become the primary threat Batman must face and often states that he's Batman's true nemesis. Of course, Scarecrow couldn't care less about him if he tried. In fact, if Scarecrow is defeated before him, he will gloat about it, saying that it proves his claim that he's the greatest villain in Gotham.
  • Villain Decay: Inverted in gameplay, as his challenges get more numerous and difficult with every new game in the series, but very much an acknowledged thing in dialogue and overall presentation. To summarise:
    • In Origins, "Enigma" is a sinister, shadowy figure working on an ambitious and well-crafted plan that has some claims to being a way of doing good by evil means. He even escapes capture in the end, and manages to carry out at least a part of his plan.
    • In Asylum, he's still a dangerously clever and menacing character, but has given up on political manipulation in favour of planting death traps around the city to weed out of the gene pool anyone too stupid to avoid them. He tries to prove himself smarter than Batman, but gets captured (by the normal police, who the Batman sent to his apartment after tracing his signal back there) for his troubles.
    • In City, he is focused on Batman at the exclusion of all else, and is starting to show signs of strain at his repeated defeats - when Batman manages to save all the hostages from his death traps, he has to ask Batman to stand by while he builds some more death traps. Batman, of course, does no such thing and instead tracks him down to his base and takes him down personally. He also tries to taunt Hugo Strange over the phone about Strange's inability to capture him, even hinting at some of Strange's secrets that even Batman doesn't know at that point, but in the end Strange gets the last word by revealing that he's worked out Batman's secret identity and then gleefully refusing to tell the Riddler what it is, which reduces the Riddler to sputtering helplessly as Strange hangs up on him.
    • In Knight, he seems to have finally snapped and is throwing everything at Batman in the hopes that something will work, cheating blatantly and giving off incoherent rants that hint at all sorts of hangups and delusions. Everyone treats him with weary contempt, even Catwoman, who he's keeping hostage and could kill with the press of a button. It's also revealed that his mole at the GCPD started working for him out of pity, because he was just so pathetic that the mole started seeing Batman as a bully for breaking his spirit. He's tried to replace his henchmen with robotic goons that turn out to be far inferior to regular ones in a fight, not to mention being easily hacked by Batman, which has also made his remaining human minions resentful of him. In the end, he's defeated once again, and the last we see of him in the series is him sobbing helplessly and begging Catwoman for mercy - which she shows none of, instead destroying the last of his resources on the outside, ensuring that he no longer has a means of escaping jail.
  • Villainous Breakdown: In the first game, he gets more and more unhinged as Batman slowly solves all of his riddles. In the second game, it happens as Batman locates and rescues more hostages. Origins also shows that he suffered one early on as well, which prompts his transformation into The Riddler. Happens again in Knight, especially as you finish the final death race he has planned, as well as collect all of his riddles. In the Catwoman DLC, he's forced to resort to begging as Catwoman robs him of all his money and blows up his robot factory just before Cash tazes him for getting too mouthy.
  • Villain Has a Point: His stated goal in Origins is to blackmail the powers-that-be into either resigning or being forced out of office. Given that said powers are probably uniformly corrupt in a city where rule of law is a sick joke, one could almost compare him to Batman's reliance on vigilante justice... except he probably doesn't care if his actions actually make things better, and is definitely doing it primarily out of self-aggrandizement.
  • Villainous Aromantic Asexual: The Riddler's Audio Logs in Knight mentions that he finds Batman's "attachment" to Catwoman disgusting.
  • Voice with an Internet Connection: In Asylum and Origins (though in the latter he can be seen in certain Game Over screens and does have an in-game character model); he makes a physical appearance in City and Knight.
  • Why Won't You Die?: He screams something like this during the final race.
    "STOP! NOT! DYING!"
  • Your Little Dismissive Diminutive: Sometimes does several times in the same sentence.
    "Do you know of anyone else in your twisted little penitentiary who is ingenious enough to arrange this little chat?"
  • You Keep Using That Word: He keeps calling his deathtraps and obstacles "riddles", though few of them qualify, even with a generous definition of the word (apparently the difference between "genius riddle" and "unfair death trap" boils down to user error); the majority are tests of physical skill or mere scavenger hunts. In Arkham Knight, it's treated as in-universe Motive Decay and symptomatic of his desperation: several of his challenges are car races, which, although requiring small elements of quick puzzle-solving for certain stages, Batman can only complete because he's got the Batmobile, so it remains unclear how Riddler would prove his genius by designing a race track he himself can't physically solve (he claims his "superior" Riddler Mobile is in the shop); other "riddles" include actual riddles, more trophy hunts, and a chance to Save the Villain at six separate points (that Riddler notes he doesn't want Batman to do). Catwoman calls him out on it in the last of her challenges:
    Catwoman: Damn him! How is that a riddle, Eddie? Seriously!?!
    Batman: You get use to it.
    [a little later]
    Catwoman: It's still not a riddle, Eddie!
    • Even his final confrontation is a purely physical and unsolvable task, as he forces Batman to battle against a wave of his robots while Riddler programs them, one by one, to be untouchable and shoots at Batman unharmed from his shielded mech. He weakly tries to defend himself by claiming Batman could've somehow decrypted their systems and completely re-programmed them while dodging their attacks... which also wouldn't have been a riddle, just impossible. He also claims that since he built the mech suit specifically to kill Batman making it an "intellectual victory above all else", but that isn't a riddle either.
    • Hallucination!Joker lampshades it as well.
    "You know, Riddler's trials are fun, Bats, but I really want to be there when he finds out what a riddle actually is."

    Scarecrow 

The Scarecrow (Dr. Jonathan Crane)

https://static.tvtropes.org/pmwiki/pub/images/crane_jonathan_knight_9053.jpg
You are the product of everything you fear.
Scarecrow in Arkham Asylum 
Voiced by: Dino Andrade (Arkham Asylum, Arkham Underworld), Christian Lanz (Assault on Arkham), John Noble (Arkham Knight)

Dr. Jonathan Crane is a brilliant psychologist and biochemist obsessed with studying people's fears. He turned to experimenting on humans with a specially developed fear gas, becoming the terrifying villain Scarecrow. When the Joker took over Arkham Asylum, Scarecrow roamed the island testing his newest fear gas on the staff and attempting to break Batman, but is defeated and mauled by Killer Croc. He went into hiding during the events of Batman: Arkham Citynote , but he returns in Batman: Arkham Knight as the main villain. Having surgically remodeled his face to resemble his trademark burlap mask and hired the titular Arkham Knight and his militia to serve as his muscle, Scarecrow unites the villains of Gotham together and sets in motion one final plan to destroy the Dark Knight forever.


Provides examples of:

  • Abusive Parents: His Grandma is implied to be abusive.
  • Acquired Poison Immunity: According to his bio in Knight, Scarecrow has been exposed to his toxin for so long that it has granted him a partial immunity to it. The key word, however, is partial. If injected with enough of his fear toxin, it can overpower his immunity as Batman happily demonstrates.
  • Adaptational Badass: Especially in Arkham Knight. While most incarnations of Scarecrow are legitimate threats in their own right, they have always been minor villains or part of a Big Bad Duumvirate, and they rely on their fear toxin. This Scarecrow on the other hand is a cunning Chessmaster who serves as one of the greatest foes Batman ever faced, on-par with Joker and Bane, and is feared by most other members of the Rogues Gallery. In Knight, he also accomplishes something that none of the Rogues has ever done: he exposes Batman's secret identity to the world, and in that moment destroys the mythos Bruce spent years building up. This makes the Arkham Scarecrow possibly the most terrifying and dangerous incarnation of the character yet.
  • Adaptational Jerkass: In the comics, Scarecrow has sympathetic qualities. Here, he's just straight up evil. In Asylum, his psychiatrist's tapes reveal he doesn't even think Crane's crazy so much as just pure evil.
  • A God Am I: The Scarecrow has this in Knight; while he does not boast that he is a god of some type, he surely has the behavior; with his unaltering calm bravado and goal to break the Batman's legacy in its entirety; then proceed to cover the Earth with Fear Toxin so that he can rule a planet full of fear as his own.
  • Ascended Extra: In Asylum, he appeared only three times (albeit the most terrifying sequences of the game). In Knight, he has become the Big Bad and Final Boss of the series.
  • Arch-Enemy: Following the Joker's death, he becomes this to Batman, especially after all the destruction he caused the city and forcing Batman to reveal his identity.
  • Ax-Crazy: Given the sheer destructive scale of his plans in Knight and his desire to make Batman suffer as much as possible, it's safe to say his disfigurement at Killer Croc's hands unhinged him a bit more. He also was fairly psychotic in his appearances in Arkham Asylum too.
  • Badass Baritone: In Knight, courtesy of John Noble.
  • Badass Boast: Arkham Knight. The majority of his lines are a mix of this, Breaking Speech, and "The Reason You Suck" Speech.
    Scarecrow: "Remnants of Gotham: I have messages for you all. To the vandals who stayed behind to pick the still-warm flesh from Gotham's bones: have your fun. You are under my protection. To the cowards quaking behind the police department's walls: you will not be spared. And to Batman: I have already won. Emptied your city with a vial of toxin and a few threatening words. That's how little the safety you provided was worth. And when the dawn comes, when Gotham lies in ruins and I turn my gaze to the world beyond, the legend of the Batman will be worth nothing at all."
  • Badass Bookworm: He's a psychologist, after all.
  • Bad Boss: Not as bad as the Arkham Knight, but it's there. The other villains such as Penguin and Harley are clearly afraid of him. Even some of the Arkham Knight's militia admit they're afraid of him. He never tells his men that their protective equipment isn't up to protecting them from his latest version of fear gas. He also doesn't give them nearly enough warning to get clear before he tries to disperse it. He tries to kill Poison Ivy for not joining him and gasses one of his men in the process. He nearly gasses Simon Stagg for double-crossing him. And during the predator mission when he is in command after the Arkham Knight's final defeat, he exacerbates their situation at being alone with Batman by waxing poetic about how afraid they are.
  • The Bad Guy Wins: Sort of. In Knight, Scarecrow's plan to cover Gotham in fear gas is foiled, but he manages to out Batman's secret identity to the world, something no Batman villain has ever done, forcing Batman and Alfred to blow up Wayne Manor and ultimately go into hiding.
  • Batman Gambit: In Knight, his city-wide evacuation of Gotham was just a cover so he could take over Ace Chemicals and build a bomb big enough to cover the Eastern Seaboard.
  • Be Careful What You Wish For: In his biography, Crane is stated to be immune to fear which he craves and the only thing he's afraid of is Batman. At the end, he gets a dose of his toxin and becomes permanently scared.
  • Beetle Maniac: A comparatively mild instance — after Asylum, he concentrates and amplifies his toxin with the psychotropic innards of a certain variety of beetle, and relishes describing their properties to his captive in the harbor.
  • Big Bad: Of Arkham Knight. The plot to destroy Batman is his idea, with the titular character being his The Dragon.
  • Body Horror: When he returns in Arkham Knight, he looks almost leprous, with a rotting, lipless jaw, a caved-in nose, and milky-white eyes. The official website confirms he was mauled by Killer Croc and performed crude reconstructive surgery on his own face to resemble his traditional mask, with horrifying results — it's almost impossible to tell what's burlap and what's flesh.
  • Bond Villain Stupidity: Throughout Knight, he repeatedly passes up chances to simply kill Batman because he wants to break him down mentally and emotionally first. The Arkham Knight even tells him how stupid this is.
  • Book-Ends: Scarecrow and Batman's final confrontation ends in the same place where the series began... Arkham Asylum.
  • Breaking Lecture: His patient interviews constitute a extended one on fear, and how it drives the human condition. His final tape ends with him getting one from Batman. Then in Knight virtually every line out of his mouth, apart from orders to his men, are some form of these.
  • Breaking the Fourth Wall: As seen in his third challenge in Asylum. He tricks the player into thinking that he broke the game. He also does something very similar in his reveal trailer for Knight.
  • Breakout Villain: He was a minor antagonist in Batman: Arkham Asylum, but was so popular with the fandom that he returned in Batman: Arkham Knight this time as the Big Bad.
  • The Bus Came Back: Returns after a long absence in Batman: Arkham Knight, now the main villain behind the plot.
  • Came Back Strong: Disappearing after the events of Asylum, after being maimed by Croc, Scarecrow apparently stitched himself back together, refined his fear toxin to truly nightmare-inducing levels, hired an army of Private Military Contractors to serve as his main muscle, and a formerly second tier member of Batman's Rogues Gallery almost single-handedly manages to start a war in Gotham and be the absolute greatest threat Batman has ever faced.
  • The Chessmaster: In Arkham Knight, he perfectly orchestrates everything that happens in the game.
  • Circling Monologue: He does this after gassing Batman on Stagg's airship. If you let him, he'll do it again after Batman takes down the present Militia troops.
    Scarecrow: "You're not dying, it just feels like you are. My toxin is filling your lungs, drowning you in your greatest fears. What can you see? A city engulfed in fear? Betrayed by those you trust the most? Your darkest secrets revealed? As I tear your mind apart, Gotham will watch. I will cut that mask from your face, and the whole world will watch. Then they too will understand: There is no savior. No more hope. No. more. Batman."
  • Cold Ham: In Asylum he's a typical Large Ham, but in Knight, while the actual language he uses drips with theatricality (see his Badass Boast above for details), he speaks in a measured Creepy Monotone. Unlike many examples of this trope, it is legitimately scary.
  • Come Out, Come Out, Wherever You Are: Although this line's never said, its typical follow-up line is used by Scarecrow if he spots the Dark Knight. Batman must avoid him by hiding in the shadows, but if he's seen, the follow-up line is spoken:
    Scarecrow: Oh, there you are... [SLASH] (Or, if not that, "I see you, Batman!")
  • Composite Character: His costume from the torso to legs is based upon the general Scarecrow look, but the noose is from his New Batman Adventures incarnation, and he also wears a gas mask akin to the one from The Dark Knight Trilogy.
    • His "resurrected" version in Knight also parallels the character's resurgence and revamp in TNBA - he now has a more unsettling, corpse-like face, and creepier, mouldering clothing. In both instances, his voice has also deepened and he appears to have grown in height.
  • Creepy High-Pitched Voice: In Asylum, his voice had a creepy shrill to it. He dropped a few octaves in Knight.
  • Creepy Monotone: In Knight, he always talks in a quiet, creepy whisper that always carries an undertone of menace and practically drips with barely concealed hate.
  • Cut Lex Luthor a Check: Stagg laments that Scarecrow has the potential to create what could be a cure for most psychological problems, which would easily net him many Nobel Prizes and a considerable fortune, but he's focused on using his knowledge only for cruelty and revenge. This realization is why Stagg tried to betray Scarecrow in an attempt to cut his losses. This is justified in Scarecrow's case, as he has an obsession with fear and usually finds no other meaning in his life than experiencing and causing fear; he wouldn't really want to give people something that helps them feel better and is perfectly fine with being a supervillain/terrorist, rather than wanting to change the world in a positive way. While Stagg mentions the pharmaceutical applications of a retrofitted fear toxin, he also intended to sell his refined version as a weapon of war to whichever opposing army paid more — in other words, his methodology is actually worse than Scarecrow's.
  • Darker and Edgier: He had already shown signs of departing from the usual Scarecrow image in Asylum, with his Freddy Krueger-esque syringe gloves and torn, ragged costume, but in Arkham Knight, he looks like a grave-rotted zombie. In fact, it might be one of the factors in getting Arkham Knight an "M"-rating. Also, his personality has become far more sinister and vindictive, his motivations extending far beyond just causing fear. Even beyond the looks, he is likely the single most dangerous iteration of the character yet.
  • Deadly Doctor: He created that fear gas of his.
  • Deadpan Snarker: Has his moments. Particularly in the audio logs in Knight.
    Riddler: I know what you're doing, Crane... talking to me away from Cobblepot and the others! You're trying to appeal to my ego.
    Scarecrow: (Deadpan) Is it working?
    • And when Riddler, in his own condescending way, agrees to help Scarecrow?
      Scarecrow: How kind, Edward. I shall keep my fingers crossed.
    • Also, during the Nightmare Missions, some of Scarecrow's taunts, when not outright threats, are surprisingly snarky.
      Scarecrow: You can die now.
      Scarecrow: My dear Batman... rumor is... you created the Joker. Nice work. Really, I applaud you. Too bad you couldn't keep him alive.
      Scarecrow: Having trouble seeing, Batman? Here's an old remedy I used to prescribe to my patients in Arkham. Just throw a little salt in your eyes and rub. Try it. You'll feel a lot better.
  • Death Glare: His permanent facial expression is one of these after being mauled by Killer Croc.
  • Diabolical Mastermind: His character bio in Knight lists him as being a "Criminal mastermind".
  • Don't Create a Martyr: In Knight, this is the main reason he doesn't want to kill Batman right away. Killing him as he currently is would only solidify his status as a symbol of hope to people, whereas breaking him and holding him up for all the world to see before killing him would turn him into just another man and destroy that legendary status. This leads to friction between himself and the Arkham Knight, who couldn't care less about Batman's legacy after he's gone and just wants him dead.
    Scarecrow: Kill him, and you martyr him. You make him a legend. But break him, humiliate him, terrify him, and hold him up for the word to see? Then he's nothing but a man.
  • Evil Cripple: After his mauling by Croc, he returns in Knight with a brace over his left leg, walking much more slowly and cautiously.
  • Evil Genius: He's a psychologist and biochemist turned villain.
  • Evil Gloating: Subjects Batman to constant mockery during the latter's fear gas hallucinations. Taken Up to Eleven in Knight. Over half of his lines are him constantly reminding Batman of how much he plans to make him and everything he loves suffer.
  • Evil Has a Bad Sense of Humor: In Asylum, he loves to cause fear in others and jokes about their suffering. This trait is mostly downplayed in Knight, though it still comes up occasionally, specifically in the Nightmare Missions.
  • Evil Laugh: Makes these most often in Batman's hallucinations, where it echoes through the area.
  • Evil Sounds Deep: In Knight, he speaks with a deep, menacing tone. Apparently this was due to the mauling Croc gave that damaged his vocal cords.
  • Eye Beams: In Arkham Knight's Nightmare Missions, Scarecrow attacks with red lasers from his eyes.
  • Facial Horror: Part of the result of his mauling by Killer Croc. He makes use of it.
  • Fate Worse than Death: His mind is destroyed after Batman overpowers him and injects him with his own toxin. Judging from Simon Stagg's analysis as heard on his airships, the process is irreversible.
  • Fatal Flaw: He can't accept the idea of beating someone without them being afraid. This leads to his downfall, as if he had just left Batman alone after he was showing definite traits of the Joker's personality being in charge, he would have beaten him forever. By not accepting that loss without fear, he destroys the Joker's influence on Bruce's psyche with more injections and allows Jason Todd the opportunity to free Bruce.
  • Faux Affably Evil: Especially in Arkham Knight. Scarecrow is very soft-spoken, eloquent, and cordial to both ally and enemy alike, but his sadism is so barely-concealed and thinly-veiled that it's easy to tell it's fake.
  • Final Boss: Of Arkham Knight, and the Arkham series as a whole.
  • Fission Mailed: In his third illusion, when Joker shoots you the game produces a game over screen that advises you to "wiggle the middle stick/tilt the mouse".
  • Flunky Boss: Both Asylum and Knight have him summoning enemies to fight.
  • For Science!: In his interview tapes, Doctor Kellerman believes that the Scarecrow's only motivation is continuing his fear research, whatever the consequences are for his test subjects.
    • For the Evulz: Another reason of his actions. Seems like he truly loves what he does.
    "I believe he is quite sane. Just evil."
  • The Fourth Wall Will Not Protect You: In the third challenge, he actually makes the player feel the same sensations Batman felt during the first two hallucinations.
  • From Nobody to Nightmare: Both in and out of universe.
    • In-Universe, His Asylum biography describes him as a bullied youth who wanted revenge against those who caused him fear. A few years later, he surpassed them by a lot.
    • Out of Universe, in Asylum he was essentially a side-show to Joker, providing three nightmare platform missions with Unexpected Gameplay Change, in Arkham Knight he's the Big Bad and inflicts long-term damage on Batman and his allies. In addition, there are very few stories (even in the comics) where Scarecrow has ever been portrayed as being as dangerous as he is here.
  • Giggling Villain: He boasts a rather impressive chortle in Asylum. Come Knight, he never laughs once, though it's very clear in his voice that he's enjoying himself.
  • Glowing Eyes of Doom: When under the effects of the gas in Asylum, Batman sees him with yellow lamplike eyes.
  • He's Back: After a long absence in City, Scarecrow returns as the main antagonist of Knight, ready to give Batman one final night of unholy terror.
  • He's Just Hiding!: In-universe, several of the inmates speculate that Scarecrow was killed by Killer Croc during the events of the first game, but there was evidence (such as The Stinger in the first game, as well as his mask being found near hay as part of a riddle by the Riddler in the second game) that he actually survived.
    • Batman can find a boat in the Arkham City harbor full of fear toxin, documents in Crane's name, and a near-catatonic inmate tied to a chair. Scarecrow definitely set up shop at some point. The Numbers Stations you can listen to via the cryptographic sequencer also hint at his return.
    • And then of course, he does return, to be the main antagonist of the grand finale, Batman: Arkham Knight. It's not every day that dear old Jonathan Crane gets such a serious upgrade in badassery.
  • Hijacked by Ganon: Although ostensibly the main antagonist of Knight, Batman's personal conflicts against the Arkham Knight and the Joker inside his head are given slightly more immediate focus.
  • Hoist by His Own Petard:
    • In Knight, he is eventually defeated by being injected with his own fear toxin, reducing him to a sobbing wreck who can do nothing but rock back and forth in a Troubled Fetal Position.
    • A more minor one, but attempting to kill Poison Ivy for not joining him is what ultimately foils his plan for the Cloudburst as she uses her power to dispel the toxin.
  • Hope Crusher: This is his driving motivation in Arkham Knight. He feels that as long as people have a symbol of hope, they'll never be truly afraid. Because of that, he doesn't just want to kill Batman, but utterly crush his myth.
    Scarecrow: I will empty this city of hope, and fill it with fear.
    Scarecrow: All hope for Gotham dies with you!
  • Iconic Item: His hypodermic syringe enhanced gloves. He indeed gives Expo Speak about them in the Arkham Knight audio logs noting that the aerosol version of his toxin is not as pure and terrifying as a direct dosage of the toxin into the bloodstream.
  • In the Hood: Wears a hood in both of his appearances.
  • Irony: He's afraid of bats. When dosed with his own fear toxin, he screams at the sight of a giant, demonic Batman, surrounded by millions of bats that look like they follow him.
  • Kick the Dog: Does this quite a lot in Knight.
    • He drives Barbara Gordon to commit suicide by exposing her to fear toxin and making her see Batman as a monster, then gloats about it to Batman, though it is later revealed to be an illusion created by dosing Batman himself.
    Scarecrow: You will bring death to all who follow you.
    • Later, when Jim shoots and seemingly kills Batman, Scarecrow becomes enraged and decides to toss Barbara off the construction site to spite him.
    Scarecrow: Do you know what happens when a man refuses to be controlled by his fears? He must face them.
    • At the finale of the game, he orders Jim to remove Batman's mask on national television, threatening to kill Robin if he doesn't comply. He even shoots him non-fatally in the chest to prove he's not screwing around.
  • Knight of Cerebus: As bad as things get when the Joker releases the patients from the Arkham Asylum, things start to get more horrifying once he shows up. There's a reason why Batman: Arkham Knight received its M rating once it was revealed he would be the Big Bad of that game.
  • Know When to Fold 'Em: When Batman gets over a large dose of his Toxin in Asylum, Crane wisely makes a break for it.
  • Lack of Empathy: Everyone is just an unwilling test subject for his fear toxin, nothing more.
  • Laser-Guided Karma: When he tries to strike Batman for the last time, Jason saves Bruce, who overpowers Crane and gives his own portion of fear gas, which drives him permanently insane and scared. What's more Gordon, who's he's given no end of grief that night (Instigating the whole city evacuation and letting the villains run roughshod on Gotham, kidnapping his daughter, kidnapping him, trying to kill Barbra despite giving into his demands and forcing Gordon to pull off Bruce's mask) is the one to lay the knockout blow on him.
  • Large Ham: In Asylum his speech is very exaggerated with frequent Evil Laughs. In Knight he is a Cold Ham.
  • Lean and Mean: He's quite skinny, to the point of his ribs showing. Downplayed in Knight. He appears to be a bit bigger and his clothing mostly covers his body.
  • Level in Boss Clothing: In both Asylum and in Knight's Nightmare Missions.
  • Load-Bearing Boss: Played with. When Batman defeats the last of Scarecrow's forces at ACE Chemicals, the facility is primed to blow — by Scarecrow himself, injured but undefeated, who locks Batman in the central chamber and abandons him to die. Batman is even forced to try and contain the blast by mixing neutralizing agents into the core, so that the city won't be blanketed with fear gas in the explosion. Further subverted in that Scarecrow, in preparing his master plan, fully expected Batman to find a means of escape and survival, otherwise Crane would not be able to expose his identity first.
  • Mad Doctor: An evil psychologist who invented a toxin that simulates a person's worst fears.
  • Mad Scientist: How else could he have created his fear toxin?
  • Malevolent Masked Man: He wears an unsettling burlap sack/gas mask.
  • Manipulative Bastard:
    • In a rather impressive move, he managed to charm Dr. Young into thinking that he was both sane and innocent, and that he might qualify for a job as a researcher in the Titan Program. It's also implied that he was able to persuade Carmine Falcone into helping him with his plot (there's a note implying that Falcone is arranging for Mr. Fine, a.k.a. the Broker, to arrange a more permanent base.)
    • In Knight, he also manipulates Commissioner Gordon into betraying Batman using his daughter Barbara as a leverage.
  • Mind Rape: Inflicts this on people with his toxin. Inflicts this on the Bat-family in Knight. He also tells Arkham Knight in the audio logs why he prefers doing this over outright killing Batman:
    Scarecrow: Kill him, and you martyr him, you make him a legend. But break him, humiliate him, terrify him and hold him up for the world to see. Then he's nothing but a man.
  • Misplaced Retribution: Blames Batman for his disfigurement at the hands of Killer Croc.
  • Morally Ambiguous Doctorate: Given that Crane's a psychologist and all.
  • Nerves of Steel: According to his bio in Knight, Scarecrow's repeated use of his Fear Toxin has not only rendered him immune to it, but unable to feel any fear apart from his fear of Batman. Batman overdoses him with his toxin, leaving him permanently afraid.
  • Nice Job Fixing It, Villain!: Scarecrow inadvertently created Batman's worst nightmare in real life - being turned into the Joker via psychological breakdown. If Scarecrow let him loose at that point he would have completely and utterly WON. Unfortunately, the Joker isn't scared of a shambling corpse with metal cheeks... and Scarecrow couldn't handle his champion being fearless, causing him to inject Batman with another dose in frustration, inadvertently showing Joker his greatest fear and weakening his hold on Batman enough for him to retake his body.
    • Another one, though more indirect. By ousting Batman's identity, Scarecrow made it possible for Red Hood, who, in comparison to Batman, does kill villains, to operate with more freedom.
  • Nightmare Face: His new look in Knight, where his face is stitched into his mask. Many members of his crew don't even realize that's not a mask until told by other members, and are understandably creeped out.
  • No-Nonsense Nemesis: Scarecrow has a very particular goal in mind (unleash his fear gas, humiliate Batman and out his identity), and while Why Don't You Just Shoot Him? applies to him in that he doesn't want to kill Batman outright if he can help it, he never loses sight of that plan and all his actions are geared towards achieving either or both of these goals in the game. This explains why he succeeds partially in releasing the fear gas in Gotham and definitively in outing Batman.
  • Non-Action Big Bad: In Knight, despite being the main antagonist of the game, he never fights Batman directly (unless you count the Nightmare Missions). Justified, however, in that Crane is a doctor, not a fighter. Despite having an army backing him up, he knows full well he wouldn't stand a chance against Bats in a straight-up fight. Also, his encounter with Killer Croc left his left leg injured and in a brace, thus he is in no condition to fight anyway.
  • Noodle Incident: Just how he managed to survive his encounter with Killer Croc is unknown.
  • Not So Different: Gives this speech to Batman in Asylum as he retreats.
    Scarecrow: "Why fight it, Batman? You're as crazy as the rest of us. You need us as much as we need you. And to prove it, I'll flood the catacombs with enough Fear Gas to break the minds of everyone in Gotham for a hundred years."
    • And he gives another one to Batman in Knight after watching him nearly kill his men while under Joker's control.
    Scarecrow: "Astonishing. Such brutality. You almost killed these men. You were ready to abandon your beliefs, everything you stand for. You tell yourself you are not like us. You tell yourself you are something more, something better. But fear reveals the truth, erodes your self-control. Soon you will kill and become that which you hate the most. Soon, the Bat will be broken!"
    • During the Nightmare Missions in Knight, Scarecrow mocks Batman's Thou Shall Not Kill rule, claiming that by letting Joker die, he has broken his rule and is no better than the rest of Gotham's villains.
    Scarecrow: You let him die on purpose, didn't you? Deep down, beyond your moral code, you knew what had to be done to save Gotham. For every rule, there's an exception. He was the exception, wasn't he? We both know it wasn't an accident. Batman doesn't make mistakes that cost lives. Not even on his worst day.
    Scarecrow: How did it feel to kill him? You can convince yourself it was an accident, but we know the truth, don't we?
    Scarecrow: How many died because you're scared to break a rule? Let go. Relax. Kill someone. You might save a few lives. Who knows? You might even enjoy it.
  • Not-So-Harmless Villain: In Asylum, his role was simply placing Batman in Nightmare scenarios, but he posed no actual threat. In Knight, he serves as the main villain of the game and quickly cements himself as one of Batman's deadliest adversaries.
  • Ooh, Me Accent's Slipping: In Knight, Scarecrow's dialect infrequently wavers between his usual American and John Noble's native Australian.
  • Person of Mass Destruction: In Knight, Scarecrow manages to take over Gotham in a manner of hours, unleashing more destruction on a scale not even the Joker could manage. He also managed to do the one thing no Batman villain has ever done and out Batman's secret identity to the world, forcing Batman and Alfred to go into hiding and causing long-term damage to Batman and his allies.
  • Playing with Fire: In Knight's Nightmare Missions, he attacks by throwing fireballs.
  • Playing with Syringes: Sports some on his glove.
  • Pragmatic Villainy: He made it seem like he drove Barbara Gordon to commit suicide through careful application of fear gas, keeping her alive and hostage to serve as leverage against Commissioner Gordon, who has no choice but to help apprehend the Batman.
  • Psycho Psychologist: Unlike Hugo Strange who was a Knight Templar Well-Intentioned Extremist who was still competent enough to correctly diagnose many of his patients and used those skills to correctly deduce Batman's identity from a distance, Scarecrow merely uses his training to drive his patients insane with fear, there's no pretense about any of this having any larger meaning or purpose. He's just a torturer who uses hallucinogenic drugs to torment his victims.
  • Red Oni, Blue Oni: Blue Oni To Arkham Knight's Red Oni. He is cold and detached in his movements, unlike the rather unhinged and theatrical Arkham Knight.
  • Revenge: His whole motivation in Knight. He blames Batman for his disfigurement at Killer Croc's hands and seeks to make him suffer any way he can.
  • Sadist: Especially in Knight. It's not enough for Scarecrow to simply kill Batman. He has to make him suffer.
  • Sadistic Choice: Scarecrow forces Commissioner Gordon into betraying Batman to save his daughter. Though Commissioner Gordon takes a third option by shooting at the center with the heavily armored Bat Insignia, knowing that Batman will survive the fall off the building. Later, Scarecrow once again guilts the commissioner to remove Batman's mask and reveal his identity by threatening to kill Robin. This time there is no way out and Batman gives permission to go ahead and do it.
  • Sanity Slippage: In Asylum, he was already unstable, but no more than any of the other villains. His defeat and disfigurement at Killer Croc's hands has driven him completely off the deep end, leaving him with a burning desire for revenge against Batman.
    • The very end of Knight implies that the shock and lingering after-effects of his concentrated dose of toxin have driven him into helpless, mumbling, fearful catatonia.
  • Scary Scarecrow: His general motif.
  • Secret Identity Apathy: Played With. Scarecrow admits that he doesn't care who Batman is underneath the mask, but he knows that the people of Gotham would, because Batman is a symbol to them and unmasking him would destroy that symbol. Upon unmasking Bruce, his reaction is just to mutter "Bruce Wayne?" in a tone of voice that says "oh, huh, that's interesting." He then just continues the final step of his plan without really dwelling on it otherwise.
    "I don't care who you are. But they will."
  • Sequel Hook: In Arkham City. "FEAR WILL TEAR GOTHAM CITY TO SHREDS!"
  • Shipper on Deck: In Knight, believe it or not but he seems to agree with Batman and Poison Ivy being together based on some small comments. He even asks Batman if he won her over by using his charm. Of course being a villain, he hopes they're Together in Death.
  • Sinister Scythe: Holds one in his profile.
  • Shout-Out: By the time of Knight, Scarecrow heavily resembles Psychopathic Manchild Mason Verger of the Hannibal Lecter series. Both are sociopathic individuals who seclude themselves and don't face their opponents man-to-man unless completely necessary, both have very terrible means of Cold-Blooded Torture (Crane's fear gas and Verger's man-eating pigs), both suffered heavy physical and mental injuries from a convicted cannibalistic serial killer (Croc for Scarecrow, Lecter for Verger), and both are Hoist by His Own Petard (Scarecrow ends up with a heavy dosage of his fear gas and ends up perpetually frightened, while Verger is either forced to eat his pet eel or is thrown to his own pigs).
  • The Sociopath: Cold, sadistic, indifferent to the suffering of others, and incredibly manipulative.
  • Soft-Spoken Sadist: Present in his interview tapes in Asylum, but when he returns in Knight, he's especially calm and collected, even though he's almost hissing each word with contempt. His line to Barbara as he throws her off the construction site displays this perfectly.
    Scarecrow: Shhhh... It's okay to be afraid.
  • Stalker Without a Crush: Followed Batman's entire heroic lifestyle and perfectly gained a thorough knowledge of the Dark Knight all so he could find a way to cause him pain and suffering.
    • This is shown quite unnervingly in Arkham Asylum. Its possible to find a hidden room in the Intensive Treatment Center that was evidently Scarecrow's hidden lair on the island. As well as his equipment, it also contains a map of the Arkham facility, as well as photographs of Batman exploring the Asylum. Meaning that Scarecrow had been watching and following Batman the entire time and waiting for the opportunity to strike.
  • The Stoic: In Knight. Almost to the point of Dissonant Serenity. Nothing seems to faze Scarecrow and he rarely emotes as he gives his Breaking Speeches in that same even tone. Even as his plans systematically fall apart, his army is destroyed, and his loyal Dragon is defeated, he takes it in stride and calmly comes up with a backup plan when he experiences a setback.
    • Not So Stoic: Crane's typically composed nature also makes the few times he does get noticeably angry in Knight equally jarring.
      • When broadcasting after the defeat of the Cloudburst tank, he's absolutely seething — furious at both Batman for destroying it, and at the Arkham Knight, for disobeying his orders to fall back and letting his obsession with Batman jeopardize the linchpin of their operation.
      "Batman, the Cloudburst was mine... my greatest weapon, my instrument of fear! I will exact terrible vengeance for this, upon you and all your allies. Like Poison Ivy — my toxin overwhelms her. She's paying the price for opposing me right now."
      • After Gordon seems to panic and shoot Batman during the standoff at the construction site, Scarecrow hisses "Did you think I wanted him dead?" and immediately begins pushing Barbara off the edge of the building himself. It's not clarified if Crane actually thinks his plans are ruined, or if he too knows about the Batsuit's plated symbol and is punishing Jim for letting Batman get away, but his sadistic anger comes through loud and clear.
      • As Batman is taken over completely by the Joker inside him, Crane, obsessed with the idea of Batman knowing fear, can't handle Bruce laughing hysterically instead of looking terrified and gives him yet another dose. Bruce injects him with his own fear toxin shortly after, overpowering his immunity and finally shattering his unflappable demeanor for good.
  • Take Over the World: Although he shows no interest in specific conquest, he aims to do it ideologically in Knight, vowing that when he moves beyond the ruins of Gotham and begins to exact his further plans of shrouding the Eastern Seaboard with fear gas, he will see a world terrified of his growing legacy, and absent of the hope that the Batman's legend has inspired.
  • Teeth-Clenched Teamwork: With the Arkham Knight. The both of them want to kill Batman, but their methods on how to do it differ greatly. The Knight wants to just pump him full of bullets and be done with it. Scarecrow wants to draw out Batman's suffering and humiliate him. This trope comes to a head when the Knight challenges Batman to a tank battle with the Cloudburst as bait. Scarecrow is obviously pissed and demands he stop, but the Knight is done taking orders.
  • Terrorists Without a Cause: In Knight, he freely admits that his actions throughout the game, especially with the Cloudburst, amount to terrorism.
  • "The Reason You Suck" Speech: Gives this constantly throughout Knight detailing how Batman has failed the city, won't stop him and how he'll eventually have his revenge.
  • This Cannot Be!: Batman managing to overcome his toxin tends to get this reaction.
    • In Arkham Asylum after the final fear toxin section, Scarecrow is aghast that Batman is still standing, much less still in his own mind, having injected him with enough toxin to drive ten men insane.
    • At the end of Arkham Knight it happens again — this time however, due to Joker's personality buried deep down within Bruce's mind; all the first dose does is bring that personality to the surface, which is exactly what Joker wants. Out of frustration Scarecrow injects him again, with the effect this time being that Bruce is able to wrestle control of his own mind back from Joker. Scarecrow injects him one final time after that, seemingly to confirm his victory and prove his point, only for the toxin to have no effect due to Bruce overcoming his innermost fears.
      Bruce: I'm not afraid, Crane!
      Scarecrow: Impossible! Without fear life is meaningless!
  • Took a Level in Badass:
    • In Arkham Knight, Scarecrow really steps up his game, going from a minor but memorable opponent in Asylum to the main villain of the fourth game. He also manages to cause more destruction to Gotham than Joker ever could and manages to out Batman's identity to the world, a feat no Batman villain could ever accomplish.
    • This is even reflected in his boss fights in both games. In Asylum, Scarecrow only attacked if Batman stepped into his line of sight. In Knight's Nightmare Missions, Scarecrow actively attacks Batman with fireballs and Eye Beams. It's mitigated, however, as Batman is in the Batmobile, thus giving him the firepower to fight back.
  • Took a Level in Cynic: He goes from an Ax-Crazy Giggling Villain in Asylum to a stoic Soft-Spoken Sadist in Knight. Very likely from his near death experience from Croc.
  • Tranquil Fury: His default mood switches from Dissonant Serenity to this after the Cloudburst plan is foiled. He's still as calm as ever, but his voice now carries a slight edge to it.
  • Tricked-Out Gloves: His Weapon of Choice in the Arkhamverse is a glove tipped with syringes, allowing him to inject his victims with fear toxin directly.
  • Unexplained Recovery: Arkham Knight confirms that Crane is still alive, but doesn't mention how he survived his encounter with Killer Croc. However, he didn't escape without some issues.
  • The Unfettered: By the time of Knight, Scarecrow has become this. His mauling at the hands of Killer Croc made him unhinged and ruthless, and he would stop at nothing to destroy every single aspect of Batman. Even the Joker, for all of his heinous crimes and actions, has one line that he would not cross: unmasking the Batman and outing it to the public simply because it would ruin the fun for him. Scarecrow, on the other hand, disregards these compunctions and this allows him to expose Batman as Bruce Wayne for the whole world to see.
  • Villain Has a Point: Arkham Knight has the good doctor call out Batman on his uselessness of being a hero and his failure to make Gotham City a better place, though it's a lot more unearned compared to Hugo Strange who genuinely believed his crazy plan was superior and more effective as opposed to Scarecrow who wants to terrify people into fear-crazed zombies For the Evulz.
  • Villainous Breakdown: Subtly at first; despite his normally unflappable demeanour, he begins to speak with slight irritation after his Cloudburst plan is foiled. Then at the end completely loses his shit after Batman makes him inject himself with a concentrated dose of fear toxin.
  • Walking Shirtless Scene: In Asylum. Averted in Knight.
  • Wolverine Claws: In Asylum, he sports a Freddy Krueger-esque glove with syringes acting as the claws. In Knight, the syringes are wrist-mounted, making them resemble the actual Wolverine's claws.
  • Worthy Opponent: One of his quotes in the Nightmare Missions shows that he views Batman as this.
    Scarecrow: I find it amazing that you're still alive let alone driving. You're quite the adversary, Batman. I never had to work so hard to rip a person's soul apart. I must say I appreciate the challenge.
  • What the Hell Are You?: His near word-for-word reaction in Asylum when Batman is able to retain his sanity after being injected with enough fear toxin to drive ten men insane.
  • Why Don't You Just Shoot Him?: The Arkham Knight constantly berates him for this, stating that Batman is too dangerous to be left alive and should be killed immediately. Scarecrow reasons that killing Batman would only make him a martyr in the eyes of Gotham, and that it would be more effective to break his spirit and humiliate him.
  • Xanatos Speed Chess: Knight shows that Scarecrow is a master at this, immediately and instantly coming up with a new scheme should he experience a set back.

    Scarface 

Scarface

https://static.tvtropes.org/pmwiki/pub/images/joker_and_scarface.jpg
Voiced by: Mark Hamill

Scarface is a dummy carved from an old gallows tree at Blackgate Prison which fell into the hands of Arnold Wesker, a meek man from a mafia family. However, when he was imprisoned in Arkham Asylum, he was forced to carve a new puppet, which was taken by the Joker when he took over the asylum. Following the building of Arkham City, Joker had multiple Scarface puppets made to abuse.


Provides examples of:

  • The Cameo: In Asylum, City, and Knight, as well as Assault on Arkham.
  • Demonic Dummy: As expected from Scarface.
  • The Ghost: The Ventriloquist never appears, but he apparently is an active enemy of Gotham nonetheless. Wesker gets mentions or references in all of the first three games, and sometime offscreen between City and Knight Peyton Riley succeeded him - also getting this treatment via an evidence locker in GCPD.
  • Legacy Character: An odd version: the original Scarface never shows up, just multiple copies, with the first created by Wesker and then the rest by Mugsy Binks, one of Wesker's former henchmen who joined the Joker. Sometime later on, the dummy is adopted by Peyton Riley.

    Victor Zsasz 

Victor Zsasz

https://static.tvtropes.org/pmwiki/pub/images/zsasz_victor_6941.jpeg
"I'm going to take my time, Batman. After all... You took yours."
Voiced by: Danny Jacobs (Arkham Asylum, Arkham City), Christian Lanz (Assault on Arkham)

Victor Zsasz was the son of a wealthy family who became a gambling addict after his parents died and lost all his money to the Penguin. Convinced that life was meaningless, Zsasz became a Serial Killer who makes a mark on his body for every person he kills. He leaves his victims in various poses that imitate life, believing he is freeing them from a world of hardship. When the Joker took over Arkham Asylum, Zsasz rampaged around the island, killing guards and prisoners alike and posing them. After Arkham City opened, Zsasz picked out his victims by calling random phones across the prison, and killing whoever picked them up. He was in Gotham during Scarecrow's attack, but did little aside from some random murders.


Provides examples of:

  • Adaptational Wimp: Zsasz in the comics is utterly ruthless in pursuing his prey and has proved capable of actually holding his own in a fight against Batman in the past (nearly winning on at least one occasion). This version of Zsasz, whilst a terrifying psychopath and murderously insane, is otherwise physically no more dangerous than any other Gotham thug to Batman, who tends to take him down in a single hit whenever they meet.
  • Ax-Crazy: Though he's not as evil as his comic counterpart, his need to kill is so great he can't stop himself even when he wants to.
  • Bad Liar: Although he hypes himself up as a deliverer of lost souls, there are several times during his phone calls where he expresses regret at not being a better gambler or anger at the Penguin for cheating him out of his money. His breakdown about the mark being "the only thing (he) has left" further proves this.
  • Bald of Evil: After shaving his head.
  • Bloodbath Villain Origin: As he was destitute and contemplating suicide, a homeless man with a knife attempted to mug him. Zsasz's first response, which even he was apparently startled by, was to quickly grab the blade and slit open the other man's throat, splattering himself in blood. His second response was to press the blade to his own skin, grafting his first tally mark.
  • Body Horror: Just look at him! His body is filled with grotesque tally marks.
  • Bonus Boss: He shows up in some of the optional challenges, using the same moveset as the high-security knife wielding inmates. Slightly subverted in that he's not really any tougher than them, he just has a unique model.
  • The Butcher: While Zsasz doesn't go by that nickname in the video games (he does in some of his comic appearances), his behavior fits. One inmate recounts how Zsasz killed one of his friends, cutting off said friend's fingers, stuffing them in his mouth, and leaving him to choke to death. The same inmate says that if he catches you, he'll keep you in a cage for days, cutting little pieces out of you.
  • Butt-Monkey: Poor Zsasz. He's no joke to ordinary Gothamites, Blackgate mooks, and Arkham guards, as his tally marks can attest, but Batman dispatches him more easily than any of his other villains. In each appearance, he goes down in one hit.
  • The Cameo: In Arkham Knight, he is briefly seen on a security camera, but is never encountered in-game.
  • Covered with Scars: That he made himself, one for every kill. He has a special spot picked out for when he kills Batman.
  • Demoted to Extra: Only appears in a surveillance camera shot in Knight. Fans have studied the PC version and found he had an updated profile picture, the model itself wasn't used.
  • Dirty Coward: His behavior during the story of the first game definitely has shades of this, as he absolutely refuses to confront Batman physically on his own, opting to take a hostage during both of their encounters. Given that he seems capable of killing guards with relative ease, though, it's more likely that he's aware of his limitations.
    • Perhaps the best example comes when he's holding Dr. Young hostage and ordering you to keep away from him.
    Joker: Zsasz, what are you talking about?! Just kill her! She's useless to me now.
    Zsasz: But if I kill her, the bat will get me!
    Joker: Ohhh, you're not scared of a little bat, are ya, Slicey?
  • Evil Phone: His Side Quest involves a number of them, through which he delivers his sick Motive Rants.
  • Faux Affably Evil: He's an Ax-Crazy psychopath, but often speaks politely to Batman and his potential victims.
  • The Gambling Addict: Losing all of his parents' money was part of his Start of Darkness.
  • Good Scars, Evil Scars: Just like his comics counterpart, he has a collection of tally scorings, that he carved into his own skin, that cover almost his entire body. His design in the game seems to be intended to show this off as much as possible.
  • Hair-Trigger Temper: He's quite calm and composed most of the time but it is very easy to anger him. This is especially noticeable when he is recounting his life story to Batman, specifically the events at the Iceberg Lounge.
    • During the second phone call and a later optional call, Batman gets him REALLY angry, which leads to Zsasz possibly murdering one of the three hostages.
  • Kill Tally: Like in the comics, he literally keeps count of those he's killed by carving a tally mark into his body.
  • Knife Nut: Expect him to be carrying a knife whenever he shows up.
  • Pragmatic Villainy: In Knight, this is his reasoning once he's not invited to the villain meeting. He is well aware that Batman will likely survive the night, so he's willing to wait him out until he's dealt with the other villains to fight him himself when he's weakened.
  • Psychopathic Manchild: Dr. Young's notes state that Zsasz has an I.Q. of 78 (though, given her track record of diagnosing other inmates, this is somewhat questionable). At the very most, his psychosis often seems to manifest itself in unwavering devotion to a single murderous goal, and he suffers a near-total mental breakdown when he can't complete it.
  • Psychotic Smirk: Has a tendency to do this.
  • Running Gag: Of a fashion. Each of Batman's encounters with him results in him being taken down in one hit. Whether with a batarang, a takedown from behind, or just plain getting hit in the back of the head with a piece of wall!
  • Serial Killer: Of the "Power/Control" type, according to Dr. Young's notes.
  • Shadow Archetype: He claims his life reached a turning point when his wealthy parents died, leaving him rich but lost and alone in the world, and a desire to find some purpose to live for. Just like Bruce Wayne back then, except that Bruce didn't find his purpose in killing people.
  • The Sociopath: After becoming a murderer.
  • Soft-Spoken Sadist: He speaks in a soft yet sadistic tone of voice.
  • Stalker Without a Crush: Has shades of this in his interview tapes in the first game; his therapist, Doctor Cassidy, is outright terrified when he describes her home and daily routine in great detail. When Cassidy takes an (understandable) leave of absence, he tells Doctor Whistler that he's depressed about "the one that got away", and how he needed to kill her. He escapes and heads straight for her home and is just barely stopped from killing her in time by Batman.
  • Start of Darkness: Penguin beat him in a game of poker by cheating and dumped him outside. This led to an encounter with a homeless man who tried to rob him at knife point, which resulted in said homeless man's death and Zsasz's first kill.
  • Tattooed Crook: Slightly more noticeable in the concept art and Arkham City.
  • Walking Shirtless Scene: He's never seen wearing a shirt.
  • What Happened to the Mouse?: He vanishes after the scene with Dr. Young in Asylum. After the cameo, we never see him again in "Arkham Knight".
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    Thugs 
https://static.tvtropes.org/pmwiki/pub/images/0029317_2.jpg
"It's the freakin' Bat!"
Voiced by: Various actors.

The goons Batman and allies beats up by the thousands throughout all games in the series. Thugs are present in all games in the Arkham series and present the main enemies the player fights in normal combat.


Provides examples of:

  • Adaptational Badass: Veeeery slightly, but it's there! The Thugs Batman beats up throughout the series can actually stand up to him in a fight through a combination of overwhelming numbers, strategic use of guns, melee weapons, armor and pouncing on the Bat together. Compared to the goons in other Batman iterations, who can often not even put up a fight against him and have any chance, the Thugs in the Arkham series can and will give Batman a challenge.
  • Affably Evil: Despite their violent tendencies, many thugs seem to be pretty normal people with no problem shooting the shit over trivial, non-evil talking points. While surveying the city in Arkham City and Knight you can hear Thugs talk about anything from politics, electronics and biology to their families and musing on what's gone wrong with Gotham City.
    • Of course, the moment you hear the infamous "It's the Bat!", invoked the "Evil" part takes over.
  • Ascended Extra: The generic thugs finally get their own "Game Over" screens in Knight.
  • Ax-Crazy: Some of them really likes violence... And the Lunatics in Asylum are even worse.
  • Body Horror: Titan Thugs are this by default.
  • Bullying a Dragon: If you try to retreat or get a small vantage over them to restore some stamina, they'll hurl insults and random debris at you until you come down and call their bluff.
  • Butt-Monkey: Pretty much none of their employers delude themselves with thinking that they can stand up to Batman and his allies, so Thugs tend to get their asses handed to them every time they appear.
  • Carry a Big Stick: Thugs will use bats, mallets and any other beating implementation to twat that bat. Certain elite Thugs may also use stun batons that cannot be attacked from the front.
  • Dress-Coded for Your Convenience: Thugs who are employed by the various supervillains of Gotham wear costumes themed after their bosses to distinguish them. Members of Joker's faction tend to wear clown masks or make-up, Harley's thugs dress in red and black, etc. Dead thugs with distinctly burlap-looking masks could be found in City, which was one of the early pieces of foreshadowing to Scarecrow's eventual return in Knight even though the Master of Fear himself didn't physically appear in City... or it could have just been a glitch.
  • Faux Affably Evil: As funny and down-to-earth they may seem when Batman listens in on their idle chatter, it's often made clear that the thugs are most certainly not nice people. They are thieves, murderers, turncoats, racketeers and worse, and openly boastful of it.
  • The Goomba: Unarmed thugs are the weakest and most recurring enemies in the series.
  • Knife Nut: Some elite Thugs use knives to gut the Bat. They needed to be stunned in Asylum to be attacked and are more difficult to dodge in future games.
  • Mook Chivalry: If a special takedown animation is initiated against one thug, the rest will invariably just stand there and watch Batman do it without intervening.
  • Pragmatic Villainy: The Thugs in all games are clearly career criminals who may enjoy a spot of mayhem and blood, but they're still in this for money, safety and belonging like any other ganger.
    • In-game, Thugs may take hostages if they believe Batman is after them, knowing that Batman will hesitate to get to them if they harm an innocent to do it. Of course, it doesn't work.
  • Punch-Clock Villain: Most of them don't care about who they work for or any of their bosses' grand schemes. They just want to get paid, go home and preferably not run into the Bat before the morning dawns.
  • Red Shirt Army: While they can put up a fight, they're still easily floored by Batman and his allies. Their employers vary on how they feel about this - the Joker clearly knows and doesn't care if they fail, while the Penguin threatens them to do them worse if they fail him.
  • Shock and Awe: Some of them carry stun batons.
  • Stupid Evil: Some of their idle dialogue makes them sound breathtakingly ignorant and uneducated.
  • Tattooed Crook: Many have gang tattooes and other inks on them.
  • Tempting Fate: One idle mook in Knight boasts to his buddies that he was involved in the plots of every single previous game due to working under various villains but was somehow fortunate enough to never encounter the Batman. You can end that lucky streak.
  • What Measure Is a Mook?: Though it is usually more due to Fridge Logic invoked or a lack of developer foresight than anything, but there are actually ways for Batman to seemingly kill thugs through indirect means (such as by stringing them up on gargoyles and using a batarang to cut them down over freezing water or a bottomless pit).
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