Prima Games eGuides Batman: Arkham Knight eGuide

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Batman: Arkham Knight eGuide Waynetech Arsenal

Close Combat Upgrades

Special Combo Batarang

WayneTech Points required 4
Hold L2 / LT with full Combo meter Special Combo Batarang

The Special Combo Batarang lets you unleash up to three explosive Batarangs, which detonate upon impact with target.

Special Combo Boost

WayneTech Points required 4
Prerequisite Special Combo Batarang

All Special Combo Moves are available after achieving a combo of x5 instead of the normal requirement of x8. This upgrade is applied to all playable characters. A very high return on investment for your WayneTech Points, this lets you roll Special Combo Takedowns into your FreeFlow Combos much faster (or, if you unlock the FreeFlow Focus Mk II upgrade, this gives you an overall damage boost earlier).

Special Combo Explosive Gel

WayneTech Points required 4
Prerequisite Special Combo Batarang
Hold L2 + / LT + with full Combo meter Special Combo Explosive Gel

The Special Combo Explosive Gel has an increased area of effect, allowing you to stun multiple enemies in a single blast.

Special Combo Batclaw

WayneTech Points required 8
Prerequisite Special Combo Batarang
Hold L2 + / LT + with full Combo meter Special Combo Batclaw

The Special Combo Batclaw technique allows Batman to render Armored Brutes unconscious in one shot, which is why it is so valuable and expensive.

Critical Strikes

WayneTech Points required 1
Prerequisite Acquire new Batsuit

Time your next strike perfectly to double the damage of your attacks. To perform this technique, initiate your next strike the moment your current attack lands.

Blade Dodge Takedown

WayneTech Points required 3
Prerequisite Critical Strikes
Hold Left Stick away + / , release Counter button between each swipe

Blade Dodge Takedown

Instantly take out an enemy that attacks with a blade or sharp object. To successfully complete this move, the Counter button must be held as an enemy attacks, then released and held again in between each of the attacker’s swipes. This upgrade is applied to all playable characters. Usually, a Counter just evades an incoming attack and briefly discombobulates a foe (or two or three), but with this technique, an assaulting blade-wielder is doing you a favor.

Special Combo Multi Ground Takedown

WayneTech Points required 4
Prerequisite Critical Strikes
+ / + with full Combo meter Multi Ground Takedown

Instantly incapacitates all enemies that are currently knocked down by flipping up into the air and throwing out a number of Batarangs simultaneously. This move can be very effective if timed correctly, but fails if there are no targets currently on the ground. If you can time this when several enemies are briefly downed, it’s just about the most efficient possible use of your Combo meter, and a boon in combat scenarios and AR Challenges.

Special Combo Disarm and Destroy

WayneTech Points required 6
Prerequisite Critical Strikes, Multi Ground Takedown
+ / + with full Combo meter Disarm and Destroy

Disarm an enemy and permanently destroy their weapon to prevent it from being reused by other enemies. Use this move tactically to eliminate dangerous weapons from the fight early on. For obvious reasons, this is particularly useful to spring on enemies packing firearms.

FreeFlow Focus Mk II

WayneTech Points required 8
Prerequisite Critical Strikes

Fill up your Special Combo meter to enable increased damage when striking enemies. Using a Special Combo Move during FreeFlow Focus Mk II depletes the Combo meter and returns damage levels to normal. If there are no particularly dangerous enemies encouraging you to use Special Combo Takedowns, and if there’s no good chance to use a Special Combo Multi Takedown on several floored foes, it may be best to just keep the FreeFlow Combo going with the bonus from this upgrade active.

Aerial Juggle

Prerequisite Acquire new Batsuit
/

Super Stun to Aerial Juggle

Hold > / >

Charged Super Stun to Aerial Juggle

Perform a Super Stun, then initiate this powerful strike to deliver extra damage to your opponent. This move is ineffective against Brutes and instead triggers a normal Beat Down attack.

Batclaw Super Stun

WayneTech Points required 2
Prerequisite Aerial Juggle
L2 + > / LT + > Quickfire Batclaw to Super Stun

Fire the Batclaw at an enemy and pull them toward you into a Stun, instantly hitting them with the same force as a Super Stun.

Charged Super Stun

WayneTech Points required 3
Prerequisite Aerial Juggle, Batclaw Super Stun
Hold Charged Super Stun

Perform a Super Stun without having to perform three Stun attacks first. Hold down the Stun button to execute this move. Can lead into Aerial Juggle follow-up.

Weapon steal Mk II

WayneTech Points required 2
+ / + Steal Weapon

Increase the length of time you can wield a weapon grabbed from an enemy before it breaks, letting you do increased damage for longer.

Batmobile Assisted Takedown Boost

WayneTech Points required 3
Prerequisite Weapon Steal Mk II

The Batmobile Assisted Takedown is available after achieving a combo of x6 instead of the normal requirement of x9. Somewhat like the Special Combo Boost upgrade, this boosts your Takedown potential for all FreeFlow Combos that take place near the Batmobile.

Special Combo REC

WayneTech Points required 4
Prerequisite

Special Combo Batarang, acquire REC Gadget

Hold L2 + / LT + with full Combo meter Special Combo REC

The Special Combo REC damages multiple enemies at once with chained arcs of electricity, leaving them shuddering in place and helpless for a few seconds.

Special Combo Freeze Blast

WayneTech Points required 6
Prerequisite

Special Combo Batarang, acquire Freeze Blast Gadget

R2, R2 / RT, RT and hold with full Combo meter

Special Combo Freeze Blast

The Special Combo Freeze Blast has an expanded radius from the target, encasing nearby enemies in ice. Be advised that Freeze Blasts do not prevent armed enemies from firing their weapons.