
“ | So Batman can't help me? Fine. Let's see what Batgirl can do! | „ |
~ Batgirl deciding to make her vigilante debut |
Summary[]
Barbara Gordon, daughter of Gotham Police Commissioner James Gordon, enjoyed a good life as a straight-A student in college and an expert gymnast. But this relatively normal life would come to an end when her beloved father was framed for taking bribes by Two-Face and Gil Mason. Batman refused to attend the protest for Jim to get bail, so she donned an imitation Batman costume and impersonated him at the event. She would need to use this costume once more, now adopting the name of "Batgirl" and helping to apprehend those who falsely accused her father. Barbara realized she quite enjoyed this life of crime-fighting, and continued being Batgirl, eventually earning the trust of Batman and becoming one of his closest allies.
Powers and Stats[]
Tier: 9-A
Name: Barbara Gordon, also known as Batgirl
Origin: The DC Animated Universe
Gender: Female
Age: At least 18 during her first BTAS appearance, so likely mid twenties during TNBA
Classification: Human
Powers and Abilities:
- Superhuman Physical Characteristics (See Attack Potency, Speed, Lifting Strength, and Durability)
- Genius Intelligence (See Intelligence)
- Hand-to-Hand Combat Mastery (Has honed her “physical and deductive skills” to the point that they “all but rival (Batman’s).” Takes on foes with “acrobatic fighting skills.” Stated to possess "combat training," and even prior to training with Batman, she had been instructed in self-defense. Shown to know at least basic judo throws)
- Enhanced Senses (Noticed Terry McGinnis was in her office despite him being invisible, and trained in stealth by Bruce Wayne - for reference, even a highly trained field member of the NSA had no idea Terry was there despite being just feet away from him. Was also trained by Bruce Wayne, and as such should have received the same training that granted Tim Drake inhumanly sharp hearing)
- Weapon Mastery (with Gadgets such as Batarangs - in example, she can throw a Batarang accurately enough to disarm Mr. Freeze)
- Vehicular Mastery (with the Batmobile and her Motorcycle)
- Acrobatics (Avoided beams from Mr. Freeze's blaster with flips. Flipped to recover from a sweep kick. Flipped to avoid energy beams. Easily traversed an airborne gymnastic course)
- Superhuman Athleticism (Has jumped absurdly far)
- Paralysis Inducement (Can restrain foes with her Bola, Rope Batarangs, and these capsules which create a strong adhesive)
- Electricity Manipulation (Uses an electrified Batarang)
- Adhesive Manipulation (via Adhesive Pellets)
- Light and Sound Manipulation (via Flashbangs)
- Smoke Manipulation (via Smoke Pellets)
- Explosion Manipulation (Shown to use an explosive)
- Hacking (Can hack into the door system of a vault. Even better with technology than Batman and Nightwing)
- Preparation (Prepared silicate powder specifically to take on Livewire)
- Vehicular Mastery (with the Batmobile, seemingly)
Despite never demonstrating these, it is very likely that, due to studying under Batman, Batgirl possesses Stealth Mastery, Escapology Mastery, Disguise Mastery, et cetera.
Due to being a close ally of Batman who has access to the Batcave, it stands to reason that her optional equipment could include all of Batman's equipment, as she could reasonably access it and use it in battle.
Attack Potency: Small Building Level (Using the Batrope, was able to temporarily restrain Calendar Girl's mechanical dinosaur, which was powerful enough to smash apart rocky cliffsides just by headbutting them. Fought Harley Quinn (who could harm Nightwing as well as Batman), one-sidedly beating her down. Though weaker, made Dick Grayson stagger back with a kick and did the same to Mr. Freeze. Struggled with Catwoman. Kicked TNBA era Clayface hard enough to warp his face and knock him over. Should be comparable to The Penguin's henchwomen, who could kick Batwoman through a stone wall, making a large crater)
Speed: Hypersonic combat speed and reactions (Reacted to a bullet and moved around a lot during its flight. Stated to be faster than Nightwing, who is demonstrably comparable in speed to Batman. Reacted to and stopped a whip strike from Catwoman. Shown to be as fast as Harley Quinn), possibly as high as Relativistic or higher reactions and combat speed (Scaling to Batman and Nightwing. Could cross several feet in the time it took Mr. Freeze's laser-powered cold gun's beam to fly a few meters toward her, and leapt over one of its blasts while it traveled toward her. Dealt with Livewire's lightning - in one instance moving to block a blast while it flew toward her before it could cross just a few feet), with Subsonic travel speed with her Motorcycle (Should be as fast as IRL motorcycles)
Lifting Strength: At least Class 1 (Should have similar, if not superior, lifting strength to Poison Ivy and Harley Quinn. Judo threw Livewire several meters), possibly higher (Restrained a large mechanical dinosaur, though this isn't really consistent, for Batgirl or for characters stronger than her)
Striking Strength: Small Building Class
Durability: Small Building Level (Should be capable of withstanding the force of her own blows. Took a punch from Harley Quinn. Took a punch from Dora Smithy, whose strikes could warp metal bars. Shouldn't be less durable than Amanda Waller (who was unhurt by this explosion) and a 13-year-old Tim Drake, who could shake off a strike from an incomplete Clayface, whose kicks could shatter a stone bench)
Stamina: At least Athletic (Shown in "Cold Comfort" to frequently do challenging, athletically taxing obstacle courses without overt fatigue)
Range: Standard Melee Range physically, Tens of Meters with the Batrope (Was able to wrap around a huge mechanical dinosaur's head several times over), and Tens of Meters with throwable gadgets like Batarangs (Mid-level athletes compete in boomerang-throwing competitions where they're expected to throw their boomerangs 50 meters. Sliced open Killer Croc's money bag from across a room. Disarmed Mr. Freeze from across a room. Should be able to throw them at least as far as Robin can), Tens of Meters with the Batclaw/Grapnel (Is the same gadget as Batman's Batclaw), and Tens of Meters with Bola (Is far stronger than IRL humans, who can hit targets accurately with bola from 30 to 45 meters away)
The Batmobile's winch is shown to have Tens of Meters of range, as it latched onto a faraway car. As for the Batmobile's spike gun, it's shown to be able to send spikes about ten meters in Batman: Vengeance's vehicle sections.
Standard Equipment:
- Batarangs: Bat-shaped, razor-sharp boomerang blades that can be thrown to knock enemies out or slice through cables.
- Rope Batarangs: Batarangs that wrap the foe in a cable.
- The Batclaw/Grapnel Gun: A handheld apparatus that fires a hook at blinding speed, piercing into its target - which the user can use to either pull themself toward things (to scale buildings) or to hook into things so they can pull them toward themself.
- Bola: A gadget composed of two metal balls and a cord, that can be thrown at foes - upon contact, it will wrap around and restrain a part of their body.
- Electrified Batarangs: Self-explanatory.
- Handcuffs: Silver cuffs that bind foes' hands.
- Smoke Pellets: Small capsules that explode upon impact, releasing large plumes of smoke to blind and disorient foes.
- Explosive: Self-explanatory, shown here.
- Adhesive Pellets: Small pellets that explode, coating their immediate surroundings with a powerful adhesive to restrain foes.
- Flashbangs: A small grenade that, upon detonation, produces a brilliant flash of light as well as a high-pitched sound to disorient opponents.
- Parachute: Self-explanatory, shown here.
- Binoculars: Self-explanatory, shown here.
- Optional Equipment:
- Batmobile: A sleek, jet-black supercar propelled by jets, with an incredible top speed of 140 miles per hour. Its’ exterior is plated with armor that allows it to withstand tremendous impacts, as well as its windows utilizing tinted bulletproof glass that repels extreme heat and cold. Not only that, but the Batmobile is tricked out with all sorts of gadgets to assist in Batman’s crime-fighting, which can be activated from within the car’s cockpit. These gadgets include a grappling hook useful for making sharp turns, what seems to be a launcher for small missiles, faucets to release an oil slick, a spike launcher, and a launcher for smoke grenades. The jets that propel it can be activated to propel it from the opposite end of the car, as well as used to ignite foes. Several episodes, such as “Almost Got ‘Im,” demonstrate that Batman can call the Batmobile to him with a panel on his utility belt, and even remotely control it with said panel. It can enter auto-drive, be controlled by voice commands alone, and can only be entered either with Batman's permission, or by verifying one's fingerprints. Its console is directly connected to the Batcomputer and can receive data transmissions from it, and it can display a hypnotic pattern to put targets to sleep. For last-minute escapes, it contains ejector seats.
- Motorcycle: A yellow motorcycle, seen here.
- Silicate Dust: A dust that acts as a potent insulator, which Batgirl used to nullify Livewire's electrokinetic power.
Intelligence: At least Genius, if not Extraordinary Genius, with notable combat prowess (Has honed her “deductive abilities” to the point that they “all but rival” those of Batman, and is noted to surpass him in terms of computer expertise)
Weaknesses: Normal Human Weaknesses. Refuses to kill.
Note: Bruce Timm has stated that the original DCAU tie-in comics are not canon, with the only tie in comics that have statements to the contrary (other than Batman: The Adventures Continue, which has so many continuity issues that it's essentially impossible to argue it's canon) being Justice League Infinity, the Batman and Harley Quinn tie in comics, and specifically the first annual of Batman Adventures. Ergo, I only consider those three comics canon.