
“ | You're the hero, I'm the vigilante. Those are the roles we play. That doesn't change the goal: Protect Gotham. That's all that matters. | „ |
~ Batman reminding Jim Gordon of their shared goal |
Comics | Earth One • Year 100 • Holy Terror • Bat-Manga • Earth-395 |
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Movies | Under The Red Hood • Soul of The Dragon |
Shows | DCAU • Beware the Batman |
Miscellaneous | TBD |
Summary[]
After young Bruce Wayne's parents were gunned down in front of him, he resolved to dedicate his life to ridding the city of Gotham of the evils that infected it - enduring years of grueling training to become the mythic vigilante Batman. Originally a strict loner (with the notable exception of his butler/surrogate father Alfred), Batman would later open up and gain many allies such as Katana and Metamorpho (eventually forming the superhero group known as The Outsiders) - and he would need all the help he could get to take on threats like Deathstroke, Ra's Al Ghul, and many more.
Powers and Stats[]
Tier: At most 9-A physically, at least 9-A with Gadgets and Vehicles
Name: Bruce Wayne, also known as The Batman
Origin: Beware the Batman
Gender: Male
Age: Late Twenties to Mid-Thirties
Classification: Human, Member of the Outsiders (and seemingly its De Facto Leader)
Powers and Abilities:
- Superhuman Physical Characteristics (See Attack Potency, Speed, Lifting Strength, and Durability)
- Superhuman Athleticism (Frequently jumps across distances so large that even the most physically adept humans could not cross them. Descended several floors of a building too fast for an oncoming explosion to catch up to him)
- Hand-to-Hand Combat Mastery (Ra’s Al Ghul had not seen a combatant with Batman’s level of talent and skill in a thousand years. Deathstroke's martial arts mastery being such that he can mix Jeet Kun Do, Muay Thai, and Kenpo on the fly (which Alfred states would require a mastery of at least all three of those disciplines, with the implication being that he's well-versed in most fighting disciplines, considering Alfred mentions there being hundreds of martial arts known to man) is only enough for Alfred to conclude that he is *as* skilled as Batman - and Alfred is likely underestimating Batman's skill here, as despite his and Slade's physical relativity, Batman rather handily wins every one of their encounters and even considers Slade's technique "sloppy." Throughout the series, regularly stomps killers in the employ of the League of Assassins, who are presumably greatly skilled combatants - and even defeated Lady Shiva, the organization's second-greatest warrior. Overtly outskilled Katana, a CIA agent. Fought and defeated Killer Croc, who was a good bit stronger than him - expertly discerning Croc's weak spots and exploiting them. In one instance, he won a 2v1 encounter against League of Assassins Ninja after being hit with a gas that made his vision extremely blurry. Won a Jeet Kun Do tournament even while suffering from a broken clavicle that was so debilitating that he passed out almost immediately after receiving his medal. During a tie-in comic, effectively held off several armed men while underwater, showing expertise in underwater combat. Was able to catch a sword between his hands. Both he and Katana could hold their own against Manhunter clones, which have all of Paul Kirk's fighting skills - Paul Kirk being an experienced secret agent. Mentions having trained at multiple dojos in Asia. Easily subdued Alfred, a former MI6 spy. Fought and defeated a "Bona Fide Maori warrior," defeating him with an acrobatic submission hold. Shown to know at least one Judo throw)
- Acrobatics (A Olympic gymnast could traverse his obstacle course only “almost as well as Batman.” Frequently does challenging flips to avoid or recover from attacks or to maneuver. Expertly rebounded off a wall after being thrown to attack Magpie. Used his acrobatic skill in tandem with martial arts in the form of a flip which he turned into a submission hold)
- Enhanced Senses (The lenses in his suit utilize night vision, and can pick up faint footprints. Even without his suit, he could instantly wake up to react to an ambush from Alfred, which seemed to have been completely silent up to that point)
- Gliding (He can glide using his cape, with incredible finesse - the cape is noted to be so aerodynamic that it could "keep an elephant in the air," and he could glide a great distance while carrying Harvey Dent on his back)
- Weapon Mastery (With several different gadgets. His throwable gadgets, such as Batarangs, are wielded with incredible skill - he can throw Batarangs into the barrels of guns, throw a Batarang into a sniper rifle’s sights from a distance, hit a thrown grenade out of the air, hit an extremely small detonator from a distance, etc. His battle with Slade shows that he's also proficient at using Batarangs as daggers for close combat)
- Stealth Mastery (Frequently sneaks up on and disappears on people without a sound - his skill in stealth is so incredible that even Katana, a well-trained CIA operative who can intercept ambushes, got snuck up on by him. Snuck into Anarky's lair completely undetected. Snuck into Simon Stagg's (very small) cell without him noticing. Silently incapacitated several GCPD officers)
- Vehicular Mastery (With his several vehicles. His expertise with the Batcycle is so great that he could easily avoid attacks from motorbike-riding assassins, as well as incapacitate them by ramming into them without exposing himself to much risk. He is also extremely adept at driving the Batmobile, pulling off a particularly impressive maneuver in the series' debut episode by sharply turning to intercept a cannonball)
- Preparation (Deathstroke's research into Batman revealed that he "always plans ahead." Synthesized a toxin to dissolve Paul Kirk's clones after learning he would need to fight them, coating his gadgets in said toxin. Used the Batcomputer to create a reversal chant for the Soultaker Sword ahead of his fight with the League of Assassins. Wears Kevlar even in his civilian identity. Created shock cuffs specifically to counter the Key's powers)
- Hacking (Hacked Jim Gordon's cell phone, seemingly remotely, modifying his SIM chip)
- Indomitable Will/Resistance to Mind Manipulation (Through sheer force of will, ultimately resisted Cypher's mind manipulation, which even Tatsu Yamashiro (an agent of the CIA who has presumably been trained to resist torture) couldn't even begin to resist)
- Sleight of Hand Mastery (Removed Harvey Dent’s proximity band without him noticing, and slipped three proximity bands onto Anarky without his knowledge)
- Social Influencing (Deception: Tricked a bunch of villains into fighting each other instead of him)
- Lockpicking Mastery (Picked a lock even whilst his brain was being electrocuted)
- Possible Pressure Point Strikes (Seems to have hit Killer Croc with a nerve strike to disable his arm)
- Resistance to Extreme Heat (His suit has been shown to emerge unsinged after being caught in fiery explosions - only Phosphorus Rex's super-potent flame could burn through it)
With his standard arsenal, he can utilize the following abilities:
- Paralysis Inducement (Several of his gadgets, such as the Grapnel Gun, Batrope, and Bola, restrain parts of, if not all of, a foe's body)
- Electricity Manipulation (His taser baton utilizes an electric current potent enough to burn through a lock in an instant)
- Energy Projection (Carries a small gadget that fires an energy beam to free him from restraints)
- Explosion Manipulation (Uses handheld explosives during his crimefighting, as well as explosive Batarangs. Rigged one of his gadgets to be remotely detonated)
- Sound Manipulation (Trying to remove his mask will cause the suit to emit a frequency so sharp that it brought grown men to their knees)
- Light and Sound Manipulation (with Flashbangs)
- Information Analysis (Batarangs can open up and scan objects, discerning information about them. In example, it scanned one of Humpty Dumpty's toy soldiers and determined that it was a bomb)
- Hacking (One of his gadgets can be linked to computer consoles in order to hack or interact with them, such as when it unlocked a security door and interfaced with a proximity band in order to deliver the unlock code)
- Technopathy (Batarangs can have a specific digital payload planted within them to disable technology they embed themselves in: in example, Batman used specially rigged Batarangs to disable Humpty Dumpty's trap toy soldiers upon contact. Another gadget, his frequency jamming disks, can short out the detonators of bombs (rendering them useless) in an instant)
- Fire Manipulation (Uses a torch)
- Smoke Manipulation (Can use both a smoke grenade and a Batarang that functions as a smoke grenade)
- Extreme Cold (Carries liquid nitrogen capsules)
- Acid Manipulation (Carries acid capsules, which are small flasks of acid that can, over time, eat through what seems to be a metal cable)
- Adhesive Manipulation (Wields adhesive grenades, which create a restraining goo so durable that it totally halts the motion of sawblades)
- Sleep Manipulation (with his Tranquilizer Dart and Knockout Spray)
With Optional Equipment, he can utilize the following abilities:
- Flight (The Batcycle can transform into a glider apparatus)
- Information Analysis/Hacking (The Batcomputer, as well as the vehicles with an uplink to the Batcomputer, can access an advanced AI that can analyze and determine many things. In example, the Batcomputer has analyzed Wayne Manor's security and determined the most optimal way to sneak in, determined that a building was unstable and surrounded by methane pockets just by being in its proximity, analyze radio signals, can compare all available physical data on two people, determined the specifics of a bomb's construction after having a visual on it for just a few seconds, determined someone's approximate height and weight based on their shoeprint, "did a sweep" to find out practically everything about a man, etc. The Batcomputer can also enhance images for analysis, match a blueprint to a building's layout through scanning a database, hack into secure networks, et cetera)
- Analytical Prediction (The Batcomputer calculated the exact odds of Batman defeating Ra's Al Ghul in a physical confrontation)
- Explosion Manipulation (The Batcycle and Batmobile can both fire missiles to destroy obstacles)
- Air Manipulation (With this gadget, which fires compressed air to incapacitate enemies underwater)
- Extreme Heat (Used a strip of thermite that burnt through a metal door in seconds)
- Electricity Manipulation (with Shock Cuffs)
Attack Potency: At most Small Building Level physically (Can trade blows with Magpie and Anarky, who can harm him. Fought Killer Croc (and, despite being weaker, managed to knock him out with a flurry of blows to the head), who is strong enough to smash through a large stone wall (yielding energy equivalent to at least 0.007 tons of TNT) and tear through metal railings with his punches. Fought and overtly hurt Silver Monkey, a combatant capable of splitting a wooden table in two with a stomp, damaging a stone pillar with a kick, punching through a wooden door and bodyslamming Batman so hard they smashed through a wooden banister. Has fought and harmed Magpie, who kicked a gravestone with enough force to shatter part of it and instantly recovered from slamming into a gravestone with enough force to split it in two. Could harm Ra's Al Ghul, and is thought of as a "worthy opponent" by the former - Ra's Al Ghul being capable of putting sizable dents in a metal tanker and warping a metal railing with his attacks. Fought and knocked out a mutated man who, over time, could shatter reinforced doors meant to contain epidemic-level contaminants and was so durable that a Katana from a member of the League of Assassins (which could pierce through the side of a police truck) broke against his skin and he was only staggered by an explosive Batarang, albeit one that released a far smaller explosion than other explosive Batarangs do. Performed substantially better against Lady Shiva than Katana and generally shares physical rivals (such as Anarky and Magpie) with her - Katana being capable of holding her own against and knocking out two of Manhunter's clones, which could remain conscious after slamming into a stone wall with enough force to smash a deep crack into it and could throw punches powerful enough to damage a stone wall and bend a thick metal bar. Struck a man with so much force he flew into a massive metal warehouse door, knocking it off its hinges and sending it flying back. Smashed through a floor and punched through a wall (and the metal vent cover behind it) while escaping from the Special Crimes Unit. He and many of his equals can send people flying tremendous distances through the air with their attacks. Karate-chopped a blade in two), and at least Small Building Level with gadgets and vehicles (The Batmobile can drive through large metal pile-ups without slowing down, and its missiles cause explosions this large. His explosive batarang could blow up a wall and cause this explosion, though some of this explosion may be owed to pipes and wiring - and later this same Batarang obliterated a stone wall and dropped a huge amount of debris into a corridor. Blasted apart a stone divider with the Batcycle's missiles. Destroyed a metal structure with a small explosive, allowing him to escape Pyg's lair), can also ignore durability with his Knockout Spray, which is a neurotoxin derived from the sea wasp that is so potent it can KO a grown man in a split second.
Speed: At least Supersonic, possibly Hypersonic combat speed and reactions (Dodged a shotgun blast, which has been calculated as any of these three values. Is overtly comparable in speed to Silver Monkey, who avoided rounds from Alfred's shotgun and was specifically thought of by the latter as one of "the ones who can dodge bullets." Silver Monkey was also capable of reacting to and deflecting Batman's grapnel line, which could reach the top of a skyscraper in seconds. Scales (via their mutual opponents, like Lady Shiva) in speed to Katana, who dodged and deflected darts from Professor Pyg's elephant gun, seemingly after they were fired. Evaded gunfire from Deathstroke while both of them were inside a small cable car, and seems to have avoided his gunfire at close range on two other occasions. Alongside Katana, dodged Mr. Toad's projectile screech. Kept up with, dodged attacks from, and landed hits on Lady Shiva, who could seemingly move her head out of the way of a bazooka rocket when it was quite close to her. Reacted and moved quickly enough to turn the steering wheel and put his car in the way of a fired cannonball. Reacted and steered quickly enough to weave around artillery fire while using his glider apparatus. Rolled away from a shot from a heavy gun, though this may be aim-dodging. Deflected Professor Pyg's thrown knives, which considering Pyg's physical showings should be moving at least this fast), with at least Superhuman running speed (Descended several floors of a building too fast for an oncoming explosion to catch up to him, and later outran a rapidly expanding explosion. Briefly outran the explosion of an armory's worth of explosives, though it caught up with him shortly after. Ran across a small room in a split second to save Katana from a blade trap. Disappeared in the time it took for a smoke pellet to dissipate)
His vehicles offer Subsonic travel speed (The Batmobile is shown to have a top speed of 230 mph. The Batcycle can easily outpace normal motorcycles, slamming into them too quickly for them to get out of the way. His jetpack glider should be at least as fast as relatively primitive IRL jetpacks, which can reach speeds of up to 83 mph)
Lifting Strength: Class 5 (Shown to be physically stronger than Katana (overpowering her attempt to physically restrain him and stopping her stab attempt), who could rise up out of a grave, yielding this level of lifting strength. Burst out of handcuffs, which requires a pulling force of at least 493 pounds. Ripped the faceplate off a "state-of-the-art" military battlesuit with one hand. Snapped Deathstroke's sword in two. Over time, freed his arm from a stone restraint. Can throw around grown men. Using the grapnel, tore the head off one of Humpty Dumpty's toy soldier robots. Pulled on a metal railing with so much force that it broke. Forced open elevator doors. Stronger than Alfred, who tore a pipe off of a wall. See Note for an explanation as to the “150 pounds of pressure” statement from Episode 14)
Striking Strength: At most Small Building Class
Durability: At most Small Building Level (Kept fighting after taking attacks from Killer Croc (whose strength is detailed above), though after the fight it was shown that said blows did notably injure him - and in their second encounter, he kept fighting after Croc slammed him onto a subway platform with enough force to shatter some stone. Survived a small portion of the explosion from an armory's worth of explosives, and later sustained no lasting injury (only being knocked out) after being caught in an explosion that destroyed a helicopter. Was hit with the thrown door of a bank vault and kept fighting, albeit with a noticeably injured arm. As per newton's third law, should be capable of withstanding his own physical power. No-sold a fall from an incredible distance onto Wayne Manor. Stopped the swing of a baseball bat with his arm. Was completely unaffected by landing on a wooden table with enough force to split it in two. No-sold a drop from a tall building. Took many hits from Ra's Al Ghul and kept fighting - Ra's Al Ghul being capable of putting sizable dents in a metal tanker and warping a metal railing with his attacks. His arm gauntlets could easily stop Professor Pyg's saw, which could slice through a steel cable and embed itself in pipes. Kept fighting after being tossed into a metal railing with enough force to severely warp it. Recovered quickly from Mr. Toad's projectile screech, which almost completely destabilized what seems to be a bulletproof glass door. Essentially no-sold an explosion that destroyed Humpty Dumpty's toy soldier. Survived dropping onto a metal operating table with enough force to split it. Survived Metamorpho's electricity blast which slammed him through a wall, albeit this knocked him out)
Stamina: Superhuman (Remained lucid and picked a lock while his brain was being electrocuted. Fought two members of the League of Assassins after Silver Monkey hit him with a knockout gas bomb, which made his vision extremely blurry. Survived being shot and dumped into freezing water, staying alive for the time it took the current to move him several miles, managing to swim to the Batcave, and performing rudimentary first-aid on himself, only passing out from his injuries several hours after being shot. Kept fighting after manually resetting his arm, which should be excruciatingly painful. During "Toxic," notes that he functions perfectly on a mere four hours of sleep a day. Won a Jeet Kun Do tournament while suffering from a broken clavicle. Passed an entrance test to a dojo that tested his endurance)
Range: Standard Melee Range physically
His gadgets vary in terms of range: the Grapnel Gun has a range of Hundreds of Meters (While Batman was on the ground, the grapnel could latch onto the top of the Wayne Industries skyscraper. Latched on to the top of a skyscraper, albeit while Batman was on the roof of a building directly next to said skyscraper), at least Tens of Meters with Batarangs (Has struck targets accurately from great distances away. Mid-level athletes compete in boomerang-throwing competitions where they're expected to throw their boomerangs 50 meters), at least Several Meters if not Tens of Meters (Snared Magpie from across a rooftop), Tens of Meters with Bola and his Bola Gun (It stands to reason this gadget could fire bola at least as far as IRL amateur survivalists can throw them, and it also stands to reason he could throw them that far), at least Standard Melee Range with his Energy Beam (Stretched from his hand to his feet), Extended Melee Range with his Bo Staff and Taser Baton (Both are handheld weapons that are less than or slightly more than 1 meter long)
At least Several Meters with the Batmobile's Winch (Pierced through a truck while pursuing it), at least Extended Melee Range with the Batmobile's spherical projectiles (Likely far higher, but it's only shown to hit a foe from about a meter away)
Standard Equipment:
- The Batsuit: A lightweight, jet-black battlesuit that makes the wearer resemble a bat. The lenses on the suit's cowl provide night vision, and can even pick up faint footprints - something invaluable to Batman in his detective work. The suit's cape allows Batman to glide, with its gliding capabilities being theoretically potent enough to "keep an elephant in the air." Trying to remove his mask will cause the suit to emit a frequency so sharp that it brought grown men to their knees. The suit's material can also withstand super high temperatures, such as the heat of an explosion, without so much as a singe mark. The suit even has the capacity to have data uploaded to it for Batman to use in combat.
- Batarangs: Bat-shaped boomerang blades that can be thrown with pinpoint precision, often embedding themselves in metal or glass. Batarangs are capable of scanning things, and Batman can even load harmonic frequencies onto Batarangs, allowing them to deactivate certain technology upon contact. Batman also utilizes Explosive Batarangs, which are rather self-explanatory as to their function. Lastly, Batarangs can be used as psuedo-knives for close combat.
- Grapnel Gun: A gun-shaped gadget that fires a steel cord upward, attaching to a structure and then pulling the user toward it. It can even be used to restrain particularly powerful foes, such as a rampaging Metamorpho during "Toxic."
- Batrope: A powerful, presumably steel cable that can be used to close doors from a distance.
- Bola: Some sort of restraint gadget that wraps around his opponent, immobilizing them. He wields a gadget that seems to fire these, but also carries them separately.
- Explosives: Several kinds of small explosives that attach to things such as metal or even people. They can be remotely detonated with his cell phone esque gadget.
- Smoke Grenade: A small golden gadget which emits plumes of smoke to blind and disorient foes.
- Handcuffs: Golden cuffs that bind foes' hands.
- Energy Beam: A small gadget that fires a beam of energy potent enough to shatter a concrete restraint in 7.4 seconds.
- Taser Baton: A golden baton that creates an electrical current, powerful enough to slice straight through a lock. To further illustrate how powerful this current is, in "Toxic," Metamorpho funneled the electric output of these tasers into a blast that could knock Batman through a wall.
- Knockout Spray: A spray of neurotoxin derived from the sea wasp, which is so potent it causes the afflicted to lose consciousness instantly.
- Hacking Interface: A cell-phone-esque gadget that can be linked via a cable into computer consoles, hacking them - such as in "Sacrifice" when this gadget was used to hack open a security door or when he cracked most of the code to unlock Anarky’s proximity bands. It can also be used to remotely detonate explosives, as seen in Episode 14.
- Adhesive Grenades: Grenades that, upon detonation, emit a "goo" that holds things in place.
- Bo Staff: A golden bo staff with a button on the end that can detonate the fake gun he gave Tobias Whale.
- Frequency Jamming Disk: A small device that jams frequencies, instantly shorting out a bomb's detonator.
- Tracking Device: An extremely small device that sends data on its location to the Batcomputer - which Bruce carries on him even out of costume. The signals that these tracking devices emit can be detected by the Batcomputer.
- Acid Capsule: A small golden flask of acid, with said acid being capable of mostly eating through steel cable. Considering that Batman refers to the gadget as "acid capsules" (implying plural) rather than "acid capsule" (implying singular), it's entirely possible he carries two or more of these on him at any given time.
- Synthetic Carbon Hollow Nanotube: A small, thin steel cable 50 times stronger than a Bat’s wing bones, which he can use to file down prison bars.
- Torch: A handheld gadget that emits a jet of potent flame, enough to burn through a lock.
- Lockpick: A small, discrete lockpick that Batman can use with expertise to free himself from restraints.
- Painkiller: A syringe containing a chemical that seems to dull pain when injected.
- Flashlight: Self-explanatory.
- Respirator: A handheld gadget that can be placed over someone's mouth in order to help them breathe properly.
- Fake Gun: A fake gun he gave to Tobias Whale, which Batman detonated to knock him out after Whale double-crossed him.
- Tranquilizer Dart: A tranquilizer dart that instantly knocked out Harvey Dent.
- Liquid Nitrogen Capsules: Self-explanatory.
- Optional Equipment:
- The Batmobile: A black-and-gold supercar specifically tricked out to assist Batman in fighting crime. Its console is uplinked to the Batcomputer, allowing it to receive data transmissions from and directly interface with the Batcomputer through voice activation - the Batcomputer can even scan the Batmobile's surroundings and inform Batman of potential dangers, send phone calls, et cetera. In order to help Batman pull off strategic maneuvers, it can enter autopilot and can even be controlled remotely from the Batcave. It's outfitted with various weapons/gadgets to help Batman in his crusade against injustice, such as small missiles, a grappling hook to latch onto other vehicles, spherical metal projectiles, et cetera.
- The Batcomputer: An extremely sophisticated computer system used by Batman and his allies, with its central console being in the Batcave. The Batcomputer is capable of truly insane feats - it has analyzed Wayne Manor's security and determined the most optimal way to sneak in, determined that a building was unstable and surrounded by methane pockets just by being in its proximity, determined the specifics of a bomb's construction after having a visual on it for just a few seconds, can compare all available physical data on two people, hacked into and displayed footage from security cameras, determined someone's approximate height and weight based on their shoeprint, calculated the exact probability of a maneuver succeeding, "did a sweep" to find out practically everything about a man, scan through radio frequencies, etc. The Batcomputer can also enhance images for analysis, hack into secure networks, run a trace on cell phones, et cetera.
- The Batcycle: A super-fast motorcycle that's tricked out specifically to aid Batman in his crusade against crime. It has a screen on it with a direct uplink to the Batcomputer to provide him with information analysis on the go, as well as being outfitted with several weapons: including spherical caltrops, missiles used to blast through barricades, etc. It is specially rigged to transform into a flying apparatus, which can fire small missiles just as the Batcycle can, as well as fire a cable to latch onto things. While driving the cycle, he wears a black helmet with a yellow visor.
- Scuba Gear: A helmet that allows Batman to stay underwater for long periods of time by providing him with oxygen. It resembles his motorcycle helmet.
- Pressure Blaster: Though hard to exactly tell, it seems that this gadget fires compressed air to incapacitate underwater foes.
- Tranquilizer Gun: A golden gadget that Batman seems to have built himself. It fires tranquilizer darts which inject a powerful anesthetic into their target.
- Communicator: A Bat-shaped cellphone that can be remotely made to self-destruct to avoid tracing.
- Thermite: A thin membrane of thermite that can burn straight through the door of a prison cell.
- Shock Cuffs: Specially made handcuffs that shock the wearer if they attempt to pick the lock.
Intelligence: Genius, with incredible combat prowess (Ra’s Al Ghul had not seen a warrior of Batman’s skill and talent in a thousand years. Deathstroke's martial arts mastery being such that he can mix Jeet Kun Do, Muay Thai, and Kenpo on the fly (which Alfred states would require a mastery of at least all three of those disciplines) are only enough for Alfred to conclude that he is *as* skilled as Batman - and Alfred is likely underestimating Batman's skill here, as despite he and Slade's physical relativity, Batman rather handily wins every one of their encounters and even considers Slade's technique "sloppy." Hacked Jim Gordon's cell phone, modifying his SIM chip. Used explosive Batarangs to cause streetlights to fall, precisely diverting two cannonballs. Discerned Anarky's plan quickly, then immediately formulating and executing a complex plan to divert electricity away from a bomb. It's implied that he built at least some of his gadgets himself, and he outright admits that he created his shock cuffs himself. Disassembled a handgun too quickly for the wielder to react in any substantial way. Picked apart a criminal's arsenal, including the locations of his hidden weapons, in practically no time. Saw through a complex disguise after less than a minute of interaction with the disguised party, down to the specific method by which he faked his limp. Determined Tatsu's history with Alfred by simply analyzing her body language. Easily solved all of Humpty Dumpty's riddles and traps in "Games." Determined the exact specifications of his prison cell with just a few minutes of examination)
Weaknesses: Refuses to kill. Otherwise, Normal Human Weaknesses.
Note: Batman being incapable of exerting this much force in the context of lifting strength is just overtly untrue - see him bursting out of handcuffs, breaking the metal railing, tossing people far away, and most of all Katana rising out of the grave.