Board Thread:Versus Battles/@comment-28510017-20171231055212/@comment-28510017-20180101021037

Base
 * -|Superman=
 * Combat Shield: Batman has a shield equivalent to his own base strength.
 * Enhanced Senses: Superman has X-Ray vision, as well as being able to hear from interplanetary distances. He also has microscopic vision allowing him to see tiny details, in which his Knight of Justice form can see down to the level of quarks.
 * Heat Vision: His heat vision allows him to shoot laser like beams from his eyes.
 * Frost Breath: Can cause gusts of tsunami like winds with his breath, as well as freezing objects.
 * Statistics Amplification: The closer/longer he fights under a yellow or blue star, the stronger he will become. He is near impossible to kill when he is bathing inside the star. A blue star increases his power tenfold to what a yellow star would normally do.

Lord of Order
 * Vampire Power: Performing attacks allows Superman to regenerate health with every attack.
 * Unstoppable: Superman's attacks can't be blocked, and his power is enhanced.
 * The Power Of Zoom: Superman can release speed force energy allowing him to move as fast as The Flash.
 * Gift of Health: Doctor Fate releases healing energy at Superman.
 * The Turtle’s Strike: Doctor Fate temporarily slows down the opponent.
 * Armour: Equips armour that heavily reduces attacks
 * Cursed Specials: When the opponent performs special moves, they take damage
 * OHK: Superman is temporarily granted Godly strength that can do infinite damage. This attack can only destroy one layer of shield at a time although it instantly destroys unshielded opponents. Can knock people out of invincibility, but doesn't kill them.
 * Portal Creation: Can open portals to different universes, across an entire multiverse.
 * Rage Shield: Drawing power from a star, Superman can reduce incoming attacks, as well as bypassing armour
 * Last Son of Krypton Infusion: Superman does double damage to villains as well gaining an additional shield that heavily reduces attacks.
 * Regime Regalia Infusion: Greatly increases Superman's strength
 * The House Of El Infusion: Increases Superman's strength, durability, and actives blue heat vision which burns at Plank Temperature
 * Armour Of The Yellow Sun Infusion: Greatly increases Superman's stamina
 * Damage Shield: A shield that deflects lots of damage, of incoming attacks
 * Bullet Proof: Superman is naturally invulnerable to bullet based attacks
 * No Weaknesses: Superman is naturally invulnerable to projectile based attacks

Knight of Justice
 * BFR/Sealing: Can absorb his opponent into his "S" symbol, that seals them away in the Phantom Zone, trapping them forever.
 * Super Androids: Can summons Super Androids, that come to his aid when needed. They can also gain the strength when Superman wears his yellow lantern ring, as well as being able to create energy constructs. They are based around Brainiac's Beta drones, so they have the ability to adapt to the opponents attacks/fighting styles.

Yellow Lantern
 * Immortality: Can't be killed as long long as the primary Yellow Lantern battery is functional.
 * Indomitable Fear: His mastery of fear is extremely strong making it difficult to affect his mind.
 * Conceptual Fear: Can allow emotionless beings to feel emotions. Can enhance/decrease the fear of others.
 * Energy Constructs: Can create an additional shield layer. Can create constructs based on thought.
 * Bound: The ring is bound to his finger unless he wants to take it off, or is deemed unworthy of the ring (Only those who can strike fear into others can wear a yellow lantern ring).

Base
 * -|Batman=
 * Combat Shield: Superman has a shield equivalent to his own base strength.
 * Teleportation: Batman drops a smoke bomb, allowing him to seemingly teleport to a relatively nearby location.
 * Brother Eye: A central hub designed to monitor activity across the whole of the earth.
 * Batwing: Batman can pilot the Batwing in order to traverse space, the sea, and the air. Later he can summon it to aid in combat and/or transport precious cargo.
 * Machine Guns: Twin mounted machine guns attack opponents in large volleys. Knightwing has pure Nth metal rounds, bypassing conventional durability.
 * Shields: Has a reflective shield that reflects physical attacks towards the opponent. The Knightwing will gain a second layer of shields when Batman is wearing his Lantern ring.
 * Rockets: Smart guided missiles can be launched in volleys or single shots. The Vampire also has additional effects including:
 * Napalm Rockets F171: Highly flammable and effective against armour and exposed flesh
 * Cryogenic Rockets I415: Absolute zero rockets instantly freeze the target upon contact. Is also effective against shields.
 * Static Rockets E12: Static rockets discharge energy causing chaos to electronics and utterly overloading shields.
 * Poison Rockets P125: Poison gas is released upon detonation. Any shrapnel that enters the bloodstream can cause blood poisoning.
 * Explosive Rockets E612: Explosive shells easily bypass regular armour and causing lots of internal damage.
 * Batmobile: The Batmobile has the same abilities as the Batjet, but with some differences
 * Flamethrower: A flamethrower that spews sticky napalm at the opponent
 * Transformation: Can transform into a submersible and aircraft when needed
 * Batboat: Has similar abilities to the Batjet with some differences
 * Harpoon: Fires an Nth metal harpoon at the opponent
 * Transformation: Can transform itself into an aircraft

Lord of Order
 * Taser-Rangs: Batarangs can now explode in a burst of electricity, stunning opponents.
 * Sleeping Powder: Batman can spray sleeping powder on the opponent causing them to fall asleep.
 * Vampire Power: Performing attacks allows Batman to regenerate health with every attack.
 * Unstoppable: Batman's attacks can't be blocked, and his power is enhanced.
 * The Power Of Zoom: Batman can release speed force energy allowing him to move as fast as The Flash.
 * Gift of Health: Doctor Fate releases healing energy at Batman.
 * The Turtle’s Strike: Doctor Fate temporarily slows down the opponent.
 * Armour: Equips armour that heavily reduces attacks
 * Security Orbs: Batman can summon security orbs that attack the opponent
 * Cursed Specials: When the opponent performs special moves, they take damage
 * OHK: Batman is temporarily granted Godly strength that can do infinite damage. This attack can only destroy one layer of shield at a time although it instantly destroys unshielded opponents. Can knock people out of invincibility, but doesn't kill them.
 * Portal Creation: Can open portals to different universes, across an entire multiverse.
 * Enhanced Gloves: Can amplify his gloves similarly to the enhanced rocket technology using: Poison, fire, ice, and static electricity.
 * Billionaire Infusion: Pure Gold is synthetically laced into the suit. This allows him to resist attacks from other rich characters and do more damage to them. His batarangs are pure gold.
 * Kryptonite Armour Infusion: Magical Kryptonite is synthetically laced into the suit. This allows him to resist attacks from alien (not born on Earth) characters and do more damage to them.
 * Insurgent Infusion: His suit is magically infused to resist attacks from criminal characters and do more damage to them. His batarangs also do increased damage.
 * Justice League Founder Infusion: His suit is magically infused to resist attacks from leader characters and do more damage to them. He also amplifies any summons/allies with additional power.
 * Plasteel Tactical Infusion: His suit is magically infused to resist attacks from army characters and do more damage to them. Stealth attacks are more effective.
 * Luther/Wayne Infusion: His suit is magically infused to resist attacks from scientist characters and do more damage to them. Technology attacks are more effective.
 * Triple Jump: Can perform a triple jump

Knight of Justice
 * Flight: Batman has the ability to fly unassisted by technology.
 * Enhanced Physiology: Batman is able to breathe in space and underwater without tech assistance.
 * Utility Belt: Batman has a utility belt that has has a ridiculous assortment of gadgets that are always ready to be used in convenient situations.This usually allows him to get out of almost every situation.
 * Green Lantern Ring: When called by Hal Jordan, or when facing a stronger opponent, Batman can put on his ring.
 * Bat Drones: Summons robotic versions of Batman, Robin, and Nightwing. Bat Drones are similar to Beta Drones in that they can adapt to the enemies attacks. Bat Drones can mimic Green Lantern energy when Batman puts on his green lantern ring, allowing them to gain strength and create energy constructs.
 * Perfect Invisibility: Is completely invisible from sight, sound, radar, light spectrums, magic, and other enhanced senses
 * Big Brother Eye: A system designed to detect and predict attacks from cosmic forces, and attacks across the multiverse.

Green Lantern
 * Immortality: Can't be killed as long long as the primary Green Lantern battery is functional.
 * Indomitable Will: His willpower is extremely strong making it difficult to affect his mind.
 * Conceptual Will: Can allow emotionless beings to feel emotions. Can enhance/decrease the will of others.
 * Energy Constructs: Can create an additional shield layer. Can create constructs based on thought.
 * Bound: The ring is bound to his finger unless he wants to take it off, or is deemed unworthy of the ring (Only those of pure hearted will can wear a lantern ring).