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Batman Arkham Asylum Upgrade List

Batman Arkham Asylum Upgrade List

 

In Batman Arkham Asylum the 20 Waynetech upgrades are divided up into 4 categories.

6 Combat upgrades, 4 armor upgrades, 6 Batarang upgrades and lastly 4 tech upgrades.

The following is a complete upgrade list of each upgrade (in no particular order) and we've decided to throw in some tips along the way.

Inverted Takedown

Inverted Takedown

What it does:

Gives Batman the ability to swoop down from the rafters and grab hostiles as they pass under gargoyles and leave them hanging upside down.

What we think:

This skill is a must and is one of Batman's most recognized signature moves. Batman's techniques are all about being as stealthy as possible while striking fear into the hearts of criminals. He did train in the League of Shadows remember? As an extra tip, after performing inverted takedown on one of joker's henchmen, wait until one of his criminal buddies come to investigate and then throw a Batarang at the rope that is holding them upside down. You'll terrify them and the dialogue is priceless.

Special Combo Throw

Special Combo Throw

What it does:

Allows "Bats" to execute an unblockable throw after achieving a combo score of x8. Batman can continue to chain attacks after performing this special combo throw.

What we think:

This move is most useful if you intend to throw the enemy towards multiple enemies as it will take them out as well. On hard difficulty you'll need to vary your attacks much more often and this move will really come in handy.

Special Combo Takedown

Special Combo Takedown

What it does:

Gives Batman the ability to perform an unblockable instant "special combo takedown" after achieving a combo score of x8. As usual, Batman can still acrue combo points after using this special combo takedown.

What we think:

This move is most useful against harder weapon wielding foes such as knife and gun carriers, don't waste it on a regular criminal unless there are no weapon carriers in sight.

Special Combo Boost

Special Combo Boost

What it does:

Allows Special Combo Moves to be executed after achieving a combo score of x5 instead of x8.

What we think:

Performing special moves quicker is handy but in the single player game, this shouldn't be a priority... In challenge mode however, you'll want to have this, as well as all your other combat skills to maximize your variation bonus score.

Combo Batarang

Combo Batarang

What it does:

Powers up the Batarang during combos so that it can be used to knock down thugs.

What we think:

This skill is most powerful when combined with "Double or Triple Batarang", on it's own it's decent, but plan to buy those two skills back to back to maximize effectiveness.

Critical Combo Strikes

 

What it does:

Doubles the power of normal combo strikes when strikes are timed perfectly. Increases combo score by x2 for each strike, allowing for quicker activation of Special Combo Moves.

What we think:

Extremely useful if you're not a button masher and actually coordinate your button presses. Extremely necessary to gain more points during the combo challenge modes. Relatively useless if you button mash, and effectiveness in the single player game is somewhat limited compared to other more desirable skills.

Armor Upgrades V1-V4

Armor Upgrade

What it does:

Military grade spun gara-aramid fibers molded into the Batsuit chest piece provide greater protection from attack. Adds an extra 1/4 to Batman's health bar. Armor Upgrade v2 Super lightweight nano-engineered polymer plating incorporated into the Batsuit creates a more resilient out shell. Adds another 1/4 to Batman's health. Armor Upgrade v3 Ultra strong micro plating developed by WayneTech, layered between the regular armor and the undersuit. Adds another 1/4 to Batman's health. Armor Upgrade v4 Batsuit soaked in top secret prototype formula, developed by Lucius Fox at WayneTech. Durability is massively increased without additional weight while retaining full movement and flexibility. Adds another 1/4 to Batman's health bar, maxing out his health.

What we think:

Purchase on a case by case basis.

I only recommend purchasing these upgrades when you need them for health during a boss fight. As soon as you upgrade your Armor level, your health bar will replenish to full life.
Since Rocksteady overlooked the fact that you can upgrade your WayneTech at any time, including during boss fights, you will find this an extremely useful way to effectively heal during some of the harder boss fights found later in the game.

Batarang Power

Batarang Power

What it does:

Upgrades the standard Batarang power, increasing the time an assailant stays down when hit.

What we think:

I didn't really use this skill much and didn't find it that effective overall. However, if you're throwing out Batarangs like a tennis ball dispenser, this skill could be quite useful.

Twin Batarang

Twin Batarang

What it does:

Allows two targets to be taken out simultaneously. Once thrown, requires a short period of time before it can be used again. Also upgrade Combo Batarang.

What we think:

Get this early on, and consider upgrading to "Triple Batarang" asap. These skills are great for breaking up and knocking down multiple enemies in large groups before beating the living snot out of them.

Triple Batarang

Triple batarang

What it does:

Allows three targets to be taken out simultaneously . Once thrown, requires a short period of time before it can be used again. Also, upgrades Combo Batarang.

What we think:

Do you enjoy watching 3 baddies fall flat on their asses with a flick of your wrist? Well then, this skill is for you!

Remote Control Batarang

Remote Control Batarang

What it does:

Special Batarang that can be directly controlled by Batman after being released. Once throw, requires a moderate recharge period before it can be used again.

What we think:

To be honest, this should be one of the last skills you consider upgrading. It may be useful once or twice in the single player game, and completely useless in combo challenges. Save your points unless you have points to spare and are looking to max out all your skills!

Sonic Batarang

Sonic Batarang

What it does:

Tuned to Resonate at the exact same frequency of the nearest Arkham suicide collar, attracting that henchman. Useful for luring a target into a trap or away from an area of importance. Once thrown, requires a long recharge period before it can be used again.

What we think:

Useful in certain situations to drive henchmen apart. Great for diversion techniques. Sonic Batarang  is a useful skill later on in the game, but is not as useful unless you purchase the "Sonic Shock Batarang" as well.

Sonic Shock Batarang

Sonic Shock Batarang

What it does:

Upgrade to the Sonic Batarang. Allows this to be detonated once thrown to overload the suicide collar of a nearby henchman, incapacitating him. However, the residual inference will stop any further Sonic Batarangs from being effective in this location. What we think:

What we think:

Great for long distance takedowns, distractions and to break up large groups of henchmen. Also, it's hilarious.

Multiple Frequency Detonator

Multiple Frequency Detonator

What it does:

Allows selective detonation of Explosive Gel. Useful for advanced Takedown tactics.

What we think:

Batman is already pretty tough as it is, this skill is somewhat tedious and requires a ton of planning, whereas you can just inverted takedown/remote detonate to do the same thing in much less time.

Auto Proximity Detonator

Auto Proximity Detonator

What it does:

Upgrades the Explosive Gel to automatically detonate if nearby threat detected. Temporarily incapacitates targets.

What we think:

Handy to catch patrolling guards behind you, but it can cause complete bedlam and alarms to go off when you are not necessarily ready for them. Not recommended until near end game as there are much better skills to acquire first.

Crytographic Range Amplifier

Crytographic Range Amplifier

What it does:

Increases effective range of the Cryptographic Sequencer, allowing Batman to override out of reach Control Points and open up access to areas that would otherwise be inaccessible.

What we think:

If you plan on solving all of the "Riddler's" riddles.. this is a must. If you want to kick some ass early in game, don't get this skill until later on. You can always go back after beating the game to "solve riddles".

Crytographic Power Amplifier

Crytographic Power Amplifier

What it does:

Increases the power of the Cryptographic Sequencer, allowing easier deciphering of security systems.

What we think:

What I believe to be the biggest waste of a skill in the game. I found it really easy to decipher all the security systems in Batman Arkham Asylum, but you know, that's just me. If you're having problems decrypting systems or tend to be under fire while doing so, get this skill, otherwise save it for the end.

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