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All Gotham Knights skill trees explained

Get all the information about the Gotham Knights skill trees for for Batgirl, Nightwing, Robin, and Red Hood so you can get a feel for each of the characters

Gotham Knights Skill Trees: Nightwing can be seen attacking a Court of Owls member

If you are hopping into Gotham Knights you are probably already lost in the number of skills and different trees for each of the four characters. But, while there are a lot and they all do different things for each character. Red Hood focuses on ranged attacks, Batgirl has hacking trees, and this article is aimed at helping you out. Here we will run you through all the Gotham Knights skills trees, what they do and the differences between all the heroes.

Gotham Knights skill trees explained

In Gotham Knights, Batgirl, Nightwing, Robin, and Red Hood all have access to four skill trees, each with a set of skills to unlock. The individual trees have anywhere from half a dozen to around a dozen skills to unlock for varying amounts of action points. The trees for each character are:

  • Batgirl skill trees – Justice, Grit, Oracle, and Knighthood
  • Nightwing skill trees – Raptor, Acrobat, Pack Leader, and Knighthood
  • Robin skill trees – Slugger, Shadow, Tinkering, and Knighthood
  • Red Hood skill trees – Marksman, Brawler, Vengeance, and Knighthood

You can take a deeper dive into the skill trees below for each character:

Gotham Knights Skill Trees: Batgirl can be seen

Batgirl skill trees

Batgirl’s four skill trees are the Justice, Grit, Oracle, and Knighthood skill trees. The Justice skill tree is focused almost entirely on melee attacks and melee Momentum Abilities.

Grit is based on defence and keeping Batgirl in the fight. Batgirl’s Oracle skill tree is mostly focused on her hacking abilities. Finally, her Knighthood abilities really power her up, boosting her drone, melee attacks, and allowing her to unlock glide.

The individual skills within each one are as follows:

Justice skill tree

  • Perfect Evade – Batgirl performs a perfectly timed evade that generates Momentum and allows for a Perfect Attack follow-up (1 AP)
  • Critical Expertise – Increases Batgirl’s critical damage by 20% (1 AP)
  • Elite Beatdown – Beatdown can’t be interrupted by most enemy attacks. Batgirl’s defence increases by 20% while using the ability (1AP)
  • Heavyweight – Increases Batgirl’s heavy melee attack damage by 10% and stun elemental effect buildup by 20% (2 AP)
  • Precise Strikes – Increases Batgirl’s chance of landing a Critical hit by 10% (2 AP)
  • Piercing Beatdown – This upgraded version of Beatdown can interrupt enemies’ armoured attacks (2 AP)
  • Critical Focus – Increases Batgirl’s chance of landing a critical hit by 10%. Increases critical damage by 10% (3 AP)

Grit skill tree

  • HP + – Increases Batgirl’s base health by 40%. Does not apply to bonus health provided by gear (1 AP)
  • Enemy Counter Focus – Batgirl receives a 75% defence bonus when hit by an enemy counter-attack (1 AP)
  • Unflinching Heavy Strike – Most enemy attacks can’t interrupt Batgirl’s heavy melee attacks (1 AP)
  • Second Wind – Batgirl can revive herself once after her health is depleted. Restores 50% health (3 AP)
  • Second Wind + – Second Wind also grants Batgirl a full Momentum segment and a 10% increased chance of landing a critical hit for 15 seconds (2 AP)
  • Vigilante Resolve – Batgirl can now use Second Wind twice (2 AP)
  • Sense of Victory – Batgirl regains 4% health upon defeating an enemy or 8% health upon defeating an enemy with a grab strike or a takedown (2 AP)

Oracle skill tree

  • Remote Hacking – Using AR mode. Batgirl can disable certain devices, like cameras, turrets, mines, electronic panels, and laser control modules (1 AP)
  • Shocking Devices – Batgirl can overcharge an enemy’s gun and/or device, instantly applying a Bioelectric elemental effect to the enemy (must wait after cooldown to re-use) (1 AP)
  • Digital Ghost – Electronic devices, such as sensors and cameras, cannot detect Batgirl (2 AP)
  • Gear Overclocking – Batgirl overclocks her abilities to deal 10% extra damage. She can also hack her allies’ abilities to give them a 15% damage bonus for 20 seconds (2 AP)
  • Hacking Overload – Batgirl’s hacking changes the function of security systems and makes electrical panels explode (2 AP)
  • Super Health Packs – Health Packs provide an extra 20% health and grant a 50% defence increase for 10 seconds (2 AP)
  • Health Packs + – Health Packs efficiency increases by 20%. Health Packs now also affect allies close to Batgirl (2 AP)

Knighthood skill tree

  • Glide – Batgirl uses her cape to glide through the air. She can adjust her pose to turn and gain or reduce her glide speed
  • Grapple Pull – Batgirl uses her grapple to pull an enemy towards her. When used on a large enemy, Batgirl pulls herself toward the enemy (1 AP)
  • Fear Takedown – Ambush takedown inflicts Fear in nearby enemies. Critical damage and critical chance increase by 15% for 10 seconds (1 AP)
  • Health Regen + – When outside of combat, Batgirl’s health automatically regenerates up to 40% (1 AP)
  • Enhanced Combo – Increases the number of attacks in Batgirl’s melee and ranged attack combo by 1. The last melee hit is a knockdown (2 AP)
  • Drone Firepower – Increases firing rate of Batgirl’s Drone (3 AP)
  • Drone Ambush Blast – Once per summon, Batgirl’s drone unleashes a large burst of damage on all nearby enemies (3 AP)

Gotham Knights Skill Trees: Nightwing can be seen

Nightwing skill trees

Nightwing’s skill trees are Raptor, Acrobat, Pack Leader, and Knighthood. The Raptor tree focuses mostly on damage output and aerial attack abilities. The Acrobat skill tree is almost entirely centred on Nightwin’s evasion abilities. Next, the Pack Leader skills boost Nightwing’s team support abilities and grant him new ones.

The individual skills within each one are as follows:

Raptor skill tree

  • Perfect Evade – Perfect Evade – Nightwing performs a perfectly timed evade that generates Momentum and allows for a Perfect Attack follow-up (1 AP)
  • Critical Expertise – Increases Nightwing’s critical damage by 20% (1 AP)
  • Trampoline – Nightwing’s Pounce ability is automatically followed by a high jump on the enemy (1 AP)
  • Assassin’s Mark – Marks an enemy, increasing Nightwing and his allies’ damage to the foe by 10% (2 AP)
  • Precise Strikes – Increases Nightwing’s chance of landing a Critical hit by 10% (2 AP)
  • Aerial Bounce – Nightwing bounces off an enemy following an aerial attack to propel himself back into the air. Can be used up to three times in succession (2 AP)
  • Critical Distance – Hitting an enemy with a melee attack from a large distance increases the critical chance and critical damage by 15% (3 AP)

Acrobat skill tree

  • Aerial Damage + – Increases Nightwing’s aerial attack damage by 20% (1 AP)
  • Extra Momentum Bar – Grants Nightwing an extra Momentum bar (1 AP)
  • Momentum Gain + – Increases Nightwing’s Momentum gain by 15% (1 AP)
  • Evade Chain – Nightwing chains evades by performing a quick succession of back jumps (3 AP)
  • Haly’s Favorite – Completing an Evade Chain knocks down all nearby enemies (2 AP)
  • Evade Chain Momentum – Performing an evade chain during combat restores a portion of Nightwing’s Momentum (2 AP)
  • Mind And Body – Using Momentum Abilities restores a portion of Nightwing’s health (2 AP)

Pack Leader skill tree

  • Family Ties – Increases Nightwing’s defence and resistance by 10%. Working with allies also grants him additional bonuses. Batgirl receives +15% melee damage. Red Hood receives +15% ranged damage. Robin receives +15% stealth damage (1 AP)
  • Health Bolstered Defence – When Nightwing’s health is at least 70%, he gets a 5% defence bonus calling up to +20% at full health (1 AP)
  • Momentum Regen – Nightwing’s Momentum regenerates over time. Regeneration stops after filling one Momentum segment. Gaining any Momentum activates regeneration again. Working with allies increases regeneration speed (2 AP)
  • Shared Skill – Passive skills increasing damage, critical chance, defence, Momentum regeneration, and ultimate cooldown are shared with allies at 50% of their value (2 AP)
  • Elemental Smart Darts – Nightwing’s darts inflict elemental effect build up on enemies or heal allies overtime (2 AP)
  • Elemental Smart Darts + – Nightiwng’s darts also reduce enemies’ defence by 10% and increase damage inflicted by allies by 5% for 10 seconds (2 AP)
  • Revive Darts – Nightwing’s darts can be used to instantly revive an ally from afar. Maximum 1 per night (2 AP)

Knighthood skill tree

  • Flying Trapeze – Nightwing uses his Flying Trapeze to glide through the air. He can also rebound off of walls to gain altitude and speed
  • Tripe Darts – Nightwing shoots three darts at once instead of 1 (1 AP)
  • Strike Distance + – Nightwing’s melee attacks can strike enemies from further away (1 AP)
  • Guardian – Defeating an enemy reduces Nest ability cooldown by 15% (1 AP)
  • Combat Experience – Increases the number of attacks in Nightwing’s melee combo by 1. The last hit is a knockdown (2 AP)
  • Nest Buffs + – Nest damage is increased by 150% and the healing effect is increased by 100% (3 AP)
  • Bigger Nest – Increase the size of Nightwing’s Nest (3 AP)

Gotham Knights Skill Trees: Robin can be seen

Robin skill trees

Robin’s four skill trees are as follows: Slugger, Shadow, Tinkering, and Knighthood. Robin’s Slugger tree is centred around his ability to do damage. The Shadow skill tree, however, is focused on stealth attacks and sticking to, well, the shadows.

The individual skills within these trees are:

Slugger skill tree

  • Perfect Evade – Perfect Evade – Robin performs a perfectly timed evade that generates Momentum and allows for a Perfect Attack follow-up (1 AP)
  • Critical Expertise – Increases Robin’s critical damage by 20% (1 AP)
  • Elemental Decoy – When attacked, Robin’s decoy inflicts a large amount of Elemental Effect damage on the attacking enemy (1 AP)
  • Back Damage + – Robin deals 20% more damage when attacking enemies from behind (2 AP)
  • Precise Strikes – Increases Nightwing’s chance of landing a Critical hit by 10% (2 AP)
  • Exploding Decoy – Robin’s decoy explodes leaving behind elemental residue that deals elemental effect damage to any enemy that walks into it (2 AP)
  • Elemental Focus – Robin’s critical damage and chance of landing a critical hit increases by 20% on targets with an active elemental effect (3 AP)

Shadow skill tree

  • Light Footed – Robin produces no sound while running and moves faster while crouched (does not apply while sprinting) (1 AP)
  • Stealth Damage + – Robin’s melee and ranged attack damage is increased by 10% while undetected. Robin’s takedown and stealth strike damage is increased by 20% when undetected (1 AP)
  • Turnabout Takedown – Robin can perform takedowns and stealth strikes on large enemies (3 AP)
  • Vantage Hanging Takedown – Robin can perform a special takedown that suspends enemies from a vantage point (1 AP)
  • Reduced Visual Stim – Robin is harder to spot and enemies take longer to notice him (2 AP)
  • Vantage Hanging Takedown Mine – Performing a vantage hanging takedown also drops a proximity mine that lures enemies (2 AP)
  • Shadow Renewal – Successful takedowns restore 25% of Robin’s health (2 AP)

Tinkering skill tree

  • Elemental Charge – Elemental effect build-up inflicted by Robin is increased 25% faster (1 AP)
  • Sticky Pellet – In precision aim, Robin’s pellet can stick to surfaces, creating a temporary mine. Placing a second mine deactivates the first one (1 AP)
  • Sticky Pellets X3 – Robin can place up to 3 sticky pellets at once (2 AP)
  • Enhanced Sticky Pellets – Sticky Pellets inflict 33% more damage and last up to 10 seconds (2 AP)
  • Elemental Resistance – Robin’s elemental effect resistance increases by 40% (2 AP)
  • Elemental Burst – When Robin deals elemental damage, he gains a 5% chance of dealing additional elemental damage in an area. Elemental burst also reduces enemies’ elemental effect resistance by 50% for 10 seconds (2 AP)
  • Enhanced Elemental Effects – Elemental effects inflicted by Robin last twice as long (2 AP)

Knighthood skill tree

  • Slideways – Robin activates and enters a temporary portal, which he can use to relocate to a new position.
  • Stealth Takedown + – Performing a takedown increases Robin’s damage, critical chance, defense, and elemental build up for 15 seconds (1 AP)
  • Aerial Attack Smoke – Robin’s aerial attacks are followed by a small cloud of smoke, allowing him to re-enter stealth (1 AP)
  • Microbots Cooldown Reduction – Robin’s Microbots ability cooldown is reduced by 20%, allowing Robin to call them more often (1 AP)
  • Combat Experience – Increases the number of attacks in Robin’s melee combo by 1. The last hit is a knockdown (2 AP)
  • Slideways Takedown – Robin opens a small portal and pulls an enemy through it to perform a takedown (not applicable on bosses). In AR Mode, hold ranged attack while aiming at an enemy. Must be in stealth and in an unobstructed space (3 AP)
  • Microbot Target + – Robin improved the particle accelerator in the microbots’ core engine. He can now call five microbots instead of three (3 AP)

Gotham Knights Skill Trees: Red Hood can be seen

Red Hood skill trees

The four skill trees on offer for Red Hood are Marksman, Brawler, Vengeance, and Knighthood. The Marksman skill tree is almost entirely centred on ranged attacks. The Brawler skill tree focuses on Red Hood’s melee options and close-range tools. His Vengeance tree is focused on damage boosts against specific enemies and when using certain abilities.

Red Hood’s individual skills within the trees are:

Marksman skill tree

  • Perfect Evade – Red Hood performs a perfectly timed evade that generates Momentum and allows for a perfect attack follow-up (1 AP)
  • Critical Expertise – Increases Red Hood’s critical damage by 20% (1 AP)
  • Focused Fire – Red Hood can aim longer at a target to deal 4x more damage (1 AP)
  • Lucky Rounds – Eery round Red Hood shoots has a small chance to deal 5x damage. Only applies to ranged attacks and precision aim (2 AP)
  • Precise Strikes – Increases Red Hood’s chance of landing a critical hit by 10% (2 AP)
  • Focused Fire + – Aiming time of Focused Fire is reduced by 50% (2 AP)
  • Quickfire Expert – The critical chance and critical damage of Red Hood’s ranged attack combo is increased by 15% (3 AP)

Brawler skill tree

  • Human Bomb – When Red Hood throws an enemy he attaches a concussion mine to them that explodes when shot (3 AP)
  • Large Grab – Red Hood can perform grab moves on large enemies (1 AP)
  • Extended Grab Window – Enemies can now be grabbed at 50% health or less (1 AP)
  • Human Bomb Enhanced – Increases damage and radius of the concussion mine explosion (2 AP)
  • Grip Expertise – Increases Red Hood’s damage when performing a grab move by 10% (1 AP)
  • Iron Grip – Grabbing an enemy prevents Red Hood from being interrupted by most attacks (2 AP)
  • Human Bomb Multiplied – Detonating the concussion mine deploys six additional concussion proximity mines on the ground (2 AP)

Vengeance skill tree

  • Coup De Grace – Red Hood inflicts 10% more damage on enemies with 30% health or less (1 AP)
  • Freak Justice – Increases Red Hood’s damage by 15% and critical damage by 5% when fighting freaks (1 AP)
  • Regulator Justice – Increases Red Hood’s damage by 15% and critical damage by 5% when fighting the Regulators (2 AP)
  • Mob Justice – Increases Red Hood’s damage by 15% and critical damage by 5% when fighting the Moh (2 AP)
  • Combined Fire – Red Hood and his allies inflict increased damage when focused on a single target. Only applies to ranged attack combos and precision aim (2 AP)
  • Unrestricted Fire – After using Two-Fisted Reload, Red Hood can shoot unlimited rounds for a short period of time (2 AP)
  • Double Vortex – After using Two-Fisted Reload, Red Hood shoots double the number of rounds for a short period of time (2 AP)

Knighthood skill tree

  • Mystical Leap – Red Hood traverses through the air using spirit platforms
  • Ranged Terror – Every shot that knocks out a target inflicts Fear in nearby enemies (1 AP)
  • Weak Spot Damage + – Increases headshot and weak spot damage by 15% (1 AP)
  • Grab Dread – Grabbing a target inflicts Fear in nearby enemies (1 AP)
  • Combat Mastery – Increases the number of attacks in Red Hood’s ranged attack combo by 1. The last hit is a knockdown (2 AP)
  • Ducra’s Training – Mystical Rounds requires 50% less time to lock on targets (3 AP)
  • Shadow Vengeance – Mystical rounds shoot two rounds instead of one (3 AP)

And that covers all of the Gotham Knights skill trees. Congratulations on making it to the end of this lengthy, detailed guide. With a better idea of the skill trees, you can really see how each of the characters separates themselves from each other in terms of playstyle. But, if you want a suggestion for what you should use, we have a best character guide which does just that.