Prepare to face Gotham's worst in Batman: Arkham Knight, the thrilling action finale to Rocksteady's acclaimed series. This extensive guide features 54 sections, covering everything from combat fundamentals and Batmobile basics to detailed predator stealth tactics and gadget loadouts. Whether you're seeking advice on boss strategies or optimizing Batman's core abilities, you'll find the help you need to reclaim the city.
Gadgets: Gameplay Basics
Get the lowdown on all Batman: Arkham Knight gadgets: Batarangs, Batclaw, Disruptor, Explosive Gel, Freeze Blast, and Line Launcher. Learn their uses and upgrades!
Gadgets: Gameplay Basics
Get the lowdown on all Batman: Arkham Knight gadgets: Batarangs, Batclaw, Disruptor, Explosive Gel, Freeze Blast, and Line Launcher. Learn their uses and upgrades!
Gadgets: Basics 2
Get the lowdown on Batman: Arkham Knight's Batarang, Batclaw, Disruptor, Explosive Gel, Freeze Blast, and Line Launcher. Learn how to use and upgrade them!
Gadgets: Basics 2
Get the lowdown on Batman: Arkham Knight's Batarang, Batclaw, Disruptor, Explosive Gel, Freeze Blast, and Line Launcher. Learn how to use and upgrade them!







Predator Sequences
Learn about enemy equipment like Sentry Turrets and Boa Drones, and master hiding places and distractions in Batman: Arkham Knight predator sequences.
Predator sequences in Batman: Arkham Knight present unique challenges with various enemy gadgets and environmental factors. Understanding these elements is key to successful stealth takedowns.
Enemy Equipment
Enemies utilize several gadgets that increase the difficulty of predator sequences, especially later in the game:
- Detective Mode Scanner: Detects Batman if Detective Mode is used for too long. A warning bar appears, and upgrades allow disabling it with the Disruptor.
- Detective Mode Scrambler: Renders Detective Mode unusable. The enemy carrying it must be eliminated to restore Detective Mode. Upgrades allow disabling it with the Disruptor.
- Incendiary Grenades: Dropped into vents if enemies spot Batman, find bodies, or suspect his presence. They damage Batman and destroy vent gratings.
- Proximity Mines: Laid by aware enemies at ground level or on vantage points. Explode when Batman gets too close, causing damage and alerting guards. Upgrades allow disabling them with the Disruptor.
- Sentry Turrets: Deployed in some areas after Batman's presence is known. Can be temporarily blinded with the Remote Hacking Device. The Disruptor can sabotage storage containers to take out the first enemy accessing them.
- Boa Drones: Flying drones that attack if they see Batman. Can be temporarily blinded with the Remote Hacking Device, or controlled by downloading codes from Drone Controllers using the same device.
- Minigunners: Heavily armed enemies that cannot be taken down with regular takedowns but can be eliminated with environmental takedowns. Direct confrontation is noisy and attracts other enemies.
Hiding Places & Distractions
Effective use of hiding spots and distractions is crucial for success in predator sections. Patience, observation of patrol patterns, and strategic takedowns of isolated enemies are recommended.
- Vantage Points: High locations like cables, girders, or ledges offer observation points and allow for quick transitions using the Batclaw to evade detection. Inverted takedowns can also be performed from these spots.
- Tunnels: Underground ventilation tunnels provide undetected movement and often feature wall grates for transitioning to vantage points. Silent takedowns can be performed from tunnels, but enemies may use incendiary grenades if they become aware of Batman's presence.
- Gratings: Allow quick transitions between floors in multi-level areas, aiding in avoiding detection or setting up ambushes.
- Weak Walls: Can be destroyed with Explosive Gel to take down nearby enemies or used to attack enemies on the other side.
- Distractions: The Remote Hacking Device can hack generators, security consoles, escalators, automated equipment, and doors. The Voice Synthesizer can redirect enemies. Remote Electrical Charge can electrify water pools. Explosive Gel or Batarangs can create noise distractions.
Gadgets: Basics
Learn about Batarangs, Batclaw, Disruptor, Explosive Gel, Freeze Blast, and Line Launcher in batman arkham knight. Get gadget tips and uses.
Batarang
The Batarang is a versatile gadget with standard and remote-controlled variants, primarily used to stun enemies. Standard Batarangs can create noise distractions by hitting walls or windows near enemies, prompting them to investigate. This allows for stealthy approaches or quiet takedowns. Waynetech points can upgrade standard Batarangs to target up to three enemies simultaneously. The quickfire Batarang damages and stuns opponents in combat, with upgrades available for damage and stun duration. The reverse Batarang upgrade for the Remote-controlled Batarang allows for surprise attacks from behind, dealing extra damage and potentially knocking enemies out. Remote-controlled Batarangs also offer finer control and can be used to press hard-to-reach switches.
Batclaw
The Batclaw is a handheld grappling hook with various uses in and out of combat. It allows Batman to grapple to specific points within range, useful for exploring the city or moving between vantage points in indoor areas. The Batclaw can also grapple to wall-mounted vents or pull down locked vents and weak walls. In combat, it can temporarily unbalance enemies. With Waynepoint upgrades, it can disarm opponents or pull them towards Batman for a quick stun attack. An upgrade also enables a Batclaw combo takedown for instant knockouts.
Disruptor
The Disruptor is acquired about one-third of the way through the game. It can disable enemy firearms, causing them to jam with a single shot. Two Disruptor blasts will cause the weapon to backfire, knocking out the wielder. Waynetech upgrades allow the Disruptor to be used on aerial Drones, causing them to explode. Further upgrades can knock out Medics reviving allies, disable Detective Mode Scanners/Jammers, and disable stun sticks. The Disruptor can also remove camouflage armour and sabotage weapon or Sentry Gun crates, electrifying them to knock out the first enemy to interact with them. It is also used as a tracking device in the Most Wanted mission ‘Gunrunner’.
Explosive Gel
Explosive Gel is used both in and out of combat. Outside of combat, it's commonly used to destroy weakened walls and floors. Destroying a weak wall near an enemy can knock them out. Explosive Gel can also be detonated to create noise distractions. As a quick-fire gadget in combat, it can be placed and detonated. Waynetech Points can upgrade quick-fire Explosive Gel for an instant knockout (single enemy) and stun capabilities, as well as increase its range and stun duration.
Freeze Blast
The Freeze Blast is an optional gadget, not required for the main campaign, but useful for Riddle collectibles and predator/combat scenarios. It can be found in the main lab area of Panessa Studios where Robin is first met. It can block pipes shooting super-heated steam, allowing passage. In combat, it freezes enemies for a short duration. Waynepoint Upgrades can increase the freeze duration or add a proximity mine effect. Another upgrade allows for a cluster effect, throwing three smaller Freeze Blast grenades at once.
Line Launcher
The Line Launcher shoots a rope in both directions from its deployment point, allowing traversal across large hazards like fans. While acquired early, the game only requires its use in one small section.
- Use standard Batarangs to lure enemies away from your path.
- Upgrade the Remote-controlled Batarang to hit multiple enemies or press switches.
- The Batclaw can disarm enemies or pull them to you for a quick attack.
- Sabotage weapon crates with the Disruptor to create traps for unsuspecting enemies.
- Explosive Gel can be used to destroy weak walls and create distractions.
- The Freeze Blast is excellent for crowd control in combat or for environmental puzzles.
- The Line Launcher is useful for crossing large gaps quickly.
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