Weapon

A Weapon is any object or device that enemies, and occasionally allies, wield to improve their offensive or defensive capabilities. They range from simple objects, like Pipes and Baseball Bats, to firearms and explosives, like Shotguns and Grenades.

While in Asylum, City, and Origins, Batman does not use weapons himself, and integrate some of them into counter-attacks and Takedowns. Batman: Arkham Knight allowed players to pick up weapons from the ground, with the exception of Shields, Swords, Stun Batons, and obviously, firearms. Melee weapons provide temporary damage boost and the ability to punch through enemy defenses, but break after a few uses.

Only Batman, Robin, Nightwing, and Azrael can pick up melee weapons.

Blunt Weapons
These are simple Melee Weapons that some enemies use to either increase their attack range or their damage. All blunt weapons, except Stun Batons, are counterable. Henchmen with Stun Batons can only be struck from behind, otherwise you will get shocked, lose health, and break your combo; they can still be hit with Special Combos, though. In Arkham Knight, all male characters except Red Hood can "steal" baseball bats or wooden sticks (this move replaced Batman's Special Combo Bat Swarm and changed the configuration of other characters' group attacks performed using the same button combination), by picking up dropped ones or snatching those from stunned henchmen. This move is very useful even for characters who fight with weapons like Robin or Nightwing, because the bats can pierce through the defenses of shielded henchmen, henchmen with Stun Batons and electrically charged henchmen, which Robin's staff/shield and Nightwing's Escrima Sticks cannot with a head-on strike and it deals more damage. The weapons are destroyed after being used for a couple of strikes or a Beatdown, signaled by slow motion. If other attacks or gadgets are used (Aerial Attacks, Takedowns, etc.), they will be dropped immediately, except the Ground Pound which will be faster with them.
 * Pipe
 * Hammer
 * Baseball Bat/Wooden Stick
 * Stun Baton

Sharp Weapons
These weapons deal more damage then normal Melee Weapons and can attack multiple times in a row instead of just once. Sharp weapons cannot be countered. However, players can use the Blade Dodge or Blade Doge Takedown to deal with enemies using them. Swords cannot be destroyed with the Special Combo Disarm and Destroy, and they cannot be separated from ninjas or combat experts.


 * Knife
 * Broken Bottle
 * Sword

Projectile Weapons
Essentially firearms, these are the most dangerous weapons in a one-on-one fight. There are upgrades that provide additional resistance against them, and in Batman: Arkham City, Batman: Arkham Origins, and Batman: Arkham Knight, they can be jammed with the Disruptor. In Arkham Knight, the Arkham Knight's Militia used RPG's trying to destroy Poison Ivy and her plant. They used them on a police car, killing them. They've used them to try and kill Batman to protect their Commanders in APC's.
 * Sniper Rifle
 * Assault Rifle
 * Shotgun
 * Handgun

Thrown Weapons
In Arkham Asylum, the only throwable weapons are fuse boxes. Henchmen had to remove them from the wall, but did not use them again if they were on the ground. They could not be countered, and it was difficult to dodge them.

In Arkham City and Arkham Origins, thrown weapons were counterable (by catching them and throwing them back at the throwing enemy), and more dodgeable. All of them can be destroyed with Special Combo Disarm and Destroy. They also come in greater varieties, including:
 * Bricks and Stones: Thugs on the street throw them at Batman if he was standing somewhere they couldn't reach to provoke him into a fight. Nothing can be done against these, although they deal very little damage.
 * Wooden Chairs: They are easily broken once thrown or dropped.
 * Rocks: They only appear in the Hell's Gate Challenge Map, and they are also broken once thrown or dropped.
 * Liquor Boxes: These are much harder. They can only be destroyed after being thrown and hitting the target, or with the Special Combo Disarm and Destroy. They are still usable if they are dropped or if they miss the target.
 * Explosive Projectiles: These are not destroyed if dropped, but could easily be if they are hit with a Batarang, Shuriken, Wing-Ding, or Bola, all of which hit the explosive projectile instead of the thug holding it, which made them more destroyable than other weapons.
 * Fire Extinguishers: These are not destroyed if countered, or thrown and missing the target (except when they were in Arkham Knight). Once destroyed, they release smoke and disorient nearby enemies into punching the air. Disoriented enemies, however, are harder to counter and can break your combo more easily.
 * Propane Tanks: These are destroyed once thrown or countered. Once destroyed, the released blast would knock down nearby thugs.

In Arkham Knight, a playable male character other than Red Hood can pick up a throwable weapon and throw them at thugs, which make them much more destroyable. More throwable weapons introduced are:
 * China Vases
 * Cinder Blocks
 * AC Units
 * Wooden boxes

Chemical Weapons
Chemical Weapons are only dangerous if the player makes contact with them. Some are lethal obstacles, while others trigger story sequences:
 * Smylex
 * Fear Toxin