Arkham Wiki
Arkham Wiki

Batman using his Batclaw to pull a Joker Henchmen to him.

The Batclaw is a grapple device that allows Batman to pull off vent coverings on out-of-reach walls, clear objects out of his way that he couldn't reach normally, and make enemies drop their weapons (not including knives).

It also allows Batman to pull thugs off ledges, and in Combat, it can pull them toward him until they eventually fall over.


Batman: Arkham Origins

The Batclaw chronologically made its first appearance in Batman: Arkham Origins, where, as in the other games, a younger Batman wielded it in order to pull enemies off their balance and open out-of-reach objects.

Deathstroke also wielded a gadget identical to the Batclaw called the Grapnel Claw. They both looked exactly the same, except Deathstroke's was stylized grey and orange to match his body armor.

Batman: Arkham Asylum

While the initial Batclaw could be obtained following Batman's first visit to the Batcave, an upgrade to the weapon could be obtained following Batman's last visit to the Batcave: the Ultra Batclaw.

Batclaw Upgrades include:

  • Ultra Batclaw - Enabled the Batclaw to fire three claws instead of one. The Ultra Batclaw could also pull down destructible walls that could not be reached by the Explosive Gel.

Batman: Arkham City

The Batclaw was used often in Batman: Arkham City. Although the Ultra Batclaw from Batman: Arkham Asylum was not included in Arkham City, the Batclaw was still used often and was an exceptional tool used by Batman, and was still used for grabbing foes, disarming them, and for some Takedowns. If on a floating platform, the Batclaw could be used to grab onto rings located on walls and the sides of buildings in order to move the platform. The Batclaw was also used to grab Riddler Trophies that were out of reach, unless they were frozen.

Nightwing also utilized a Batclaw, which was identical to the one used by Batman.

The Batclaw Slam is a new move introduced in Arkham City. It inflicts twice as much damage as a normal strike, but like Robin's Zip-Kick, Catwoman's Whip Trip and the combat Ground Takedown (the Ground Pound), it is slow and leaves the player vulnerable to attacks. Therefore, it's a good idea to get far away enough from the crowd then execute it, or use one of the special combo moves (namely Batman's Special Combo Bat Swarm or Nightwing's special combo crowd shock) to stun the surrounding crowd temporarily for an execution window.

In Arkham City combat situations, the Batclaw (like the REC, or Catwoman's whip) is prioritized to aim at Lieutenants to spin them, make them hit surrounding henchmen for extra collateral damage.

In Arkham Knight, the Batclaw (along with Robin's Zip-Kick) is prioritized to aim at electrically charged enemies to disable the current running around their bodies. A Batclaw Slam can follow without risk of getting hit.

Batman: Arkham Knight

The Batclaw reappeared in Batman: Arkham Knight, and worked identically to the previous versions. It could be upgraded so that when quick fired, it allowed one to perform an instant super stun.

In Batman: Arkham City and Batman: Arkham Origins, the "Freeflow Gadgets" upgrade merely added an area of effect, but in Batman: Arkham Knight, it also instantly knocked out the target, as well as caused nearby thugs to flinch.



  • In Arkham Asylum, enemies always fell down after being pulled by the gadget. From City onwards, they would manage to keep themselves balanced, but if they touched anything while staggering, they would fall down.
  • In the games following Arkham Asylum, whenever Batman (and some other characters such as Azrael, Nightwing, Batgirl using similar gadgets) pulls an enemy close enough to him, he slams them into the ground with a clothesline move. This is called the "Batclaw Slam", and it adds a x2 multiplier to the combo counter.