Similar to playable characters, each usable Batmobile in Batman: Arkham Knight has its strengths and weaknesses. This page gives small basic info for each Batmobile, gives their pros and cons, and provides links on the origin continuity they're from.
Before the main story is completed, players can only use the default/prototype Batmobile, as they are the only models with Battle Mode (Although different colour schemes are allowed). While the other models can be used in post-story gameplay, the default Batmobile is required to complete certain Most Wanted missions.
Most Wanted missions which require Battle Mode
- Campaign for Disarmament (Drone battles)
- Gotham on Fire (Each Segment requires power winch)
- Riddler's Revenge (Certain challenges and Riddles require power winch or 60mm cannon)
- Gunrunner (One segment requires power winch)
- The Line of Duty (One segment requires power winch)
- Shadow War (Power winch is required to restore power to the Elliot memorial hospital)
- In From the Cold (A brief drone fight near the end to defend the Fries Family)
Every other most wanted mission either doesn't require the car, or its usage is optional, but sometimes makes the mission easier. In addition, whenever Batman apprehends a (super)villain, he needs to deliver him to the GCPD lockup with the Batmobile. This can be done with special Batmobiles, but certain cutscenes are skipped due to their lack of passenger area. The Season of Infamy missions should automatically equip the default model off-screen when battle mode is required.
The only variation of the default Batmobile to have special functions. When this Batmobile is equipped, the player can use the Double Thrust Waynetech upgrade before it's bought.
A special variant that appears near the end of the main story mode. However, in showcase it is marked "Unavailable" without any known way to unlock it.
Being the default batmobile, its speed, weight and handling are fairly neutral, without any being notably better than on the other Batmobiles. However, its battle mode and 360 degree turning make moving around easier.
This Batmobile seems to be the fastest model, even without boosting. However, its long shape can sometimes affect turning. This Batmobile is possibly the best choice if the player is collecting extra Waynetech points from the various racing A.R challenges.
The 2008 Tumbler Batmobile was released in September 2015, and comes with two racetracks, Ashes and Cataclysm. Without the season pass, it costs $1.99.
This Batmobile has the slowest base speed, but is the heaviest, which not only gives it great cornering but able to plow through the thickest of objects without slowing down and sends cars and APCs flying.
The Classic TV series Batmobile was released in October 2015, and comes with Robin and Catwoman costumes and two racetracks, Penguin's Dockyard and Batcave Set. Without the season pass, it costs $1.99.
The car seems to be a slightly slower than the 1989 Batmobile, but has superior handling, making drifts and turns easier. However, this might cause it to accidentally crash/lose control.
The Batman V Superman Batmobile was released in November 2015, and comes with an extra Batman costume. Notably, this car is free even without the season pass.
This Batmobile appears to be either slightly slower or on par with the Classic TV series Batmobile in terms of speed, and is slightly lighter than the 2008 Tumbler Batmobile, which makes it good for ramming other vehicles. However, its handling is rather heavy.
The Original Arkham Batmobile was released in December 2015. Without the season pass, it costs $1.99.
This Batmobile is quite fast, and can reach very high speeds, but is still slightly slower than the 1989 Batmobile. The car might have the best handling available, which allows it to make large turns easily and remains controllable when boosting. However, it's not without its drawbacks: It's very light, which often slows it down when driving through objects, and its handling can stop drifts early. This makes it difficult to use in races, in which drifting is almost necessary, especially in challenges in which the boost needs to be recharged.