The release of Warner Brothers Montreal’s Gotham Knights has allowed players to experience Gotham City in a different light, in the absence of Batman. This time around players can choose to explore the open world of Gotham Knights with Robin, Batgirl, Nightwing, and Red Hood.
Nightwing is the original Robin, Dick Grayson, and is the most charismatic of the bunch. Grayson also acts as the unofficial leader of the pack and is a master acrobat who makes use of his dual escrima sticks to put his foes out of commission.
Nightwing makes use of his acrobatic skills to evade enemy attacks and his quick attack speed to gain the upper hand in combat. However, Nightwing is a team player and has abilities that complement this playstyle.
This guide will talk about the best Nightwing abilities and how to combine them to make the most out of his fast-paced playing style. So without further, adieu let’s get into it.
Skill Tree Progression
Nightwing’s skill tree is divided into 4 sub-sections called, Raptor, Acrobat, Pack Leader and Knighthood. Each subdivision focuses on a different set of abilities which makes it essential for players to pick the right ones for an ideal build.
Trampoline

Trampoline is a Raptor ability that allows Nightwing to jump off of his enemies. He can use this ability to knock his enemies down for an easy takedown. The trampoline ability can also help Nightwing escape large groups of enemies to avoid sticky situations.
Since Nightwing deals relatively less melee damage than his counterparts, it is important for him to use his acrobatic abilities to the fullest.
Aerial Damage +

Aerial Damage + is an Acrobat ability that really makes Nightwing’s agility shine. Aerial Damage + increases the Aerial attack damage of Nightwing by 20%. This ability can be used in combination with the Trampoline ability to jump off of enemies and simultaneously carry out an aerial attack with increased damage.
Triple Darts

Nightwing has a ranged attack where he shoots darts at his foes. He can normally only shoot 1 dart at a time but this ability allows him to shoot 3 darts in one go. This makes his ranged attack far more useful especially if combined with elemental effects such as fire. Elemental darts also temporarily stun enemies making them easier to take down in intense fights.
Momentum Regen

Momentum Regen is a Pack Leader ability that replenishes Nightwing’s momentum bar as he fights. Consistent combat will replenish the bar quickly and allow you to use your momentum abilities in quick succession. This will provide a much-needed boost to Nightwing’s melee combat abilities and improve his skills greatly.
Family Ties

Family Ties is a Pack Leader ability that is best used in multiplayer and allows Nightwing to provide buffs to his teammates. Batgirl gets 15% melee damage, Red Hood gets 15% ranged damage, and Robin gets 15% stealth damage. This can turn the tide of battle and can greatly improve team efficiency in challenging missions.
In addition to this, if you are playing single-player then Nightwing gets a 10% increased resistance buff so he can handle enemies on his own and take on difficult missions solo.
Assasin’s Mark

Assassin’s Mark is a Raptor skill that allows Nightwing to highlight his enemies during missions. These highlighted enemies take 10% damage from attacks making Assassin’s Mark an extremely useful and powerful ability to obtain.
This, along with the above-mentioned abilities can allow Nightwing to dish out a lot more damage than he normally can while also being able to sustain more damage, transforming him into a fast-paced pain train ready to wreak havoc.
Flying Trapeze

The Flying Trapeze is a Knighthood ability with a name that suits Nightwing’s circus background well. This ability grants Nightwing a glider, allowing him to traverse the large open-world map of Gotham Knights with speed. This may also help him get to superior vantage points quickly to take out his enemies, and in certain cases will also help him escape fights with ease.
Momentum Abilities
Momentum abilities are special abilities unique to the characters that require consistent combat to take place before they can be used. These are more powerful than the standard abilities and can only be used once the momentum bar is full.
Elemental Shockwave

Elemental Shockwave is a momentum ability that allows Nightwing to fire a powerful shockwave at his enemies, dishing out serious damage to those in its way. This can also stun or slow enemies down making for some easy targets.
The Elemental Shockwave is especially useful when it comes to dishing out damage to brutes as they require a lot of damage to be taken out. This ability can have an elemental effect of your choosing and can be customized just like the other abilities.
Whirlwind

Whirlwind is another very useful momentum ability that enables Nightwing to spin around with his escrima sticks and destroy enemies around him. This ability comes in handy when surrounded by a group of enemies. The Whirlwind ability causes a large amount of area damage to nearby enemies, preventing Nightwing from getting overwhelmed by his foes in combat.