Batgirl Begins: Part One
While The Batman faces off against Temblor, a villain possessing seismic powers, we meet Commissioner Gordon's teenage daughter, Barbara. Already worried his daughter lacks focus, Gordon fears Barbara's new friend Pam Isley is a bad influence. Together, Pam and Barbara get into some mild mischief, but when the pair crosses paths with the dangerous Temblor, even Batman cannot prevent a tragic outcome.
Batgirl Begins: Part Two
After a chemical accident transforms her into a half-human half-plant being, Pam Isley takes the name Poison Ivy and sets out to destroy Gotham's environmental polluters. Determined to stop, and hopefully help her friend, Barbara Gordon dons a cape and cowl of her own to become Batgirl, providing The Batman with an unwanted but spirited sidekick.
A Dark Knight to Remember
After a physical trauma causes him to forget he's The Batman, Bruce Wayne finds himself kidnapped by Penguin. Batgirl rescues the "helpless" amnesiac billionaire but is captured herself. When Alfred informs Bruce of his alter ego, he reluctantly realizes he must rediscover the hero within in order to save Batgirl.
A Fistful of Felt
Professor Hugo Strange, head of Arkham Asylum, replaces Arnold Wesker's villainous ventriloquist puppet, Scarface, with a "benign" puppet named Mr. Snoots. With the positive Mr. Snoots on his arm, Wesker is able to begin rebuilding his life. Angry that he's been replaced, Scarface makes a surprise return, and it's up to The Batman to rescue Wesker from his former partner in crime.
Gearhead, a part-cyborg adrenaline junkie, rides into Gotham in a souped-up racer. With the ability to take control of cars with his nano-technology, Gearhead is out to commit a series of crimes for thrills. When a spectacular chase with Gearhead destroys the Batmobile, The Batman must create a new and improved vehicle if he hopes to bring the villain down.
Cash For Toys
Toymaker Cosmo Krank seeks revenge against Bruce Wayne after the billionaire successfully leads a campaign to remove his unsafe toys from store shelves. Despite Bruce's objections, he is put under the protection of the overly macho Detective Cash Tankenson. Bruce must figure out a way to give the overzealous detective the slip and become The Batman in order to stop Krank and his deadly toys.
After getting his hands on Bane's steroid apparatus, Joker uses it to bulk up to monstrous proportions. As Joker toys with the city with his superhuman strength, The Batman and Batgirl must find a way to defeat this unstoppable force.
The Laughing Cats
When a pair of leopards is stolen by Joker, The Batman and Batgirl form an uneasy alliance with Catwoman who is determined to save the rare animals from being hunted. But as our heroes journey to the private island where the leopards are being kept, the trio soon becomes the hunted themselves.
Fleurs de Mal
As Gotham's citizens are being replaced by plant-like clones, The Batman and Batgirl suspect the work of Poison Ivy. Before long, they find themselves battling evil plant clones--of themselves!
Jealous that The Batman has a new sidekick in Batgirl, Joker decides he needs one of his own. Turning to Donnie, a misguided prankster and classmate of Barbara Gordon's, he attempts to mold the wannabe comic in his own image. But when Donnie realizes that it's not just laughs that Joker's after, Donnie wants out. The Clown Prince of Crime ominously decides it's going to take some tough love for Donnie to realize his "comic potential."
After losing the mayoral election, billionaire technologies' mogul Maximilian Zeus takes to the skies in an airship in order to rule over Gotham like a god. Employing the Batwing and getting an assist from Batgirl, who's made her way onto the ship, Batman tries to bring the egomaniacal Zeus back to earth.
The Icy Depths
When Alfred joins Ewan Fripp, an "old school chum" and world renowned treasure hunter, on his latest adventure, the pair find themselves in a race with Penguin and Mr. Freeze to locate a fortune which has been long hidden somewhere in Gotham.
Gotham's Ultimate Criminal Mastermind
The Digitally Advanced Villain Emulator, or D.A.V.E., is an artificially intelligent computer program made up of the combined psychological profiles of the most diabolical criminals committed to Arkham Asylum. Designed to mimic criminal thought patterns, Dave escapes its computer confines. Batman must stop Dave before it can carry out its pre-programmed super villain impulses.
A Matter of Family
When the circus comes to Gotham, ruthless crime boss Tony Zucco demands protection money from the Flying Graysons, a family of trapeze artists. They refuse to pay and Zucco exacts revenge, leaving, Dick, the youngest Grayson an orphan. Having experienced a similar tragedy himself, Batman is driven to take down Zucco and in the process discovers an unexpected bond with Dick.
After countless humiliations at the hands of the Batman, Penguin realizes that while he may not be able to take down the Dark Knight alone, an all-star team of Gotham's most dangerous villains might just do the trick. While trying to stop this powerful force, Batman must deal with team-building issues of his own as Batgirl and Robin meet for the first time.
Shape-shifting villain Clayface surrenders himself, promising to give up his criminal ways and hoping to earn a second chance for his alter ego, Ethan Bennett. But when a new Clayface stalks the streets of Gotham, Ethan wants to prove his worth as a hero by helping defeat this threat. Having been fooled in the past by a seemingly reformed Ethan, Batman isn't sure his friend can still be trusted.
The Everywhere Man
When a close friend of Batman's is implicated by evidence from a series of art thefts by a new costumed villain with the power to replicate, Batman believes there must be another explanation. Now, the Dark Knight must unmask the identity of this rogue called the Everywhere Man and prove his friend's innocence.
Strange New World
Professor Strange unleashes a deadly toxin on all of Gotham, turning its entire population into zombie-like creatures. With the fate of the city in his hands, Batman must overcome incredible odds to find an antidote before the condition is rendered permanent.
When notorious crime boss Black Mask is captured, his organization works to break him of out jail. But when Batman is sidelined, Batgirl and Robin must prove they can be heroes on their own and stop Black Mask.
One thousand years in the future, Gotham City is terrorized by a dangerous villain from its past. Can the city defend itself from such a threat without the Batman?
Two of a Kind
After Batman defeats Punch and Judy, Joker takes an interest in TV pop psychologist Harley Quinn and decides to groom her as his new partner in crime.
After a seemingly ordinary criminal continues to get the better of Batman and his partners, it is discovered that he has the ability to travel back in time by several seconds. Batman is now faced with the seemingly impossible task of stopping a foe who knows his every move before even Batman does himself.
Stuck at the bottom of the ocean with Riddler and with no hope of escape, Batman learns he may have played an important role in the creation of this dreaded foe and he helps solve a long-lingering mystery.
A new vigilante comes to Gotham with his sights set on defeating the city's major villains permanently. Now Batman finds himself in the unusual position of having to protect some of his greatest enemies from this deadly threat.
The Joining: Part One
John Jones, a new detective in Gotham, hints that he may know Batman's secret. Batman must uncover this mysterious figure's true identity and determine whether he is a friend or a foe...the answers prove shocking.
The Joining: Part Two
Gotham faces its biggest threat ever--an alien invasion. Determined to save his city on his own, Batman learns even the greatest heroes must sometimes rely on a team.
The Batman/Superman Story: Part One
Lex Luthor recruits Gotham villains to destroy Superman and the only ones who can save him are Batman and Robin.
The Batman/Superman Story: Part Two
Luthor uses Poison Ivy's mind-control spores to take over Superman. Somehow Batman has to figure out a way to free him before Superman destroys the Dark Knight.
Green Arrow teams up with Batman when Count Vertigo, a villain who can affect people's sense of balance, arrives in Gotham with a diabolical plan to throw the entire city into a state of vertigo.
Firefly becomes even more powerful when an accident turns him into Phosphorus, a superhot villain who threatens a nuclear power plant.
A Mirror Darkly
Flash teams up with Batman when Mirror Master arrives in Gotham with a plan to trap everyone in their mirror images.
Batman, Robin and Batgirl go underground when the Joker uses the city's subway system to entrap Gotham citizens.
In a moment of desperation, Green Lantern commands his ring to fly to Batman, only to have it intercepted by the Penguin.
The Metal Face of Comedy
In an unusual accident, Joker's personality is downloaded into a nanite entity, who is even more threatening than the original.
Attack of the Terrible Trio
Three misfit college students get their hands on the Man-Bat formula, allowing them to turn into monstrous beasts. Batman and Batgirl have to stop them before they infect the entire campus.
The End of the Batman
Batman and Robin meet their criminal twins, Wrath and Scorn, a dynamic duo dedicated to helping villains. Matters get even more complicated when Batman and Wrath uncover each other's secret identity.
What Goes Up...
When Shadow Thief teams up with Black Mask to steal an entire building, Hawkman arrives in Gotham to give Batman an assist.
Lost Heroes: Part One
One by one the most powerful members of the Justice League are abducted and it's up to Batman, Robin and Green Arrow to uncover the mystery.
Lost Heroes: Part Two
When kidnapped members of the Justice League have their powers transferred into alien androids, it's up to Batman to help his friends get their powers back and prevent an alien invasion.