You'll want to stick a
for the sprite inside of the
batch.end(). The reason this works is because what blending does is merge the translucent pixels with the previously drawn ones.
Because blending can incur a performance cost from all the merging magic as opposed to whopping on a straight texture, it's beneficial to simply disable blending unless you're using it yourself.
// draw all the other stuff FIRST to save on performance
For more information about this area you can check out This handy old wiki page.