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Silver Cards19-0

This page is currently under construction. The information contained within should not be considered fully accurate and/or complete.

The Joker is a Silver-rarity Agility Class Hero. He is directly available as a drop from the store's Hero Chest and Premium Hero Chest, or can be first directly obtained with 10 of his shards, which are available as a rare drop from the Coin Chest or as a possible reward from Campaign battles Heroic W-X and Y-Z. (This page is currently under construction. The information contained within should not be considered fully accurate and/or complete.)

AttributesEdit

Summary: "."

StatsEdit

* Shards Lv 1 Health/Damage Lv 60 Health/Damage Shard Drop Amounts
1 10
2 20
3 80
4
5
Any: 0-1, Heroic Campaign X-Y

The Joker's Gear can all be obtained randomly from Operations or in the following set locations:

  • Fictitious Piece - Campaign U-V (lv W), Heroic X-Y (lv Z)
  • Fictitious Piece - Heroic Campaign X-Z (lv Z)
  • Fictitious Piece - Heroic Campaign X-Z (lv Z)
  • Fictitious Piece - Heroic Campaign X-Z (lv Z)
  • Fictitious Piece - Heroic Campaign X-Z (lv Z)

The Joker has the following Gear Set Bonuses:

  • 2/5 Equipped:
  • 3/5 Equipped:
  • 5/5 Equipped:

AbilitiesEdit

  • +seconds Stun duration"

(*times ability level)

When activating, the passive will actually change the nature of an offending attack ability: if an attack that can KO a character on a non-final hit KO's Joker on such a hit, that hit becomes final and the stun activates; other hits or effects are dispersed.

Stated: 100% +X%*(ability level-1) of The Joker's damage stat
Hit division: % - Will not KO on hit(?). Inflicts DOT
DOT = % (of damage stat? takes into account combo bonus, etc.?) Hit is semi-ranged.

For a full description of upgrade costs, see Abilities (A1).

Stated: 150% +X%*(ability level-1) of The Joker's damage stat
Hit division: % % %* - "*" hits will KO The Joker tosses three "chattering teeth" simultaneously. Unlike other attacks, here the "final" hit actually has the least range.

For a full description of upgrade costs, see Abilities (A2).

Stated: 300% +X%*(ability level-1) of Deadshot's damage stat
Hit division: ? ? ? -

For a full description of upgrade costs, see Abilities (A3).

Basic AttacksEdit

Light Attack (% damage stat)
Dash (2% damage stat)
Jump (4% damage stat)
Crouch (% damage stat)
Range (% damage stat)

Tag (% damage stat)

Light - light - light - X (X% - X% - X%): Creates weak knockback, opponent can close.

  • All combos can be preceded by Tag.

Miscellaneous Edit

(Movement, et cetera.)

StrategyEdit

The Joker's passive ability is fundamentally a "one-off" (at most) from the perspective of a user: on a team of two characters, he can be the first (and only) to fall, or, on a team of three characters, he can be one of the first two. That's not to say that his passive is in any way bad: if those terms are met, his passive is very powerful and can serve as a sweep-breaker and/or a set-up for a desired game state (*often a sweep or "counter-sweep", but other desirable game states exist).

By definition, he is the most pivotal when he does both, which largely requires an eye both to the state of the match and to team construction prior. Just as it is possible to have effectively squandered his passive if he persists too long in battle to ultimately fall last, it is also possible to squander his use if he falls too early.

For these reasons, though he is in many ways more "disposable" than other characters, he shouldn't be treated as overly disposable. (There are a few characters that pose a particularly large damage threat at certain or all times, like Batman (any) with his stun a2, or Mythic Wonder Woman; as well, any character with an attack ability that can KO on a non-final hit (also Batman) represents a large damage threat. Checking such characters (and, as well, setting up your own such characters) should be considered the primary objective in using The Joker.--section to be edited, but gist of threats/use is correct)

(All the above without even mentioning Joker's attacks et al, which would naturally follow. They're really not that great though.)

Stat ConstructionEdit

The Joker seems to have a high damage stat and high native threat rating for a Silver character.

Team ConstructionEdit

The Joker's ideal partner is probably (ironically?) Batman: Joker allows Batman to initiate a combo and an unblockable a2 on a helpless enemy, which in the most optimal of circumstances will KO that enemy mid-attack and procede to leave a stun on the next opponent. As well, since Batman can be a devastating sweeper and he hates the counter-sweep, The Joker makes for an excellent way to duel opposing Jokers.

Mythic Wonder Woman

Swamp Thing is somewhat low on the list, but if Joker is used to winnow the opponent's team, it can actually be a desirable ending state to have, in a neutral 1-on-1 match, Swamp Thing, with him beginning the closing bout with a regen.

VersusEdit

[General--Reverse-engineer advice for Joker, KO him very early, or last, or set priorities to sweeper->Joker->least threatening if need be] [Particular--Use Unbreakable Cyborg, Primal Swamp Thing, own Joker, or healthy tank if opp's power is low]

TriviaEdit

The Joker's passive is extremely reminiscent of that of two Joker characters in Injustice Mobile one, The Joker/Insurgency and The Joker/Prime. --Ability is a marked improvement, as it actually interrupts attacks. The killing of the Joker is actually the precipitating event of the Injustice universe. --Spoilers

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