Not to be confused with Harley Quinn/Arkham.
Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,100/1,000 | 285,000 | Challenge Mode, Aquaman Celebration Pack, Shazam Celebration Pack, Joker Celebration Pack, Arkham Knight Harley Quinn Pack, Arkham Pack, Wally West Gold Pack, Injustice 2 Premium Pack, Most Wanted Pack, Halloween Pack, Character Bundle Women Of Power, Phantom Zone reward (Elite) |
This One's For Mr. J!: When the enemy Tags-In, Harley may perform a surprise attack (if she is Tagged-Out). If The Joker's knocked out on Harley's team, she gains full POWER. |
Arkham Knight Harley Quinn has the second-highest base stats out of all Harley Quinn characters; while she doesn't have a team-wide buff, her unorthodox passive is useful in a variety of ways, and she is the second character (after The Arkham Knight; The Flash/Metahuman could only do so upon using his specials) to have a 3-hit Combo Ender.
She can be unlocked through her Challenge Mode. Otherwise, she can be randomly obtained from the Arkham Pack, the Wally West Gold Pack, or as a guaranteed pull from the Arkham Knight Harley Quinn Pack. However, obtaining her from a pack will not unlock her for direct promotions.
Strategy[]
Basic Attacks[]
Basic Combo | Damage Pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3% - 3% - 3%) | 15% |
Heavy | 4% - 4% - 4% - 4% | 16% |
Passive[]
The damaging aspect of her passive has an estimated ~35% chance of triggering on any tag in (knock out blows do not count), as long as she is currently tagged out. It does multiple hits, adding up to 60% of her damage stat; in comparison, a fully upgraded and unblocked special 1 at 200% damage will do 66%. It will stagger her victim and grant power to both Harley and her target as if Harley has hit them with that many basic attacks (does not count as an actual basic attack, such as for Superman/Godfall or Nightwing/Regime's passives, however), therefore, it's affected by power generation rate. It can be blocked. Note that even though the opponent may appear to be staggered, they can still block basic and special attacks that her teammates may try to use. Characters who trigger her passive cannot use specials, even when she is still running up and has not started firing yet. Harley's passive can knock out one opponent and continue to damage the next opponent. The damage will register as Harley's teammate's damage, not Harley's, and cannot crit from basic or global crit sources.
It will trigger Raven/Prime's passive. When activated, Raven would swap health with the character currently tagged in, not Harley.
Her surprise attack can knock out The Joker/Prime and The Joker/Insurgency on the enemy team without the current character taking damage.
It is possible to tag in Harley at the exact same time her tag-passive is triggered; in that case, the previous character will be tagged out, but Harley would not officially tag in until she's done firing at her opponent and exits the screen. However, once Harley's has started firing, you are unable to tag at all until she finishes.
She can gain full power twice from the second part of her passive if teamed with two Jokers. Resurrects do not count. However, The Joker/The Killing Joke already grants full power to both of his teammates upon knockout; pairing him with Arkham Knight Harley Quinn would effectively waste the second half of her passive.
All versions of Harley Quinn share a unique Special 2, Bag-o-Tricks; for more information on it, see that page.
Arkham teammates[]
Arkham Knight characters DO work with Harley Quinn/Arkham (although Arkham Knight Harley Quinn's S2 is already unblockable), The Joker/Arkham Origins and Bane/Arkham Origins's Arkham teammate passives per update 2.8.
Gear[]
Like all Harley Quinn characters, her personal gear Dual .357 Revolvers is almost mandatory. Equipping her with power generation as well so she can constantly use her SP2 to heal your whole team, especially due to her passive allowing her to do a lot of hits. Tantu Totem is also a powerful setup for Harley, as it will restore power back whenever she pick the rose (team heal) or picture (team damage boost) for those infinite team effects. Heart of Darkness will still apply DOT on her SP2 even if she doesn't choose the bomb, and can be combined with Tantu Totem for infinite DOT. In addition, if unblocked, the DOT will also consume Superman/Injustice 2's passive, effectively wasting his passive and let her teammates to damage him with their specials.
A basic damage oriented build for Arkham Knight Harley Quinn is not unheard of, as she has a rather high damage stat for a female and she had one of the stronger combos for female characters, allowing her to surpass them in basic damage output (her heavy combos deal the equivalent of a character with 1467 damage and a normal 3 hit 4% combo, and if she gets her combo enders, her light combos is equivalent to 1833 damage).
Ra's Al Ghul's Scimitar and Gauntlets of Azrael can be decent for a utility based build, but that only leaves one slot for revolvers and none for basic damage/crit gear to work with gauntlet's lifedrain. After the nerf to the Scimitar which make it only power drain once in multi-hit combo enders, it may be excluded.
Interactions[]
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Harley Quinn. Having a card that "counters" Harley Quinn does not mean it is always a good choice.
Good With[]
- The Joker: All of them will provide Harley with full power upon knockout, as stated in her passive.
- The Joker/Prime, and The Joker/Insurgency: They can remove a large portion of the enemy's max health as well as give Harley full power, resulting in double the tactical advantage to the player.
- The Joker/Arkham Origins: Due to Harley counting as a Arkham teammate and having low health which synergizes well with her passive.
- Lord Joker/Batman Ninja: With the help of Lord Joker, Harley Quinn's Specials deal 20% Area-Effect Damage to the tagged out opponents.
- Batman/Gaslight: If an opponent facing Batman tags out, the next opponent to tag into the match could potentially face the risk of receiving Batman's fire grenade and Harley's surprise attack, doubling the firepower even more.
- Sinestro/Antimatter: If Harley stays tagged out, when Sinestro uses his SP1 against an opponent, the force tag out caused by his passive could trigger Harley's surprise attack on the next opponent to tag into the match.
- Wonder Woman/600: She grants Harley a hefty damage and power generation boost.
Good Against[]
- Any character or gear that has a tag-in effect: Because a tagged out Harley could surprise attack them when they tag into the match.
- Hawkgirl/Prime: Constant tagging would backfire on Hawkgirl's team as a tagged out Harley could continuously fire her machine gun at tagging in opponents.
- The Joker/Prime, and The Joker/Insurgency: As stated above, her surprise attack can knock them out without triggering their passives.
- Black Adam/Prime, and Black Adam/Regime: If Harley is tagged out and either of them tag in, should her passive activate, she would use up their shields without damaging her team since the first 3 hits of her surprise attack are automatic.
Countered By[]
- Raven/Rebirth: Should the second part of Harley's passive activate, Raven can tag in and steal her power. Harley's surprise attack also generates a lot of power, so this makes Harley a good target for her passive.
- Raven/Prime: As stated above, her surprise attack can prove to be a liability should it activate when Raven tags in. If Raven loses enough health she can inevitably swap health with Harley's teammates.
- Nightwing: With the Brandished Ninjato equipped, her surprise attack can give him a lot of power.
Abilities[]
Here are Harley Quinn's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Batter Up | Second Special | Harley violently scores hits on her opponent. | Rapid Swipe |
Bag-o-Tricks | Second Special | Harley performs one of three RANDOM EFFECTS: Team Damage Boost, Unblockable Bomb, or Team Health Gain. | Tap |
Mallet Bomb | Super Move | A mallet. A bomb. That's what Harley uses to smash her opponent. UNBLOCKABLE. | Tap |
Batter Up has an odd quirk in that the last hit is considered a DOT hit that only hit once; this is noticeable against The Flash/Blackest Night, as he and his Blackest Night teammates would heal from that hit as if it is a DOT. It also bypasses block (but can still be reflected if the opponent is blocking). Strangely, it can apply stun even through invulnerability if she is equipped with stun on SP1 gear, like her signature revolvers.
Support Cards and Gear[]
Here are Harley Quinn's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Poison Ivy | Health | 10% HEALTH BOOST | 3,000 |
Harley's Mallet | Damage | 10% DAMAGE BOOST | 4,000 |
Mr. J | Energy | 10% ENERGY REGENERATION. | 5,000 |
.357 Revolver (Dual .357 Revolvers) | Gear |
8% - 18% DAMAGE BOOST to Special 1 [Harley Quinn] 100% HEAL TEAM 15% - 25% on Special 2 [EVOLVED] 15% - 25% STUN chance on Special 1 |
25,000 - 1,000,000 (upgrading) |
Stats[]
These stats are the final damage and health levels at level 50, per Elite rank, with ALL support cards, and without any augmentations. With the 2.13 update, Elite 8, 9, and 10 have been added. The Elite 10 damage and health levels are for level 60 characters. Numbers with a * after them may not be accurate, please allow for a discrepancy of '+1/-1' damage or health due to rounding inconsistencies in game code.
Tier | Damage | Health |
---|---|---|
Normal | 8,613 | 14,580 |
Elite I | 12,920 | 21,870 |
Elite II | 17,226 | 29,160 |
Elite III | 25,839 | 43,740 |
Elite IV | 30,146 | 52,488 |
Elite V | 34,452 | 58,320 |
Elite VI | 38,759 | 65,610 |
Elite VII | 43,065 | 72,900 |
Elite VIII | 47,372 | 80,190 |
Elite IX | 51,678 | 87,480 |
Elite X | 60,811 | 112,320 |
Trivia[]
- Her artifacts are: Explosive Pie, Boots, Keepsake, Machine Gun, Bat.
- Her challenge is titled "Arkham Knight Harley Quinn" as opposed to the typical "Harley Quinn Arkham Knight", and signified a shift in the display of the naming.
- If combined with Sinestro/Antimatter, each time the opponent(s) is/are forced to tag out, Harley has a chance to attack as described; she might even KO an opponent solely due to her passive.
- Since it is possible to KO an opponent with her passive, it can be use that way to complete the achievement "This one's for Mr. J," under which circumstance the name of her passive would be the same as that achievement.
- The name of her SP1 can possibly be a reference to a well-known cutscene from Batman: Arkham City, where Harley thrashes Batman with a bat in a manner similar to the special move while also saying the words, "Batter Up!"
- If her passive activated and you tag her in, the camera will heavily bug out and go out of bounds of the arena.
- She's the only version of Harley Quinn that doesn't do a cartwheel on her combo-ender.
- In Batter Up Harley's bat changes from a smooth pink, purple, and gray spiral bat to a ribbed black bat right before the last hit.
- She was the only version of Harley Quinn that doesn't have a 2-hit heavy attack before the introduction of Harley Quinn/Suicide Squad (who has the same heavy combo).
- She has the same base stats as Hawkgirl/Regime.
- If timed correctly, her heavy combo can land many hits despite being blocked.