Harley Quinn (HD)
Rarity Base Stats Price Unlock
Bronze 200/200 8,000 Available in Store, Bronze Booster Pack, Gotham Pack
Passive Crazy Love: When teamed with The Joker, both Harley & The Joker deal 25% MORE DAMAGE.


Harley Quinn/Prime is more of a support character than a strong offensive one, with mediocre stats and a passive that buffs both her and The Joker. Her second attack makes her the ultimate benefactor; she can give her team a 50% damage boost (depicted as The Joker portrait icon), throw a bomb that can't be blocked (Dynamite icon), or she can heal the team by 25% of their maximum health (Flower icon). For players who have a Silver-Bronze mixup team, her and The Joker/Prime (or even the Gold Jokers) gain a strong edge on the battlefield. However, unlike all other versions of Harley, she does not have a universal passive boost.

Her special 2, Bag-o-Tricks, lets you choose between the three effects and always rotates in the same order, e.g. Bomb – Flower – Joker – Bomb – Flower – Joker – Bomb, but the first item is random. Since the first and last item is always the same, you can opt to not tap at all if it's the item you want. Note that while the bomb is unblockable, it cannot gain damage through tapping or swiping, and always deals the minimum damage. The 50% damage boost essentially means you have to use at least two other special 2s for it to be efficient, and the heal may not be able to keep up with the damage in cases when a straight special 2 can't deal a sufficiently crippling blow anyway. Coupled with her low stats, this leaves her worth somewhat debatable.

IMG 1603-1-

Harley and her infamous UNBLOCKABLE bomb knocks out an opponent.

Harley Quinn's special 2, or the team damage boost effect in particular, has an unusual invulnerability mechanic: right after using the damage boost, she goes into the immune to flinching state first (damage can be done, specials can deal damage and be initiated, she cannot block but cannot be knocked out) for a short time before briefly turning full invulnerable and then back to normal. This means that uniquely it is possible, when immediately used after, for faster specials (e.g. Wonder Woman's Shield Toss) to deal full damage in the first stage without her being able to block, slower specials (e.g. Shazam's Bolt of Zeus) will hit her in her full invulnerable phase and do no damage and very slow specials (e.g. Batman's Explosive Batarang) can be initiated during this period but only hit when she has completely returned to normal. Multi-hit attacks can hit her in different stages; Darkseid/Prime's Omega Blast will have its first hit in the first stage (full unblockable damage), while the second and third hits will be in the second stage (no damage dealt). This delayed invulnerability is excellent when you can predict dangerous enemy specials and negate some of their damage. A good example is when it is used against Killer Frost/Prime's infamous Black Ice: when Killer Frost tags in with 2 bars of power, immediately use Harley's damage boost; Killer Frost would almost certainly use Black Ice, and the block breaking hit will be negated by this invulnerability.

Harley Quinn's special 2 in general also has a significant mechanic difference compared to other specials: it runs in real time, while most other specials (including Zatanna's special 2 despite similar option-choosing) take place in bullet time. There are a few noticeable effects: in-universe timers, such as Ares' block disable, will continue to tick down during her s2; damage over time effects, while normally will continue to hit during a special, since specials take a short in-universe time (a much longer time in the real world while you tap/swipe) the damage is not as much, but Harley's s2 runs in a long time in-universe so damage over time can have a much more significant effect.


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 WithEdit

  • Darkseid/Prime: Darkseid can triple the health and damage stat of Bronze characters.
  • Wonder Woman/600: She gives +30% damage and power generation to all female characters on her team.
  • Harley Quinn: With even more Harley characters in a team, they can do Bag-o-Tricks more often. Another Harley card(s) can use the unblockable bomb all the time, heal the team more often, or each Harley character can be used for their own Bag-o-Tricks' option.
    • Harley Quinn/Arkham: She and her teammates have a 25% increase to their maximum health.
    • Harley Quinn/Animated: Harley can boost her teammates' power generation and damage by 20%, 40% for Joker characters, that makes Harley Quinn/Prime, Joker (any) and Harley Quinn/Animated a good team.
  • The Joker: As stated in her passive.
  • Any gear that enhances Bag-o-Tricks' effects, such as Harley's signature Dual .357 Revolvers that heals team 25% on special 2 (that makes 50% on Bag-o-Tricks' heal option), or the Heart of Darkness, The Ibistick, the Fourth World Godly Mace etc. that enhances the damage of the unblockable bomb.

Good AgainstEdit

  • Bronze characters: Her special 2 can KO any Bronze character other than Solomon Grundy.

Countered ByEdit


Here are Harley Quinn's abilities.

Ability Classification Description Usage
Cartwheel First Special Harley throws a tantrum, then follows up with a cartwheel kick. 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

Support Cards and GearEdit

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)


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.

Tier Damage Health
Normal 1,276 2,376
Elite I 1,531 2,851
Elite II 1,786 3,326
Elite III 2,042 3,802
Elite IV 2,297 4,277
Elite V 2,552 4,752
Elite VI 2,807 5,227
Elite VII 3,062 5,702
Elite VIII 3,318 6,178
Elite IX 3,573 6,653
Elite X 4,158 8,448