Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,150/850 | 220,000 | Challenge Mode, Joker Celebration Pack, Arkham Pack, Eternal Enemies Batman v. Joker Pack, Halloween Pack, Arkham Origin Joker Bundle |
Contagious Laughter: Joker's Special Attacks inflict poison gas. The damage from the poison multiplies with every Arkham teammate. |
Arkham Origins Joker is a deadly and absolutely ruthless card. With a passive ability this makes even blocked special attacks deal high damage over time, synergy with Harley Quinn/Arkham and a devastating heavy attack combo, he is a terror on the battlefield.
He can be unlocked through Challenge Mode. Otherwise, he can be randomly obtained in the Arkham Pack, but it will not unlock him for direct Promotions.
Strategy
Basic attacks
Basic Combo | Damage Pattern (% of damage stat) | Total (including Combo Ender) |
---|---|---|
Light (Combo Ender) | 2% - 2% - 2% - (3%) | 9% |
Heavy | 4% - 4% - 4% - 4% | 16% |
His greatest strength comes from his very high base damage and his 4-hit heavy combo, a trait of all the Jokers (except for the Suicide Squad versions and Lord Joker ), which essentially gives him ~1533 base damage for heavy basic attacks and allows him to gain power 1/3 faster than most other characters using heavy combos.
Special Attacks
His special 2 is the first out of all Joker cards to deal non-halved damage (although still slightly reduced due to its tap-all nature) - up to almost 90k damage when maxed.
It appears that his SP2 shares a similar model to Red Son Wonder Woman's SP2, but with a reversed order. Shank! Shank! starts with a normal rapid tap, with a base (100%) damage of 10% of his damage stat, a second hit that deals 10% of his damage stat regardless, and then 4 hits with a base damage of 10% damage stat each and goes up to 175%. In other words, the total maximum damage would be 10% x 2 + 10% + 10% x 4 x 1.75 = 100% of his damage stat, rather than the stated (and normal) 120%, or 83.3% of normal, although it is still 25% more effective in dealing damage compared to his SP1 (the norm being 50% more effective) not accounting for his passive.
His SP2 is affected by Arkham Harley's passive, giving it a 50% unblockable chance on every hit (since if a hit is a block breaker all hits after cannot be blocked, it is much more damaging than "midway between blocked and unblocked").
His SP2 has an issue that if you tap once (104% damage), it will stop after the initial hit, same as if you never tapped. Poison is applied regardless.
Coincidentally, AO Joker has the same case as Luchador Bane in which the unique effect on their gear, power drain on SP2, is only noticeable on them because the other Jokers and Banes have 1/2 hit SP2s. AO Joker's SP2 does 6 hits, which means if you have 20% power drain chance with his gear, there is a ~74% probability to power drain at least once if all hits land unblocked.
Passive
His passive causes his special 1 and 2 (but not super) to cause 5 seconds of poison damage at 2% of his damage stat (i.e. same as an unboosted light basic attack) per second, or 10% in total. The damage is unaffected by gear special damage boosts, generic passive damage boosts, or the % damage you get from the tapping, upgrading the special, or blocking. If the last hit of a special is a KO blow, poison is not applied on the next opponent (for his special 2, if an earlier hit KO'es, and the last hit misses due to enemy tagging in, poison is still applied). Like all poison effects, it causes the affected enemy to deal -20% damage; the damage over time can stack but the debuff will not. The poison damage is also increased by 20% per stack of bleed on the opponent.
The poison damage is increased by 100% for each Arkham teammate (including Arkham Knight characters like Catwoman/Arkham Knight, but note that her passive will NOT gain a benefit from him). The poison damage is affected by Batman Returns Catwoman's passive, which doubles the damage. With BR Catwoman and any Arkham card, the poison will do a total of 40% of his damage stat.
Gear
Quake Engine is strongly recommended on Joker, because all of its effects have great synergy with him, especially the re-triggering DOT. Power generation gears should be equipped to help him activate his special attacks more often.
Because of his very low health stat, Astro-Harness isn't a bad option, especially in harder Online Battle matches.
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 The Joker. Having a card that "counters" The Joker does not mean it is always a good choice.
Good With
- Other Arkham characters like:
- Deadshot/Arkham Origins: With the Quake Engine equipped, enemies will tag out less frequently, allowing Deadshot to drain power more often. Having less than 1 bar of power will also make the current enemy take more damage from Joker's DOT and special attacks.
- Harley Quinn/Arkham: She can provide a health boost to Joker's low health and a chance for Joker's SP2 to be unblockable.
- Bane/Arkham Origins: When Bane's health falls below 50%, he can give Joker an extra bar of power, allowing Joker to use a special attack that can deal poison DOT.
- Catwoman/Batman Returns: She increases the damage of The Joker’s already strong poison DOT.
- Characters, or gear that increase power generation.
- Lord Joker/Batman Ninja: With the help of Lord Joker, Joker's Specials deal 20% Area-Effect Damage to the tagged out opponents.
Good Against
- Characters with low health such as Bane/Luchador for they can be easily wiped out by Joker's powerful Poison DOT.
Countered By
- Batman/Arkham Knight: Batman's DOT Immunity Buff can render The Joker's passive completely ineffective.
- Aquaman/Injustice 2: Joker's powerful Poison DOT can backfire on him and/or his teammates when Aquaman reverses - and doubles - the said DOT's effect upon using one of his special attacks, even more punishing when Aquaman uses "Trident Toss".
- The Flash/Blackest Night: Joker's incredible poison DOT will only heal and give power to Blackest Night characters, turning his passive against him.
- Hawkgirl/Prime: Her passive allows her teammates to tag out faster, avoiding Joker's lethal poison.
- Superman/Injustice 2, The Flash/Wally West Rebirth, Batman/Dawn of Justice, and The Flash/Reverse Flash: They can evade/negate Joker's special attacks and his associated poison.
- Killer Frost/Prime, Solomon Grundy/Earth 2, Killer Frost/Regime: Their passives slow down Joker's power generation, making it harder for him to use special attacks.
Abilities
Here are Joker's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Bang! | First Special | The Joker uses a large gun to blow away his enemies. | Target |
Shank! Shank! | Second Special | The Joker uses his dull blade to make swiss cheese out of his opponent. | Quick Tap, Tap (x3) |
Let's Be Serious | Super Move | A madman and his toys will always win. The Joker's savage wit is made manifest. UNBLOCKABLE. | Tap |
The Joker’s SP2, “Shank! Shank!” can be chained from his heavy combo, although it is a bit tricky for the SP2 must be activated almost simultaneously afterwards when the opponent isn’t knocked back too far away - a little more distance and the SP2 cannot be chained at all.
Support Cards and Gear
Here are The Joker's support cards and gear.
Card | Classification | Description | Cost |
---|---|---|---|
Joker's Gang | Health | 10% HEALTH BOOST. | 3,000 |
Laughing Gas | Damage | 10% DAMAGE BOOST. | 4,000 |
Arkham Asylum | Energy | 10% ENERGY REGENERATION. | 5,000 |
Pistol (Comically Long Pistol) | Gear |
8% - 18% DAMAGE BOOST to Special 1 [The Joker] 15% - 25% POWERDRAIN chance on Special 2 [EVOLVED] DISABLE enemy Specials: 15% - 25% chance on Special 1 |
25,000 - 1,000,000 (upgrading) |
Time Capsule (Quake Engine) | Gear |
20% - 40% chance to POWER STEAL 100% of a Special 2's cost Specials and DOTs +25% - +50% DAMAGE against an enemy with less than 1 POWER bar [The Joker] Increases enemy Tag cooldown by 3 - 8 seconds [EVOLVED] After an applied DOT finishes, 50% - 100% chance to retrigger the DOT on active enemy |
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 | 9,004 | 12,393 |
Elite I | 13,507 | 18,590 |
Elite II | 18,009 | 24,786 |
Elite III | 27,013* | 37,179 |
Elite IV | 31,514 | 44,615 |
Elite V | 36,018 | 49,572 |
Elite VI | 40,520 | 55,768* |
Elite VII | 45,022 | 61,965 |
Elite VIII | 49,525 | 68,161 |
Elite IX | 54,027 | 74,358 |
Elite X | 63,575 | 95,472 |
Trivia
- Both him and Catwoman/Arkham Knight have very similar passives, as both deal deadly DOT on their specials, and can further increase the damage with each additional Arkham teammate (Catwoman only benefits from Arkham Knight characters).
- This Joker is based on his appearance in one of the Batman Arkham series: Batman Arkham Origins.