Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 1,500/1,300 | 500,000 | Challenge Mode, Eternal Enemies Batman v. Joker Pack, Demon King Bundle Batman Ninja Lord Joker, Joker Celebration Pack |
Lord Joker is an immensely strong card with the ability to damage entire teams with both his specials and sharing that ability with some of the strongest cards in the game. His ability to lifedrain health after KO'ing an opponent allows him to take damage and then heal almost immediately. Whether teamed with his Gunners, his affiliates, or whether he decides to join solo, Lord Joker proves himself a force to be reckoned with.
Lord Joker can be unlocked through his Challenge Mode. Otherwise, he can be randomly obtained from the Eternal Enemies Batman v. Joker. However, obtaining him from a pack 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% - 2% - 3%) | 14% |
Heavy | 4% - 4% | 8% |
The start of his Combo Ender has a very long animation. It also slows time not just during the swipe, but the start animation afterwards as well.
Like Raven/Rebirth, the fan from his Combo Ender looks like a projectile, but unlike Superman/Injustice 2 or The Batman Who Laughs, is not actually one; if his light combo is interrupted, the fan will still visually appear to hit the target, but does not in reality, similar to Rebirth Raven's demon on Combo Ender.
He also shares the same heavy attack and SP1 with the Suicide Squad versions of The Joker, albeit only with the Poison effect.
Passive[]
Lord Joker also benefits from his own passive - therefore, all of his Specials deal 20% Area Effect damage to the tagged out opponents. This is very powerful, especially with his devastating SP2, which is among the most powerful special attacks in the game. However, this Area Effect does not apply if the main target is protected by Invulnerability, KO immunity, Blinked, evaded, or otherwise negated the special.
When his passive activates after KO-ing an enemy, his cutlass glows bright as if on fire, indicating that for 10 seconds all of his attacks deal 100% LIFEDRAIN and he will heal from enemy LIFEDRAIN. This does not deny the enemy from healing from that lifedrain. This would even work with the Life Drain handicap in Standard and Challenge battles. The buff duration does not stack, only refreshes upon another KO.
His copying of enemy lifedrain occurs immediately after damage is dealt to him, so even if the life drain is 100% (e.g. Martian Manhunter/Blackest Night's lifedrain buff with basic attacks), a single high hit when Joker is already at critical health can KO him before Joker's passive can heal him.
Joker can heal more than 100% of damage taken if his opponent has stacked multiple sources of lifedrain. For Martian Manhunter/Blackest Night's lifedrain buff, even though it heals his whole team, Joker only gets the healing once. However, Gauntlets of Azrael's self-lifedrain and team-lifedrain are considered separated effects, and Joker gets the healing twice, regardless of how many teammates the Gauntlet user has healed (even if their teammates are already KO'd and the team-life drain heals no one). Against the Combo Enders of Martian Manhunter/Blackest Night with the buff (or potentially, an enemy Lord Joker with his own passive activated), Overpowered 5-U-93-R and the Gauntlet, Joker will heal for 4x the damage he takes.
Gear[]
Lord Joker has the highest Damage stat among gold cards, tied with The Flash/Blackest Night (whose SP2 is cut short if blocked) and Batman/Flashpoint (reduced SP2 damage due to being a stun). Once he knocks out an opponent, all of his attacks gain life drain, so it is recommended to go full-on damage to take advantage of that.
Tantu Totem is core to a special damage build. If he is fully crit augmented and teamed up with Batman/Batman Ninja, this gives both his specials 100% crit chance to bring annihilation to his foes. After knocking out an enemy with his specials (usually his powerful SP2), Joker can use the refunded power for massive Life Drain, regaining his lost health.
The Quake Engine is also very useful for Lord Joker. While it technically only has an effect specific to SP2, it is extremely effective with his SP1, as it increases tag cooldown and retriggers the poison DOT. It also lets specials and DOT deal extra damage against opponents with less than 1 bar of power, which synergises well with Nightwing/Batman Ninja's tag-in power drain effect. Fourth World Godly Mace can also empower his already powerful SP2 with damage boost and additional Area Effect, along with Power Drain to utilize the damage boost from Quake Engine.
Lord Joker's SP1 can apply DOT from certain gears such as The Ibistick and the LexCorp Helmet V2 twice, once with the kick and once with the gunshot. This makes such gears a good choice for him, especially The Ibistick as he can benefit from its SP1 and SP2 damage boosts as well.
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[]
- Gunners: Deadshot, Deathstroke, Harley Quinn, Lobo, and The Joker
- Deadshot/Arkham Origins: His passive giving his shots 20% Area Effect stacks with Joker's passive. Note that Deadshot's passive does apply Area Effect on invulnerable or KO immune active targets, while Joker's passive does not.
- Deathstroke/Arkham Origins: Upon achieving 200% on "Point Blank", Deathstroke's unblockable crit damage could provide effective area effect damage to the opposing team.
- Harley Quinn: Due to their preexisting synergy with The Joker. Harley Quinn/Animated is also extremely useful on Joker, furthering his offensive output and also being very useful on a dual Batman Ninja team. Harley Quinn/Suicide Squad can give him extra power, allowing him to execute specials more often.
- The Batman Who Laughs/Metal: His bleed can help Lord Joker's SP2 knock out enemies on every hit instead of just the last hit.
- Batman/Batman Ninja: His passive can help other Batman Ninja teammates deal critical damage, especially Lord Joker, who has the highest base damage, making him quite powerful.
- LexCorp Chest Armor V2 and Soultaker Sword: Using either of these gears are very beneficial because they can heal up Lord Joker when he is at low health and has not knocked out an opponent. However, the powerful lifedrain effects these gears grant WILL stack with his own passive causing insane health gain when at low health after knocking out an enemy, even if blocked.
- Darkseid/Apokolips: The cursed effect can allow Joker to deal area effect damage that crits.
Good Against[]
- Any character or gear that can Life Drain, such as Martian Manhunter/Blackest Night, Gauntlets of Azrael, Overpowered 5-U-93-R, Soultaker Sword, LexCorp Chest Armor V2, Black Lantern Ring, etc.
- The Flash/Reverse Flash: Even if Reverse Flash reverses the damage done to him by Lord Joker or any of his gunners, he cannot undo the damage done to his tagged out teammates. Furthermore, if any of Reverse Flash's teammates received direct damage from Lord Joker or his gunners, when Reverse Flash tags back into the match, he would essentially waste one of his three buffs on undoing the damage dealt to him when tagged out. This helps in effectively conserving specials.
- Superman/Injustice 2: Area effect damage does not trigger his shield, therefore granting essentially free damage.
- The Flash/Wally West Rebirth, and Batman/Dawn of Justice: Wally West and Batman cannot avoid the area effect damage when tagged out, which could potentially leave them vulnerable for when they do tag into the match.
- Raven/Prime: The gunners - and also Lord Joker himself - can reduce Raven's health even when she's tagged out, making her more susceptible to a one-shot nuke.
- The Joker/Prime and The Joker/Insurgency: Even if they manage to reduce Lord Joker’s health upon being KO'd, if Lord Joker uses either of his Specials (preferably his powerful SP2), he can fully replenish his health - rendering the “Last Laugh” passive useless against him.
Countered By[]
- Batman/Batman Ninja: Being immune to life drain nullifies the first portion of Joker's passive and he can halve all the damage the Joker deals when outnumbered. However, Joker's copying of life drain is itself not considered a life drain; if Batman uses life drain on Joker when both their passives are active, Joker can still copy it.
- Aquaman/Injustice 2: Aquaman can reverse and double the effect of the Poison DOT on Lord Joker’s SP1 upon using a Special.
- Hawkgirl/Blackest Night, Solomon Grundy/Regime, Solomon Grundy/Prime, Doomsday/Containment, Two-Piece Fourth World: Lord Joker's SP2 only KO's on the last hit. Having at least one resurrection can avoid a potential KO, robbing Lord Joker of the first part of his passive. Hawkgirl/Blackest Night shares this ability with fellow Blackest Night teammates.
- Raven/Prime: On the other hand, Lord Joker does not have a one-hit wonder, nor can his specials attack multiple enemies. If he's not careful, Lord Joker can activate Raven's infamous passive, meaning she could potentially tank the final hit from his SP2 and leave Lord Joker vulnerable.
- The Flash/Blackest Night: He can heal and gain power from Joker's poison on SP1. He also shares this to his Blackest Night teammates.
Abilities[]
Here are Joker's abilities.
Ability | Classification | Description | Usage |
---|---|---|---|
Bang! | First Special | Lord Joker uses his customized gun to blow away his enemies. Comes with a poison effect. | Rapid Swipe, Target |
Slice and Dice | Second Special | Lord Joker carves up his opponent using his savage demonic cutlass | Quick Tap, Rapid Tap |
Let's Be Serious | Super Move | A madman and his toys will always win. Lord Joker's savage wit is made manifest. UNBLOCKABLE. | Tap |
His SP1, Bang!, applies poison DOT for 3 seconds, dealing 4.25% - 8.5% of his damage stat per second, or 12.75% - 25.5% total. The DOT damage is increased based on his 2nd mini-game (the target one) result. Additionally, on the shot, he applies a small poison DOT damage hit, but in yellow text. That hit is treated as both DOT and special attack, which means it can ignore block, receive both DOT and special attack damage boost from passive and gear, and is affected by DOT and SP damage reduction (such as Green Lantern/Red Son's passive).
His SP1 can also apply DOT from The Ibistick, LexCorp Helmet V2, League of Assassins Adept Blade, and disable gear effect from Claw of Horus 2 times, on the first and last hit.
Lord Joker's SP2, Slice and Dice, deals much higher damage than which stated on the SP2 tab, about 300% of his damage stat when both mini-games reach 200%.
Both of his special attacks can only knockout the opponent ON THE LAST HIT, unless the opponent had a bleed active, in which case the previous hits would be able to KO as well.
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 | 11,745 | 18,945 |
Elite I | 17,618 | 28,431 |
Elite II | 23,490 | 37,908 |
Elite III | 35,235 | 56,862 |
Elite IV | 41,108 | 68,234 |
Elite V | 46,980 | 75,816 |
Elite VI | 52,852 | 85,293 |
Elite VII | 58,725 | 94,770 |
Elite VIII | 64,598 | 104,247 |
Elite IX | 70,470 | 114,724 |
Elite X | 82,924 | 146,016 |
Trivia[]
- In Chinese and Japanese, the "Lord" in his name is "第六天魔王" (literally "demon king of the sixth sky"), a mythological figure in Buddhism, known as pāpīyas in the original Sanskrit. It is said that Siddhārtha Gautama was tempted and threatened by the demon king before achieving nirvana and becoming the Buddha.
- His artifacts are Gloves, Shoes, Pants, Cloak, and Fan.
- He shares the exact same damage and health stats as Batman/Flashpoint and The Flash/Blackest Night and thus ties with Batman and The Flash in having the highest base damage stat in the game among gold characters.
- He, along with Batman/Batman Ninja, has the highest promotion cost at 500,000 Power Credits.
- He ties with Aquaman/Injustice 2, Batman/Flashpoint, Batman/Gaslight, Batman/Batman Ninja, Superman/Blackest Night, Superman/Injustice 2, and Superman/New 52 in having the highest overall base stats among gold characters.
- His appearance changed in the 3.1 update, where his attire becomes more exaggerated.
- Despite wielding and using a pair of pistols, The Arkham Knight/Arkham Knight does not count as a Gunner for Lord Joker's passive.
- Both him and Batman/Batman Ninja are currently the last challenge characters to be released.
- Also, according to the challenge timeline not counting repeats, Lord Joker is currently the last challenge character.
Preceded by | Title | Succeeded by |
Deadshot | Highest base Damage | Ares/The Merciless Metal |