Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Silver | 470/400 | 48,000 | Available in Store, Silver Booster Pack, Gotham Pack, Black Friday Pack 1, Daily log-in bonus reward (day 40) |
Toxic Death: If The Joker is KNOCKED-OUT, his OPPONENT LOSES HEALTH. |
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% |
Same as most The Joker cards, his heavy combo consists of 4 hits instead of the normal 3.
Passive[]
The Joker Prime may be one of the better Silver Cards with decent Special Attacks and passive, coupled with good damage. Should it be that he faces his end, his opponent would take a harsh blow as well - 30% of their maximum health instantly. His great synergy with Harley Quinn/Prime makes for a good, affordable team.
Despite being silver, he is one of the best cards to have against Phantom Zone bosses and specific boss battles towards the end of Standard Battles - where there is only one super-powerful opponent. Due to his passive, all he needs to do is to get KO'ed to deal massive amounts of damage (over 500,000 against the final boss Catwoman/Batman Ninja).
The Flash/Blackest Night's passive heals and gives power to any Blackest Night teammate affected by Joker's passive as if it is a DOT. It's also counted as DOT for the DOT damage mission in the phantom zone. In addition, the Killer Croc Companion Card EVOLVED will reduce his death damage for Suicide Squad characters if they are equipping it. This is most likely to be a bug or his death damage counted as poison; however, Batman/Arkham Knight's DOT Immunity boost will NOT work against this death damage.
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[]
- Harley Quinn/Arkham Knight: When The Joker is knocked out, Harley gains full power. At the same time, Joker damages 30% of the enemy's health, resulting in a double tactical advantage to the player.
- Lord Joker/Batman Ninja: With the help of Lord Joker, Joker's Specials deal 20% Area-Effect Damage to the tagged out opponents.
- Harley Quinn/Animated: Harley's passive gives a +40% boost on power generation and damage to all The Joker's on her team, increasing their threat level.
- The Joker/Insurgency, and Batgirl/Cassandra Cain: A specialist team against standard battle single bosses with extremely high health. At match start, tag in Batgirl so her passive deals 25% of enemy current health. Then, allow both Jokers to be KO'd. This will take off 95% of the boss's total health with no effort and no gear required (although some gear especially DOT gear will be needed for the remaining 5%).
- Zod/Prime & Batman/Batman Ninja: They benefit from KO'd teammates.
Good Against[]
- Characters with high health: If any of them KO The Joker, they will lose a significant percentage of their health, potentially leaving them in a more vulnerable state.
Countered By[]
- The Flash/Blackest Night: His passive heals and gives power to any Blackest Night teammate affected by Joker's passive as if it is a DOT. This is most likely a bug.
- Hawkgirl/Blackest Night, Solomon Grundy/Regime, Solomon Grundy/Prime, and Doomsday/Containment: They can all afford to be at low health due to their ability to resurrect.
- Raven/Teen Titans: Should her passive activate after knocking Joker out, she would recover from the damage he inflicts by gaining a large amount of health from the next opponent.
- Doomsday/Prime: After knocking out Joker, he will lose his health for less then a second before recovering 50%, overriding Joker's passive.
- Batman/Batman Ninja: While Batman's passive is active, if he knocks the Joker out, he won't take as much damage from his passive.
- Killer Croc/Arkham: If Killer Croc builds up enough armor and he knocks out the Joker, his armor can absorb the death damage from Joker's passive.
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 |
Laughing Gas | Second Special | The Joker throws a bomb filled with deadly gas. BOOM! POISON: Deals DAMAGE-OVER-TIME for 15 seconds. | Rapid Swipe |
Let's Be Serious | Super Move | A madman and his toys will always win. The Joker's savage wit is made manifest. UNBLOCKABLE. | Tap |
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 | 3,680 | 5,832 |
Elite I | 5,152 | 8,165 |
Elite II | 6,624 | 10,498 |
Elite III | 8,096 | 12,830 |
Elite IV | 9,568 | 15,163 |
Elite V | 11,040 | 17,496 |
Elite VI | 12,512 | 19,829 |
Elite VII | 13,984 | 22,162 |
Elite VIII | 15,456 | 24,494 |
Elite IX | 16,928* | 26,827 |
Elite X | 19,987 | 34,560 |
Trivia[]
- Even if he did NOT deal any damage, upon being KO'd, the amount of health that the opponent lost from his passive will actually be counted as the total amount of damage that he dealt instead.
- The same can be said for both Black Adam/Prime and Black Adam/Regime, if they did not deal any damage from attacking, but instead reflected back the damage from the attacker.
- Both him and The Joker/Insurgency are the only ones with the exact same passive descriptions (although both reduce different amounts of health).
- The name of his Super Move, "Let's Be Serious," might be based off of the Joker's quote from The Dark Knight: "Why so serious?"
- As of 2.15, his passive is bugged and can only trigger properly if knocked out with basic attacks or super moves. If knocked out with a special, no damage is dealt. However, in update 2.17, this bug was fixed.