Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 950/750 | 60 Alliance Credits | Available from Store, Joker Celebration Pack, Most Wanted Pack, Black Friday Pack 2, Black Friday Pack 3, Eternal Enemies Batman v. Joker Pack, Halloween Pack |
Joke's On You!: If The Joker is KNOCKED-OUT, his teammates' POWER is charged to FULL. |
Killing Joke Joker can be bought directly with alliance credits, or obtained randomly through the Most Wanted Pack and Eternal Enemies Batman v. Joker Pack. If he is obtained from the said Packs and then sold, the sale gives 18 alliance credits back.
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% |
Passive
Killing Joke Joker has a "on knock-out" passive like The Joker/Prime and The Joker/Insurgency, but is widely considered more powerful for many reasons. At the beginning of the game, he may seem hard to get, but once obtained he is essential for clearing the earlier parts of Injustice Gods Among Us Mobile and the game generally. While his health is extremely low, it is less of a concern as he gives his two teammates full power upon being knocked out.
His decent damage is further empowered by Harley Quinn/Animated's doubled 40% damage and power generation boost for Joker characters, as well as the fact that his heavy basic attack combo does 4 hits (essentially increasing his base damage for basic attacks to 1266).
Killing Joke Joker is very often built as a support character (non-promoted along with 2 promoted teammates) - very possibly the most popular (by % of usage) than any other character, as he is very effective at low stats and takes an extremely long time to promote through daily bonuses (and alliance support cards are globally useful so they are bought often instead). He is similar to, but likely even more so than, Raven/Prime in this regard. However, prior to the release of The Joker/Arkham Origins, for a long time, Killing Joke Joker was the strongest Joker and was considered a worthy offensive fight as well, especially after the release of Shazam/Prime, making them one of the most popular duo in the game. After using Super Move, Shazam can destroy an entire team with barrage of SP2, making them a force to be reckon with.
Combining him with Harley Quinn/Arkham Knight is a waste of either his or her passive, so players should save that character slot for a better one.
Because of his passive requires him to be KO'd, it is recommended not to promote him, as well as to save the rare Alliance Credits for Support Cards, which have effects on all characters.
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
- Shazam/Prime: He will be able to use his Supermove quicker upon Joker's death, and therefore activate his passive quicker.
- Aquaman/Regime: Same as above.
- Batman/Beyond Animated: Joker can help Batman activate his Supermove faster, triggering the crit damage boost. Militarized Batmobile will also trigger Invulnerability if equipped on Batman.
- Superman/New 52: Joker can give him 3 bars of power upon death, instantly triggering his damage boost.
- Ares/Prime: Joker's passive allows for quicker activation of Ares' infamous God Smack.
- Lord Joker/Batman Ninja: With the help of Lord Joker, Joker's Specials deal 20% Area-Effect Damage to the tagged out opponents. If Killing Joke Joker gets defeated, Lord Joker will also get full power, allowing him to wipe out the enemy with his specials.
- Harley Quinn/Animated: As mentioned above in the "Strategy" section.
- Zod/Prime: With Joker's death, he will also gain health and damage increase, allowing him to deal a lot of damage with 3 bars of power available.
- Batman/Batman Ninja: Joker may help trigger Batman's damage reduction, as well as Batman Ninja Helmet's effects with 3 bars of power.
Good Against
- Any character who can power drain.
- Killer Frost/Prime, Killer Frost/Regime, and Solomon Grundy/Earth 2: His passive is not affected by their power dampening.
- Batman/Batman Ninja: Player can sacrifice Joker to counter Batman's damage reduction, as well as giving the remaining characters power to get rid of Batman quickly.
- Doomsday/Prime: Knocking Joker out can heal him, but he will then have to face Joker's teammates with full power ready.
Countered By
- Aquaman/Regime: If Aquaman saves up enough power for a Super before killing Joker, he can immediately use his Super upon Joker's death, thereby nullifying Joker's passive.
- The Joker Unhinged/Suicide Squad: His character-stealing can result in the opponent using their Specials or Super on the crazed Joker, rather than the player.
- Aquaman/Prime: His Atlantean Soldier can be a meat shield against Joker's teammates, especially with Tantu Totem equipped.
- Hawkgirl/Regime: Her passive will temporary disable all special moves, stalling his allies from using them.
- Black Adam/Prime, and Black Adam/Regime: Their damage reflection will turn the opponent's specials against them.
- Batman/Dawn of Justice, The Flash/Wally West Rebirth, Superman/Injustice 2, and The Flash/Reverse Flash: Their passives can make them dodge, block, or recover from specials, making The Joker's passive less useful. This does not apply to Super Moves however.
- Aquaman/Flashpoint, and Scorpion/Klassic: They can reflect specials, which reduce damage taken and deal damage back to Joker's teammates.
- Raven/Rebirth: After her teammates knock out The Joker, if she's fast enough, she will steal all power from the enemy that comes in.
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 |
Crowbar! | Second Special | They'll never see it coming. CHANCE TO STUN. | Rapid Swipe, Quick tap |
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 | 7438 | 10,935 |
Elite I | 11,158 | 16,402 |
Elite II | 14,877 | 21,870 |
Elite III | 22,305 | 32,805 |
Elite IV | 26,035 | 39,366 |
Elite V | 29,754 | 43,740 |
Elite VI | 33,473 | 49,207 |
Elite VII | 37,192 | 54,675 |
Elite VIII | 40,912 | 60,143 |
Elite IX | 44,631 | 65,610 |
Elite X | 52,518 | 84,240 |
Trivia
- The Joker/Suicide Squad, The Joker Unhinged/Suicide Squad and himself are the only Jokers to use a crowbar in their SP2s.
- He is based off his appearance in The Killing Joke graphic novel and is also called Tourist Joker in the console version of Injustice.
- He and The Batman Who Laughs/Metal are the only Jokers who cannot inflict poison. He is also the only Joker who cannot inflict DOT of any type (without gears).
- Oddly enough, Boss Ares' Rage in Breakthrough Mode which causes an instant KO will not trigger his passive.