|Gold||700/900||148,000||Available in Store, Femme Fatale Pack, Batman Animated Pack|
|Deranged Cheerleader: Harley and her teammates receive +20% DAMAGE and POWER generation, +40% for Joker characters.|
Harley Quinn Animated is a strong support character and a classic addition that could empower almost any team. Her passive grants a decent bonus to both damage and power generation (essentially Batman/Prime and Green Lantern/Regime's passives combined, slightly weaker individually but doubled for all Joker characters). Her second attack makes her the ultimate benefactor; she can heal the team, give them a damage boost, or throw a bomb that can't be blocked.
While her passive is doubled on The Joker/Insurgency, The Joker/The Killing Joke, The Joker/Arkham Origins, The Joker/Prime, The Joker/Suicide Squad, and The Joker Unhinged/Suicide Squad she is often used without Jokers. This is due to the fact that Insurgency Joker has low stats, Killing Joke Joker's strength comes from his passive (which has no interaction with Harley), Arkham Origins Joker is generally teamed with Arkham teammates (which also includes Harley Quinn/Arkham who offers an additional passive for him), and Prime Joker is a silver card (both his and Insurgency Joker's damage on their passive is also unaffected by Harley's passive), although she can still be effectively combined with most any of them.
Her special 1 is partly long-ranged; the first two hits are melee, but the AI will attempt to use it at range anyway. This means you can avoid part of s1's damage if you knock her back and block.
Hammer Slam can deal 3 knockout blows without missing a hit; Ra's Al Ghul's Scimitar can allow her to clear low level challenge battles with just one tap.
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 With Edit
- Superman/New 52: Harley’s passive can assist Superman in reaching his buffs quicker and increase his basic damage output.
- The Joker: As stated in her passive.
- Characters with low damage: Her passive gives them more damage.
Good Against Edit
Countered By Edit
Here are Harley Quinn's abilities.
|Hammer Slam||First Special||A barrage of lead follows a surprise attack.||Quick tap, target|
|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.
|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||
X% DAMAGE BOOST to Special 1
[Harley Quinn] HEAL TEAM X% on Special 2
[EVOLVED] X% CHANCE to STUN 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.