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The Joker Prime
Rarity Base Stats Price Unlock
Silver 470/400 48,000 Available in Store, Silver Booster Pack, Gotham Pack, Black Friday Pack 1
Passive Toxic Death: If The Joker is KNOCKED-OUT, his OPPONENT LOSES HEALTH.

StrategyEdit

Basic AttacksEdit

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%
The Joker Prime may be one of the better Silver Cards with decent special attacks and
IMG 1621-1-

The opponent will lose 30% of their health once Joker is knocked out!

passive, coupled with good damage. He can poison your foes with his second special and his first attack can catch some foes off guard. 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.

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.

InteractionsEdit

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 WithEdit

  • Harley Quinn/Arkham Knight: When The Joker is knocked out, Harley gains full power. At the same time, Joker damages a portion of the enemy's health, resulting in a double whammy.
  • Lord Joker/Batman Ninja: With the help of Lord Joker, Joker's Specials deal 20% Area-Effect Damage to the tagged out opponents.

Good AgainstEdit

Countered ByEdit

AbilitiesEdit

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 GearEdit

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

[Joker] 15% - 25% POWERDRAIN chance on Special 2

[EVOLVED] DISABLE enemy Specials: 15% - 25% chance on Special 1

25,000 - 1,000,000 (upgrading)

StatsEdit

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.

Tier Damage Health
Normal 3,680 5,832
Elite I 5,152 8,165
Elite II ? ?
Elite III ? ?
Elite IV ? ?
Elite V ? ?
Elite VI ? ?
Elite VII 13,984 22,162
Elite VIII 15,456 24,494
Elite IX 16,928 26,827
Elite X ? ?

TriviaEdit

  • 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?"