Rarity | Base Stats | Price | Unlock |
---|---|---|---|
Gold | 750/850 | 148,000 | Available in Store, Gold Booster Pack, Gotham City Pack, Villains Starter Pack, Random Daily Login Bonus |
Last Laugh: When the Joker gets knocked out, his opponent LOSES HEALTH. |
Strategy
Insurgency Joker can be seen as one of the "starter" gold cards, being a common drop from Gold Booster Packs. While his base stats are low and his specials are slow and easily blocked, and that his special 2's bonus damage doesn't actually work and deals greatly reduced upfront damage (encouraging use of his Super Move), he is not without merits: he is readily available, and he has Joker's typical 4-hit heavy combo, which essentially gives him 1000 base damage in terms of basic attacks and allows him to gain power 1/3 faster than most other characters using heavy combos. If all else fails, he works as a poor man's Raven/Prime for tough nightmare challenge battles: upon being knocked out, his current opponent takes 40% of their maximum health as damage.
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 |
Acid Flower | Second Special | The Joker flower sprays acid. POISONS. | Quick tap |
Let's Get 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 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 |
X% DAMAGE BOOST to Special 1 [Joker] X% chance to POWERDRAIN on Special 2 [EVOLVED] DISABLE enemy specials, X% CHANCE on Special 1 |
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 | 5,872 | 12,393 |
Elite I | 8,809 | 18,590 |
Elite II | 11,745 | 24,778 |
Elite III | 17,625 | 37,719 |
Elite IV | 20,553 | 44,583 |
Elite V | 23,490 | 49,572 |
Elite VI | 26,426 | 52,877 |
Elite VII | 29,363 | 61,965 |
Elite VIII | 32,299 | 68,161 |
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/Prime are the only ones with the exact same passive descriptions (although both reduce different amount of health).