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KJJ
Rarity Base Stats Price Unlock
Gold 950/750 60 Alliance Credits Available from store, Most Wanted Pack
Passive Joke's On You!: If the Joker is KNOCKED OUT, his teammate's POWER is CHARGED to FULL.

Killing Joke Joker can be bought directly with alliance credits, or obtained randomly through Most Wanted Packs. If he is obtained from the latter and then sold, the sale gives 18 alliance credits.

StrategyEdit

Killing Joke Joker has a "on knock-out" passive like The Joker/Prime and The Joker/Insurgency, but is widely considered more powerful. While his health is extremely low, it is less of a concern as he gives his two teammates full power upon being knocked out.

IMG 1568-1-

When Killing Joke Joker is knocked out, his teammates will gain full power.

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.

Prior to the release of The Joker/Arkham Origins, for a long time, Killing Joke Joker was the strongest Joker.

Interactions Edit

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

  • 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.
  • Ares/Prime: Joker's passive allows for quicker activation of Ares' infamous God Smack.

Good againstEdit

  • Characters who can power drain.
  • Killer Frost/Prime: His passive is not affected by her power dampening.

Countered byEdit

  • 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.

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
Crowbar! Second Special They'll never see it coming. CHANCE TO STUN. Swipe, 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 GearEdit

Here are Joker's support cards and gear.

Card Classification Description Cost
Joker's Gang Health 10% HEALTH BOOST. 6,000
Laughing Gas Damage 10% DAMAGE BOOST. 8,000
Arkham Asylum Energy 10% ENERGY REGENERATION. 10,000
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)

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 8,075 10,935
Elite I 10,083 13,365
Elite II 13,444 17,820
Elite III 20,167 26,730
Elite IV 23,528 32,026
Elite V 29,754 43,740
Elite VI 33,473 49,207
Elite VII 37,192 54,625
Elite VIII 40,192 60,143
Elite IX 44,361 65,610
Elite X 48,350 71,078
Elite X Level 60

52,518

84,240

TriviaEdit

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