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  • Infinite Crisis has shut down.

    With its departure, Dawnbase will be going into permanent read-only mode and will remain as both an archive of information about Infinite Crisis, and a reminder of the times we all had with the game.

    Hats off to you all. It was a pleasure, ladies and gentlemen.

    Sacrilege
    @SacrilegeGG

    Infinite Crisis builds for Joker

    grok's Gotham Heights Joker Guide

    A Joker guide by grok
    Last updated: Aug 29th, 2013
    Link to guide: www.dawnbase.com/guides/119
    3,029 0
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    The Joker

    Gotham Heights
    Reference
    Under the protection of Batman and his proteges from the criminally insane supervillains, gangs, and mobs that litter its streets.

    Gotham Heights is an upper-middle class neighborhood in Gotham City, and was under the protection of a teenaged Tim Drake as Robin.

    The neighborhood was markedly nicer than most areas of the city with little sign of urban decay and poverty.

    But... after the sudden assault on the DC Multiverse. All realities stand on the brink of annihilation.

    Needless to say... it's seen better days.

    [list]
  • Gotham Heights is the first map in the IC series.
  • It is a 2 lane map with a central point and central fog of war.
  • The objective on this map is to control the majority of points until the enemy team loses all their team's power. The team who runs out of power is the loser.
    [/list]
    Stolen Powers
    [list]
  • Gaslight Catwoman's X-Ray Vision
    [list]
  • I ALWAYS get this when I'm joker. It lets me see if someone is coming for me. It lets me see people who are running away from me. Also, if you time it right...and you use it and your team mates get a kill...you get an assist. Free gold!
    [/list]
  • Flash's Super Speed
    [list]
  • This is useful for chasing down people or getting away.
  • Or getting to a control point ASAP.
    [/list]
  • Poison Ivy's Healing Wave
    [list]
  • This is useful for sustaining in a lane and giving you a nice burst to power and attack damage if you need it.
    [/list]
  • Green Lantern's Meteor Drop
    [list]
  • Use this if you want to maximize damage output.
    [/list]
  • Cyborg's Teleport
    [list]
  • Use this if you want to be able to get back into the fight as soon as possible.
    [/list]
    [/list]
    Ablities

    In my humble opinion you should always get your W - Q - E as soon as possible, in that order.Lots of people go for Q first. Which is nice...but its utility when by itself is lacking and will require you to tower hug or start feeding.

    (Q) Mr. Punchy
    The Joker fires a modified rocket which deals Power Damage and briefly Stuns the first enemy it hits.

    This is your stun! There are many like it, but this one is yours!It will dish out tons of damage, save you while being chased, take down giant robots, etc. It will let you poke if you can land it.

    Put one point into it at the beginning, and don't over use it as you'll drain your Will too quickly.

    (W) Surprise!
    The Joker drops a present that explodes to deal Power Damage and Reveal nearby enemies. It creates chattering teeth which chase nearby enemies to deal Power Damage and Slow if they catch them.

    This here...this skill...is the shit.This is your bread and butter.It does nice damage, it slows, it clears minions.With this, you can safely get away from people chasing you. You can slow people running away from you. You can farm to your hearts desire. You can hold control points, you can poke even the most versatile Champions who are camping with this.This should get maxed as soon as possible.

    (E) Vanish
    The Joker blinks to the target location, leaving behind a punching bag that enemy drones will target. After a few seconds or taking too much damage, the punching bag will explode, dealing Power Damage to all nearby enemies.

    Although extremely important to get at the start, you really should only put one point into it until everything else is maxed.

    (R) Last Laugh
    The Joker throws a doll that explodes into a cloud of deadly laughing gas to deal Power Damage and causes nearby enemies to laugh uncontrollably. The cloud deals Power Damage over time for several seconds to enemies inside of it.

    This is your Ace in the hole.

    Your magic trick, the one where you make a pencil dissapear.

    You can use this to turn a fight, camp a Control Point, take a Control Point, take the Orbital Cannon.You should never use this to clear waves. You should play safe late game when this is on cool down.

    Tips & Tricks

    Some guides will tell you how to behave in each lane. That's not really useful for Joker.

    Really what needs to happen is you need to do the following:
    [list]
  • Farm
  • Cap Points
  • Stay Alive
  • Score Kills / Assists
    [/list]
    Notice farming is more important then getting points in the beginning.

    This is mainly situational. If your team is winning, it stays the same.If your team falls behind by 75 points or more, it's time to cap points and stop having the farming as your top priority.

    Situational Advice

    Know the other champions!Knowing what every other champion is capable of will dictate how you fight them 1v1 or in a group.Most people stack pure damage with Joker. This is a mistake. He has a very strong auto attack late game that can scare the squishier Champions and secure you kills. I mean...the guy has a 10" revolver. It's a hand cannon that fires confetti and bullets!

    The objective is NOT to rack up a bunch of kills. That may make you feel good, but you can lose really easily if the other team knows what's up.You should capture 3 points, and hold those 3 points.

    While holding the 3 points, farm minions so you get gold and level faster then the noobs running around trying to get Champion kills.

    Capturing the Orbital Cannon gives your team another point. So if you're doing very well, you'll capture all 6 points. This subtracts 10 points from the enemy team every second. Ending the game very quickly.

    That being said, it is not as important as holding 3 points. If you have 3 points and your whole team is dead and the enemy team is going for the Orbital Cannon...leave it.Take that time to secure another point, or heal and gaurd an existing point.
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