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    Infinite Crisis builds for Joker

    Joker's ultimate joke

    A Joker guide by stranky
    Last updated: Dec 12th, 2014
    Link to guide: www.dawnbase.com/guides/jokers-ultimate-joke-16053938
    2,937 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
    Introduction

    Joker is one of the strongest blasters in the game as he gathers all the characteristics that an ideal blaster would want:
    [list]
  • Burst damage and sustained damage
  • Utility (stuns, slows, zoning potential)
  • Mobility
  • High AOE damage
    [/list]
    However, he has some drawbacks that need to be considered:
    [list]
  • Not the highest burst damage
  • AOE damage very dependent on his ultimate
  • Ultimate avoidable
    [/list]
    Abilities


    Sadist: His passive gives him a little bit of sustain and is specially good in teamfights because whenever a champion dies he doubles the lifesteal and gets his cooldowns reduced. In big fights you will be able to spam your spells constantly due to this passive. That makes him a very good sustained damage blaster. I max this before the E as it gives better combat stats and more versatility and it will reduce its cooldown as well. 


    Mr.Punchy: Your main damage ability. It has high damage, very good power scaling and a low cooldown. In addition, stuns for a short duration. Don’t underestimate the stun as it can be very efficient for interrupting channeled abilities (MWW's ult) or jumps. Max this first. 

    Surprise!: Your AOE damaging/zoning ability. Take into account the 1s delay before it does any damage. You can combine this ability with the stun of Mr. Punchy to make sure the enemy takes the damage. The slow is very nice and even if you don’t land it, your enemies will try to avoid the damage of the teeth so it is a good zoning ability. The slow combined with your ult can result in a devastating AOE damage. It has a long cooldown early, so be careful when using it.  Max this second to increase damage and reduce CD. 


    Vanish: It is your mobility ability. Have in mind it is an actual blink so you can jump over some things. You can use Mr.Punchy on it to deal a good chunk of AOE damage. Has a high cooldown so use it carefully. Max this last to reduce the CD.  


    Last laugh: Your ultimate deals a small amount of damage immediatly and then deals LOTS of damage over time in a considerable area. A good ultimate can single-handledly gain a teamfight. Try to combine it with your W’s slow or with other crowd control abilities to maximize its effects, for example a WW’s ult + your ult can be devastating. Also with poison ivy’s ultimate can be very efficient. Max it whenever you can. 

    Special wombo combo: Your ultimate + WW's + Flash's + MWW's 


    Items



    I start with  [[Pandora's Box (2)]] as it gives you some power damage and will regeneration. The health vials can be very useful after small fights if you don't want to go to base. The [[Pandora's Box (4)]] gives you, in addition, move speed and CDR that are stats very appretiated in every blaster. Also it gives you a nice active that lets you catch a fleing opponent or to run away from a menace effectively. With the modifier you will have 3 charges, that together with your inbuilt ulility will make your enemies hate you so much. 

    If you think you can survive without the Will regeneration, I recommend you to buy a Marauder Ring (4) that has similar stats except for the will and it is a bit cheaper. Moreover, you can use the modifier Devastating: +15 Power Penetration (Tier 4)  that makes the item very cost/efficient. 


    [[Fatality's Energy Lance (4)]] is a really nice item for every single blaster. High damage, CDR and an active that lets you one-shot every squishy hero with one combo. With the modifier you can get even higher damage.


    The Starheart (3) gives you a lot of raw power. It will be a huge power spike. With the modifier you can get it earlier.


    The Book Of Eternity (2) is a must buy if the enemy team is stacking power armor. If they are not, you can delay it until they buy some power armor. If they have several tanky champions you can buy it earlier if you find yourself facing them rather than the squishy enemies. 

    Cosmic Staff (3) gives you good stats all around and a couple of nice passives that can be very useful. If your enemies are stacking health, it can be useful. 

    [[Eclipso's Diamond (2)]] gives you a nice amount of power damage and a big amount of power lifesteal to add to your passive. It can be nice, but many times I prefer going into a strickly defensive item. 

    [[Neron's Contract (4)]] it is very useful against assassins and marksmen as it gives you attack armor. Plus the active sinergizes greatly with your ultimate: if an assassin jumps into you, drop a combo, your ultimate and when you are low health activate the item and start laughing.  You can use it as well in the middle of a teamfight if the enemy team is focusing you.

    Cosmic Belt (3) I am not a big fan of this item as it gives you a little bit of everything but I hink it is not a very slot-efficient item. However, it is cheap so if you think you need the stats it provides, you can buy it. 

    [[Doctor Destiny's Dreamstone (4)]] can be a substitute for the [[Pandora's Box (4)]]  if you think you need a little bit of power armor

    Amplifiers

    Augments
    This section is still under construction because I have to further experiment with them. I can't say the ones that I have chosen are the best ones, but definitely they give you things you would want on Joker 

    Modifiers
    I already explained them in the item section. But to make it short...more damage, more utility and less cost...what's not to like about them?

    Stolen Powers


    I really like Healing Wave as a collective stolen power. In your case, [[Poison Ivy's Healing Wave]] is the best one as it will give you some extra offensive stats for you and your team. You can consider [[Doomsday's Invulnerability]] as a more selfish defensive power, having in mind that nowadays everybody builds items with Wounding. 


    As an offensive option I think that [[Green Lantern's Meteor Drop]] really fits Joker with all his zoning and AOE abilities.  And the power scaling can make it a huge damage meteor. Other options can be [[Star Sapphire's Psychic Assault]] or [[Mecha Wonder Woman's Trap]]


    About this guide

    First of all, this is a guide based on my experience basically on Gotham Heights (although I played a lot of GD when I started to play IC).  I am not the most experienced player in Infinite Crisis, since I have been playing only for some months. This is just my intention to share with the newer players or less experienced with Joker my thoughts about him, since he is a very powerful, versatile and annoying champion to enjoy the game with. 

    You  can ask questions or post your opinions and they will be more than welcome. I guess I can learn a lot from the community but unfortunately all the guides for Joker are very out of date or they don't show the way I play the Joker. 

    Lastly, English is not my first language so I want to apologize if you find mistakes in the text. You can point me out those mistakes and I will do my best to fix them. 

    I hope you enjoy the guide!
     
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