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    Infinite Crisis builds for Joker

    Why so solo lane (Phake's Coast City Joker Guide)

    A Joker guide by Phake
    Last updated: Sep 25th, 2013
    Link to guide: www.dawnbase.com/guides/phakes-coast-city-joker-guide
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    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
    Under construction, coming soon™


    This guide will, when it's done, give a detailed view on how to build and play Joker as solo laner and for solo queue in Coast City.

    NOTE The guide will be build over time.

    Stolen Powers


    [[Flash's Super Speed]] + [[Doomsday's Invulnerability]] is my choices for playing solo queue, generally [[Flash's Super Speed]] is optimal for both escaping and chasing downs those fast opponents (Such as Nightmare Batman)

    NOTE If you haven't purchased the enhanced powers yet go with Super Speed + Surveillance Camera / Trap

    [[Doomsday's Invulnerability]] + [[Batman's Trap]] / [[Gaslight Batman's Surveillance Camera]]  would be the optimal choices for playing premade (You'll most likely be playing solo laner aswell) the choice between traps and cameras is depeding whether how your team comp is build up, most of the times your support will run with cameras and therefor the optimal choice for you would be traps and if he/she doesn't run with cameras.

    Itemization


    For start items I would recomend to start with The Crime Bible (1) and   Tektite Vial

    For first time back I always try to stay in the lane phase untill I can have arround 1500 gold in my bag, and then buy  The Crime Bible (2) and straight up [[Two Face's Coin (2)]]

    Afterwords I'll rush into finishing The Starheart (4) due to its amazing amount of Power Damage and it's passive with +30% Power Damage which is pretty good at both this point at the game, but also later on as you get your next few items.

    As your 4th item it mostly depends on how the games go. If we are ahead and I feel like lurking arround in the jungle and catch out opponents or just really pressure them with some heavy pushing I often tend to rush Eye Of Ekron (4) . I feel like this item is just perfect for Joker after his minor nerf to his movement speed last patch, it basicly gives a little portion of everything Joker needs, mobility in the extra movement speed (Even though it's only +10 it still does matter) some extra will, more power damage, cooldown reduction and of course the passive which is superb for split pushing. If you're team is a bit behind I would recomend rushing into Psi-Scimitar (3). It's a really good item for basicly taking out the enemies carrys (Note, always remember to put it on power damage rather than attack damage).

    5th item for me would always be either  Psi-Scimitar (3) or  Eye Of Ekron (4) depending what you took as 4th item.

    6th item is a bit tricky. Because in reality this item could be build whenever needed, and I'm of course talking about your main defensive item. Depending who's the strongest on your opponents team, let's say that they have a 15-0 Gaslight Catwoman the ideal item to get here would be Helm Of Fate (3) and if they have an ultra fed Joker or Green Lantern the ideal item would then be Entropy Aegis (4) due to its extra power armor, health and the lovely skill block shield from its passive.

    NOTE the item defined as the 6th should be bought whenever you feel like it's most needed, if you have trouble with getting nuked in teamfights already in the early phases of the game it would of course make sense getting your defensive before for example the 4th or 5th item. Also if you have big trouble with the opponents having both a fed assassin and blaster, I would recommend selling The Crime Bible (2)  and get both the defensive items mentioned.

    Lanephase


    (Coming soon)

    Teamfights


    (Coming soon)

    Pros and cons


    (Coming soon)
     
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