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    Infinite Crisis builds for Joker

    The Clown Prince of Surprises - Coast City Lane Guide

    A Joker guide by LaserCircus
    Last updated: Jun 22nd, 2014
    Link to guide: www.dawnbase.com/guides/the-clown-prince-of-surprises-coast-city-lane-guide
    2,983 1
    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

    The clown prince of crime is the most elusive and graceful champion to step forth on the battlefield in Infinite Crisis. With the versatility of his skills he is able to bring a lot to the table.  He has great poke, wave clear, great team fight potential, and just clowning around with his evasive tactics. For this guide I will bring to the attention the many aspects of how Joker can be utilized on the map Coast City Marina.    


    Stolen Powers

    [[Poison Ivy's Healing Wave]] This  stolen power will aid Joker in tight situations when he needs that little bit of survivability to throw off more of his skills. Also the bonus damage granted by using this power can be beneficial toward his right-click damage as well as his skills when trying to make an agressive play. 

    [[Catwoman's Teleport]] As the Joker who has great team fight potential you want to be a part of as many of the team fight skirmishes that happen so having this Stolen Power will give you that opportunity to do so. It is more ideal to have someone with Surveillance Camera support to plant these nearby when all hell is about to break lose particularly if it is around a Power Relay.    

    [[Shazam's Invulnerability]] You can choose between this or Doomsdays Invulnerability but because of Jokers evasive nature triggering this Stolen Power in tight situations and then Vanish (E) away can give you the bonus heal if the shield lasts the full duration maybe enough to turn the tides of an encounter. 

    Stats

    The primary focus when it comes to stats pre-game and in-game in order of importance is: 
    1. Power Damage 
    2. Power Pentration
    3. Cooldown Reduction
    4. Health
    5. Move Speed. 


    Gameplay

    General

    The Joker is great for playing in the solo top lane of Coast City or supporting bottom since he can abuse the stealth pad on both these lanes. 

    Mr. Punchy (Q) is a moderately fast projectile skill shot so knowing how to aim it and firing it will take some time getting use to but the best tip is to aim at where the enemy champions feet are. Don't be discouraged if the enemy dodges it because it is somewhat avoidable if the enemy sees it coming but try to throw one when they least expect it. If you used Surprise (W) prior to Mr. Punchy (Q) it makes it a little bit easier since the slow on the champion will give you a short window to line it up granted you are not obstructed.  

    Surprise (W) has a wind up animation that can be frustrating especially if you are are trying to toss it at the longest possible distance because you will be standing there for a brief and delayed moment until the animation expires. Casting it in close proximity to yourself is more forgiving but can still be a nuisance. The reason why I brought this to attention is because when chasing an enemy champion this skill will not be a reliable way to do so. They will just run past you as you are casting the skill unless you have great positioning and toss it ahead of them as they run by it. But enough of the complaint lets get on to why this move is great. It can be used to clear drones and slow enemy champions while damaging them who try to pursue you. Using this skill in the Stealth Pad can be efficient because they won't see it coming unless of course they have vision. 
     
    A lot of newer players use the escape tool of Joker Vanish (E) too early and that can lead you to your demise. So knowing when to use it like when your pursuer has no other way to close the distance between you and them are you more than welcome to use it. A well timed Vanish (E) can help disjoint certain moves and skills like Aquamans Might of Atlantis (R) - Wrath

    When using Last Laugh (R) try to toss it where there is the heaviest concentration of enemy champions and knowing where the fight is going to take place is best time to use it. If you know that the fight is not going to take place in an area just don't throw it randomly and hope the enemies will stay to fight because they will not want any part in it. Plus it will be waste of a cooldown. Do your best to lure your enemy to fight in your colosseum of gas whether it is to walk in it or Vanish (E) in there. Due to the narrow spacing in or around the Power Relays tossing one of these babies when the team fight skirmishes happen is highly recommended. Like what I said with Surprise (W) using this in a Stealth Pad where they least expect it can surprise and get the jump on the enemy.     
     
    Early Game
    For the early laning phase of top just focus on attaining experience and last hitting drones for credits. For bottom just worry about soaking experience from the drones as your Marksmen focuses on last hitting. His attack animation is probably the most tricky of all the champions to master so you'll have to practice a lot to get use to it but if you have Nil Ring modded with Recycle it shouldn't be so hard. Because top lane is the shortest from each teams Turret pushing into the opposing teams Turret should be easy with Joker and his Surprise (W). As a result of the short lane top escaping is fairly easy too with Vanish (E) so Joker should feel all kinds of safe or avoid death, brush off his suit, and live to laugh another day. Bottom lane might not have the same geography but it has a lot of walls and jukes spots to avoid death with or without Vanish (E).  

    Mid Game to Late Game

    As the game rages on Power Relays will eventually be pivotal (not the first one that appears as junglers usually grabs the initial one) so try to be involved in the capturing of those Power Relays unless you find a better way to contribute to the team like pushing because you know that you will not reach the Power Relays in time. 

    Artifacts

    Core 

    Oa Gambit (4) 
    Due to the nature of Coast City Marina and the inevitable team fights for the capturing of Power Relays having this artifact can not only help you but your team as well. Protection Field will help the whole team survive a bit longer to give the team the edge in battle. Oa Aura will help bypass the sturdy enemy tanks or make already fragile champions more fragile for the onlaught of skills you will dish out as well as your team if they have Power Damage. If you have this modded with Resonant Oa Gambit it only further increases the damage you and your team deals. I would rush this artifact as fast as possible or leave it at Tier 2 to get as much Investment as possible then fully upgrade it.   

    Psi-Scimitar (3) 
    Since you will be alternating a lot between your skills and right-clicks this artifact will prove very useful. Having it modded with Empowered Psi-Scimitar is a must since it will increase the overall damage output of your right-clicks with Skilled Attack. You will of course be leaving this artifact on Power Damage (blue scimitar).

    The Starheart (3) 
    The crowned jewel of Power Damage. There is no excuse to not get this artifact for someone relliant on Power Damage such as Joker.
     
    [[Neron's Contract (4)]] 
    I would get this artifact as soon as possible if you are hurting a lot to Marksmen or if you are focused down too quickly in the team fights. Also Blood Bargain when used in conjunction with Last Laugh (R) yields some surprising results if you stand above your colosseum of gas especially if the enemy thinks he/she has you dealt with.   


    Optional

    The Book Of Eternity (2) 
    Grab this if you are having trouble with the sturdy champions who do not take a dent from your skills. 

    [[Pandora's Box (3)]]
    This artifact is great for lining up your Mr. Punchy (Q) when you activate its Blood Spirit as well as his other skills. If you have it modded (it should be otherwise it serves no purpose with just 1 Spirit) with Empowered Pandora's Box you will get more chances (3 to be exact) to lineup up your skills. The extra Power Damage is very welcomed but the Move Speed and Cooldown Reduction that it provides is pretty sought after if the game persists very long. 

    [[Fatality's Energy Lance (4)]] 
    In the later stages of the game if it lasts that long the Power Damage and Cooldown Reduction will serve you well not to mention that Energy Blast can aid you in dismantling enemy champions with ease. 
      
    Atlantean Royal Seal (4) 
    I had a hard time figuring out if this artifact should be a core item on Joker just because I love this artifact on champions with AoE (Area of Effect) damage. So ideally it would work in tandem with his Surprise (W) and Last Laugh (R) particularly his Ultimate because it just makes it that much harder for the enemy to escape the poisonous clutches of the gas. While this is happening it also makes it more easy for you to line up your Mr. Punchy (Q). This artifact also gives Joker some great survivability and offensive presence. 
     



    Thanks for reading my guide and if you have any questions, comments, concerns, and suggestions please do post them in the comments section. If you enjoyed it and find it useful please upvote this guide as it will serve as an indicator to me that I nailed the guide or on the right track so this guide and future guides will meet the same quality. 

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    Latest comments
    awesome guide it helped me alot but i putted blue scarab but awesome guide 
    1:22 am, Aug 3rd, 2014