Injustice Gods Among Us Insurgency The Joker Gameplay Elite VII

Insurgency Joker can be seen as one of the "starter" gold cards, being a common drop from Gold Booster Packs. While his base stats are one of the lowest in the game and his specials are slow and easily blocked, and that his special 2's bonus damage doesn't actually work and deals greatly reduced upfront damage (encouraging use of his Super Move), he is not without merits: he is readily available, and he has Joker's typical 4-hit heavy combo, which essentially gives him 1000 base damage in terms of basic attacks and allows him to gain power 1/3 faster than most other old characters using heavy combos. If all else fails, he works as an excellent throwaway character for tough nightmare challenge battles. Strategy Upon being knocked out, his current opponent takes 40% of their maximum health as damage. With the release of area 8, particularly the second last battle (the one that leads up to Superman/Blackest Night), as well as the nerf to Raven/Prime's passive (bosses do not lose % health when health swapping, but only absolute health according to Raven's health), he becomes very useful in blowing off massive amounts of health against the solo bosses, starting with Batman/Dawn of Justice (and unlike specials he cannot dodge Joker's passive) for instance, dealing over 300,000 damage (the boss card's damage is inaccurate and is about half of his real health). He can be coupled with The Joker/Prime (30% max health damage upon KO) to take off 70% the total health of any boss. Interactions 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 With Harley Quinn/Arkham Knight: When The Joker is knocked out, Harley gains full power. At the same time, Joker damages a portion of the enemy's health, resulting in a double whammy. Lord Joker/Batman Ninja: With the help of Lord Joker, Joker's Specials deal 20% Area-Effect Damage to the tagged out opponents. Harley Quinn/Animated: Harley's passive gives a +40% boost on power generation and damage to all The Joker's on her team, increasing their threat level. Good Against Characters with high health: If any of them KO The Joker, they will lose a significant percentage of their health, potentially leaving them in a more vulnerable state. Characters with low health: The Joker's damage and heavy combo make it easier for him to exploit opponents with low health stats. Countered By Solomon Grundy/Prime, Solomon Grundy/Regime, and Doomsday/Containment: They can all afford to be at low health and withstand The Joker’s passive. Raven/Teen Titans: Should her passive activate after knocking Joker out, she would recover from the damage he inflicts by gaining a large amount of health from the next opponent. Doomsday/Prime: (This only occurs on iOS, Android users will not see this happen) After knocking out Joker, he will lose his health for less than a second before recovering 50%, negating Joker's passive completely. Zatanna/Prime: If Zatanna picks out her own card from her "Tarot Cards" ability, this does massive damage and will kill The Joker and activate his passive until Zatanna gains back 50% health. Abilities Last Laugh: When the Joker gets knocked out, his opponent LOSES HEALTH. Gold 750/850 Promotion Cost: 148,000 Available in Store, Gold Booster Pack, Gotham City Pack, Villains Starter Pack, Gotham Pack, Random Daily Login Bonus, Eternal Enemies Batman v. Joker Pack