Joker/Strategy

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Ratings

Joker 9.0This character's rating from GameWith out of 10 7.0This character's rating from Kamigame out of 10. This rating is intended for advanced players. 🔰 3This character's beginner rating from Kamigame out of 5. This rating is intended for beginners and is a separate evaluation from the advanced player rating.  

  • Role: Attacker/Debuffer
  • SukundaDebuff resistance is lowered / Attacks and special attacks have a chance to miss
    can prevent boss special attacks
  • One of the only characters that can inflict ComatoseCan't attack and takes big DMG
    (Chance to end upon taking DMG)
    Takes 50% more damage
    Local status effect
  • Good damage output with skills and charge attack

Overview

Joker is a character who can deal high skill damage and potentially make foes weaker due to his ability to inflict SukundaDebuff resistance is lowered / Attacks and special attacks have a chance to miss
and ComatoseCan't attack and takes big DMG
(Chance to end upon taking DMG)
Takes 50% more damage
Local status effect
. His Charge Attack gets stronger as the foe's HP lower, which makes him suitable for longer battles.

Strengths

  • Able to lower foe's attack accuracy thanks to his SukundaDebuff resistance is lowered / Attacks and special attacks have a chance to miss
    , besides lowering their debuff resistance for easier debuffing.
  • One of the characters who can inflict ComatoseCan't attack and takes big DMG
    (Chance to end upon taking DMG)
    Takes 50% more damage
    Local status effect
    up to 2 turns, stopping foes from attacking. Different from SleepCan't attack and takes big DMG (Ends upon taking DMG)
    Takes 25% more damage
    , ComatoseCan't attack and takes big DMG
    (Chance to end upon taking DMG)
    Takes 50% more damage
    Local status effect
    have a chance to not end when the afflicted foe receives damage.
  • Great for longer fights as his Charge Attack gets stronger the lower foe's health is.
  • Has 2 damaging skills:  Eiha400% Dark damage to a foe (Damage cap: ~440,000). which can be recast immediately against Light foes due to effect of  1 MoreCan immediately reuse Eiha when used against a Light foe (Once per turn), and  Tkachev5-hit damage to random foes (Uses 1 Bullet1 is used upon using Joker's skill (Can't be removed)
    ).
    Gain Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    .
    (Start battle with 3 Bullet1 is used upon using Joker's skill (Can't be removed)
    / Can't recover bullets)
    which has very short 2-turn cooldown by expending one Bullet1 is used upon using Joker's skill (Can't be removed)
    .

Weaknesses

  • SukundaDebuff resistance is lowered / Attacks and special attacks have a chance to miss
    is a local status effect, which doesn't help other players in raids.
  • Not effective against non-Light foes since  Eiha400% Dark damage to a foe (Damage cap: ~440,000). can't be casted twice in a turn against them.
    • When fighting against Light foes, accidentally not recasting  Eiha400% Dark damage to a foe (Damage cap: ~440,000). will result in 1-turn loss of cooldown time, reducing his damage contribution.
  •  Tkachev5-hit damage to random foes (Uses 1 Bullet1 is used upon using Joker's skill (Can't be removed)
    ).
    Gain Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    .
    (Start battle with 3 Bullet1 is used upon using Joker's skill (Can't be removed)
    / Can't recover bullets)
    can only be cast up to 3 times per revival. Spending bullets down rendering the skill unusable for the rest of battle.

How to Play

  •  Eiha400% Dark damage to a foe (Damage cap: ~440,000). should be casted whenever it's off cooldown.
    • Remember to recast  Eiha400% Dark damage to a foe (Damage cap: ~440,000). when targetting Light foes to avoid cooldown loss.
  • Cast  SukundaInflict SukundaDebuff resistance is lowered / Attacks and special attacks have a chance to miss
    Strength: 20% / 50% ~ 60%Base Accuracy: 100%Duration: 3 turns
    on a foe.
    at Turn 1 for easier debuff landing.
    • For the rest of battle, it can be cast whenever foe is preparing its Charge Attack to potentially make it miss the attack.
  •  Tkachev5-hit damage to random foes (Uses 1 Bullet1 is used upon using Joker's skill (Can't be removed)
    ).
    Gain Charge Bar +30%Instantly boosts Charge Bar by 30%
    Strength: 30%
    .
    (Start battle with 3 Bullet1 is used upon using Joker's skill (Can't be removed)
    / Can't recover bullets)
    can be cast to catch up allies' Charge Attack to perform a Chain Burst, or intentionally to sped up his Charge Attack frequently.
  • Cast  Dream Needle200% Dark damage to a foe (Damage cap: ~200,000). Inflict ComatoseCan't attack and takes big DMG
    (Chance to end upon taking DMG)
    Base Accuracy: 80%Duration: 1-2 turnsTakes 50% more damage
    Local status effect
    .
    when needed to give party a chance to delay foe's attack. It can be casted intentionally against foes with ComatoseCan't attack and takes big DMG
    (Chance to end upon taking DMG)
    Takes 50% more damage
    Local status effect
    immunity.

Synergy

Extended Mastery Perks

Joker Stars: 9 EMP: 45
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithDebuffRes.pngDebuff Resistance
★☆☆★★☆★★★
5%8%10%
ZenithODA.pngOverdrive Attack
★☆☆★★☆★★★
5%8%10%
ZenithModeBar.pngOverdrive Curbed
★☆☆★★☆★★★
5%8%10%
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆
ZenithAtk.pngATK
★☆☆★★☆★★★
+500+800+1000
ZenithDef.pngDEF
★☆☆★★☆★★★
5%8%10%
ZenithHP.pngHP
★☆☆★★☆★★★
250500750
ZenithDA.pngDouble Attack Rate
★☆☆★★☆★★★
3%5%6%
ZenithCritHit.pngCritical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
ZenithDA.pngDouble Attack Rate
★☆☆★★☆★★★
3%5%6%
ZenithCritHit.pngCritical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
ZenithSkillDmg.pngSkill Damage
★☆☆★★☆★★★
10%15%20%
ZenithDebuffAcc.pngDebuff Success Rate Up
★☆☆★★☆★★★
5%8%10%
ZenithSupportSkill.pngDeal critical hits against a foe with Comatose effect
☆☆☆ ★★★ ☆☆☆ ★★★ ☆☆☆
Last update: 2018-08-05

Gamewith's recommended EMP build for Joker.

Priorities[edit]

Prioritize Debuff Success, followed by Critical Hit. Afterwards, points in Support Skill/Skill DMG may be beneficial to increase damage capabilities.

Resources

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