Joker/Strategy
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Ratings
| Joker | |||||
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Overview
Joker is a character who can deal high skill damage and potentially make foes weaker due to his ability to inflict
and
(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 fromSleepCan'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)
).
GainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%.
(Start battle with 3Bullet1 is used upon using Joker's skill (Can't be removed)
/ Can't recover bullets) which has very short 2-turn cooldown by expending oneBullet1 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.
- When fighting against Light foes, accidentally not recasting
Tkachev5-hit damage to random foes (Uses 1 Bullet1 is used upon using Joker's skill (Can't be removed)
).
GainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%.
(Start battle with 3Bullet1 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.
- Remember to recast
- 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)
).
GainCharge Bar +30%Instantly boosts Charge Bar by 30%
Strength: 30%.
(Start battle with 3Bullet1 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 withComatoseCan'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 | ||||||||||||||||||||||||||||||||
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ATK
|
DEF
|
Debuff Resistance
|
Overdrive Attack
|
Overdrive Curbed
|
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ||||||||||||||||||||||||||||||
ATK
|
DEF
|
HP
|
Double Attack Rate
|
Critical Hit
|
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| ☆☆☆ | ☆☆☆ | ☆☆☆ | ☆☆☆ | ★★★ | ||||||||||||||||||||||||||||||
Double Attack Rate
|
Critical Hit
|
Skill Damage
|
Debuff Success Rate Up
|
Deal 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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