THE JOKER (Arkham Asylum)
boot speed
97 points
Team Ability: Batman Enemy
Range: 8 x 1
Keywords: Gotham City, Injustice Gang, Injustice
League, Monster
DIAL & CARD:
http://www.wizkidsgames.com/heroclix/dc/figuregallery.asp?unitid=14281
STRENGTHS:
He's got Poisonous. He's Stealthy. And he's got the
best range of any non-cosmic Joker yet, which is
good given his starting with Ranged Combat Expert
and later, Psychic Blast. His Attack Value starts at
11 and never drops below 9...that's great news for
his fellow Batman Enemies copying his attack. He's
got the Indomitable defense symbol, enabling him to
push freely. Later in his dial, he gains a bit of
mobility with Leap/Climb and some team worth with
Perplex.
WEAKNESSES:
He's got no defensive power AT ALL, and while his 16
DV is steady through his whole dial, it's not a
great number. His Speed's a little low, especially
late-dial when he may want to run most. And despite
his having Poison, he's really not very good in
close. No LAMP* here!
CARDS TO CONSIDER:
Aside from PROTECTED and ALIAS to give him SOME sort
of defense beyond Stealth, the new feat SKULLDUGGERY
is one of the only good fits in Restricted cards IF
you plan to use Poison...add INFILTRATE or SNEAK for
the same reason. (Frankly, though, Joker's much
better at range on those clicks. But if you're
determined to Poison, be sure to field the KINETIC
ACCELERATOR to make sure he's got the Speed to get
wherever he's headed. In Unrestricted games, ARMOR
PIERCING will help with that Poisoning, but you
really want LIFE MODEL DECOY every time you play
him. EVERY TIME, ALL THE TIME.
IN SUM:
Still half in his straitjacket, this just-escaped
Joker is largely solo and lacks the Mastermind power
usually associated with the mad clown. This hurts
his playability a bit. But his Stealth and stats and
powers make him workable...just needs more finesse
than the old LAMP-friendly versions.
*Lockjaw+Armor-Piercing+Mastermind+Poison: an old
tactic of taxiing a character with Poison and
Mastermind in base with an enemy, who'd be
unavoidably damaged thanks to Armor Piercing feat
and couldn't KO the Poisoner, who'd just pass off
the damage to their taxi, usually the deep-dialed
Lockjaw, who could chase anyone around the map.
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