Ratings
Joker
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- 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
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Site
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RatingThe character's overall rating out of 10.
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GrindingThe character's general efficiency in repeatedly clearing menial content with an emphasis on real-time speed. GW Max Grade: SS KG Max Grade: SS
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Full AutoThe character's general performance in Full Auto parties. GW Max Grade: SS KG Max Grade: SS
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High DifficultyThe character's capability relative to the game's most difficult content. GW Max Grade: SS KG Max Grade: SS
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Last Update
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GameWith
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9.3
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B
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A
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B
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2023-02-10
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Kamigame
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8.5
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C
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B
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B
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2023-02-10
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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 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).
At level 90:
Damage increased to 800%.
Damage cap increased to ~830,000.
Also gain 15% Skill DMG Cap Up (Stackable / Max: 45%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable)
Strength: 15% (Max: 45%)Duration: Indefinite. 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, 100% damage to random foes (Damage cap: ~60,000 per hit).
(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)
Duration: Indefinite. Can't recover bullets.)
At level 95:
Now hits one foe.
Damage increased to 200%.
Damage cap increased to ~148,000 per hit.
Also inflict 10% ATK Down (Stackable / Max: 30%)ATK is lowered (Stackable / Can't be removed)
Strength: 10% (Max: 30%)Duration: IndefiniteLocal status effect and 10% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable / Can't be removed)
Strength: 10% (Max: 30%)Duration: IndefiniteLocal status effect on a foe. 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).
At level 90:
Damage increased to 800%.
Damage cap increased to ~830,000.
Also gain 15% Skill DMG Cap Up (Stackable / Max: 45%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable)
Strength: 15% (Max: 45%)Duration: Indefinite. 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).
At level 90:
Damage increased to 800%.
Damage cap increased to ~830,000.
Also gain 15% Skill DMG Cap Up (Stackable / Max: 45%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable)
Strength: 15% (Max: 45%)Duration: Indefinite. will result in 1-turn loss of cooldown time, reducing his damage contribution.
- Tkachev5-hit, 100% damage to random foes (Damage cap: ~60,000 per hit).
(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)
Duration: Indefinite. Can't recover bullets.)
At level 95:
Now hits one foe.
Damage increased to 200%.
Damage cap increased to ~148,000 per hit.
Also inflict 10% ATK Down (Stackable / Max: 30%)ATK is lowered (Stackable / Can't be removed)
Strength: 10% (Max: 30%)Duration: IndefiniteLocal status effect and 10% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable / Can't be removed)
Strength: 10% (Max: 30%)Duration: IndefiniteLocal status effect on a foe. 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).
At level 90:
Damage increased to 800%.
Damage cap increased to ~830,000.
Also gain 15% Skill DMG Cap Up (Stackable / Max: 45%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable)
Strength: 15% (Max: 45%)Duration: Indefinite. should be casted whenever it's off cooldown.
- Remember to recast Eiha400% Dark damage to a foe (Damage cap: ~440,000).
At level 90:
Damage increased to 800%.
Damage cap increased to ~830,000.
Also gain 15% Skill DMG Cap Up (Stackable / Max: 45%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable)
Strength: 15% (Max: 45%)Duration: Indefinite. 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, 100% damage to random foes (Damage cap: ~60,000 per hit).
(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)
Duration: Indefinite. Can't recover bullets.)
At level 95:
Now hits one foe.
Damage increased to 200%.
Damage cap increased to ~148,000 per hit.
Also inflict 10% ATK Down (Stackable / Max: 30%)ATK is lowered (Stackable / Can't be removed)
Strength: 10% (Max: 30%)Duration: IndefiniteLocal status effect and 10% DEF Down (Stackable / Max: 30%)DEF is lowered (Stackable / Can't be removed)
Strength: 10% (Max: 30%)Duration: IndefiniteLocal status effect on a foe. 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: ~250,000).
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
Resources