Joker/Strategy

From Granblue Fantasy Wiki
Jump to navigation Jump to search
Game Strategy Lore Voice
This page is a Strategy stub. Please help us expand it by contributing relevant data.
See Meta:Manual of Style/Character Pages/Strategy for more info.

Ratings

Joker  

  • 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
Site RatingThe character's overall rating out of 10. 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
Full AutoThe character's general performance in Full Auto parties.
GW Max Grade: SS
KG Max Grade: SS
High DifficultyThe character's capability relative to the game's most difficult content.
GW Max Grade: SS
KG Max Grade: SS
Last Update
GameWith 9.3 B A B 2023-02-10
Kamigame 8.5 C B B 2023-02-10

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

Joker Stars: 9 EMP: 45
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
Debuff Resistance
★☆☆★★☆★★★
5%8%10%
Overdrive Attack
★☆☆★★☆★★★
5%8%10%
Overdrive Curbed
★☆☆★★☆★★★
5%8%10%
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆
ATK
★☆☆★★☆★★★
+500+800+1000
DEF
★☆☆★★☆★★★
5%8%10%
HP
★☆☆★★☆★★★
250500750
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
☆☆☆ ☆☆☆ ☆☆☆ ☆☆☆ ★★★
Double Attack Rate
★☆☆★★☆★★★
3%5%6%
Critical Hit
★☆☆★★☆★★★
12% chance for 12% more DMG20% chance for 20% more DMG25% chance for 25% more DMG
Skill Damage
★☆☆★★☆★★★
10%15%20%
Debuff Success Rate Up
★☆☆★★☆★★★
5%8%10%
Deal critical hits against a foe with ComatoseComatoseCan't attack and takes big DMG
(Chance to end upon taking DMG)
Takes 50% more damage
Local status effect

ComatoseCan't attack and takes big DMG
(Chance to end upon taking DMG)
Takes 50% more damage
Local status effect
effect.
☆☆☆ ★★★ ☆☆☆ ★★★ ☆☆☆
Last update: 2018-08-05

Gamewith's recommended EMP build for Joker.

Priorities

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

Resources