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Hello everyone, and welcome to another edition of REPLAY VALUE, where we look at a character and examine their theme team options, how they contribute to those theme teams, and how those teams did when put into play. This time, we're looking at The Joker.
This week, we’re going to take a look at one of the oldest of Batman’s rogues gallery. The Clown Prince of Crime and one of the longest running villains, with one of the highest running body counts, The Joker!
As always we’ll start with the figure
Now, I know that there were two versions of this character released for the Batman set. However, the main set version had far less keywords (only Arkham Asylum and Monster) than the CTD 207 version, who has Injustice League, Injustice Gang, Arkham Asylum, Gotham City Underworld, and Monster. Also, I feel that this version is, overall, the much stronger version of the two. Now, on to the teams
First up, the Injustice Gang.
125 BM207 The Joker
80 FL020 Mirror Master
60 FL020B Mirror Master x2
110 FL054 Abra Kadabra
6 FIR100 The Book of the Skull
3 FIR201 Skadi's Hammer
3 FIR107 Angrir's Hammer
3 FIR106 Nul's Hammer
3 FIR102 Mokk's Hammer
3 FIR103 Skirn's Hammer
3 FIR101 Kuurth's Hammer
399
The running of this team coincided with the ‘resource week’ that my venue was running. Thus, the reason why I’m running the BoS with DC characters, or running a resource in general, which I typically forgo. That being said, the BoS definitely helped elevate the team, and is every bit as good as advertised. Being able to run 5 figures allowed me to power action more hammers into play when necessary to give my guys the edge in attack value. That, coupled with the book’s empowering of a character per turn, and Abra Kadabra lending the Mystics team ability to the team (before inevitably being ko’ed) made the team a force to be reckoned with. The Joker pulled the majority of the weight all three games, dealing out damage through Exploit Weakness and Poison, while masterminding damage off to the lower point Mirror Masters. Speaking of which, I’m an even bigger fan of the Mirror Master figures, at both point costs, after this game. Even with only one Perplex between them, the combination of Sidestep, Shape Change, Super Senses, and the Carry ability, make them a great value for the points.
W/L 3-0
Up next we have the antithesis of DC’s greatest superhero team, the Injustice League.
I wrote back during my Batman article about the new lower point levels of figures in Justice League: Trinity War and how it didn’t go well because the figures didn’t take damage well, and didn’t feel like they pulled their weight. I’m happy to report that Sinestro, like Batman, is the exception to this rule, as his Outwit, Pulse Wave, and late dial Ranged Combat Expert and Regeneration, make him a value even at 90 points. This team also allowed me to get around to playing the Captain Boomerang that I didn’t get to play during Captain Cold month. Needless to say, he was as effective on this team as he was on my co-writer’s team. With Grodd acting as the big hitting close combat piece, and The Joker, once again, being a force from both near and far with his 7 range and Exploit Weakness, this team did incredibly well. The only thing that stopped them was IIM Silver Centurion, and even that game was fairly close. Definitely a fun, well rounded team, that makes good use of the rookie point levels that some of the Injustice League pieces offer.
W/L 2-1
After that, I played a team out of Gotham’s most well-known (and worst guarded) mental facility, Arkham Asylum.
125 BM207 The Joker
82 GC004 Killer Croc
74 SOG023 Scarecrow
118 BM048 Mr. Freeze
399
This team isn’t quite as bad as its record shows. However, some unfavorable match-ups, including Zombie Galactus and Age of Ultron Hawkeye, kept the team from achieving as much success and they perhaps could have. Despite this, the team is still fun to play. I, luckily, was even able to make Killer Croc’s ‘Claw, Claw, Bite’ power to go off, taking out a AVAS Captain Universe, along with using Mr. Freeze and Scarecrow’s Incapacitate to lock down a whole Avengers team. The Joker did his part, but this game showed off the problems with his lack of move and attack powers top dial, as he was unable to position well against an opponent’s Hawkeye piece, having to all but sacrifice himself to take Clint out. Despite that, the team is still fun, if not all that competitive.
Win/Loss 1-2
Last up, the rulers of Gotham’s underbelly, the Gotham City Underworld.
I greatly enjoyed this team’s build from the beginning because it allowed me to play Gotham’s most dysfunctional couple, The Joker and Harley Quinn. Made even better by the fact that the traits for both figures work in such great unison. The Joker’s ‘Harley’s My Girl’ power allows him to get up close and attack. While figures that hit Harely, while making The Joker Harley’s Puddin’ let’s her boost his stats with Perplex and Probability Control, and gain a combat boost when he dies. Poison was the name of the three games I played, as Harley, The Joker, and Copperhead used it to deal turn after turn of damage to my opponents over the course of the night. The team was bested by an Avengers squad, led by AAOU102 Captain America, whose ability to attack from range with close combat attacks acted as an almost perfect counter to a lot of my team’s strategy. Despite this, the team was incredibly strong, and was a perfect chance to bring out some of my older favorites, such as DKR Two-Face and Bane, along with Selina Kyle, all of which are a blast to play. Overall, the team was great to play, and a good way to cap off this month’s Replay Value.
LESSONS LEARNED
The biggest lesson learned from playing The Joker was when to take advantage of his ranged vs close combat potential. Every week, at least one of my opponents was surprised by the 7 range that The Joker has. Despite this, it’s sometimes hard to look past his close combat powers, such as Poison, Exploit Weakness, and later Blades/Claws/Fangs. However, if you can find the right times to use both, as I did in a few games, it greatly benefits the team, especially if your opponent lacks stealth busting. Also, while the Batman Enemy TA would be more accurate for the figure, having Calculator instead gives The Joker some fun options for TA’s to take from the many theme teams he can be on.
DOES JOKER HAVE REPLAY VALUE?
I’m going with a yes this week. Given the fact that this version allows for the greatest number of team possibilities of almost any Joker we’ve ever had, at 5, including one of the lesser made ones in the Injustice Gang, it’s hard to find a reason to pass this figure up. He’s good from range, he’s good up close, he works well with one of the best newer figures in Harley, and really he’s just a good team addition all around. Don’t get me wrong, he’s not perfect. He lacks move an attack up top, and at 125 is a sizable portion of your team for just 6 clicks, but in the end, I definitely recommend him to anyone, and everyone looking to add the Clown Prince of Crime to their squad.
So that wraps up this week's Replay Value. We’ll see you next time when TheAvengerThor checks back in to let you know if our next character has great replay value!
Good article. I always have a tough time choosing between this Joker and the main set version. Both bring similar qualities to the table, but the keywords on this one definately give him a boost.
I have only used this Joker once, but I've faced him several times, especially during the NML OP Cycle, and he is a beast! Not having any move-and-attack powers hurt him, but lacking Outwit also makes him play differently from earlier Jokers.
in general, I really like this series, but would prefer attempts at 'reviving' figures from 'retired' sets... it annoys me greatly to have so many figures in my vast collection that seem to have so little viability in games with the most recent releases, and I would love to see suggestions and ideas for using some of the older figures...
in general, I really like this series, but would prefer attempts at 'reviving' figures from 'retired' sets... it annoys me greatly to have so many figures in my vast collection that seem to have so little viability in games with the most recent releases, and I would love to see suggestions and ideas for using some of the older figures...
That's why my last article dug back to Secret Invasion for its focus. Maybe I'll try to go Golden Age again for the next one.
This is the joker I go to when I use the Joker and Harley Quinn duo when I split. Very good character, especially when I can split him if I need ranged or close combat situations.
I like this joker and appreciate people who built teams with him, the other bat villain ta one probably top three in my most favorite pieces. His dial was all over the place and before precision strike that traited mastermind was so great. That joker always dropped clix way above his point value.
If Precision Strike didn't exist I wonder if the new FF Lockjaw would have resurrected LAMP. This piece + Hired Henchmen + Arkham Guards, or Falcone Bodyguards, is an insane "Gangleader" type team. Certainly my favourite Joker piece in the game.