Table of Contents
Early Game Tier T1
Mid Game Tier T4
Late Game Tier T4
|Obtain - Collaboration|
Joker is an amazing collaboration character from Persona 5 that excels for those just starting out. The numerous nukes he brings make him an effective damage dealer that shines in short fights for new players. He also functions as a source of unique utilities strong enough to carry early encounters. These can even prove useful later in content where survival is important, fitting for a Phantom Thief.
Unique defensive debuffs
Joker’s unique debuffs allow him to debilitate his enemies for multiple turns. This includes the circumvention of both the enemy’s special attacks and triggers.
Strong initial nuke burst
Joker is capable of strong burst damage at the start of a fight due to his numerous nuking abilities for the first few turns.
Joker’s C.A. provides one of five random buffs that could either be strong for the situation or absolutely useless. The functions of his unique debuffs are also RNG reliant.
Weak sustained damage
Joker’s damage often relies on the random nature of his buff/debuff and/or his enemy being in overdrive to deal reasonable damage. This means that while he may be capable of burst damage at certain stages of fights, he often finds himself doing little damage outside of those moments.
Joker came all the way from Persona 5 to come and steal Gran/Djeeta’s heart and reform them of their warped gacha greed. Fortunately for newcomers who came along, Joker has proven himself as a strong ally for weaker players in the early game. He may get relatively weaker as you progress through the game, but his unique utility to avoid detection as a Phantom Thief always earns him a niche use, even when his overall usefulness fades away.
Joker’s initial strength mostly derives from his ability to offload a large number of nukes at the start of the fight. Against Light foes, his Eiha skill can be used Once More for up to 440,000 damage each. He also has an easily spammable 300,000 damage nuke, Tocachev, with a short cooldown of two turns. Though it’s limited to three rounds of ammunition, it still allows him to spam damage early in the fight. Even his Dream Needle deals a little bit of damage upon use. While the damage caps of these skills may not be significant, their frequency lets them combine into a significant burst. This is especially true for newer players where the high damage scaling aspect of nukes matter more.
Joker’s burst is further emphasized with his high frequency of C.A.s at the start of the fight due to Tocachev’s 30% Charge Boost, allowing him to constantly go all out with the team. Although the buff effects of his C.A.s are random, they can provide reasonable DA Up (Joker) or Attack Up (Skull) buffs if lucky. This all cumulates with his situational passive in dealing extra damage to foes in overdrive, making him a wildcard in attack strength throughout the fight.
Even without his damage potential his fellow Phantom Thieves still provide random utility in a 30% Attack Down (Panther) or sustain himself with a 40% Reflect (Fox) or a 1500 HP heal (Mona). Furthermore, he provides two unique debuffs that help greatly with survival. Sukunda acts as both a great source of debuff resist down and as a special blind that can make enemies miss special attacks and triggers in addition to normal attacks. Taking after his companion Mona, the coma that his Dream Needle applies can last up to two turns for both preventing any enemy action and giving the team an extra 50% damage for its duration. The strength of these debuffs help to minimize getting hit at all when one needs to avoid damage too dangerous to tank (or just damage in general).
Joker is an amazing character for any new player with his ability to rehabilitate by debilitating the enemy from dealing damage for up to five out of the six turn cooldown cycle. Even if it is RNG reliant, you can find that his utility is amazing for survival when combined with his large number of nukes, which are both good for the early game. Unfortunately, his kit also greatly loses viability as you progress. In the end game, you will often find him hard to justify using, even for his unique utility due to his lackluster sustained damage.
Characters and Grid Options
Characters with strong debuffs
- Olivia is a character that greatly benefits from multiple parts of Joker’s kit. The debuff resist down on the enemy helps her land Twilight Terror and Delay. These debuffs can also help cover the downtime of Joker’s debuffs to help mitigate even more damage from the enemy. This mitigation is especially vital for Olivia, being a character who lowers her own defense. All in all, having the synergy fitting of a Persona user.
- Vampy will greatly appreciate the extra help in landing her charm, which a substantial portion of her damage relies on. Her team charge boost will also help Joker C.A. more often for further buffs.
- Black Knight and Swimsuit Danua can provide powerful utility in the form of Petrify. The debuff resist down portion of Sukunda helps with the consistency of this powerful debuff.
Grid Options Multiattack Weapons
- Multiattack Weapons are a reasonable choices as Joker’s only source of multiattack is a random effect of his C.A. with a kit that wants to C.A. consistently for those buffs. Due to this, weapons that give multiattack like (Olden) Cortana and Cerberus Order help Joker function immensely.
- Skill DMG Cap Up Weapons can also be useful due to Joker’s kit containing multiple nukes for burst damage that benefit greatly from increasing damage cap due to their damage scaling. Examples of this are a β Key Ultima Weapon and Qilin Bow.
Gun Proficiency Team
While usable in Dark teams, Atma Gun is at best a niche composition. Out of the two other characters that share the proficiency, one of them doesn’t even need Trium from Atma Gun’s common Strife Key, and while Black Knight is fairly synergistic with Joker, she cannot justify the team alone. This is especially the case when looking at Black Knight’s sword proficiency and her synergy with Dark sword teams.
Dagger Proficiency Team
Atma Dagger can be properly used in Dark, as Dagger proficiency characters like Azazel or Veight can be strong choices to go along with Joker. While many of the dagger characters lack synergy with Joker, Veight works well with Joker, as Joker’s Debuffs can prevent Veight from getting hit and losing his powerful buffs.
|Debuff Success ★★★||Critical Hit ★★★||Critical Hit ★★★|
|Double Attack ★★☆||Double Attack ★★☆||Support Skill ★★★|
|Attack ★☆☆||Attack ★☆☆|
Joker’s powerful debuffs make Debuff Success imperative to making him stronger. The rest of his EMP suggestions are ones that support his damage in general.
Ring Bonus Suggestions
|1st roll||2nd roll|
|Debuff Success||Triple Attack|
|Skill DMG Cap||Double Attack|
|C.A. DMG Cap|
Debuff success is important to further improve Joker’s chances to land his debuffs. C.A. DMG and Cap can also work as Joker likes rushing C.A.s. Decent alternatives are ones that increase his general offensive potential.
Extended Mastery Info
Deal critical hits against a foe with Comatose effect