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The Joker

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The Joker is a Fighter from the DC Universe in MultiVersus. He was revealed on May 8th, 2024, as the prize for solving the "What's in the box?!?!" Community Challenge, and was released alongside the game's Full Launch and Season 1 on May 28th, 2024.

Origin

The Joker is a supervillain appearing in American comic books published by DC Comics. Created by Bill Finger, Bob Kane, and Jerry Robinson, the character first appeared in the debut issue of the comic book Batman (Vol. 1) #1 on April 25, 1940. Credit for the Joker's creation is disputed; Kane and Robinson claimed responsibility for his design while acknowledging Finger's writing contribution. Although the Joker was planned to be killed off during his initial appearance, he was spared by editorial intervention, allowing the character to endure as the archenemy of the superhero Batman.

In his comic book appearances, the Joker is portrayed as a criminal mastermind. Introduced as a psychopath with a warped, sadistic sense of humor, the character became a mostly harmless, comical prankster in the late 1950s in response to regulation by the Comics Code Authority, before returning to his darker roots during the early 1970s (although some of his more comedic characterization was kept for many incarnations of the character). As Batman's nemesis, the Joker has been part of the superhero's defining stories, including the murder of Jason Todd—the second Robin and Batman's ward—and the paralysis of one of Batman's allies, Barbara Gordon. The Joker has had various possible origin stories during his decades of appearances. The most common story involves his falling into a tank of chemical waste that bleaches his skin white and turns his hair green and lips bright red; the resulting disfigurement drives him insane. The antithesis of Batman in personality and appearance, the Joker is considered by critics to be his perfect adversary.

Official Biography

The Clown Prince of Crime is here!

Unleash a toybox of gadgets to cause chaos on the battlefield. Use everything from pogosticks to balloons to keep on the move. Fling a deck of razor sharp playing cards to keep the edge on your enemies.[1]

Gameplay

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Skills

ATTACKS GROUND AIR
SIDE
HOLD 🡆 + J
JOKER, BABY!
The Joker slides forward, striking a pose in the process
NEUTRAL
J
DIRTY DEALER!
Throw out a card PROJECTILE. Each throw cycles to a new card. Diamond card sticks to opponents before exploding. Heart card passes through opponents, but then hits while returning to The Joker. Spade card throws multiple cards.
DIRTY DEALER!
Same as ground neutral
SIDE
🡆 + J
EVERYTHING BUT THE KITCHEN SINK!
The Joker swings various objects in a COMBO attack.
LEMME AT 'EM!
Wind up a forward punch with your spring loaded boxing glove. This move can be CHARGED.
UP
🡅 + J
CROWBARRED!
Swing a crowbar upward. The player can CHARGE this attack.
FLYING CROWBAR!
Upward swing with a crowbar.
DOWN
🡇 + J
BRUSHED AND READY!
Wind up some mechanical teeth to bite your opponents and BREAK ARMOR. The longer this is CHARGED the more bites it will do. The charge can be saved for later if not fired initially. This saved charge is shared with his "Take A Whiff".
OH NO POGO!
Jump on a pogo stick. This move can be CHARGED to make your jump even higher after impact.

SPECIALS GROUND AIR
NEUTRAL
K
LET'S SHAKE ON IT!
Offer a handshake. This move gives ARMOR and if the opponent is too close or hits you, they will be shocked and knocked back.
TAKE A WHIFF!
The Joker CHARGES and fires said from his acid flower that BREAKS ARMOR. The charge can be saved for later if not fired initially. This saved charge is shared with his "Brushed and Ready!".
SIDE
🡆 + K
BLASTOFF!
The Joker fires a rocket projectile from a rocket launcher. This rocket can be CHARGED.
PUTTIN' ON A BLITZ
The Joker dashes forward while his cane in front of him.
UP
🡅 + K
BALLOONATIC!
The Joker launches himself skyward with a balloon. When off COOLDOWN, The Joker will leave a balloon behind that he or his allies can ride to knock opponents back.
BALLOONATIC
Same as ground up special.
DOWN
🡇 + K
WHATS BEHIND THE CURTAIN?
When starting this attack, The Joker has a choice between two outcomes: input special again to bring out a cannon to shoot forward, while inputting attack will bring out a jack in the box to spring upward instead.
FIRE IN THE HOLE!
The Joker throws a grenade down, launching himself slightly upward.

PASSIVE ABILITIES N/A
No Passives


Fighter Mastery Track

Rewards
The Joker Wins Icon.png

The Joker Wins
Tier 1

Perk currency.png

125 Perk Currency
Tier 2

Perk currency.png

150 Perk Currency
Tier 3

Perk currency.png

175 Perk Currency
Tier 4

Fighter Road XP.png

500 Fighter Road XP
Tier 5

Perk currency.png

250 Perk Currency
Tier 6

Perk currency.png

275 Perk Currency
Tier 7

Perk currency.png

300 Perk Currency
Tier 8

Perk currency.png

325 Perk Currency
Tier 9

Fighter Road XP.png

1,000 Fighter Road XP
Tier 10

Perk currency.png

500 Perk Currency
Tier 11

Perk currency.png

600 Perk Currency
Tier 12

Perk currency.png

700 Perk Currency
Tier 13

Fighter Road XP.png

1,500 Fighter Road XP
Tier 14

Gleamium-NEWICON.png

150 Gleamium
Tier 15

Gem Booster.png

Bonus Rewards (RARE)
Tier ∞

Other Roles

AS A BOSS
The Joker's Boss Fight.

The Joker appears as the Boss in the Multiversal Mayhem! Rift. His Boss battle takes place on the Batcave Map, with The Joker piloting a large, hot air balloon.

The Joker is rematched in the Triple Threat Rift. This time, his smaller balloons only carry Rockets.

He is fought a second time in the Triple Threat Rift, as The Joker is part of the titular "Triple Threat" fight. Sits in the background of the stage, watching the Fighters fight Agent Smith and Jason Voorhees. Once they are defeated, The Joker goes to the foreground and fights alone. Here, he has no special Mutators. The fight takes place on the Throne Room Map.

The Joker is fought once again in the Batman Megamix Rift, identical to his Multiversal Mayhem! fight. Although now, a Mad Love Harley Quinn attacks Fighters in the foreground.

The Joker is again fought in the Welcome to Mythic Vista Rift, although this time it is an alternate counterpart named The Laughing Death (previously under the disguise of Professor J). He fights fairly normally here, but can occasionally place bombs at his location (which explode on contact with players and allies) and summon Hypergalactic Puppets to assist him. After about 2 minutes, a laser occasionally fires from the top of the screen, which creates a large explosion. The fight takes place on the Throne Room Map.

Attacks

While in the background, the Joker will throw out two balloons on either side. These balloons can be shot down while in the background, but if they are not they will float back down in the foreground moments later and release the offensive object. These objects can be one of four things:

  • Chattering Teeth, which will move in one direction off the Map.
  • Joker Fish, which will flop directly below them and flounder on the ground.
  • Rocket, which targets a fighter as soon as its released.
  • Bomb, which will fall straight down and explode.

These items can also float from the bottom of the background on their own, even if The Joker is in the foreground.

In the foreground, The Joker and his balloon use several more attacks.

  • The Joker will shoot three rockets that target Fighters.
  • The Joker's basket will ready a spring loaded boxing glove with spikes. This locks onto Fighters' position before launching in that direction.

Strategy

To damage The Joker, Fighters must alternate between shooting at his balloon from a distance with cannons and attacking his balloon directly from below. Two Jack-in-the-Boxes are positioned on either side of the Map, which will spring up after enough damage is dealt to them and can deal significant damage to The Joker if timed properly. In later difficulties, players will need to collect ammo from these boxes for their cannons. In terms of the balloon-tied objects, Joker Fish are relatively harmless, so ammo should be saved for either The Joker or one of the other three objects. You can also attack both the object's balloons and The Joker with only one shot, getting more out of limited ammunition.

Update History

Season 4 1.4.3 Patch
  • Air/Ground Neutral Attack (Cooldown)
    • + Now cancellable on-hit after 31 frames (matches normal version on-hit cancel window)
  • Ground Down Attack
    • + On-hit cancel window advanced 1 frame
  • Air Side Attack
    • + On-hit cancel window advanced 9 frames
    • + On-whiff cancel window advanced 8 frames
  • Air Up Attack
    • + Now allows fast fall during attack start-up
  • Air/Ground Up Special
    • – On-hit cancel window delayed 2 frames
    • + On-whiff cancel window advanced 8 frames
    • * Fixed an issue where this attack could not be canceled on-hit under certain conditions

Season 4 1.4.2 Hotfix

  • Air Neutral Special
    • ~ Visuals adjusted to better match hitbox

Season 4 1.4.1 Patch

  • Air Neutral Special
    • * Fixed an issue where stored charge would not be consumed when using this attack

Season 4 1.4.0 Patch

  • General
    • + Ground movement speed increased to 2120 from 2040
  • Ground Side Attack 1
    • ~ Hitbox size adjusted to better match visuals
  • Ground Side Attack 3
    • ~ Hitbox size adjusted to better match visuals
  • Ground Up Attack
    • – Start-up window increased 1 frame
    • – Hitbox active duration reduced 1 frame
  • Air Neutral Attack
    • ~ Now limits fall speed during attack recovery
  • Air Side Attack
    • ~ Hitbox size adjusted to better match visuals
    • ~ Now limits fall speed during attack recovery
  • Air Neutral Special
    • ~ Now limits fall speed during attack recovery
  • Air Side Special
    • ~ Now limits fall speed during attack recovery
  • Ground Up Special; Air version unchanged
    • ~ Hitbox size adjusted to better match visuals

Season 3 1.3.4 Hotfix Patch

  • Air Neutral Special
    • * Fixed an issue that allowed The Joker to float in the air more than intended

Season 3 1.3.3 Midseason Patch
With the reductions to The Joker’s jab focused gameplay, the playstyle became one dimensional and very defensive. These changes hope to improve his approach game, and introduce new combo routes while also reducing out some of his laddering power.

  • Ground Dash Attack
    • ~ Hitpause reduced
  • Air/Ground Neutral Attack
    • + Hitbox added to The Joker’s hand while he throws a card
    • + Now moves The Joker forward
  • *NEW* Neutral Attack (On Cooldown)
    • + The Joker can now use this attack on cooldown to swipe his hand without throwing a card
  • Ground Side Attack 1
    • + Forward movement increased
  • Ground Side Attack 2
    • + Forward movement increased
    • ~ Knockback angle made more horizontal
  • Ground Up Attack
    • + Forward movement increased
    • – On-whiff cancel window delayed 10 frames
  • Ground Down Attack
    • + Hitbox added to The Joker’s hand when the teeth are thrown
    • + Now moves The Joker forward
    • + Teeth projectile spawn advanced 2 frames
    • + Teeth projectile now better combos into subsequent hits
  • Air Side Attack
    • + Start-up window before charge reduced 4 frames
  • Grounded Side Special
    • ~ Now moves The Joker backwards when rocket projectile is launched
    • + Knockback increased to 2150 from 1800
  • Grounded Down Special
    • + Jack in the Box hitbox size increased
    • + Cannon fire start-up window reduced 12 frames
  • Air Down Special
    • – Start-up window increased 2 frames
    • – Knockback influence multiplier increased to 1.2 from 1.0
  • Air Neutral Special:
    • ~ Knockback angle made more downwards
  • Air Up Special:
    • – Uncharged knockback reduced to 1600 from 1750
    • – On-hit and On-whiff cancel windows delayed until after The Joker releases the balloon
  • “Joker’s Wild” Perk
    • – Card knockback scaling reduced to 19 from 21

Season 3 1.3.0 Patch

  • Ground Side Attack 1
    • – Hitbox active duration reduced 1 frame so it’s less likely for The Joker to hit behind himself
  • Air Neutral Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Attack
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Up Attack
    • – Knockback reduced to 1450 from 1550
    • – No longer allows fast fall during attack recovery
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Down Attack
    • – On-whiff cancel window delayed 8 frames
    • + Now maintains more momentum during attack start-up
  • Air Neutral Special
    • + Now maintains more momentum when executed as part of a dodge attack
  • Air Side Special
    • – Start-up window increased 5 frames
    • – On-whiff cancel window delayed 5 frames
    • + Now maintains more momentum when executed as part of a dodge attack
    • – No longer allows fast fall during attack recovery
  • “Joker’s Wild” Perk
    • * Fixed an issue where the Joker card and Spade cards could be thrown at the same time
    • * Fixed Joker card not being classified as a normal projectile
    • ~ Fixed certain projectile clank interactions

1.2.2 Mid Season Patch

  • Ground Side Attack 1
    • – Hitbox size reduced; visuals updated to match
  • Air/Ground Up Special
    • * Fixed an issue where The Joker could sometimes not ride his balloon immediately on spawn

Full Launch Season 2 Patch

  • General
    • * Fixed an issue where certain animations had misaligned hurtboxes
  • Ground Side Attack 1
    • – On-whiff cancel window delayed 6 frames
  • Air Up Special
    • * No longer prevents terrain bounce on knockback
  • Air Down Special
    • – On-hit cancel window delayed 3 frames
    • – On-whiff cancel window delayed 1 frame
    • – Repeat-move lockout increased to 20 frames from 15 frames

1.05 Mid-Season Patch

  • General
    • – Ground side dodge distance reduced 10%
  • Ground Side Attack 1
    • ~ Hitbox size adjusted so it is less likely for The Joker to hit enemies behind him
    • – On-whiff branch window delayed 4 frames
  • Air/Ground Neutral Attack
    • ~ Diamond card now properly comes to a stop after colliding with terrain
  • Air Up Attack
    • – Now applies repeat-move lockout for 8 frames
    • – On-whiff branch window delayed 4 frames
  • Air Side Special
    • – On-hit branch window delayed 10 frames
  • Air/Ground Up Special
    • * Fixed an issue where riding the balloon would immediately ringout the rider
  • Air Down Special
    • – Repeat-move lockout increased to 15 frames from 8 frames
  • Joker’s Wild Perk
    • – Knockback scaling reduced to 21 from 27

1.02 Patch

We are aware of The Joker’s strength and are assessing ways to bring him more in line with the current cast of fighters. These balance changes will be introduced into an upcoming patch.

  • Air Side Special
    • – On-whiff branch window delayed 5 frames

May 8th 2024

  • The Joker was revealed to be a playable fighter in MultiVersus.


Trivia

  • The Joker's playing cards depict Harley Quinn, Batman, and Bugs Bunny.
  • The Joker was the first Fighter confirmed to be joining the roster in Season 1, and the overall first Fighter confirmed for the Full Launch.
  • During his Reveal Trailer, stitches can be seen on The Joker's sleeves that are not visible on his in-game model.[2]
    • The stitches can also be seen again on his model in the Official "Stars Collide. Pies Fly." Launch Trailer.
  • The Joker's Dash Attack is named after the Well, I'm The Joker, Baby internet meme.

External

References