Howdy folks! With the newest Clix set (finally) released, I thought it appropriate to take a look at the Clown Prince of Crime in Modern. Unlike my previous – and first! – character discussion (focused on Doctor Strange), there are many versions of this character available in modern. Six, in fact, and that’s if you don’t count the Bizarro Chase or the Duo Fig from World’s Finest, which we won’t in this article. Due to the number of figures, not all will be pictured.

WF054 | The Joker (250 pts.)

This Joker is so freaking weird. I’m not familiar with the comic this is based on, but from what I can gather this is the joker infused with 5th Dimensional Power taken from the Batman-obsessed imp, Bat-Mite. It’s so strange to me to have a Joker with combat values and powers that allow him to stand toe-to-toe with Superman, but it is what it is.

Thematic oddity aside, this is obviously a strong piece, but one that can tend to fall a bit flat. At 250 points, he might not exactly be a One-Man Army, but he’s certainly the epitome of a tent-pole. His combat values are strong, with equally strong powers, but the lack of reliable move-and-attack abilities is quite noticeable. If you’re putting all your eggs into one basket, you want to be able to at least move and attack in the same turn.

Of course, it’s not all bad. His trait – While the Game is on, I can do anything – is great for tent-poles/OMAs, giving him some much needed versatility. His super outwit special – I’ll kill every Batman there ever was or ever will be – can also be quite handy, allowing him to shut down threats very effectively.

Ultimately, while it’s hard to say a figure with these combat values is bad, this is not a Joker I would particularly want. As far as team building goes, he’s got very few keywords to work with, Arkham Asylum being the only named keyword. Best way to run him, I would imagine, would be with a resource like the Rock of Eternity and supported by a number of Joker Thugs from Joker’s Wild for the added staying power and tie-up potential.

Rating; Overall, I’d rank this Joker a 2 out of 5.

FFJW002 | The Joker (75 pts.)

The Fast Forces Joker is more my style in that he feels more like the Joker. With mediocre combat values, no range, and little mobility, he’s not going to be finding his spot on many teams, but at the kitchen table he should make for a good time. The trait, Never as dead as you’d expect, is hilarious and potentially very frustrating to your opponent. Throw this guy on a Batman Enemy team for some good thematic, though not competitive, fun.

Rating: This Joker gets a 3 out of 5 from me.

JW001 | The Joker (45 pts.)

I really like this joker. He’s not perfect, he’s not going to carry a team, but he is going to be a great harasser with some staying power. He’s going to require some cheap generics – Thugs or Joker Thugs – in order to stay alive, but so long as he’s got that, he’s going to be tying up your opponent and dealing 1 penetrating damage as often as you can keep him adjacent, and that’s quite solid. Stick him on a team with some other Batman enemies in order to buff his attack value and you might even be able to get a damage or two stick from an attack. Don’t count on it, though.

Rating: I give this Joker another 3 out of 5.

JW033 | The Joker (50 pts.)

While the common Joker above works as a team player in Batman Enemy teams, this is the Joker that you’ll run to in that instance most often. With a decent spread of named keywords (Arkham Asylum, Gotham City, and Gotham City Underworld), an affordable point cost, Perplex early-dial, and Outwit late-dial, this Joker is a solid support piece. His This is how I deal with the Bat allows you to re-roll your attack dice when you replace attack value with Joker’s, which is decent but not amazing. 10 attack just isn’t what it used to be.

Decent support powers with the potential for penetrating damage makes this Joker appealing to support a number of villain teams. Not meta-worthy, but definitely a good piece to keep in your kit.

Rating: 3.5 out of 5 for this Joker.

JW059 | The Joker (140 pts.)



Here we have the first of what I believe are two Jokers who will be making some sort of splash in the meta scene. Strong combat values for the points, effective both at range and melee, and hard to put down, this Joker (with a sculpt based on an iconic image from ‘The Killing Joke’) is a must-have piece from Joker’s Wild

While Joker’s first trait, couple with flurry on his first click, might tempt you to take him in close, staying at range (preferably in stealth) and using his special damage power is where I would want to leave him. 13 attack for 3 damage *and* a double incap is a dream come true, helping to stall out your opponent’s tentpole and typically getting at least one damage through. And that’s just on his top click! One his stop click, we’ve got a potential 14 attack for 4 damage and two tokens, and mastermind. Surround this guy with a few Joker thugs (which, by the way, even help get around Pulse Wave), and you’ve still got 100 points or more to play with. With excellent keywords, and the Batman Enemy TA to boot, this guy is just too good.

Rating: 5 out 5.

JW060 | The Joker (30, 40, or 50pts.)



This Joker is the most unconventional piece we’ve seen in a long time, and it’s absolutely appropriate for the Joker. This Joker will absolutely see meta play, though whether or not he does well in the meta is not something I’m comfortable predicting. All I know is, I want one.

No looks at this dial and gets excited by the combat values and standard powers. 1 damage across the board means he’s not really gonna be K.O.’ing opposing clix all that often, though he does get the occasionally EW, Precision Strike and RCE. This Joker’s power lies in his staying power. With traited Super Senses, a free heal every turn (careful to cross a starting line), and an insanely long dial – 18, 24, or 30 clix deep depending on how much you spent – this guy will take a serious commitment from your opponent to K.O. All the while, you’re triggering things like Colossal Retaliation, or even better clicking Supreme Intelligence toward “colossal turret/Zordon” mode. This guy is just a nuisance that never dies, and really that’s what the Joker is.

Rating: 4.5 out of 5

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Until next time!