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    Infinite Crisis builds for Gaslight Joker

    King of Gotham's Top Lane

    A Gaslight Joker guide by Blawkfire
    Last updated: Mar 2nd, 2014
    Link to guide: www.dawnbase.com/guides/VSqdfzzV
    3,212 0
    Score:

    1

    Ability levelling order
    01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19
    Starter items
    Core items
    Offensive item options
    Defensive item options
    Situational item options
    Augments
    Modifiers
    Stolen Powers
    Welcome to my take on Gaslight Joker on Gotham Divided.



    Gaslight Joker is an enforcer that is when built right, is almost unkillable. His kit is based around having a lot of health, having insane health regen, great peeling potentials, and dealing enough damage to be a threat in team fights.

    My build is best played solo top lane is Gotham Divided, focusing on farming and one-on-one skirmishes in the early game so you can snowball into a walking tank in the mid and late game.

    Abilities and leveling order.

    All of Gaslight Joker's abilities cost health to cast, so be careful early game not to spam too much or you'll find yourself recalling a lot.

    Lets start with his Passive, Blood Money.
    This passive gives GLJ the ability to sustain, bulk up, and snowball with very little effort.
    At rank 1, it grants GLJ 3 maximum health, up to 90 extra health, everytime he picks up money, either from last hitting or from the ground. It also heals him 15 plus 2% of his bonus health over 6 seconds whenever he picks up money at rank 1.
    A nice consistance farm means a very bulky GLJ very quickly.
    I level this ability whenever I maxed out on the health cap of the current rank.

    His Q, Fetid Cleaver.
    This is his bread and butter. It is an auto-attack modifier, making his next auto-attack deal bonus damage plus a portion of his Power Damage. The auto-attack also heals him for 2% of his max health at rank 1, up to 5% at rank 4.
    This ability helps you last hit, heals you in lane for sustain, and deal a good chunk of damage during duels skirmishes.
    The ability also apply the Filthy effect on the enemy, reducing healing effects on them by 50%. Great for duels with life-steal heavy opponents.
    Since this is an auto-attack modifier, it will reset your auto-attack cooldown. What that means is if you activate this right after you auto-attacked, you will auto-attack again very quickly, performing a double hit.
    I prioritize this ability first, while putting a point into passive whenever the health cap is hit.

    His W, Ham Toss.
    Ham Toss is an AoE nuke that deal power damage and fears all enemies hit. Enemies that hit also get the Filthy effect on them, reducing the healing on them by 50%.
    This is your peeling/chasing/dueling ability. The fear is great for it utilities. The feared enemies will run away from the center of the ham toss so properly landing the toss will determine fights. There is a travel time on the ham so lead it when chasing.
    I max this after I maxed out Q and Passive.

    His E, Snack Time!.
    Grants GLJ a small speed boost and a spell shield that blocks the next ability. If he successfully block a skill with it, his speed boost is double for 2 seconds. A properly timed shield will give you the speed boost you need to catch up and secure a kill. You can also use it to block predictable ultimates like Superman's and Atomic Wonder Woman's.
    Put one point into this early but don't max it until you max Q>Passive>W.

    His Ultimate, Rat Swarm.
    Rat Swarm deal damage per second to enemies around GLJ while slowing them in the process at the cost of health per second. The Slow is doubled while the cost of health per second is halves if the enemies are affected by the Filthy effect of his Q or W.
    This is your sticking ability, the slow is very potent if you get the Filthy effect on the enemy before activating Rat Swarm.
    The damage to cost is great at Rank 1 very get worst as it ranks up so I like to put one point into it at level 6 and keep it that way until I feel like I have enough health to keep up with the cost.<br /><br />So the skill order I like to go is Q>Passive>W>E>R

    Stolen Power.

    The two stolen powers I feel work the best with this build are [[Atomic Wonder Woman's Super Speed]] and [[Zatanna's Psychic Assault]].

    [[Atomic Wonder Woman's Super Speed]] is great for sticking to the enemies, with the added bonus of dealing damage when you pass through the enemy champions. Use it to catch up and keep up with the enemies in order to get the slow from your ult and [[Lobo's Chain (4)]] in.

    [[Zantana's Psychic Assault]] is a great peeling and securing kill ability. The enhanced version make the slow much more potent. Use it to catch up and securing kills during one-on-one skirmishes, or use it to peel high priority targets during teamfights. Combine with [[Atomic wonder woman's superspeed]] to ensure no one gets away from you.

    Lets go Shopping!!

    I like to start the game with a Nil Cloak and Modular Health Vial (3). With the default Amplifier set, this will leave you with 150 credits. And by the time the first wave of minion walk past your outer tower, you will have enough money to buy a [[Hawkman's Harness (1)]]. The 75 extra HP from the harness goes a long way on GLJ. Just remember to save up enough money to upgrade it to a [[Hawkman's Harness (4)]] before selling it to get your full refund.

    As soon as you have enough money, buy yourself a Ruby Of Life (2) to get its health collector passive and farm your health up. From there, get yourself [[Lobo's Chain (1)]], [[Diana's Bracers (1)]], and Kryptonian War Armor (1). Maxing those each of those three items out as you get the money. [[Diana's Bracers (2)]] gives GLJ an insane amount of health regen as his health gets lower. Kryptonian War Armor (4) increase all health regen and healings on GLJ, completely absurd with his Q and Passive.  Kryptonian War Armor (4) also increase [[Diana's Bracers (2)]] passive regen. Finally, [[Lobo's Chain (4)]] for the added health, attack damage, and slow on hit.

    From there, build based on how the game is going. Fragment Of Mogo (3) for extra health, armor and the damaging active. Spear Of Destiny (2) if you want more attack damage. Suit Of Sorrows (4) if the enemy's markman is really fed. Olympus Gambit (4) for the teamwide buff. Cosmic Staff (4) if the enemy's team is getting bulky. and [[Atlantian Royal Seal (4)]] for the extra slows and lulz.

    Some other items to consider are [[Mirror Prism (4)]] if you're having problem with the enemy blaster. and Psi-Scimitar (3) for the added burst. And [[Ra's Al Ghul's Robe (2)]] if you find yourself dying more than you should.

    Early game.

    The name is of the early game is farming. Farm away, get those stacks on your Passive and Ruby Of Life (2). You have a lot of sustain due to your Passive and Q so don't be afraid to get down and dirty with your lane opponent's. Unless you're going against another GLJ, you will almost always come out on top versus a melee opponent's. Play it safe, ward and farm. Once you hit six, you can try to get a kill. A good W into your Ult, combine with Q, [[Atomic Wonder Woman's Superspeed]], and [[Zatanna's Psychic Assault]] will almost always equals a kill. Don't get greedy, if they get away with no health, don't tower dive, just let them back and continue farming. You want to outfarm and out level everyone in the game as fast as possible.

    Mid game.

    Your job is escentially the same in mid game. You're very bulky at this point so you can be a bit more adventurous and try to take down a tower or two, maybe roam a little. It's important to put a lot of lane pressure on top so their jungler and mid have to try and deal with you, taking pressure off of the other lanes, or get a tower out of it. Warding is very important at this point to ensure your safety, you're a beast, but not completely unkillable. 

    Help your jungler take objectives, like raiders and the Emp drones. And gank mid whenever you see them over extend. Your ganks are very good with the Fear and the slow from both your ult and [[Zatanna's Psychic Assault]].

    Late game.

    Here is where a lot of team fights start to happen. Your jobs during teamfights is to disrupt, peel, and put pressure on high priority targets. Use your W to either starts a fight or save it to disrupt the enemies' possitioning during the fight. Try to peel for your carry, you have a lot of slows, so use them, the longer your carry is alive, the more damage they can do. A properly timed E can bait the enemy's team initiation. Don't leave your ultimate on the during the whole team fight, you will die due to the steap cost, use it as needed for the AoE slow to disrupt.

    Thank you for checking out my guide and leave feedbacks! Go out there and rule Gotham Divided as the King of Top Lane Gaslight Joker.
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