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    Infinite Crisis builds for Atomic Joker

    Dycer's Gaggy Control Guide

    An Atomic Joker guide by The_Dycer
    Last updated: Mar 1st, 2015
    Link to guide: www.dawnbase.com/guides/dycers-gaggy-control-guide
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    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
    Another Marksman guide by Dycer!? The world no longer makes sense!

    Yes, I share your pain. Trust me, I do.

    Why Atomic Joker on Coast City?: His long range makes for great play potential. He can widdle down an out of place enemy squishy before the fight even starts. His banana peels can also make it hard for an enemy to dive your team while they are defending a tower or taking an objective. He can also basic attack during his ult meaning he can destroy anyone close to him with ease. 

    Mods: Your choices are the same three that all marksman have to choose from. The Full 10: +10% Speed Crossbow, +10% Crit V9s & +10 AD Coda, Speed Crit: +10% Crossbow, +10 AD Coda, & Deadly 3, and Full Crit: +10% Crit V9s, +10 AD, and Deadly 3. At the moment I have gold pen augs in these modsets.

    Which should you take? That's up to you: The Full 10 gives you a lot of damage, crit chance, and speed, and is the cheaper early build meaning you get your first 3 faster. You sacrifice an extra 25% crit damage unless you run the crit damage augments though. Speed Crit gives you extra speed, and full crit damage. This can very easily argued to be the best overall, but you pay for it literally. This modset sets you on a build path that is the most expensive first 3 build. Full Crit is just that, you are investing everything in crit early-mid game. You get max crit chance, and max crit damage while sacrificing base damage compared to Speed Crit. Nearly every other attack will be a crit that bypasses reflect, so this build can be very benefitial. May the crit chance system be with you. 

    The Build: The Builds: Your starting items are Nil Weapon, and 2 health and will pots in all build paths. Build Coda to T3 before branching off into your individual path.

    Each modset has its own build path from here. With Full 10, you build Crossbow then T3 V9s before moving into Joe Chills. Speed Crit requires you to build Crossbow and Joe Chills before grabbing T3 V9s. And finally, Full Crit has you build T3 V9s then Joe Chills before building Crossbow. 

    Now for some more options!: I moved Atomic Axe to the optional list because you don't need it every game. It is only worthwhile if the enemy is stacking attack armor. If you don't see an enemy with a true attack armor item, don't build it, it will be a credit sink. Other than that, use the items that fit your requirement best. I love Soultaker's on Atomic Joker. You may not be able to run away from a lot of ganks, but with your stolens, burst damage and lifesteal, you can survive or at least take them all with you. 

    How to play: Poke with Q whenever the two enemies are close together, or the carry is very close to/on top of a drone. Target the drone for the first hit in the later situation. It deals a lot of damage to the second target hit. Also, help your controller zone by throwing out your plutonium peels. Use your E when you are dueling with another champion for a major damage boost, or when you can safely land your Q and a couple of BAs on the targets. Ult when the enemy attempts to dive you.

    In teamfights, stand as far back as possible. Once you get into the later part of mid-game, you will out range other marksmen. Target the closest high priority target. If they is nobody who fits this discription, that annoying tank is fine most of the time until your enemy burns their major CC. If the enemy gets too close to you, ult.

    You have made it through another one of Dycer's guides. Remember if you like a guide, give it a thumbs up. If you don't, rate it down.
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