Batman is the first DC hero in Arena of Valor but he’s not lonely. Joker and Superman are next DC heroes and will release soon.
Passive: After exiting battle, The Joker reloads his gun with enhanced bullets so that his next normal attack has an increased attack range and deals 200 physical damage. The enhanced bullets also reduce targets’ movement speed by 90% and gradually weaken over 1.5 seconds.
Skill 1: The Joker lights a cannon and launches a powerful rocket that deals physical damage to enemies in its path, but each subsequent enemy hit reduces its damage by 10%, up to 40%.
Skill 2: With deceptive magic, The Joker removes movement impairing effects from himself and gains % movement speed as well as immunity to physical damage for 2 seconds.
Ultimate: The Joker rushes towards the target and ties a canister of laughing gas to them that stuns them for a short period. He cannot be targeted during the action. The canister then explodes, dealing physical damage and reducing the target’s movement speed by 90%. The movement reduction effect gradually weakens over 1.5 seconds and the Joker saunters back to his original position after the explosion.
Tips: The Joker reloads his clips with enhanced bullets once he exits a fight. Use these enhanced attacks wisely to deal additional damage at key moments. Increase the hit rate of The Killing Joke by hitting enemies with Punch Line first to reduce their movement speed.
The Joker’s origins are shrouded in mystery, but what is known is that he was once a small-time criminal who, after a freak accident transformed into the Clown Prince of Crime. The Joker’s belief that life can change at any moment drives his thirst for chaos, which has fueled his reign of terror in Gotham City. Believing that life is nothing more than a cosmic joke, the Joker has dedicated himself to showing others—the whole world, even—that in one moment, your whole life can get turned upside down.
The Joker has kidnapped, crippled, maimed, murdered, and tortured countless individuals throughout the world, but his locus of operations is Gotham City. Or, it was. In Gotham, the Joker was obsessed with the punchline to his best joke: the destruction of Batman’s ideals. Yet, try as he might, no matter how agonizing nor how elaborate the situation, Batman refused to give in to the Joker’s games. Even after the Joker’s actions cost Batman some of his dearest allies, the Dark Knight would not break. Instead, Batman turned the tables on the Joker by utilizing a highly modified version of Scarecrow’s fear toxin.
Prior to this moment, the Joker had never truly tasted fear. With Batman’s altered fear toxin sluicing through his veins, the Joker was terrified for the first time. The traumatic nature of the experience was enough to unmoor the last fastenings of the Joker’s sanity. Rather than stand trial for his crimes, he was committed to Arkham Asylum. Here, the Joker was a comedian without a joke. What could be truly funny in the face of true terror? The Joker began to despair that he might never laugh at the world ever again.
That changed when a new inmate was brought into Arkham. This man, too, was mad, but in between his demented ravings he spouted lucid streams of mathematical equations and whispered incantations in hushed tones. And when he would sleep, a single phrase was on his lips: “Athanor… Athanor.” The man’s madness intrigued the Joker. With some charm and deception Joker befriended the inmate and learned of where the man had come from. A scientist in a former life, the Arkham inmate had studied radiation spikes across the world that coincided with paranormal phenomena. The scientist had found the answer to these riddles: a portal to another world.
The scientist spoke of this realm, Athanor, with reverent tones. It was clear that the experience had changed the scientist profoundly. The Joker was not in search of spiritual enlightenment or an experience that would cure his madness; no, he longed to see this world of beauty and order, so that he might make a grand joke of it. With his mind finally resolved to a productive endeavor, the Joker escaped Arkham, as he had so many times before. This time, instead of wreaking havoc upon Gotham, the newly freed Joker made for Athanor.
After months of searching, the Joker finally found the portal to Athanor. And now, even the gods who contend to rule that realm will have to wrestle with the man who is chaos personified.
Passive: Superman has two modes: flying and walking. He gains 2% movement speed and charges energy for every 100 units he walks, and takes flight once energy is fully charged. Flight mode grants 20% movement speed when moving towards an enemy, and his normal attacks deal additional damage equal to 12% of his own maximum HP. Superman exits Flight mode when he is hit with a control effect that lowers his movement speed to 375 or less.
Skill 1: Superman uses his ice breath to generate a blizzard that deals physical damage to enemies and slows their movement speed by 50% for 1 second.
If in Flight mode, Superman rams into enemies dealing physical damage, and then fires his heat vision dealing an additional physical damage.
Skill 2: Superman unleashes his full power, which immediately frees him from control effects and significantly increases his movement speed.
If in Flight mode, Superman will slam the ground and knock back enemies, dealing physical damage as well as rid himself of control effects and increase his movement speed.
Ultimate: Superman taps into his full potential, which increases his charge up speed by 100% for 10 seconds.
If in Flight mode, Superman will ram into his enemies and knock them back, dealing physical damage, and have his charge up speed increased by 100% for 10 seconds.
Tips: As long as Superman keeps moving, even if he wanders in circles, he will be able to enter Flight mode. Strike your enemies with Man of Steel while in Flight mode to fly over obstacles. The damage from Kryptonian Strength while in Flight mode can be devastating, but the target area is not very big, so use it when the enemy is very close.
On the dying planet of Krypton, an infant named Kal-El was placed inside of a rocket and sent to the distant planet Earth. The last alien survivor, Kal-El was raised by farmers-Martha and Jonathan Kent-who named their son Clark and infused in him the strong moral values that would give birth to the hero known as Superman.
As he grew from a boy to a teen, and then into a man, the radiation from Earth’s yellow sun allowed him to manifest incredible abilities, including superhuman strength, speed, and invulnerability. He also possesses the power of flight, as well as X-ray, heat, microscopic, and telescopic vision. Yet, along with his tireless desire to help the people of Earth escape calamity and reach their highest potential, came a sense of isolation.
Though he calls Earth his home, he is not of this world. The knowledge that his true home, the planet Krypton, is but stardust and solar debris, has kept Superman from venturing too far from Earth.
That all changed on a fateful autumn day, when Superman encountered one of his greatest foes. The villain Brainiac, supercharged with power from an unknown source, descended upon Earth with a fleet of advanced robotic drones. It took every last ounce of Superman’s power to defeat Brainiac. The Man of Steel’s endurance won out, and before dispatching Brainiac, his X-ray vision spotted something with a bright, glowing aura. Superman removed the glittering gem from Brainiac’s armor and felt a surge of power ripple through his hand and up his spine. Immediately distrustful of the object’s incredible power, Superman retreated to the Fortress of Solitude to analyze the rare artifact.
The Fortress of Solitude’s computer could find no analog for the artifact’s substance anywhere in the galaxy. However, there was one clue that the artifact found: a log from Kal-El’s father, the Kryptonian scientist. Superman discovered that his father had been researching a similar artifact, which had been called an Andura Shard. This object, which could have given Brainiac the key to domination of the entire Earth, was only one piece of a much larger whole! The Andura Shard originated in a realm called Athanor, a place beyond even the Phantom Zone. Mainstream Kryptonian scientists had scoffed at Jor-El’s assertion of the fact that parallel dimensions existed, and his boldest claim, that the magic which emanated from Athanor was linked to the physical universe, nearly brought him professional ruin.
But Jor-El was right. As Superman eagerly combed through the Fortress of Solitude’s archives, he learned that ancient Kryptonians had explored the galaxy in search of the Andura Shards, and may have even visited the Earth long ago as part of their quest. But as Superman searched the Fortress of Solitude, it was revealed that Brainiac had redoubled his search for the Andura Shards and, if he claimed this ultimate source of power, all of Earth would be in danger.
Superman has already lost one world: he refuses to lose another. So the Man of Steel has taken flight across the galaxy in search of Athanor and the Andura Shards. On his quest to fulfill the legacy of his father, he will find himself cast as the defender of a new realm in desperate need of truth and justice.