TakutoShin
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JANGLES THE CLOWN
lvl
82
8
Maxed
7
JANGLES THE CLOWN

Power: 1,054

VILLAIN; DEFENSE; DOWNTOWN; INSIDE OUT; DOWNTOWN VILLAIN

Offense:
1,332
Defense:
859
Health:
36,717
Recovery:
0
Crit Chance:
5.00%
Crit Power:
150.00%
Speed:
125
Potency:
21.00%
Tenacity:
33.00%
Precision:
10.00%
Evasion:
0.00%
Attack Speed:
18

Swap Sorcerer Stone for stat changes:

Visit the generic character pages to see maxed characters

Birthday Bash
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
20% chance to inflict Stun for 1 turn if target opponent is affected by a Harmful effect.
Requires Gear Tier 3
50
5,000
Level 3
+50% damage dealt.
Requires Gear Tier 5
75
55
13,000
Level 4
+10% chance to inflict Stun.
Requires Gear Tier 7
100
55
25
62,500
Level 5
+50% damage dealt.
Requires Gear Tier 9
100
75
50
128,750
25
Deal up to 1,199 damage to target opponent.
Deal up to 1,199 damage to target opponent. 20% chance to inflict Stun for 1 turn if target opponent is affected by a Harmful effect.
Deal up to 1,798 damage to target opponent. 20% chance to inflict Stun for 1 turn if target opponent is affected by a Harmful effect.
Deal up to 1,798 damage to target opponent. 30% chance to inflict Stun for 1 turn if target opponent is affected by a Harmful effect.
Deal up to 2,398 damage to target opponent. 30% chance to inflict Stun for 1 turn if target opponent is affected by a Harmful effect.
Birthday Party
Level 1
Unlocks this Ability.
Requires Gear Tier 3
Level 2
+1 number of balloons.
Requires Gear Tier 5
100
55
20
19,500
Level 3
+50% damage dealt.
Requires Gear Tier 7
150
75
40
92,500
Level 4
Inflict additional effects if all balloons are the same color.
Requires Gear Tier 9
150
100
60
163,750
35
Level 5
+50% damage dealt.
Requires Gear Tier 10
150
125
80
210,000
50
Sends 2 of any combination of Red, Yellow or Blue Balloons toward target opponent and adjacent opponents.

Red Balloon: Deal up to 583 damage. Inflict Continuous Damage, dealing up to 333 damage over 2 turns.

Yellow Balloon: Deal up to 583 damage. Inflict Blind for 1 turns.

Blue Balloon: Deal up to 583 damage. Inflict Slow for 1 turns.

If consecutive balloons attempt to apply the same Harmful effect, the duration of that effect will be additive.
Sends 3 of any combination of Red, Yellow or Blue Balloons toward target opponent and adjacent opponents.

Red Balloon: Deal up to 583 damage. Inflict Continuous Damage, dealing up to 333 damage over 2 turns.

Yellow Balloon: Deal up to 583 damage. Inflict Blind for 1 turns.

Blue Balloon: Deal up to 583 damage. Inflict Slow for 1 turns.

If consecutive balloons attempt to apply the same Harmful effect, the duration of that effect will be additive.
Sends 3 of any combination of Red, Yellow or Blue Balloons toward target opponent and adjacent opponents.

Red Balloon: Deal up to 874 damage. Inflict Continuous Damage, dealing up to 400 damage over 2 turns.

Yellow Balloon: Deal up to 874 damage. Inflict Blind for 1 turns.

Blue Balloon: Deal up to 874 damage. Inflict Slow for 1 turns.

If consecutive balloons attempt to apply the same Harmful effect, the duration of that effect will be additive.
Sends 3 of any combination of Red, Yellow or Blue Balloons toward target opponent and adjacent opponents.

Red Balloon: Deal up to 874 damage. Inflict Continuous Damage, dealing up to 400 damage over 2 turns. If 3 Red Balloons successfully affect an opponent, inflict Vulnerable for 1 turns.

Yellow Balloon: Deal up to 874 damage. Inflict Blind for 1 turns. If 3 Yellow Balloons successfully affect an opponent, inflict Silence for 2 turns.

Blue Balloon: Deal up to 874 damage. Inflict Slow for 1 turns. If 3 Blue Balloons successfully affect an opponent, inflict Sleep for 1 turn.

If consecutive balloons attempt to apply the same Harmful effect, the duration of that effect will be additive.
Sends 3 of any combination of Red, Yellow or Blue Balloons toward target opponent and adjacent opponents.

Red Balloon: Deal up to 1,166 damage. Inflict Continuous Damage, dealing up to 400 damage over 2 turns. If 3 Red Balloons successfully affect an opponent, inflict Vulnerable for 1 turns.

Yellow Balloon: Deal up to 1,166 damage. Inflict Blind for 1 turns. If 3 Yellow Balloons successfully affect an opponent, inflict Silence for 2 turns.

Blue Balloon: Deal up to 1,166 damage. Inflict Slow for 1 turns. If 3 Blue Balloons successfully affect an opponent, inflict Sleep for 1 turn.

If consecutive balloons attempt to apply the same Harmful effect, the duration of that effect will be additive.
Ring the Bell
Level 1
Unlocks this Ability.
Requires Gear Tier 1
Level 2
Deal 10% bonus damage per Harmful effect on target opponent.
Requires Gear Tier 3
50
5,000
Level 3
+50% base damage dealt.
Requires Gear Tier 5
75
55
13,000
Level 4
10% bonus Critical Strike chance per Downtown Villain teammate.
Requires Gear Tier 7
100
55
25
62,500
Level 5
+50% base damage dealt.
Requires Gear Tier 9
100
75
50
128,750
25
Deal up to 3,164 damage to target opponent.

Gain Taunt for 1 turn. Gain Shield equal to 5% of this character's maximum Health. Shield amount is increased by 1% of this character's maximum Health per Downtown Villain teammate.
Deal up to 3,164 damage to target opponent. Deal 10% bonus damage per Harmful effect on target.

Gain Taunt for 1 turn. Gain Shield equal to 5% of this character's maximum Health. Shield amount is increased by 1% of this character's maximum Health per Downtown Villain teammate.
Deal up to 4,745 damage to target opponent. Deal 10% bonus damage per Harmful effect on target.

Gain Taunt for 1 turn. Gain Shield equal to 5% of this character's maximum Health. Shield amount is increased by 1% of this character's maximum Health per Downtown Villain teammate.
Deal up to 4,745 damage to target opponent. Deal 10% bonus damage per Harmful effect on target. 10% bonus Critical Strike chance per Downtown Villain teammate.

Gain Taunt for 1 turn. Gain Shield equal to 5% of this character's maximum Health. Shield amount is increased by 1% of this character's maximum Health per Downtown Villain teammate.
Deal up to 6,327 damage to target opponent. Deal 10% bonus damage per Harmful effect on target. 10% bonus Critical Strike chance per Downtown Villain teammate.

Gain Taunt for 1 turn. Gain Shield equal to 5% of this character's maximum Health. Shield amount is increased by 1% of this character's maximum Health per Downtown Villain teammate.
Holey Moley!
Level 1
Unlocks this Ability.
Requires Gear Tier 2
Level 2
+1 number of damage events.
Requires Gear Tier 4
75
55
13,000
Level 3
+50% damage dealt.
Requires Gear Tier 6
100
55
20
19,500
Level 4
Reduces Speed Meter by 10% with each hit.
Requires Gear Tier 8
150
75
25
90,000
Level 5
+50% damage dealt.
Requires Gear Tier 10
150
100
50
146,250
25
Deal up to 291 damage to target opponent 2 times.

15% chance to perform after a Basic Ability. Chance to perform after a Basic Ability is increased by 5% per Downtown Villain teammate.
Deal up to 291 damage to target opponent 3 times.

15% chance to perform after a Basic Ability. Chance to perform after a Basic Ability is increased by 5% per Downtown Villain teammate.
Deal up to 437 damage to target opponent 3 times.

15% chance to perform after a Basic Ability. Chance to perform after a Basic Ability is increased by 5% per Downtown Villain teammate.
Deal up to 437 damage to target opponent 3 times. Reduces Speed Meter by 10% with each hit.

15% chance to perform after a Basic Ability. Chance to perform after a Basic Ability is increased by 5% per Downtown Villain teammate.
Deal up to 583 damage to target opponent 3 times. Reduces Speed Meter by 10% with each hit.

15% chance to perform after a Basic Ability. Chance to perform after a Basic Ability is increased by 5% per Downtown Villain teammate.
Full Gear List
1,953,000
480
360
600
720
600
1,320
200
120
495
405
100
225
80
315
120
40
40
20
420
360
840
250
250
100
200
130
20
20
Gear Tier 9
803,000
240
180
300
360
300
720
120
40
270
180
60
135
40
135
120
20
20
20
Gear Tier 10
1,150,000
240
180
300
360
300
600
420
360
840
250
250
80
80
225
225
100
40
90
200
40
180
130
20
20
20
20