Harley Quinn/Insurgency, Harley Quinn/Arkham and Harley Quinn/Animated all use them in their special 1s while Harley Quinn/Arkham Knight uses one when her passive is triggered, in her heavy combo, and combo ender, and Harley Quinn/Suicide Squad uses one in both of her basic attacks patterns.
Please note that battles are highly situational: this section only mentions cards that have mechanics that, for any reason, are particularly effective with/against, or particularly ineffective against Harley Quinn. Harley and her infamous UNBLOCKABLE bomb knocks out an opponent.Īll versions of Harley Quinn share a unique Special 2, Bag-o-Tricks for more information on it, see that page. Coupled with her low stats, this leaves her worth somewhat debatable. The 50% damage boost essentially means you have to use at least two other special 2s for it to be efficient, and the heal may not be able to keep up with the damage in cases when a straight special 2 can't deal a sufficiently crippling blow anyway. However, unlike all other versions of Harley, she does not have a universal passive boost.
For players who have a Silver-Bronze mixup team, her and The Joker/Prime (or even the Gold Jokers) gain a strong edge on the battlefield. Her second attack makes her the ultimate benefactor she can give her team a 50% damage boost (depicted as The Joker portrait icon), throw a bomb that can't be blocked (Dynamite icon), or she can heal the team by 25% of their maximum health (Flower icon). Harley Quinn/Prime is more of a support character than a strong offensive one, with mediocre stats and a passive that buffs both her and The Joker.