Legendary 5 slots Computed
GLASS CANNON
+40% weapon and melee damage, but -25% HP
What it does
The numbers below are calculated from the game files.
Damage up, health down by 25% per copy.
| Stat | How it scales | Source |
|---|---|---|
| Weapon damage | 40.0% per copy | linear |
| Max health | Diminishing curve on copies | C_Joker_GlassCannon |
Curve
C_Joker_GlassCannon
| Copies | 0 | 1 | 2 | 3 | 4 |
|---|---|---|---|---|---|
| Value | 0 | -0.25 | -0.5 | -0.75 | -1 |
How the game resolves it
Every effect is gated the same way: F_GetJokerEffects checks that the
item is in this card's availableOnItems list, then returns
copies × value. This card's value is 1.
Resolved in BP_PlayerState.F_RecomputeHeal + FL_Items.F_ApplyImpactDamages.
Raw record
Show the extracted row
{
"id": "jokerGlassCannon",
"value": 1,
"rarity": "legendary",
"requiredAmountSlots": 5,
"maxAvailable": 2,
"buyPrice": 1200,
"sellPrice": 600,
"associatedChallenge": null,
"availableOnItems": [
"itemHero"
],
"isEnabled": true
} Stacking
The game allows 2 copies on one item. The health cost is linear while the damage is not. Two copies at most.
Effect by copies
Show as a table
| Copies | Weapon damage | Max health |
|---|---|---|
| 0 | 0% | 0% |
| 1 | +40% | -25% |
| 2 | +80% | -50% |
| 3 | +120% | -75% |
| 4 | +160% | -90% (capped) |
| 5 | +200% | -90% (capped) |
| 6 | +240% | -90% (capped) |
| 7 | +280% | -90% (capped) |
| 8 | +320% | -90% (capped) |
| 9 | +360% | -90% (capped) |
| 10 | +400% | -90% (capped) |
| 11 | +440% | -90% (capped) |
| 12 | +480% | -90% (capped) |
| 13 | +520% | -90% (capped) |
| 14 | +560% | -90% (capped) |
| 15 | +600% | -90% (capped) |
This card on its own, out to 15 copies. The equip screen stops at 2; copies picked up during a run stack past it.
How to get it
- Bought in the joker shop
- Can appear when gambling
- Drops as loot during a run
- Drops in solo play
- Can be dropped and passed to a teammate