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Jinnar is a mage that can deal large amounts of area of effect (AOE) damage while maintaining a hardy defense. Since his abilities are shorter in range than other mages, he does better when equipped with both magical and tanky items. As a resul6t, Jinnar can take the front lines and initiate fights in a way similar to a warrior hero. Supplied with the right items, he can become a bruiser that both delivers and absorbs damage in equal measure.
- Heavy AOE Damage – Jinnar deals heavy, magical, area of effect damage with his abilities. Battering Beads bounce between enemies, Sutra of Pain deals AoE damage while additionally providing a slow, Nirvana provides sustained damage, and his passive, Samsara, fires Spirit Orbs that pierce through enemies. All together, Jinnar can chip away at the entire enemy team in fights without having to worry much about aiming.
- Durable – As Jinnar will be going toe to toe with other heroes on the front lines, he needs items that help him survive the enemy onslaught as he deals out his own damage. In addition, Nirvana provides damage reduction based on the number of enemies surrounding Jinnar at any given time. His unique blend of spells and survivability can give your team an edge in both surviving clashes and dealing enough damage to finish off enemy heroes.
- Great at Zoning – Jinnar can both be tanky and deal large amounts of damage and is therefore great at zoning out his enemies. Battering Beads in particular is a great ability in forcing enemies away from minion waves, giving Jinnar and his allies a lot of room to work with.
- Short Range – Jinnar’s abilities are much shorter in range than those of other mages. As such, you will need to get close to your enemies in order to deal your damage. Jinnar will be in danger of getting shut down before he can even get near his enemies if entering a fight recklessly. Make sure that you don’t get hit with too many control abilities as you make your approach.
- Lacks Crowd Control – Jinnar has no form of hard control, his kit fully focused on dealing damage. He will have little way to prevent his enemies from retaliating as he approaches. Wait for allies to engage with control abilities and follow them up with your damage.
Hero Basic Strategy
- As with most mages, Jinnar should go mid lane. His impressive clear speed and harassing potential make him great at controlling the lane and wandering to lanes to gank. If needed, he can also take the Slayer lane.
- In the early stages of the game, Battering Beads provides a good source of harassment. When coupled with his auto attacks, he can continually harass anyone he lanes against.
- After getting your ultimate, you can harass and press attacks much harder, since your ultimate both shields you from enemy damage while also providing a movement speed boost to escape from problem fights.
- Jinnar should always focus on leveling Battering Beads first, it his primary source of damage and main tool for clearing waves.
- Sutra of Pain is best used when Nirvana is active to hold enemies close and prevent their escape..
- Take ranks in Nirvana whenever possible, as it offers immense amounts of potential both in terms of offense and defense.
- Solo Battle: Jinnar’s kit is composed of AoE spells that are most suited to team fights. As such, he won’t be able to fully utilize their potential in one on one skirmishes. Try to use Battering Beads near minion waves so that they will have the chance to bounce and deal damage multiple times. Also, you can pressure your opponent with a Nirvana + Sutra of Pain combo to aggressively attack them. Just make sure that you don’t overextend or get lured into potential ganks by your enemy.
- Team Battle: Team fights are where Jinnar shines the most. If you want to initiate with your Ultimate + Sutra of Pain + Battering Beads combo, make sure that you have allies that are ready to fight with you. Try to hit as many heroes as possible each time you cast an ability by waiting for them to group together before casting. Using your abilities and whittling down your enemies’ health will give each of your allies an advantage against their opponents.
- Escaping the Battle: Jinnar’s ultimate is not only good for initiating fights, but also for escaping. The bonus movement speed and damage reduction will make sure that he can survive the damage thrown at him while escaping. He can also use Sutra of Pain to slow enemy movement speed before activating his ultimate to run away.
|Samsara – Passive – After Jinnar uses the Spirit Orbs four times (normal attack or ability), the next normal attack will fire a Spirit Orb with a penetrating effect to deal 300 (+1 AP)ˀ magic damage.|
- Samasara can be primed by auto attacking in place, even when enemies aren’t nearby. Samsara activates even if an enemy is not hit.
- This passive is also good at poking and harassing enemies, since it pierces through minions. Position yourself to keep the enemy hero directly behind the minion you are attacking.
|Battering Beads – Jinnar uses his spirit orbs to attack up to 2 nearby enemies, dealing 300/360/420/480/540/600 (+0.5 AP) magic damage. With each hit, the spirit orb bounces to nearby enemies up to 2 times. If an enemy is already hit once, subsequent hits only deal 30% damage.|
- Battering Beads is best used against crowds of packed enemies, the damage insignificant when used against an enemy out alone.
|Sutra of Pain – Jinnar creates a Spirit Orb formation and deals 450/510/570/630/690/750 (+0.6 AP) magic damage to nearby enemies, slowing their movement speed by 50% for 2 seconds.|
- Sutra of Pain is Jinnar’s only source of control. Because of this, be mindful of when you use it. It is a very useful tool in keep enemies near Nirvana when Jinnar casts it.
- Sutra of Pain can also be used as an escape mechanism. Slow the enemies when they are chasing you and activate Nirvana to use the additional movement speed to escape.
- Jinnar can move while casting this ability.
|NIRVANA||Nirvana – Jinnar evokes the power of his Spirit Orbs to attack nearby enemies 10 times over 5 seconds, dealing 170/210/250 (+0.2 AP) magic damage per hit. When using this ability, Jinnar gains 15% damage reduction plus 5% for each nearby enemy hero for 5 seconds, and 80% movement bonus 2.5 seconds.|
- Use this in the middle of fights, it the source of Jinnar’s initiating ability.
- Nirvana also provides bonus movement speed so you can use this to chase down enemies or as an escape.
- You can still use your other abilities and auto attack while Nirvana is active.
How to Counter Jinnar
- Jinnar’s abilities are mostly composed of close-ranged abilites. Try to distance yourself from him and hit him from afar.
- Jinnar’s first ability bounces to nearby enemies. Try not to stick to your allies too closely to avoid getting hit by the bounce of the abilities
Hero Item Build
|Magic Bruiser Build|
Orb of the Magi
Holy of Holies
- Violate, Devour, and Hex are common arcana for Jinnar that give him a ton of magic damage early game.
- Jinnar can also benefit from tank arcana as well. Indomitable, Benevolence, and Valiance can be good choices when wanting to get more durable.
Fights between Jinnar and a tank won’t generally go anywhere. Jinnar is able to attack from a range and stay out of a tank’s influence, while a tank has the health to absorb Jinnar’s damage without much care.
Warriors will have trouble dealing with Jinnar, having to get up close to attack him. Since Jinnar’s ultimate consistently damages nearby enemies, he can deal with their frontal assault well. Jinnar can also use his slow to keep distance from those who try to move in on him.
An assassin will be a tricky foe to go up against. While more capable of defending himself than other mages, Jinnar could still get burst down by enemy assassins, especially if they have a lead on him in levels. Do your best to keep a healthy distance from assassins while whittling their health away with your abilities.
Jinnar is good against mages if he can survive their bursts of damage. Getting close to a fellow mage puts Jinnar at a huge advantage when fighting them, however getting stopped will lead to a quick death.
Jinnar is very strong against marksmen. He can run them down with a Nirvana + Sutra of Pain combo and absorb their damage with his shield and defenses. His ability to poke with Samsara makes him great at laning against marksmen, as well.
Supports will make Jinnar’s movement difficult, generally having a suite of control abilities at their disposal. Jinnar won’t be able to dish out his damage when trapped by their abilities, leaving him vulnerable to the enemy team.
Arena of Valor (AoV) Recommended Article List
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|Beginner's Guide||Hero Tier List|
|Hero Class Guide||Armory (Item List)|
|▼ Popular Articles|
|Beginner's Guide||Hero Tier List||Hero Class Guide||Armory (Item List)|