Tuesday, February 19

AoV Jinnar

AoV Jinnar - SUMMARY


Talents: Flicker
Level priority: Take Force Orbs at level 1 and start maxing it immediately.
Play: Play safe and clear the minion waves such that you are always near full health. Because once you have ultimate ready and opportunity arises, you will dive into the middle of the enemy team and having high HP is mandatory for survival.

STATS

Attack Range: Long
Movement Speed: 360

JinnarHPHP/5 secArmorMagic DefenseAttack DamageManaMana /5 sec
Level 131224498 (14%)50 (7.6%)16349017
Per Level217.52.517.5 (2.5%)8.5 (1%)91071.5
Level 15616577343 (36.3%)169 (21.9%)290198842

ABILITIES


Passive
(Magic) Comet

After 4 attacks (normal attack or ability), the next normal attack deals 300 (+100% of AP) magic damage with piercing effect.

1st Skill
(Magic) Force Orbs

Cooldown: 7 sec
Mana Cost: 70 (+5 x skill lvl)

Jinnar fires energy orbs, dealing 300/360/420/480/540/600 (+50% of AP) magic damage to up to 2 nearby enemies. The orbs will bounce off enemies and hit further targets up to 2 times. If a target is hit multiple times, all hits after the first one deal 30% damage only.

2nd Skill
(Magic, Slow) Resonance

Cooldown: 10/9.4/8.8/8.2/7.6/7 sec
Mana Cost: 70 (+5 x skill lvl)

Jinnar unleashes an energy wave, dealing 450/510/570/630/690/750 (+60% of AP) magic damage to nearby enemies and reducing their movement speed by 50% for 2 seconds.

-You can now move while casting.

Ultimate
(Magic, Area DMG) Exuberance

Cooldown: 35/30/25 sec
Mana Cost: 100 (+25 x skill lvl)

Jinnar creates an energy zone, dealing 170 (+20% of AP) magic damage to nearby enemies every 0.5 seconds for 5 seconds. While the zone is active, Jinnar's damage reduction is increased by 15% for 5 seconds, with every enemy hero near him granting another 5%. Jinnar's movement speed is also increased by 80% and diminishes over 2.5 seconds.

PRO'S AND CON'S


PRO'S

-Great AOE. If your team needs someone that can deal a HUGE amount of damage in clumped spaces Jinnar is definitely a pick for you. All skills deal a nice amount of AOE damage and in some cases can clean up almost entire 5 man team (barely any champion is capable of such feat).

-Good Late game. Jinnar's abilities scale really nicely and if u add that his abilities all deal AOE damage the longer the game goes more damage you can dish out.

CON'S

-Low range. While Jinnar's spells do deal a good amount of AOE damage with nice scaling and low CD's, you do lack a lot of in range department. All of Jinnar's skills require from you to go in deep and commit really hard and that can cost you your life in many situations. Good decision making is realy important here.

-Item dependency. All of your abilities rely heavily on AP and you are forced to go all in for it. However, the problem is you also need tankines, and building items for one make u lacking in other, you will see yourself torn between what item build to go. Read the game really well and calculate what is best for you for every individual matchup.

-No real CC. Jinnar's only crowd control is his 2nd ability and it's a weak 2 second slow, it also requires from you to get fairly close to your enemies. So if you want to get your slow on enemies it requires from you to get out of position which is not good at all.

ITEM BUILD


     

TALENTS


 


TALENT: Flicker

120-second cooldown: Teleports your hero a short distance.

ARCANA BUILD


AoV arcana

Violate
Ability Power +4.2 - Magic Pierce +2.4

AoV arcana

Devour
Ability Power +2.4 - Magic Life Steal +1%

AoV arcana

Flurry
Attack SPeed +0.6% - Magic Pierce +6.4

TIPS FOR PLAYING


Laning: In the laning phase it's like hero description says, Harass! With Force Orbs and Resonance you have great wave clear and Harass potential, wait for ultimate before you start rotating. When you get to lvl 4 provide support to the lane that is pushed to the tower and try to get ally ahead. Your ganking potential is low coz you lack any real CC, but you should able to get your enemies low enough to push a tower or get an objective.

Team fights: In team fights, Jinnar requires from you to pick a good moment, go as deep as you can and unleash the arsenal. It would be best if you could get your Comet to proc before you use your ultimate (since it procs Comet immediately) and 2 Comet procs are no joke, wait for enemies to drop some CC and then go in. Once you go in and use your skills if the enemies turn on you use Arctic Orb and you should have your spells off cd. If you live to do rotations like this even if you die you will be top damage in your team. Also with this build Sage buff is a must.