Jinnar

The Incorruptible

Class: Mage
Role: Harass

Attack Range: Long Range

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  • Constitution
  • Attack Damage
  • Ability Damage
  • Difficulty

Jinnar Skills

Battering Beads 

Jinnar Battering-Beads

Cooldown: 7 sec
Mana Cost: 80

Jinnar uses Spirit Orbs to attack up to 2 nearby enemies, dealing 300 +0 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.

Sutra of Pain 

Jinnar Sutra-of-Pain

Cooldown: 12 sec
Mana Cost: 70

Jinnar creates a Spirit Orb formation and deals 450 +0 magic damage to nearby enemies, slowing their movement speed by 35% for 2 seconds.

Nirvana (Ultimate)

Jinnar Nirvana

Cooldown: 30 sec
Mana Cost: 140

Jinnar evokes the power of his Spirit Orbs to attack nearby enemies 10 times over 5 seconds, dealing 170 +0 magic deal per hit. When using this ability, Jinnar immediately gains 15% damage reduction plus 5% for each nearby enemy hero for 5 seconds, and 70% movement bonus 1.5 seconds.

Samsara (passive)

Jinnar Samsara

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 163 magic damage

Hero Tip

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Jinnar’s close range attacks cause a lot of damage, but he is an easy target for opponents. Equip him with defensive items and arcana or he will have to rely on talents to protect himself.

Jinnar Attributes

Max HP
3122

Max Armor
98

Magic Defense
50

Attack Damage
163

Ability Power
0

Max Mana
490

HP / 5 sec
44

Mana / 5 sec
17

Movement Speed
360

Jinnar Story

The Blood Orb, a fragile and powerful family heirloom that protected Jinnar’s family also put them in harm’s way. Jinnar’s ancestors solely relied on the Orbs power to defend themselves and to defeat the demons of Hell.

It was an infinite battle that never ceased. The more the Orb was exposed to dark forces in battle, the more it became tainted with evil. In order to seal the Orb, Jinnar’s ancestors sacrificed their souls to protect future generations.

The war against the dark forces inevitably continued and the seal loosened throughout the battles, making it vulnerable to be tainted by evil again. Jinnar took it upon himself to travel to the Temple of Light, a sanctuary in which the Orb would be safe.

En route to the temple, the traces of evil within the Orb emitted dark energies to Hell, drawing the attention of Maloch, the thunder demon. Instantaneously, Jinnar was captured by his minions. In that critical moment, outnumbered and badly injured, Jinnar was convinced he was deprived of hope, and that, resistance was futile… Until something awakened within the Orb.

The remaining soul energy from his ancestors was awakened, leading Jinnar to victory. Jinnar attained all of his knowledge regarding the Orb shortly thereafter, for he had heard the ancient stories of its capabilities but had never seen them firsthand. The Orb was finally delivered to the temple.

Using his spiritual powers, control, and knowledge over the Blood Orb, he gained unanimous approval from the temple to protect it. A newfound desire to grow stronger in order to better protect the Orb and future generations sparked. Lauriel aided him in practicing advanced Zen techniques, which he painfully withstood without uttering a word. Jinnar knew that the purifying power of the light obtained from the advanced Zen techniques could completely cleanse the Blood Orb of its dark energy.