Finx
Base statistics
Finx at power level
Attack and Super
Time Warp
Abilities
Enemies he hits reload more slowly for three seconds, so a landed shot also costs them ammo.
Every hit from a projectile that has passed through his Super extends that Super a little further.
Rewinds Finx three seconds, returning him to the position and the ammo count he had then.
His next projectiles freeze enemies in place for two seconds, though they cannot be damaged while frozen.
Two zones appear instead of one, the second centred on Finx himself and following him as he moves.
Recommended builds
reviewed 19 Jul 2026Modes with a fixed point his zone can be dropped on and defended.
Maps where he never gets a clean field and has to win the 8.33-tile trade instead.
Finx by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Finx was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.
Performance by mode
1 modesPlaying Finx
reviewed 19 Jul 2026A controller who fires three projectiles at 8.33 tiles and drops a field that changes how fast anything inside it can act.
Early game
Poke the lane to charge the field rather than looking for kills, since the field is what makes his team win the fight rather than the projectiles.
Positioning
Behind his frontline at maximum range, because a 3,700-health controller with a 1.3-second reload can hold ground but cannot survive being reached.
Using your Super
The field is territory rather than damage, so place it where the enemy has already committed to standing rather than on someone in the middle of retreating.
Common mistakes
- Dropping the field on a fleeing brawler instead of on the objective they will come back to
- Firing the full volley at a single moving target where two of three projectiles miss
- Holding a lane with no cover and nothing to fall back to
- Modes with a fixed point the field can be dropped on
- Against pushes that have to cross a defined area to reach the objective
- Chokes, where three projectiles cover the width of the crossing
By mode
A field on the circle is the whole objective covered at once.
A field in front of the net makes an attack arrive slowly enough to answer.











