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Finx

Win rate50.9%adjusted
Pick rate0.23%of all slots
Matches234
Best modeBrawl Ball56.7%
Small sample

Base statistics

Finx at power level

Health5,550
Attack damage1,350
Attack range8.33 tilesLong
Reload1.3sFast
Movement770Fast
Super range7.33 tilesNormal
Projectiles3

Attack and Super

Attack

Chronocast

Main Damage900
Range8.33 tiles
Projectiles3
Super charge11.25%per hit
Reload1.3s
8.33 tiles of reach
Super

Time Warp

Range7.33 tiles
7.33 tiles of reach

Abilities

Star Power
Hieroglyph Halt

Enemies he hits reload more slowly for three seconds, so a landed shot also costs them ammo.

Star Power
Primer

Every hit from a projectile that has passed through his Super extends that Super a little further.

Gadget
Back to the Finxture
18s cooldown

Rewinds Finx three seconds, returning him to the position and the ammo count he had then.

Gadget
No Escape
17s cooldown

His next projectiles freeze enemies in place for two seconds, though they cannot be damaged while frozen.

Hypercharge
Temporal Traveling
+30% stats while active

Two zones appear instead of one, the second centred on Finx himself and following him as he moves.

Recommended builds

reviewed 19 Jul 2026
Time fieldRecommended build

Modes with a fixed point his zone can be dropped on and defended.

Star PowerHieroglyph Halthis Super is a field that changes the pace inside it, and adding a stop to that field is what makes it decide fights
GadgetNo Escapeholds a target inside the zone he has already committed the Super to
GearSuper Chargethe field is the reason he is drafted
GearDamagethree projectiles a volley multiplies the bonus three times
HyperchargeTemporal Travelinga field big enough that walking out of it is no longer an option
Lane pokeRecommended build

Maps where he never gets a clean field and has to win the 8.33-tile trade instead.

Star PowerPrimerhis volley is three projectiles, so what happens to a target already hit by the first decides the exchange
GadgetBack to the Finxturereturns a 3,700-health controller to safety once something has closed on him
GearHealthhe trades in a lane he cannot leave on foot
GearReload Speeda 1.3-second reload is already his best trait

Finx by trophy range

Trophy range
50.9%234 matches · 123 players

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 modes
Brawl Ball56.7%124 matches

Playing Finx

reviewed 19 Jul 2026

A 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

Hot Zone

A field on the circle is the whole objective covered at once.

Brawl Ball

A field in front of the net makes an attack arrive slowly enough to answer.

Finx skins

5All skins