Saturday 26 March 2022

Death Battle Predictions: Harley Quinn vs Jinx

 

“The road to creativity passes so close to the madhouse and often detours or ends there.”

- Ernest Becker


Harley Quinn, the former Arkham Asylum psychiatrist turned psychotic ex-Joker fangirl from DC Comics.


Jinx, the mechanical genius and demented prank-loving demolitions expert from League of Legends.


Let’s face it, real life is usually pretty boring. And while some people do enjoy a routine, daily cycle, it can be a bit repetitive and grinding for others, which is why most people pick up hobbies to help pass the time. While some people study bugs or visit museums, that’s just not enough for others – they need a little more. And what better way for those special people to scratch that desperate itch than by becoming a criminal?


Of course, most people don’t just randomly choose to become a criminal one day. Sometimes, they just need a little push. Whether that comes from a bad influence, a love of mischief-making, or in this case, a nasty incident with some chemicals, one thing remains the same: once they cross that line, there’s no going back. Season 9 of Death Battle is definitely starting off with more than a bang with these two around, but when the dust has been settled, the panic has been caused, and the bombs and bullets have done their tricks, who will be the last player of this twisted game? It’s time for a DEATH BATTLE! 


In Case You’re Wondering…


Since we are returning to the world of DC while exploring a new franchise to challenge the superhero giant, there are some big factors to point out in how this fight will be done. Since Harley’s first appearance was in Batman: The Animated Series, not the comics, Harley Quinn’s primary sources shall be both the comics and the DC animated universe (Batman: The Animated Series, Justice League, Batman Beyond, etc.). Any other appearances such as Injustice or the Arkham series will be treated as secondary sources, only considered as long as they align with canon.


As for Jinx and the world of League of Legends, the game will be our main source, with anything else like Arcane or Legends of Runeterra being used as secondary sources. Most importantly, Jinx will not receive Morning Star. Similar to why we excluded Eyes of Heaven from DIO’s analysis, the Odyssey version of Jinx does not match nor support her counterpart from the main game.

Background

Harley Quinn

“Time fer some whackin’ an’ hackin’!”


At first, Harleen Quinzel’s future looked bright. A proud Brooklyn resident, she was beyond talented, expressing herself through gymnastics and her fascination with criminal psychology. She graduated with honors from Gotham University as a psychiatry major, and eventually found herself a job as a psychiatrist at Arkham Asylum, the mental institution for Gotham City’s most deranged and disturbed. Unfortunately, this would also be where she walked down a path of destruction and despair.


One fateful day, Harleen was assigned to be a therapist to the clown prince of crime himself, the Joker, and to say she was smitten would be an understatement. She was putty in his hands, or “Puddin”, as she liked to call him. Joker manipulated her into helping him escape, but not without some bloodshed along the way. As one last ritual to seal their newfound connection, Joker introduced her to the vat of chemicals responsible for his claim to fame… by pushing her in. Her eccentric nature became disconnected lunacy. From then on, Dr. Harleen Quinzel was dead, and in her place was born Joker’s very own harlequin.


The Joker and Harley Quinn wreaked havoc across Gotham, and though they would be foiled time and time again by the Dark Knight, it seemed nothing could break up this chaotic power couple. Or so Harley thought. Truthfully, the Joker did not love her, he just used her. He physically and emotionally abused her, and would not hesitate to use her as a scapegoat for his crimes. Finally, after years of torment and delusion, her devotion to the supervillain waned. She reached a breaking point, realized the literally toxic relationship she was stuck in, and left the clown for good.


Harley’s life was somewhat adrift from then on. She would try to be her own crime boss, though at times she would have a violent run-in with her ex… it was a bit messy. Over time, without the harmful influence sinking her further into insanity, Harley did manage to calm down, befriend some of the good guys, and even start dating fellow Batman rogue Poison Ivy in a much more healthy relationship. It seems while she may forever have that wild side, Harley Quinn will live her best life, and anyone threatening that is gonna get blown sky-high.

Jinx

"Volatile explosives are a girl’s best friend!"


A young girl named Powder was once a happy child along with her sister Violet (abbreviated Vi). However, her life would suddenly be turned upside-down when the revolutionaries of the undercity of Zaun would come into conflict against the guards of the utopian city, Piltover. She, her sister, and her parents found themselves caught in the middle of a conflict, in which Powder and Vi’s parents would tragically die. The leader of the revolutionaries, Vander, encountered the two girls, and in an act of compassion, saved them and took them in. Forced to live off the slums of Zaun, Jinx and Vi had to scrape by through petty theft and living off of Vander. Both were still hopeful for a better future themselves even through all of this. However, that never came to be as a cunning man named Silco had other intentions for the undercity. Tired of Vander’s passive nature, he took matters into his own hands and removed him from the equation. Tragedy befell the sisters, leaving their relationship shattered and separated. Finding her left all alone, Silco decided to take in the abandoned Powder as his adoptive daughter, bringing her a new identity that he felt was better fitting to her nature: Jinx


Years went by and Jinx made a name for herself as a high-ranking criminal, responsible for numerous crimes of theft and murder. But while she seemed joyful in her craft, Jinx was still deeply troubled by the sorrows of her past and the memory of her sister. This left her mentally deranged and unpredictable, but Silco managed to keep her in check, enlisting her work as his most trusted member. The past eventually returned, though, as her sister Vi eventually came back after her years-long disappearance. The sisters reunited, but this didn’t last, as Jinx found herself questioning if she could even trust Vi - if her sister was even who she used to be. Vi insisted she was, but Silco said otherwise. Morally strained and pushed to the brink of insanity, Jinx completely lost it, and ended up killing Silco in a fit of madness. Even to the end, however, Silco claimed she is perfect the way she is now, leading Jinx to fully accept that, and leave behind any semblance of Powder. 


Detached from Vi, her second father dead, her mental state shattered beyond repair, Jinx will continue her mayhem across the city. Because in her fragmented mind, she’s nothing but a jinx to them all. 

Equipment

Harley

Mallet

Harley’s iconic, comically-oversized mallet, which she commonly uses to (in her own words) “bash some heads!” It’s strong enough to smash through walls and cave in human skulls. It also works great for whack-a-mole.

PopGun

Harley’s other most well-known weapon. While it may seem like an ordinary pop-gun, it can carry a wide range of ammo, ranging from simple corks to outright explosives. And it packs a punch, and can be ricocheted to knock out many armed guards with body armor.

Guns

Harley carries a variety of guns in her arsenal, such as assault rifles, submachine guns, shotguns, sniper rifles, gatling guns, energy guns, and flamethrowers.  She also has rocket launchers, and has even dual-wielded some of these weapons before.

Kevlar Vest

A bulletproof vest Harley used once to protect herself from getting shot by Deadshot’s wrist-mounted gun.

Knives

Harley has various knives for slicing and dicing any foes that get in her way. As shown in the image above, Harley’s quite proficient in knife fighting, using them to slash and slice at her enemies.

Baseball Bats

Harley carries around various baseball bats to bash in the skulls of her enemies. She has many at her disposal, but her personal favorite is called Good Night.

Punch Glove

Harley has a boxing glove gun capable of firing an impressive distance, and even being able to shatter a portion of a wall when fired. It is powerful enough to one-shot heroes like Tim Drake.

Acid Flower

Similar to what the Joker carries, a flower that spits acid and melts anything on contact.

Electric Taser

Attached to her hand, Harley has a buzzer equipped with a taser that would shock anyone who touches it. She even has a jester-themed rod version of this.

Zillion Volt Yo-Yo

A powerful electric yo-yo in Harley’s arsenal. She refers to it as having “a zillion volts”, though it’s impossible to figure out its actual electrical output. That said, it is still incredibly powerful, even able to take down Thorn, as shown in the image above.

Syringes

Harley carries a variety of syringes that can induce various effects on whoever they are administered to. Shown above is a syringe that induces paralysis, but we have also seen examples of Harley administering truth serums and tranquilizers.

Special Chemical B

A special chemical poison was created by Poison Ivy and given to Harley in the TAS comics. It’s a special chemical capable of putting someone under Harley’s control and can take effect even through entering someone’s skin. Harley used it to command Batgirl and Robin to fight Batman.

Explosives

Harley also has a multitude of explosives that will blow you away. Whether it is from marbles, C4’s, a jack in the box, or a literal pie, Quinn has countless ways to literally blow your socks off.

Smoke Bombs

Bombs capable of projecting smoke when thrown. Harley is adept enough with smoke bombs to completely sneak out of sight after using one, even against Batman himself (as shown in the panels above).

Confetti Bullets

Should Harley need to restrain her foes, she has specialized confetti bullets. When fired, they constrict and entrap their target.

Mind Control Gun

It’s exactly what you think it is: a gun that shoots a gas which puts its victims under mind control. When affected, the target does whatever Harley commands them to do.

Pogo Stick

One of Harley’s main methods of getting around. While it may look like a regular pogo stick, Harley can also attach rockets to it, allowing her to suddenly become airborne.

Jetpack

In the event that fast mobility is needed, Harley’s jetpack is her best option for getting around quickly. It’s easy and efficient!

Bud and Lou

Harley’s two pet hyenas, who she will call upon to brutally maul an unsuspecting opponent. They are her babies and are very respectful to their master. In fights, they’ve even been shown to give Batman a challenge.

Sleeping Gas Bombs

Bombs that release sleeping gas potent enough to work on Wonder Woman.

Poison Breath

Harley has the odd ability to produce a poisonous gas from her mouth, which can knock people out within seconds. 

Joker Venom

The famous Joker Venom, invented by the clown prince of crime himself; it’s a deadly gas that sends its victims into a peal of hellish laughter to the point of quite literally dying of laughter. It’s so potent that high-ranking members of the Justice League like Superman, Wonder Woman, and The Flash have all been affected by it. Even Batman has been caught by its deadly effects. The venom has shown versatility in how it's used, with options such as spraying it from a gas can, gas rounds that can be fired from a range by her popgun, gas grenades, or the good old needle on finger trick. Note: The grenade and needle variants are low-grade versions only designed to incapacitate foes.

Jinx

Shimmer

Created by the scientist Singed and developed by Silco, Shimmer is a chemical that enhances the body’s physical strength. If you ingest enough of it, it will turn you into a hulking monster capable of destroying metal walls and enhancing your physical strikes (as shown with the fight between Vi and Sevika). Later in Arcane, Jinx sustained a significant injury and had to be rushed to Singed in order to save her life. She was injected by a very large amount of Shimmer to the point that her eyes permanently became purple, and she gained an increase in speed and strength - as shown when she was able to easily grab her minigun away from Caitlyn. Other benefits of Shimmer include: regeneration (Vander, after getting stabbed by Silco, was able to regen damage to his stomach and heart and Jinx herself was saved from a near-death experience with Shimmer) and resistance to toxins (Silco can fight back against the Zaun river toxins infecting his blood and nervous system with small doses of Shimmer). However, as a downside, it makes you more aggressive and with enough injection, completely mindless and monstrous. This was shown with Deckard and to a lesser extent Vander.

Pow-Pow

This is Jinx’s primary, most-used weapon, though its appearance varies depending on if you are looking at the main game or at Arcane. Developed whilst working for Silco on the streets of Zaun, this minigun allows Jinx to fire a mass of bullets in order to hit her target. In the game, it gains more and more attack speed over time, meaning that as long as Jinx keeps firing, it gets faster and faster. Jinx is an excellent marksman with it, being able to hit multiple flying targets as well as track them, as shown with her and Vi’s fight against the Firelights.

Fishbones

Jinx’s prized rocket launcher, Fishbones can fire small rockets capable of creating small explosions that hurt anyone near the attended target. She can also take a page from the book of a certain American Rocket Jumper, and use Fishbones to rocket jump herself into the air, allowing her to reach high places or simply escape.

Electric Pistol

In the games, Jinx uses an electrical pistol that fires a blast of electricity which hits the enemy and slows them down for around two seconds. She can also use her electrical pistol as a means of remotely detonating her grenades, triggering them without having to pull out the pin.

Pistol

During the events of Arcane, instead of using an electrical pistol, she used a more revolver-style pistol to eliminate targets. It could be fired from close to medium range, as shown during her first fight against the Firelights. The pistol can also kill at a close enough range, as shown with a pink-haired Firelight who looked strangely like Vi.

Flame Chompers

In the game, Jinx throws out three Flame Chompers that will automatically explode after 0.5 seconds of ramp-up time. However, if they come into contact with an enemy Champion and explode, they will knock them down and then root them for 1.5 seconds. This decreases their movement speed, making it ideal for slowing down Jinx’s opponents.

Chomper Grenades

These remote control grenades were developed by Jinx whilst working for Silco. She uses these in several different ways, the first and most obvious example being to use them as thrown projectiles. When thrown, they can attach upon their intended target and then explode. She can also use the clamp function of the chompers to quickly attach them to a target and then remotely detonate them. This causes instant death if the target cannot remove the grenades. These grenades also have an audio function, allowing Jinx to trick enemies into entering a trap full of them. She also has a variant which creates a large amount of paint. It’s pretty pointless in a fight to the death, but it can be a good way to annoy someone.

Smoke/Nail Grenades

Created when she was a child, Jinx has explosives that can fire out smoke or nails when thrown. …Unfortunately they usually don’t work, which has caused Jinx a lot of issues in the past.

Sleeping Gas/Gas Mask

Jinx used a sleeping gas trap in order to knock out Sevika, before interrogating her about Silco’s plans. However, it is worth mentioning that this was set up beforehand. She also has a gas mask on hand, which she can use to protect herself from the gas’ effects. 

Mechanical Firelights 

These mechanical objects were created by Jinx and modeled after the Firelights that are found in Zaun. They harmlessly flutter in, before triggering miniature explosions that (while small) are deadly towards anything caught in their blast radius, as shown with Marcus.

Incomplete Hextech Crystals / Hextech Monkey

Stolen from the Piltover scientist Jayce, Jinx has used Hextech crystals alongside a remote control monkey in order to create a remote-controlled bomb. This bombd is strong enough to create an explosion large enough to destroy an entire building. However, this would have dire consequences for her, leading to the deaths of her friends and Vander, an event which caused Vi to leave her.

Completed Hextech Crystals

These crystals were developed by Jayce and Viktor. They are much more stable than the incomplete Hextech crystals, and presumably more powerful depending on the situation. These Hextech crystals are the source of power for Jayce’s hammer and Vi’s Atlas Gauntlets, but their most impressive showcase is when Jinx used them to fire the Super Mega Death Rocket, the power of which can be seen here.

Teleportation Device

Jinx in the League of Legends: Wild Rift trailer has shown a device that allows her to transport to different locations at once (though it doesn’t always work). This allows her to bring together a bunch of heroes to fight in an arena (because she enjoys conflict).

Super Mega Rocket 

Jinx’s most powerful tool. She fires out a massive rocket that, when colliding with an enemy champion, deals massive damage to them as well as the surrounding area. The rocket also deals more damage the longer it has traveled, so it is best used from a distance. In Arcane’s season 1 finale, she used a hex crystal to power her Super Mega Rocket in order to destroy the Piltover council building. While we don’t see the explosion, it was likely she was successful in doing so.

Items

Before listing off the items Jinx can use, there should be some sort of elaboration as to what certain League terms mean.

  • Health: Duh, HP

  • Attack Damage: Physical strength, both punches and kicks but also physical weapons and projectiles

  • Critical Strike Chance: How likely any random attack is to deal 175% of the damage it normally would. Certain special item effects can increase the 175% to higher amounts.

  • Attack Speed: As it says

  • Lethality: Bypasses an amount of the enemy’s durability to physical attacks. How exactly the numbers work is a little complicated, so please read this entire page if you’re interested: https://leagueoflegends.fandom.com/wiki/Armor_penetration 

  • Ability Power: The damage dealt by certain abilities scales with the amount of Ability Power you possess, depending on the character. Jinx’s Flame Chompers deal 100% of Jinx’s ability power in additional damage. Stats like Attack Damage and Ability Power should be treated the same as how RPG gear and buffs increase RPG characters’ stats.

  • Mana: What you’d expect, Jinx needs some of it to use her in-game abilities. Should be treated the same as an RPG character.

  • Mana Regeneration: LoL characters automatically regenerate mana constantly, but certain items can increase the speed. Most items will give Jinx a percentage of her base mana regen as an added buff, but a few have independent numbers to add on top as part of their unique effects.

  • Health Regeneration: Just as it says. All LoL characters have a minor healing factor that is not relegated to amounts of damage like typical vs terms but instead always works. In return, it’s just quite slow. However, lots of items can increase its speed. Like with mana, a lot increase by a percentage of Jinx’s base hp regen speed, but others have unique effects or flat numbers.

  • Magic Penetration: This stat decides how much of the target’s durability against non-physical attacks will be bypassed by your attacks and abilities. This can be anything from magic to energy to fire to whatever. In Jinx’s case, her Flame Chompers count. Both percentages and flat amounts of Magic Penetration exist, so like Lethality, we refer you to the wiki page to explain how the math works: https://leagueoflegends.fandom.com/wiki/Magic_penetration

  • Armor: Is not actually related to how much armor you actually wear, but is instead a stat that reduces the amount of physical damage you take. Can be treated like a defense buff. 

  • Magic Resist: Same deal for everything but physical damage, whether mental, magic, elemental, etc.

  • Ability Haste: A flat amount that reduces the cooldown on your abilities in game. Considering how that works, would treat Ability Haste as a stamina buff in vs.

  • Movement Speed: As it says, but also done in both percentages and flat amounts

  • Lifesteal: A percentage amount that you are healed for whenever you land a basic attack, which means none of Jinx’s special abilities, but every other time she deals damage.

  • Vamp: Two types exist, physical and omni. Vamp gives a percentage amount that you are healed for whenever you land either any kind of physical damage, special ability or regular attack, or any attack or ability at all if it's omni.

  • Tenacity: Reduces the effect of crowd control effects on you (stuff like RPG status ailments, being slowed or paralyzed, etc etc)

  • Heal and Shield Power: Increases the effectiveness of heals and shields, so not health regen but direct, instant heals, like the summoner spell Heal.

  • Grievous Wounds: Reduces the effectiveness of an enemy’s healing and regeneration.

  • Ghosting: Allows you to pass through any living beings harmlessly, but she can still be attacked at any time. You can only pass through living beings with this effect.


Also worth noting: Some items and abilities deal True Damage, which is a type of damage that will be equally effective against any target. It will deal full damage no matter the armor and magic resist of the target, as it bypasses those numbers. In VS terms, that basically makes it sorta like durability negation.

Galeforce

Starting off with the powerful items/weapons Jinx uses, Galeforce grants Jinx better mobility when dashing, by firing targeted missiles in the direction of the target. It increases speed by 3% for all legendary items and increases damage to enemies at low health by 50%. Stat boosts are shown on the top left under the name.

Immortal Shieldbow

As the move says, Immortal Shieldbow is a defensive burst triggered when below 30% health. It summons a shield strong at 250-700 for 3s while gaining 15% to steal health for 8s, and grants all Legendary items an extra 5 Attack Damage and 50 Health. Stats boosts are shown.

The Collector

As the move says, The Collector is all about bursting damage, where it instantly kills a foe below 5% health while getting more money. Stats boosts are shown above.

Guardian Angel

As the move says, Guardian Angel revives the player, restoring 50% base health and 30% Mana, or magic, after 4 seconds of stasis. Stats boosts are shown above.

Rapid Firecannon

As the move says, the Rapid Firecannon allows the user to “poke”, or consistently damage foes by energizing attacks by moving and attacking. The attack, when energized, adds a 120 bonus magic damage and gains a 35% Attack Range bonus. Stats boosts are shown above.

Mortal Reminder

As the move says, Mortal Reminder counters healing and regeneration effects and, when dealing physical damage, applies 40% Grievous Wounds for three seconds. It can be enhanced with 3 consecutive attacks up to 60%, the stats boosts are shown above.

Runaan’s Hurricane

As the move says, Runanan’s Hurricane fires bolts up to enemies near the target when attacking. Each bolt deals 40% physical damage with On-Hit effects and Critically Strike. Stats boosts are shown above.

Phantom Dancer

As the move says, Phantom Dancer allows attacks to ignore collision and increase move speed by 7% for 3 seconds. Attacking 4 times also grants 30% Attack Speed for 3 seconds. Stat boosts are shown above.

Stormrazor

The final weapon game for Jinx, Stormrazor slows enemies by using Energized Attacks to gain 120 magic damage bonus and slows foes by 75% for half a second.


Minor Items 


Note: This section will include many other items that Jinx can use. Keep in mind Jinx can only have 6 equipped at one time, outside of items like oracle lens or stealth wards which take up an exclusive 7th slot.


Anathema’s Chains - 650 Health, 20 Ability Haste - every 90 seconds, Jinx can choose an enemy champion to become her Nemesis. Upon doing so, begin gaining stacks of Vendetta, until reaching the maximum amount after 60 seconds. Upon reaching maximum stacks, Jinx will take 30% less damage from anything her Nemesis does, until she chooses a new Nemesis. With maximum stacks, her Nemesis will also have 20% reduced Tenacity while near Jinx.


Bami’s Cinder - 300 Health - Taking or dealing damage of any kind makes you set all nearby enemies on fire for 3 seconds, dealing 15 + 1% bonus health magic damage per second 


Banshee’s Veil - 80 Ability Power, 45 Magic Resist, 10 Ability Haste - every 40 seconds, gain a shield that completely power nulls the next ability that hits you. If you’re damaged by a champion during the 40 seconds, restart the cooldown.


Berserker’s Greaves - 35% Attack Speed, 45 Movement Speed


Bloodthirster - 55 Attack Damage, 20% Critical Strike Chance, 20% Life Steal - Life Steal can now overheal you. Excess healing is stored as a 350 shield that slowly decays if you haven’t dealt or taken damage for 25 seconds.


Boots of Swiftness - 60 Movement Speed - Attacks and Effects that would slow your movement are 25% less effective


Bramble Vest - 30 Armor - When struck by an attack, deal 3 magic damage to the attacker and apply 40% Grievous Wounds on the target for 3 seconds if they are a champion.


Control Ward - can be consumed to place it near you, after which it will grant full vision of the surrounding area, reveal invisible traps, camouflaged or invisible enemies, as well as reveal and disable enemy wards. You can only carry 2 at a time.


Cosmic Drive - 65 Ability Power, 200 Health, 30 Ability Haste, 5% Movement Speed - Damaging a champion with 3 different attacks or abilities grants 15% Movement Speed that decays down to 5% and also 40 Ability Power until combat is over.


Death’s Dance - 55 Attack Damage, 45 Armor, 15 Ability Haste - 10% of damage taken is not received immediately but instead dealt to you spread out over 3 seconds. Champion takedowns remove all the damage you’re waiting to take and heals you by 175% of your bonus Attack Damage over 2 seconds.


Edge of Night - 50 Attack Damage, 10 Lethality, 325 Health - Gain a shield that completely nulls the next enemy ability. This can happen every 40 seconds, but if you take damage in that time, the cooldown is restarted.

Elixir of Sorcery - Can be consumed to gain 50 Ability Power and 15% Mana Regen for 3 minutes. While active, damaging a champion or structure deals 25 bonus true damage. This can happen every 5 seconds. Drinking another Elixir will replace these effects.


Elixir of Wrath - Can be consumed to gain 30 Attack Damage and 15% Physical Vamp against champions for 3 minutes. Drinking another Elixir will replace these effects.


Essence Reaver - 45 Attack Damage, 20% Critical Strike Chance, 20 Ability Haste - Every 1.5 seconds, after using an ability, your next basic attack deals an extra 100% base attack damage + 40% bonus attack damage as physical damage and restores 40% of the full damage as mana.


Everfrost - 70 Ability Power, 250 Health, 600 Mana, 20 Ability Haste - gain the ability Glaciate: Deal 100 + 30% of ability power as magic damage in a cone, slowing enemies by 65% for 1.5 seconds. Enemies in the center of the cone are rooted in place, unable to move but still able to attack. This can be done every 30 seconds. Mythic Passive: All other fully built items you use grant you 10 Ability Power.


Farsight Alteration - This is a trinket, of which you can only have one. Grants the ability to reveal a target area and place a visible Ward within an unusually large range. Allies cannot target this ward. This can be done every 99 seconds.


Frostfire Gauntlet - 350 Health, 25 Armor, 25 Magic Resist, 20 Ability Haste - Taking or dealing damage makes you light all nearby enemies on fire for 12 + 1% bonus health magic damage per second for 3 seconds. Also, basic attacks create a frost field for 1.5 seconds and deal 42 bonus magic damage to all enemies in the field. This can happen every 6 seconds. Enemies moving across the frost field are slowed by 12.5%. Mythic Passive:  All other fully built items you use grant you 100 health and increase your size by 6%.


Frozen Heart - 80 Armor, 400 Mana, 20 Ability Haste - All nearby enemies passively have their attack speed reduced by 20%. Also, incoming basic attacks deal 7 + 3.5 per 1000 max HP, up to 40% of the attack’s damage.


Guardian Angel - 40 Attack Damage, 40 Armor - when killed, you are put into stasis for 4 seconds, unable to do anything or be affected by anything. After that, you instantly restore 50% of base HP and 30% of maximum Mana. This can happen every 5 minutes.


Health Potion - can be consumed to restore 150 HP over 15 seconds. Can carry 5 at a time.


Hexdrinker - 25 Attack Damage, 35 Magic Resist - Upon taking magic damage that would reduce your HP below 30%, gain a 280 magic damage shield for 3 seconds. This can happen every 90 seconds.


Hextech Rocketbelt - 90 Ability Power, 6 Magic Penetration, 250 Health, 15 Ability Haste - Grants the ability to use Supersonic: Quickly dash in a direction, unleashing an arc of missiles that deal 125 + 15% Ability Power as magic damage. After that, gain 30% Move Speed when moving towards champions for 1.5 seconds. Can happen every 40 seconds. Mythic Passive: All other fully built items you use grant you 5 Magic Penetration.


Infinity Edge - 70 Attack Damage, 20% Critical Strike Chance - if you have at least 60% Critical Strike Chance, gain 35% Critical Strike Damage.


Kraken Slayer - 65 Attack Damage, 25% Attack Speed, 20% Critical Strike Chance - every third basic attack deals 60 + 45% bonus Attack Damage as bonus True Damage. Mythic Passive: All other fully built items you use grant you 10% Attack Speed.


Lord Dominik’s Regards - 30 Attack Damage, 20% Critical Strike Chance, 35% Armor Penetration - your basic attacks deal additional physical damage against champions with more max health than you, up to 15% if they have 2000 health more than you.


Maw of Malmortius - 55 Attack Damage, 50 Magic Resist, 20 Ability Haste - upon taking magic damage that would reduce your health below 30%, gain 150 + 169% bonus attack damage as a magic damage shield for 5 seconds. Once this triggers, gain 12% Omni Vamp until combat is over. This can happen every 60 seconds.


Mercurial Scimitar - 40 Attack Damage, 20% Critical Strike Chance, 30 Magic Resist - Grants the ability to use Quicksilver: Remove all debuffs, and gain 50% Movement Speed for 1 second. Can happen every 90 seconds.


Oracle Lens - Summons a Sweeper Drone that escorts you for the next 10 seconds (90−60 second cooldown depending on average of all champion levels). The drone has a 750-unit detection radius. The drone reveals enemy champions and can bypass invisibility.


Plated Steelcaps - 20 Armor, 45 Movement Speed - Reduces incoming damage from all basic attacks by 12% (excluding turret shots).


Prowler’s Claw - 20 Ability Haste, 60 Attack Damage, 18 Lethality - Dash in a line through the target enemy champion's location, and upon completing the dash, deal 75 (+30% bonus attack damage) physical damage to the target and increase your damage dealt to them by 15% for the next 3 seconds (90 second cooldown, 500 range). Mythic Passive: Empowers your other Legendary items with 5 lethality.


Quicksilver Sash - 30 Magic Resistance - Removes all crowd control debuffs (except Airborne) from your champion (90 second cooldown).


Randuin’s Omen - 10 Ability Haste, 80 Armor, 250 Health - Every incoming instance of post-mitigation basic damage is reduced by 5 (+3.5 per 1000 maximum health), maximum 40% reduction each. Unleash a shockwave around you that slows nearby enemies by 99% for 0.25 seconds and reduces their attack damage by 10% and critical strike damage by 20% for 4 seconds (60 second cooldown).


Recurve Bow - 25% Attack Speed -  Basic attacks deal 15 bonus physical damage on-hit.


Redemption - 15 Ability Haste, 200 Health, 20% Heal And Shield Power, 100% Base Mana Regeneration - You reveal the target area for 3 seconds. After a 2.5 second delay, a beam of light strikes the ground. Allies within the area are healed for 200−400 (depending on target's level), while enemy champions take 10% of target's maximum health as true damage.


Refillable Potion - Regenerates 5.21 health every half-second for 12 seconds, restoring a total of 125 health.


Runaan's Hurricane - 45% Attack Speed, 20% Critical Strike Chance, 7% Movement Speed - Basic attacks on-attack fire additional bolts at up to 2 enemies in front of you, each dealing 40% AD physical damage. Bolts apply on-hit effects at 100% effectiveness and are affected by critical strike modifiers. The bolts will target the closest enemies to you that are not the main target.


Sandshrike Claw - 25 Ability Haste, 75 Attack Damage, 26 Lethality - Dash in a line through the target enemy champion's location, and upon completing the dash, deal 75 (+30% bonus attack damage) physical damage to the target and increase your damage dealt to them by 15% for the next 3 seconds (90 second cooldown, 500 range). Mythic Passive: Empowers your other Legendary items with 5 lethality.


Serpent’s Fang - 55 Attack Damage, 12 Lethality - Dealing damage to an enemy champion injects them with venom for 3 seconds, reducing any shields they gain within the duration by (50% for Melee / 35% for Ranged), and if the target was not already afflicted by the venom, reducing all of their active shields by the same amount.


Silvermere Dawn - 40 Attack Damage, 300 Health, 35 Magic Resistance - Removes all crowd control debuffs (except Airborne) from your champion and grants 40% tenacity and 40% slow resistance for 3 seconds (90 second cooldown).


Spectre’s Cowl - 250 Health, 25 Magic Resistance - After taking damage, gain 150% base health regeneration for up to 10 seconds. Duration increases with damage taken.


Spellthief’s Edge - 8 Ability Power, 2 Gold Generation, 10 Health, 50% Base Mana Regeneration - Grants a charge every 10 seconds, up to 3 charges. If an allied champion is nearby, damaging abilities and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge grants 20 gold. Receive diminishing gold from excessive minion kills. Earn 500 gold using this item to upgrade to Frostfang, gaining the Ward active with 3 wards in stock.


Spirit Visage - 10 Ability Haste, 450 Health, 100% Base Health Regeneration, 40 Magic Resistance - Increases all healing and shielding received by 25%.


Staff of Flowing Water - 50 Ability Power, 10% Heal and Shield Power, 100% Base Mana Regeneration - Healing or shielding allied champions (excluding yourself) grants you and them 25-45 ability power and 20 ability haste for 4 seconds (depending on target's level).


Starcaster - 25 Ability Haze, 70 Ability Power, 300 Health, 200% Base Mana Regeneration - When affecting champions with attacks or abilities in combat, heal the nearby allied champion (excluding yourself) with the most missing health for 70 (2 second cooldown). Each second spent in combat with champions grants 7% heal and shield power, stacking up to 5 times for maximum of 35%. Mythic Passive: Empowers each of your other Legendary items with 10 heal for this item's passive effect, Starlit Grace.


Stealth Ward - Consume a charge to place an invisible Totem Ward at the target location (600 range), which reveals the surrounding area for 90−120 seconds (depending on average of all champion levels). Stores one charge every 240−120 seconds, up to 2 maximum charges (depending on average of all champion levels).


Stopwatch - Put yourself in stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration but also unable to move, declare basic attacks, cast abilities, use summoner spells, or activate items.


Stridebreaker - 20 Ability Haste, 50 Attack Damage, 20% Attack Speed, 300 Health - Dealing physical damage grants you 20 bonus movement speed for 2 seconds. Deal 175% base AD physical damage to enemies in a 450 radius centered around you and slow them by 40% for 3 seconds. Can move while casting (15 second cooldown, reduced by ability haste). Mythic Passive: Empowers each of your other Legendary items with 2% bonus movement speed.


Sunfire Aegis - 20 Ability Haste, 35 Armor, 350 Health, 35 Magic Resistance - Taking or dealing damage activates this passive for 3 seconds. Deal 12−30 (+1% bonus health) magic damage every second to enemies within 325 units (+100% bonus size), increased by 25% against minions and 150% against monsters (depending on level). This executes minions that would be killed by one more tick of damage. Damaging enemy champions or epic monsters with this effect grants a stack for 5 seconds, increasing subsequent Immolate damage by 12%, stacking up to 6 times for a 72% increase. At maximum stacks, your basic attacks explode around you, burning nearby enemies for your current Immolate damage for 3 seconds. Mythic Passive: Empowers each of your other Legendary items with 5% tenacity, 50 bonus health and 5% slow resistance.


Thornmail - 60 Armor, 350 Health - When struck by an attack, deal 10 (+10% bonus armor) magic damage to the attacker and inflict them with 40% Grievous Wounds for 3 seconds if they are a champion. Immobilizing enemy champions also applies 60% Grievous Wounds for 3 seconds.


Turbo Chemtank - 20 Ability Haste, 25 Armor, 350 Health, 25 Magic Resistance - Moving and dealing damage fills up the Chemtank, gaining stacks. Gain 5 stacks per instance of damage dealt per cast instance and 1 stack for every 15 units travelled. At 100 stacks, your next basic attack deals 40−120 (+1% maximum health) (+3% movement speed) magic damage to all nearby enemies (depending on level), increased by 25% against minions and 175% against monsters. For 4 seconds, grants 40% bonus movement speed and ghosting when moving towards a turret or visible enemy champion (2000 radius). After the duration or when an enemy champion is within 225 range, you emit a shockwave, slowing enemy champions within 450 range by 50% for 1.5 seconds (90 second cooldown). Mythic Passive: Empowers each of your other Legendary items with 50 bonus health, and 5 ability haste.


Turbocharged Hexperiment - 25 Ability Haste, 40 Armor, 500 Health, 50 Magic Resistance - Moving and dealing damage fills up the Chemtank, gaining stacks. Gain 5 stacks per instance of damage dealt per cast instance and 1 stack for every 15 units travelled. At 100 stacks, your next basic attack deals 40−120 (+1% maximum health) (+3% movement speed) magic damage to all nearby enemies (depending on level), increased by 25% against minions and 175% against monsters. For 4 seconds, grants 40% bonus movement speed and ghosting when moving towards a turret or visible enemy champion (2000 radius). After the duration or when an enemy champion is within 225 range, you emit a shockwave, slowing enemy champions within 450 range by 50% for 1.5 seconds (90 second cooldown). Mythic Passive: Empowers each of your other Legendary items with 50 bonus health, and 5 ability haste.


Zhonya’s Hourglass - 10 Ability Haze, 65 Ability Armor, 45 Armor - Put yourself in stasis for 2.5 seconds, rendering yourself untargetable and invulnerable for the duration but also unable to move, declare basic attacks, cast abilities, use summoner spells, or activate items (120 second cooldown).




Abilities

Harley

Hand-To-Hand Combat

Harley is no slouch in close quarters. Given her background in gymnastics, she is extremely flexible and acrobatic, on par with the likes of Nightwing or Catwoman. She shows great prowess in hand-to-hand combat as well, through martial arts or just plain street fighting, at times even giving Batman a hard time.

Poison Immunity 

After years of inhaling Joker’s famous laughing gas, and some of Poison Ivy’s chemicals, Harley’s immune system is pretty much unaffected by poisons. As such, she has been shown to resist some of the most powerful toxins, like Scarecrow’s Fear Toxin.

High Intelligence 

You know you’re a threat when Batman, the world's greatest detective, calls you “unpredictable.” Harley is a genius when it comes to the battlefield, to the point where she can easily expose her foes' emotions and goals. When she is not distracted by lust or herself, Quinn’s intelligence can become terrifying. She has been shown to torture the likes of Flash and Lobo, tame Swamp Thing, find the identities of Green Arrow and Shazam, and outsmart Batman on numerous occasions. Thanks to her experience as a psychiatrist, Harley knows precisely how to exploit the mental weaknesses of people. In the infamous Heroes in Crisis story, Harley was able to outsmart even DC’s golden trinity: Batman, Superman, and Wonder Woman. She even managed to escape from them despite how fast all three of them truly are.

Psychosis Mode

In the Arkham games, Harley did not take the Joker’s death very well. Before Arkham Knight took effect, she gained an ability called psychosis mode where she gets heightened senses around her surroundings. It’s similar to Batman’s detective mode. However, this comes at the cost of her sanity, causing her mind to become twisted as shown above.

Mayhem Mode

Should all else fail, Harley accepts the madness and lets the chaos out. On many occasions, she has gone into a berserk state in which she goes all out and lets her body do the killing. Thanks to Arkham Knight going in-depth, we know that activating her Mayhem Mode increases her speed and strength. This allows her to dodge bullets and instantly take down nearly all foes around her, though this only lasts for so long.

Jinx

Explosives Expert

Jinx is a huge fan of explosives and is an expert in how to use and handle them, even as a child (she has gotten even better at using bombs since then). Jinx uses the bombs as a multi-purpose destruction tool, using them to stick to objects and as thrown projectiles, all while staying at a distance and taking out her opponents as quickly as possible. This was shown during her first fight against the Firelights, when she took down two of them with a well-timed bomb throw.

Skilled Marksman

Due to her experience on the streets, Jinx learned how to use firearms and became an expert markswoman, as shown when she hit six bullseyes in a row. This marksmanship has persisted into the present day, with Jinx rarely (if ever) missing a shot with her pistol. She can quickly react and tag thrown projectiles with her gun, as shown when she easily reacted to a bomb thrown at her by one of the Firelights. This is also shown through her use of a mini-gun, as she can easily maneuver it around and hit her intended targets.

Skilled Hand-to-Hand Combatant

Despite preferring to fight from long range and not being skilled as her older sister, Jinx has learned street boxing by watching Vi’s movements. Whilst fighting against a training dummy, Jinx was able to rapidly hit it in quick succession, incorporating both punches and kicks into her fighting style.

Stealth Expert

Despite Jinx’s preference towards explosives, she can actually be quite stealthy when she wants to be. She managed to infiltrate the Kinemman building and abduct Caitlyn, without Caitlyn ever being alert until the very last possible second. She also was able to sneak behind Vi and get close to her, in order to knock her out.

Expert Engineer

Despite her lack of schooling and her tenuous grip on reality, Jinx is actually a skilled engineer. She is often the one Silco goes to for help with a mechanical-based problem, and she designed her weapons on her own. She is able to understand the complex science and mathematics of Jayce’s Hextech research to some extent, in order to create a device to use the Hextech energy for a bit.

Runes


Runes are enhancements that add new abilities or buffs to the champion. Two rune paths can be used at once and only six runes in general can be used.


Basically, in League you choose two rune paths that you want to use to amp your champion. One rune path is your primary rune path, and the other is your secondary rune path.

You can use four runes from your primary rune path, and you can use two runes from your secondary rune path, amounting to six runes in total. You can only use key runes that are in your primary rune path. Key runes being the first most important runes like lethal tempo or press the attack.


Listed below are the most commonly used runes by players for Jinx:

Precision


Runes meant to enhance precision. Improves attacks and damage output.

Legend: Bloodline

 

0.6% life steal per Legend stack, up to 9% with 15 stacks. Gain Legend stacks for every 100 points earned, up to 15.

Coup de Grace

Increases damage against targets if they have below 40% health.

Lethal Tempo

Basic attacks gain a buff for 6 seconds, up to 6 buffs. Also increases attack speed.

Presence of Mind

Increases mana or maximum energy by 15% when dealing damage to foes.

Cut Down

Deals damages (5% to 15%) to opponents based on how much more health they have in comparison.

Conqueror

Grants buffs/stacks for damage dealt to the opponent. Damage dealt by abilities, spells and items will add two stacks. Each gives attack damage or ability power for 5 seconds, up to 12 times. When fully stacked, healing occurs (9% for melee damage, 6% for range damage). Stacks refresh upon dealing damage to enemy champions with attacks or abilities.

Domination

Runes meant to increase damage output and utility. 

Ravenous Hunter

Gain 1.2% omnivamp (Healing based on damage taken) per Bounty Hunter stack (buff), up to 6% at 5 stacks.

Taste of Blood

Damaging an enemy champion heals a percentage of health (based on level). Does not work when at full health.

Other Runes

Miscellaneous runes that can also be used. Each image has a basic description of each rune’s function.




Feats

Harley Quinn

Overall

  • Became Joker’s partner/punching bag in crime for many years

  • Fought Batman and his family on many occasions

  • Formed and joined the Gotham Sirens and Birds of Prey

  • Became a key member of The Suicide Squad

  • With Poison Ivy, helped defeat a Black Lantern

  • Survived the events of DCeased and Injustice

  • Became a wielder of two fused Lantern Rings

  • Chosen to become a Green Lantern for a short time

  • Fought Batgirl, Poison Ivy, Catwoman, Green Lantern, Black Canary, Superman, Lobo, Booster Gold, and Wonder Woman

  • Defeated Batman, Joker, Nightwing, Tim Drake, Killer Croc, and Punchline

Power

Speed


Durability

Jinx

Overall

 

  • Became a champion in the League of Legends

  • Became a genius mechanic

  • Terrorized the city of Piltover for years

  • (Presumably) blew up the Piltover council tower with the Super Mega Death Rocket 

  • Has fought against Ekko and the Firelights multiple times 

  • Fought Ahri, Camille, Malphite, Braum, and Zed alongside Lux, Blitzcrank, Teemo, and Yasuo

  • Defeated Karthus with Vi, Darius, Blitzcrank, and Lux in the “Just One More” trailer

  • Killed Silco, Marcus, and Caitlyn in an alternate ending of Legends of Runeterra

Power

Speed

Durability

Weaknesses

Harley

Though she has somewhat gotten over it, Harley’s years of trauma and abuse by the Joker made her insane and impulsive. As such, despite her intelligence, this has led her to put herself in harm’s way and make other questionable decisions in the heat of battle. In addition, she is still a human just like Batman and the others, and as a result is prone to many of the weaknesses and limitations of a normal human.

Jinx

After suffering through all the trauma surrounding her life, Jinx’s biggest flaw has always been her mindset. She’s more of an on-the-fly thinker, often making cruelly rash and extremely hasty decisions, rather than taking the smart approach. Her blind emotions have allowed smarter fighters like Ekko to catch her off guard, and she has sometimes shown to be unaware of her surroundings.


Another big flaw to point out is Jinx's fighting style: in the game, she is a ranged fighter. Nearly all of her weapons focus on range instead of close combat, which was highlighted in Arcane when Ekko overpowered her the moment he got in close. It should also be pointed out that Jinx has trouble fighting those faster than her, as shown when the Firelights were able to outpace her weapons.

Summary

Harley Quinn


“I am dangerous. And I will show you just how dark I can be."


Advantages:

  • Faster

  • Superior fighter, especially up-close

  • More experienced and has better training

  • Less predictable weaponry

  • More direct and useful hax (Joker Venom, Mind Control Gun, etc)

  • Over the years, managed to reign in her unstable mental state

  • Can exploit Jinx’s mind, given her experience as a psychiatrist

  • Replaced her toxic relationship with a healthy one

  • The Suicide Squad (please watch it)


Disadvantages:

  • Weaker and frailer 

  • Arsenal is generally less destructive 

  • Likely outdone in range and AoE

  • Inferior mobility options

  • Jinx can likely resist her Joker Venom, especially her low-grade variants 

  • Doesn’t have a direct counter to Jinx’s Guardian Angel revives

  • Birds of Prey and 2016 Suicide Squad

Jinx

“I thought maybe you could love me like you used to. Even though I'm... different. But you changed too. So here's to the new us.”


Advantages:

  • Superior strength and durability

  • Generally more destructive arsenal, especially with Hextech

  • Greater range and AoE

  • Better mobility options with portal tech and rocket jumps

  • Can likely resist Joker Venom

  • Items grant various stat boosts 

  • Guardian Angel revives

  • Arcane (please watch it)

  • Her short film is awesome, especially her song


Disadvantages:

  • Slower

  • Less skilled and experienced

  • Teleportation device doesn’t always work immediately 

  • More prone to outbursts and lack of control 

  • Mentally unstable, which Harley can take advantage of

  • Has trouble fighting faster opponents

  • League of Legends


Before Verdicts…


We have something to announce: considering this is the new season, and because we have had some issues with verdict repetitiveness in the past (multiple people repeating the same points extensively with only slight differences), we have decided to shake things up a bit. Instead of featuring multiple verdicts written by each individual person, we are going to be implementing a new, experimental method - collaborative verdicts.


These verdicts will summarize the case for the winning character, providing an overview of the argument, and avoiding needless repetition. In the event that we are in unanimous or near-unanimous agreement, there will only be one verdict, while in the event of a split decision (as is the case with this blog), there will be two verdicts, one for each character. The overall winner will be decided by a majority vote, which will be given at the end of the blog.

Verdicts

Team Harley

Stats


In terms of stats, Harley has the clear edge in speed, a lot of speed feats for Jinx are rather dubious at best and it’s debatably if she would even scale to them. In terms of feats that can be scaled to Jinx, the best would be scaling to Jayce, who can react to Viktor’s Death Ray (0.5084c). Viktor’s Death Ray shows many properties of being a lightspeed laser. While this feat may seem impressive in theory, the fact that Jayce wasn’t really moving and really just moving himself slightly makes it unreliable to use as a true speed feat - maybe as a reaction feat but even then that’s dubious. Harley in the meanwhile has dodged beams of light and evaded light constructs. This should at the very least put her at Massively Hypersonic to FTL. Harley has also managed blows with street tiers, who scale to Black Canary who can attack in the nanosecond Wonder Women takes to adjust her staff (4.3c). All in all - Harley has way more impressive speed feats and scales to characters higher than them. 


Harley has also shown to be more durable, Jinx is heavily injured from one grenade explosion and while it was impressive, Harley has survived large explosions multiple times. She even survived getting shocked by Animated Static Shock. In canon, Jinx is a glass - being able to do a lot of damage but can easily be knocked out or heavily injured as shown in her fight against Ekko. Harley has shown a much higher pain resistance durability thanks to the superhuman toxins given to her by Poison Ivy. Harley, while also a bit of her glass cannon, will likely outlast Jinx in a long time fight as the moment she takes any sort of bit damage she is out for the count. 


In terms of Descriptive Capability, Jinx admitally does win out in this category as generally she has damaged people with higher durability (the best feat Harley has in this regard is hurting Batman who has survived a large explosion leaving a crater (6.15 kilotons of TNT) while Hextech weapons like what Jinx has can harm Viego  who caused a large scale earthquake across all of Shadow Isles by striking the ground (82.823 megatons of TNT). Jinx generally also has shown better explosion feats.


Ultimately though, since Harley has speed, hax, and is less of a glass cannon then Jinx. Harley can just use her superior speed and Joker Venom to win.


Arsenal and Abilities


In terms of arsenal and abilities, it could be argued that Harley has the more haxy weaponry. While both have your standard guns, bombs and well, more bombs, Harley’s weaponry is a lot more unconventional than anything Jinx has had to deal with in canon. Harley could utilize her acid flower to melt Jinx’s Minigun if she got in close, she could shock her with electricity both in a close ranged attack and at a distance so Harley doesn’t even need to get in close to shock her (and this electric is strong enough to knock someone out in one hit). But ultimately when it came down to it - what makes this into Harley’s favor is the mind-control devices and of course the classic Joker Venom.


In terms of what is meant by mind-control devices, Harley has several options to just shut down Jinx mentally through the use of Special Chemical B which is delivered via a gas - all Harley would need to do would just blow the chemical into Jinx’s general direction and boom - mind controlled, and Harley can just kill her right there and then. Even without the chemical, she still has a mind control gun that fires a mind-controlling gas which can put anyone under Harley’s complete control, which is checkmate for Jinx. 


Then there of course is the classic Joker Venom - we feel like she definitely should be given it, considering how she has used it for the majority of her comic book run despite not using it as much anymore and like with the mind-control gas, if she is able to get it off she just needs to wait a few seconds and win and it's not like she has just one method of using the Joker Venom on Jinx. She can spray it from a gas can, fire gas rounds that can be fired by her popgun, gas grenades, or the needle on finger trick which could be the most useful in an outdoors setting. Even the non-lethal variants would still knock Jinx out leading to Harley’s victory via bullet to the head. 


And before you ask, no we do not believe that Jinx is able to resist the Joker Venom. It is made very clear in Arcane that pre Shimmer she had no resistance to Toxic Gasses - this is shown where she was forced to put on a breathing mask in order to prevent herself from falling asleep unlike Harley who has a proven Toxin Resistance. We also believe that Shimmer likely did not affect her toxin resistance as well as it likely boosted her speed, strength and durability - those enhanced with Shimmer like Sevika (Silco’s Henchwoman) was still knocked out by sleeping gas. There’s no solid evidence that Shimmer users would be able to resist the Joker Venom so all Harley needs to do is get one lucky puff in and it's game over.


Even factoring Guardian Angel (using Guardian Angel is a bit dubious to use being that it’s not exclusive to Jinx). Jinx would only get one revive at most and Harley can simply kill her another way - she has the means to do so. All in All Harley’s haxier equipment hard counter Jinx’s. 


Cosmetics (Intellect, Experience, etc.)


In terms of intelligence, Harley is definitely the smarter of the two. She was valedictorian of her high school graduating class, graduated with honors from Gotham University, and is a fully recognised doctor with a PHD. Being able to outsmart Batman, the world’s greatest detective with an IQ of 192, is no small feat either. With her experience as a psychiatrist, Harley is keenly aware of how to read and exploit an opponent’s mental vulnerabilities, and has done so many times during battle, even against opponents with whom she’s unfamiliar, so getting a read on Jinx won’t be too tough. Especially since she’s way further off the deep end than Harley ever was, and it doesn’t help matters that Harley’s regained a much greater mental stability that won’t hinder her during combat. Jinx is definitely an extremely capable engineer, but she’s not nearly on Harley’s level when it comes to tactical thinking, overall knowledge or straight intellect.


Harley’s experience as the right hand lady of Joker, solo supervillain, member of the Gotham Sirens and Birds of Prey have put her in a wealth of combat scenarios, facing off against heroes and villains alike - people far more dangerous than the ones Jinx has fought, like Batman, Deathstroke and Enchantress. Jinx’s years under Silco mostly had her dealing with lower class villains and enforcing her adoptive father’s control, while Harley was right in the thick of it with Joker throughout their run together, and has had far more experiences than Jinx has after she left. Her time on the Suicide Squad, Gotham Sirens and Birds of Prey gave her far superior combat experience, especially in tactical op scenarios when under Waller’s command, compared to Jinx’s solo escapades causing mayhem. Additionally, Harley is much better trained, opposed to Jinx, who is mostly self-taught.


When it comes to comparing the two, it’s clear that Harley is far more intelligent, skilled and experienced than Jinx is. Her insane intellect has allowed Harley to get a read on those she’s fighting, and Jinx would be no different. Not to mention the fact that her mental state is extremely fragile and vulnerable, Harley would have an easy time getting into her head. Her acrobatic skills would help her in staying unharmed, and Jinx has a consistently poor track record against faster, more agile opponents who excel in close quarters combat. Exactly as Harley does. Jinx may have a varied arsenal, but Harley’s is more effective in complimenting her other skills in securing her advantages, and a victory.


Conclusion


While Jinx has more destructive capability and potentially durability, Harley’s weaponry is simply too haxy for Jinx to counter. Ultimately this fight comes down to if Harley can outspeed Jinx and utilize her Mind Control Gas or Joker Venom on Jinx and then take her out. Considering that Harley is at least 6x faster potentially more so depending on what speed feats you buy, ultimately the most likely situation is Harley able to get the Joker Venom or Mind Control onto Jinx which will cause her to laugh to death or be mind controlled and then Harley can just finish her off by firing a bullet or send her to her death through some other means. While this fight is extremely close - ultimately in Team Harley’s opinion her speed and hax equipment lends her the win. 

Team Jinx


Stats


Stat wise, Harley and Jinx are a bit tricky to quite figure out considering both franchises and how the tiers differ immensely, as well as what feats are accepted or not. But we’ll try to present you with what is our interpretation in regards to how the stat breakdown goes between the two.


With Harley, she scales to other DC Street tiers via being able to fight on par with them, against them, and being shown to knock them out or harm them several times. She’s harmed the likes of Batman, Joker, Killer Croc, and Catwoman. This should put Harley on a similar level to Mr. Freeze considering Batman and Freeze have fought on multiple separate occasions, and Freeze’s gun has a feat of creating this giant ice construct, which gets about 1.88 kilotons of TNT, or small town level. This should scale, since Freeze has directly survived his gun’s power source exploding.


More debatably there’s the infamous crater feat for Batman, which is 6 kilotons, or Town level but that feat is honestly pretty dubious to use in this scenario. There’s a lot more suggesting it’s more of a herald level explosion in power, and obviously we shouldn’t be saying Batman is on the same level as those folks. From the explosion being partially powered and held by the lasso of truth, to these aliens being from a higher dimensional plane, to a bunch of very powerful heralds Superman, Wonder Woman, Martian Manhunter, and even more being one-shot by the explosion. Contextually, that makes it more reasonable to give it a herald level value rather than giving it the power from how wide the explosion is. Even if these issues were ignored, it’s still at a level where Batman was knocked out by the explosion, making it more than just the “peak” of his power, characters on his level would reasonably also be knocked out by any attack comparable to or way above it. Regardless, it’s most likely going to be in the episode, and it doesn’t change the match, so it can be given as a benefit of the doubt.


Jinx in comparison is a bit simpler to figure out. She doesn’t scale as high as characters on the Star Guardians level, unless you composite her completely, but she does still scale to the low - mid tiers. She should scale to Darius, given her weapons utilize hextech, technology enhanced by powerful magical crystals. With it she’s fought and defeated Caitlyn and Vi, who with their hextech, can fight against Urgot. Urgot is a threat to Swain, and Swain should be comparable to Darius. Darius has a casual town to large town feat. You may be asking “but why would this scale, isn't it an AU Darius?” Well, while skins are different characters, this one is a bit of a less extreme case, given the lore is that it’s literally just Darius, but as a basketball player. It would be pretty silly for Jinx and Vi to be below him, especially given their hex tech. But even then, there’s an argument “Base” Darius would scale anyway, given we see him as normal Darius before, and as the basketball is going to land, and only see Dunkmaster after the explosion had fully finished. Large town is also probably the more accurate end, given we see the debris flying out and being reduced to smaller and smaller pieces until they’re fully erased, and also see that the terrain becomes noticeably flatter after the explosion, so it was likely pulverization. Not to mention, Darius fought alongside Jinx in the Just One More trailer, and performed relatively evenly against Karthus. However, this is far from the highest Jinx could scale to.


In the Ruined King RPG, Ilaoi, Miss Fortune, Ahri, Braum, and Yasuo can fight against Viego, in the final boss battle. They can damage, and also tank hits from him. Reason this is important is because Viego has a direct city level feat via shaking the shadow isles with an earthquake. Jinx would scale to this given Ahri fought Darius alongside Leona, and Ahri (as well as Yasuo) were part of the team that fought against/with Jinx and her team in the You Really Got Me trailer, so they should be comparable, since they’re also portrayed as such. Jinx’s hex tech should also at the very least be comparable to, and likely superior to Miss Fortune’s, given her genius mind in engineering weapons and stabilizing hex tech. The most clear cut scaling chain would be to Braum, since Jinx tanks his blow pretty well. Braum even has a large town to city level statement of being able to punch an entire mountain into rubble.


For speed, there’s various bit feats for DC street tiers here, but more importantly Harley has rela scaling via Alanna strange, Adam strange’s wife. She can dodge lasers that travel at almost the speed of light, which assuming they travel at 90% the SoL, gets 1.1c. She should also scale to Black Canary who can perceive a nanosecond, and can kick within that timeframe. This gets either 3.33c or 4.33c


Jinx meanwhile should get scaling above Jayce, at least Post-Shimmer, given she can blitz Caitlyn, who is at least comparable to Jayce. Jayce can move his arm in tandem with Viktor’s Death Ray (.50c) which meets the qualifications of being a light-speed laser. While it’s questionable if this is a direct reactionary feat, Jayce still grabs the hex tech crystal out of the air, effectively moving it away from the laser’s path, meaning it could be argued that it’s still more akin to a legit feat. It also helps that this level of speed is supported by various other feats from other characters on this level. Camille reacting to other lasers from a hextech source, Ziggs dodging Lux’s final spark, Darius reaching his hand out in tandem with Leona’s solar flare


So while Harley may have a speed advantage Jinx has a significant AP and Dura advantage. It doesn’t just extend to the weapons too, since Vi could fight Urgot, (who utilizes chemtech, which is comparable to hex tech), even after losing her gauntlets. Vi could also fend off Sevika’s chemtech arm in Arcane, and Ziggs can swallow his own hexsplosives whole. Jinx should generally scale to the other hex tech weapons, since hex tech users generally tend to be able to compete with each other evenly. Overall Jinx should be able to ap stomp and /be too tough for Harley to harm, and has stat boosts and range + mobility advantages to make up for the speed disadvantage, like with her teleport device, rocket jumps, and extremely wide AoE. 


Arsenal and Abilities


Alright, now to be honest here, both certainly have hax that could be very useful against each other, but in our case, we believe that Jinx can have the upper hand in here for the following reasons:


-Jinx’s range advantage and more destructive arsenal makes her a formidable and very hard to hit foe against Harley. Harley has the speed advantage, so she is likely to eventually land a physical hit on Jinx, but Jinx’s arsenal usually specializes on ranged weapons, of which most of the time are explosives of great range. And her area of effect is even better. Weapons like her Chomper Grenades or the Super Mega Death Rocket have enough AoE to overwhelm Harley. Harley does have her own ranged weapons, of which can be very useful, but Jinx’s more destructive and more splash-damaging weapons certainly go over Harley’s own ranged weapons and style of fighting overall.


-The items give Jinx stat boost that can put her on par or even surpass Harley. The items can make Jinx both faster and stronger, as well as possibly negating durability for a bit, and overall it could give Harley an even harder time with Jinx. The most dangerous item here is Guardian Angel, since it gives Jinx a free revive every 300 seconds. 300 seconds is 5 minutes, and realistically, I’m pretty sure the fight would hold up to that or even more time, considering how the fight is actually close. Harley has no way around the revives, and she cannot stop Jinx just coming back if the time limit restarts. I mean yeah Harley COULD try and kill Jinx before the 5 minute mark but Harley would have no knowledge of Jinx’s revive working again and the cooldown with it after the 5 minute mark. And in case you argue against Jinx being even able to have the items in the first place, items have been a key part of LoL ever since its release in 2009. Jinx, or any LoL character really, not being able to have the items is just… kinda weird in retrospect if you take this in mind. Runes are a similar case here, they also boost Jinx’s stats and even give her stuff like counter damage and healing from attacks, which again, Harley doesn’t have much against.


-It is a possibility that Harley’s Joker Venom may not work all that effectively on Jinx. Now this argument is kinda weird, but hear it out. Silco in Episode 3 hints at how his eye may be how it is today, thanks to toxins. To quote him, “Can you imagine what it’s like? When your blood mixes with the filth, and the river toxins eat your nerves?”. When Silco says this, a close-up of his eye appears, and if you see well on the scene, you can see how his eye is injured. Silco always took a small injection of Shimmer on his eye to neutralize the toxins, and since Jinx is ⅓ of Shimmer, it is possible she may resist Harley’s Joker Venom. I mean, sure, Joker Venom has been seen affecting people like Superman and Wonder Woman before, but Harley’s Joker Venom is consistently weaker, as mentioned here. This could mean that Jinx’s Shimmer pumping through her body can resist Harley’s weaker toxins who don’t kill you in an instant but rather just incapacitate you for a minute.


-Despite Harley taking the advantage on Speed, Jinx’s hax also gives her a mobility advantage. Her teleportation device especially being the highlight here, since it's simple and fast to use and can trick Harley pretty easily. A good example of how it’d work theoretically in a fight would be… exactly how Jinx uses it in the preview. It also makes some sense for Jinx to use a rocket jump with her fishbones, since well… she’s outright done so before in the “Paint the Town” comic, and in her recall animation in-game. So overall, Harley’s faster, but Jinx can move more freely with her hax, making Harley have a hard time hitting her.


So TL;DR, Jinx’s hax manages to make her more mobile and has more destructive weaponry, with more range and area of effect that make Harley have a hard time hitting Jinx physically, along with revives, stat boosts, and possible resistance to one of Harley’s biggest win cons, that being the Joker Venom.


Cosmetics (Intellect, Experience, etc.)


Harley is of course better trained, likely smarter, and more experienced. But Jinx is definitely not far behind. Despite Jinx’s mental state, she has shown to be capable in regards to both combat and subjects like engineering, infiltration, and more. In relation to pure smarts, Jinx was able to stabilize a hextech crystal, a feat that even Jayce and Viktor struggled to do, and that Heimerdinger thought was not feasible, and these people are considered some of the greatest minds in Piltover’s history. Even as a child Jinx was able to create inventions that could utilize hextech, such as the monkey bomb. In terms of hand to hand combat, Jinx is able to replicate a similar score to a teenage Vi in the combat trainer. Jinx can also dodge attacks from people without even needing to look, and was able to best multiple firelight members. Jinx is also proficient in stealth and infiltration. She was able to smuggle herself into a treasury prior knowing it would be guarded. She escaped from said guards, which included Caitlyn and Vi, and has remained to be a thorn in Piltover’s side. Jinx was also able to find and kidnap Caitlyn, the latter not realizing Jinx’s presence until too late.

Where Jinx especially shines though, is her dexterity and creative usage of her equipment. Using a combination of chompers, her zapper, and her rocket launcher, Jinx was able to effectively crash a wedding, avoid guards, and effectively plan an escape route. She is skilled enough with her guns that she’s able to shoot out smaller projectiles with them and effectively switch them out in times of need during more fast paced confrontations. With that, Jinx should be in the same ballpark as Quinn in many miscellaneous areas despite the latter’s advantage in said areas.


Conclusion


This fight was definitely a lot closer than most people would assume, at first glance. Running this fight over a couple of times, Harley more than likely could outspeed Jinx and score a killing blow, or just infect her with the Joker Venom. But due to their equally-sized arsenals, combined with the fact that Jinx has much more powerful weapons when compared to Harley, it seems unlikely that she’d ever get to score that chance, unless Jinx had either ridiculously bad aim, or if Harley’s speed were just higher. And even then, Jinx has several forms of mobility, including being able to rocket jump and just straight up teleport. Even if the teleporter doesn’t always work, it’s still a faster way of getting around compared to Harley’s options.


An argument could also technically be made for Harley being able to outsmart Jinx and manipulate her, due to her having a degree in psychology, and actually gaining control of her psychotic nature. Jinx doesn’t really have a hard counter for this, but at the same time, Jinx isn’t exactly a loose cannon, waiting to burst. Jinx is a mechanical genius, for starters, not to mention she’s smart enough to come up with her own plans that actually work. Granted, Harley’s pulled off her own plans too, but it’s not likely that Jinx is going to fall for them every single time, especially considering her main trump card: her ability to revive. Harley is likely going to be able to get one good kill-shot in, maybe two if she’s lucky, and Jinx’s revival will help her learn what to avoid. But by the time Harley’s even pulled off that kill move, she’ll have more than likely exhausted most of her arsenal, leaving her wide open. Ultimately, Jinx’s superior strength, more powerful weaponry, and superior range should let her swing this battle in her favor, in our opinion. Plus, if nothing else, Harley can’t exactly argue against facing a League character in court, either.

Final Tally

Team Jinx - 10

Verdict Written By: MomoUra, AgentRedHead, Andrex, Hyperstarman, Mozza

Votes Received: MomoUra, AgentRedHead, Andrex, Hyperstarman, Mozza, The Black Shulk, Clockboxxer, Cyber, Phantom Falcon, Robin

Team Harley - 4 

Verdict Written By: Mal, De Lunge Fish, SoMaShadow, CEWinnick

Votes Received: Mal, De Lunge Fish, SoMaShadow, CEWinnick