A magician with powers linked deeply with the spiritual realm, he is capable of restoring lost life of friendly units by stimulating the heart and soul, damaging enemy units with dangerous fiery bolts, and replenishing lost mana of friendly units.

Primary Attribute: Intelligence
Primary Roles: Excellent Healer
Attack Range: 600
Learns: Defibrillate, Life Pulse, Wry, and Essence of Life.
Racial Ability: Emergency Procedure
Difficulty Level: Advanced

Special Abilities

Defibrillate [Hotkey = Q]
You jolt a targeted unit’s heart with powerful magic, restoring it’s life force.
Life Restored to Target: + [5/6/7/8/9] x (Intelligence)
Cooldown: 1.5 s.
Cast Range: 500
Mana Cost: 50/70/110/150/195

Life Pulse [Hotkey = W]
You release a pulse of magic that synchronizes your pulse with that of all allied units around you, resulting in harmonious regain of lost hitpoints. If the magic pulse hits an enemy unit, it saps half the healed value in health from that unit, and adds that amount of hitpoints to the total healing distributed.
Life Restored to Allies hit: + [5/6/7/8/9] x (Intelligence)
Area of Effect: 250
Cooldown: 1.5 s.
Mana Cost: 90/120/170/245/290

Wry [Hotkey = E]
Throws a series of stunning bolts at a targeted unit over a period of time. Each bolt damages an enemy for 100, or heals a friendly for 60.
Number of Bolts Fired: 2/4/6/8/10
Duration: 1/2/3/4/5 s.
Cast Range: 800
Cooldown: 10 s.
Mana Cost: 80/120/160/200/240

Essence of Life [Hotkey = R]
You learn a higher level of magic, bestowing upon yourself a life sustaining aura that grants random units within its range a 20% chance to get a percentage of their mana back every 3 seconds they are within the aura. Also, every time you cast a spell, there is a 20% chance for you to regain a percentage of your mana, as well as a chance for the effect of the spell to occur a second time.
Spellcast Mana Proc: + 15/20/25 % Max Mana Restored
Aura Mana Proc: + 15/20/25 % Max Mana Restored
Chance to Double Spell Effect: 14/20/33 %
Passive Ability

Emergency Procedure [Hotkey = T] (Racial Ability)
Jynx completely expels all of his remaining mana. The resulting energy is immediately transferred to the targeted unit as healing equal to 5 times the amount of mana spent, or damage equal to 2.5 times the amount of mana spent. Casting this puts Jynx to sleep for 5 seconds.
Cooldown: 90 s.

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