Meet Jinx – Ability Details, Lore, In-game Preview, Guide to Play Style and Community Feedback!
Whenever a champion or tower that Jinx has dealth damage to within the last 3 seconds is killed or destroyed, she gains 175% movement speed that decays over 4 seconds
Jinx swaps weapons.
TOGGLE OFF—POW-POW, THE MINIGUN: Jinx’s basic attacks grant 16.6 / 23.3 / 30 / 36.6 / 43.3% bonus attack speed for 2.5 seconds, stacking up to 3 times for a total of 50 / 70 / 90 / 110 / 130%. The stacks decay one at a time when she stops attacking. If Jinx switches to her Rocket Launcher, she will lose all stacks after her first attack.
TOGGLE ON—FISHBONES, THE ROCKET LAUNCHER: Jinx gains 75 / 100 / 125 / 150 / 175 bonus attack range and deals bonus damage (0.1 AD) on her attacks, at the cost of 20 mana per attack. Additionally, her attacks will splash to nearby enemies – dealing full damage to all enemies hit.
Range: 1450 || Cooldown: 10 / 9 / 8 / 7 / 6 || Cost: 45 / 50 / 55 / 60 / 65
After a short delay, Jinx fires a shock blast that deals 30 / 75 / 120 / 165 / 210 (+ 1.4 AD) physical damage to the first enemy hit, also granting sight and slowing it by 30 / 40 / 50 / 60 / 70% for 2 seconds.
Range: 950 || Cooldown: 20 / 19 / 18 / 17 / 16 || Cost: 50
Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing 120 / 175 / 230 / 285 / 340 (+ 1.0 AP) magic damage over 1.5 seconds to nearby enemies. The champion that sets off the chomper is also rooted the same duration. Chompers explode automatically after 5 seconds.
Range: Global || Cooldown: 90 / 75 / 60 || Cost: 100
Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing between 150 / 200 / 250(+ 0.5 Bonus AD) and 300 / 400 / 500 (+ 1.0 Bonus AD) Physical Damage plus an additional 25 / 30 / 35% of the target’s missing health. Nearby enemies take 80% damage.
Jinx lives to wreak havoc without a thought for consequence, leaving a trail of mayhem and panic in her wake. A manic and impulsive criminal, she despises nothing more than boredom, and gleefully unleashes her own volatile brand of pandemonium to the one place she finds dullest: Piltover. With an arsenal of deadly toys, she unleashes the brightest explosions and loudest blasts – all the better to shock and surprise the hapless authorities. Always just out of the law’s reach, Jinx’s favorite game is to toy with Piltover’s finest – especially Vi.
Piltover had long been known as the City of Progress, a place where peace and order reigned. That serenity was challenged when a new kind of criminal arrived, the likes of whom had never been seen. This mysterious outlaw unleashed a series of warped and destructive capers that endangered the entire city, and left its people reeling from the worst crime spree in Piltover’s history.
As the string of crimes without rhyme or reason hit the city, sightings of the lawbreaker emerged. Though the young woman’s origins were a mystery, some saw traces of Piltover hextech in her firearms, while others described the street fashions of Zaun in her dress. Because her arrival always brought trouble with it, those who crossed her path soon gave her a name: Jinx.
Jinx’s rampage escalated. Caitlyn – the sheriff of Piltover – responded by declaring a state of emergency and organizing a city-wide manhunt. In typical Jinx fashion, the criminal marked the Piltover treasury, the city’s most secure building, with a direct challenge to its most abrasive officer. With a caricature of Vi’s face splashed across the treasury’s facade, and with a time and date of her supposed raid, Jinx was openly daring the enforcer to stop her from robbing it.
Determined to put the troublemaker behind bars, Vi watched and waited outside the treasury until Jinx’s time had finally come. True to her scrawled promise, the smiling menace showed her face. Knowing this was her chance to capture the outlaw, Vi gave chase into the building’s interior. She smashed through wall after wall to chase down Jinx, who giggled as she lit up the evacuated treasury with fiery explosions. Vi finally cornered the criminal inside the vault, but Jinx wasn’t done just yet. With a maniacal laugh, she fired a barrage of rockets, bringing the entire building down upon them both.
When Vi finally crawled out of the ruins, the battered enforcer found no trace of Jinx. Adding insult to injury, not a single ounce of gold had been taken from the ruined vault. Instead, the criminal left a parting message to her favorite officer of the law – a challenge only now visible through the gaping opening in Piltover’s skyline. The lights of the city spelled out a simple taunt: you’ll never catch me. As Vi read the message, she heard the distant laughter of her new nemesis, and the city plunged into utter darkness for the very first time.
“But where are your other guns, Hat lady?”
“Welcome to Snoresville, Hat lady, population – you!”
“You gonna chase me FAT HANDS!”
“Vi … stands for stupid.”
“I’m over here FAT HANDS!”
At this point Jinx needs no introduction. She’s scrawny, she’s smiling, and she’s out to wreak havoc on the Fields of Justice.
Jinx is all about employing her arsenal of weapons to play a constant game of “Catch me if you can,” with the enemy team. She uses the massive range on her rockets and shock pistol to throw out damage and CC from the relative safety of a fight’s outskirts, waiting for a perfect window (or kill) to run in and unload with her minigun. Careful though, Jinx has no on-demand mobility and her CC is somewhat unreliable. Zap! has a cast time and the flame chompers take a bit to arm so if you get too close to that enemy Vi before the time is right you might just find yourself getting your face punched in. Play the game well however and you’ll be racking in the penta-kills as you run down your hapless opponents one by one.
I have X major things I’m looking for feedback on:
A) What are the high moments and frustrations you experience playing as or against Jinx?
- Is this a champion you enjoy playing? Is this a champion that you are okay having on the opposing team? What aspects of her are frustrating? What aspects are really cool?
B) Is Jinx someone you feel is worth bringing to a team?
-Assuming she eventually hits a “balanced” state, when you see someone on your team pick her are you going to feel good about it? Why or why not?
C) Rockets vs. Minigun. Do you feel they’re both worth using?
-Do you feel that both guns have clear moments in game where they seem useful and make you want to switch to them? Why or why not?
If you have any feedback that doesn’t fall under one of the above topics I’d still love to hear it, be it gameplay, art, or otherwise. Will pass it all along to the respective parties.
If you find a bug don’t post it here!
There’s another thread for that: http://forums.na.leagueoflegends.com….php?t=3898302
PS – Jinx fun facts
- Rocket splash can crit but doesn’t apply on-hits in the AoE
- PowPow’s attack speed buff will only benefit Jinx’s first attack after switching to rockets.
- When using Jinx’s skin it is mandatory to yell “CORKED ‘EM” whenever you hit a W.
I highly encourage you to try her out/ play against her in the PBE before you post feedback.
Jinx has a great deal of checks built into the kit that are not visible when you just read the skill descriptions, your feedback will be much more valuable if it comes from firsthand experience.
In-game Jinx model doesn’t resemble her Splash arts
Won’t Zap! be as problematic as Nidalee’s Spears?
Meddler: The frustration that Nidalee Spears can sometimes create was an issue raised during Jinx’s development and the team working on her identified a couple of useful tuning points for Zap as a result. The first one is the ground indicator created by Zap that communicates both the path and the time until firing for the projectile. The second is that while the shot’s quite fast it does have a moderate cast time, giving opponents a reasonable amount of time to react in (kind of like Caitlyn’s Q, if it were cast somewhat faster but single target). The result is that, based off our internal playtesting, Zap’s a fun spell both to use and to play against. Might still be some tuning to do based off final testing of course, considering this is something I feel the team’s done a really good job of though.
What’s her role?
Clearly an AD Carry, with a stronger emphasis on building AD because of how insanely well her W and R scale and because she gets most of the AS she needs in minigun mode.
Massive amounts of cheap AoE damage. This allows her to easily farm creep waves and poke at her lane opponents. The free AS boost makes her a scary duelist and the incredible chase or escape potential she has after taking someone down is downright ridiculous. A global, high-damaging nuke is just begging for an organized team to abuse it. High potential for getting kill streaks, due to the short-cooldown slow on Zap! and her passive. Her E is a great chase and zone tool and shines in larger fights when paired with other AoE disables. Lastly, at max level, her Rocket Launcher massacres teams from 700 range. To give you an idea, Caitlyn has 650 and she’s consistently picked and banned because of her high range.
No escape. It’s very hard for an ADC without a proper disengage to become a viable pick, just because it makes the role that much harder to execute. Her ultimate is next to useless against a full HP enemy in her face, so supports like Leona and Blitzcrank can effectively shut her down early. Lastly, her measly mana pool can quickly be drained if you have a lot of AS and switch to Rocket Launcher. This is the problem Ashe players face with using Frost Shot often.
Where does she fit?
Jinx is a squishy ADC without an escape – this puts her firmly on the bottom lane, though I can see potential for her being played on mid as people get better with her. Because of her kit, AD takes priority over AS, meaning your team should be looking at supports such as Sona and Janna to amplify your early-game poking. Jinx also packs a lot of CC that’s difficult to execute – pairing her with Leona, Taric or Blitzcrank means she can easily set up a root and chase with the slow from Zap!. Alternatively, if you fear a lot of ganks coming your way, Champions like Alistar or Thresh give her the much-needed opportunity to flee bad situations.
How should I play her?
Jinx is definitely not a first-time Champion – all of her abilities are skillshots and you’ll need to correctly judge your engages so you can take advantage of her passive. Depending on the enemy team’s composition, you need to decide whether you want to be aggressive or defensive – although she can quickly turn fights around with her passive, failing to get the kill means she’s helpless.
What’s a good build for her?
You’ll want a solid amount of AD, but don’t neglect AS too much in the process. In fact, Jinx has some of the lowest base AS and AS-per-level of all Marksmen, meaning that if you’re not gunning people down with Pow-Pow, your single-target DPS will greatly suffer. Rushing a high-damage item such as Infinity Edge is essential – not only are you upping the damage on W and R, but you also allow the explosions from Jinx’s Rocket Launcher to crit, meaning you can effectively one-shot caster minions and farm monster camps with impunity. Follow this up more crit and some Attack Speed – items like Zeal or Statikk Shiv are a great second pick here. Resist the urge to get Berserker’s Greaves – you’ll likely need Mercury Threads and the Marksmen-standard enchantment, Furor. Afterwards, focus on Armor Penetration, picking up a Last Whisper before it gets nerfed. Other standard picks would be a Bloodthirster, Phantom Dancer, and the tried-and-tested six Doran Blades. Some unorthodox items that fit Jinx’s play style well would be Runaan’s Hurricane, which stacks with the splash damage from Fishbones, Muramana, which she can quickly stack due to toggling Q and Sword of the Divine, which helps to quickly burst down targets in minigun mode. For defense, an Iceborn Gauntlet fits her kiting purposes really well, while a Guardian Angel or Banshee’s Veil, despite being standard, help her stay in the fight the most.
What’s a bad build for her?
Though you might be tempted to get a Trinity Force because of the splash damage from her Rocket Launcher, swapping weapons does not trigger Spellblade, meaning you can’t consistently proc the bonus damage. Another questionable pick-up is a Blade of the Ruined King – on-hit effects do not affect the splash damage from Fishbones and you won’t be getting much value out of her high-scaling abilities. On the same note, a Black Cleaver over Last Whisper will significantly hurt the damage from Zap! and Super Mega Death Rocket and, naturally, the Armor Shred doesn’t carry over to splashed targets.
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