top of page
jinx splash.PNG

JINX

The Loose Cannon

Jinx is a much loved character due to her appealing aesthetic, compelling story, well-rounded kit and ability to carry games with great damage output. However, as the game has evolved and we have learned more about Jinx via Arcane, I'm not so sure her abilities do the best job of representing the wild and reckless anarchist she is supposed to be. In this rework my aim is to increase the pace of Jinx's gameplay, encouraging a more aggressive and frantic playstyle rather than the generally slower more cautious strategy Jinx players currently tend to favour

Abilities

OLD PASSIVE

old excited.PNG

ISSUES

  • Does nothing most of the time

  • Potentially is too impactful when triggered

NEW PASSIVE

excited icon.png

Get Excited

Passive

Existing passive +  

Pow-Pow: basic attacks generate a stack of Rev’d for 2.5 seconds, refreshing on subsequent attacks and stacking up to 5 times. Each stack grants bonus attack speed. Lower attack speed per stack than on old Q but higher maximum effect. 

BENEFITS

  • Grants benefits at all times

  • Higher stack count lets her basic attacks speed up more over a longer time so they feel more like a minigun as intended

  • Encourages aggression and extended constant fights to maintain stacks

OLD Q

old guns.PNG

ISSUES

  • Fishbones is better than pow pow despite the downsides in the majority of cases

  • Being careful with mana is not fitting the Jinx fantasy 

  • Micro management of swapping back to pow-pow to maintain rev’d up stacks on fishbones is fiddly and not very Jinx 

  • The attack speed drop after swapping to fishbones feels sluggish 

NEW Q

fishbonesicon.png

FISHBONES

Q

On activation pulls out fishbones for 5 seconds, modifying basic attacks. While active, basic attacks have bonus range, have a higher AD scaling and deal damage to the target as well as nearby enemies.  

​

AD scaling and range increase with level .

​

Cooldown is no longer static.

​

Mana cost is per activation rather than per attack. 

​

On activation, instantly gain full stacks of pow-pow and retain them for the duration of Fishbones

BENEFITS

  • Less fiddly toggling back and forth managing guns.

  • It is made more clear that Fishbones is the upgrade.

  • Dont have to micromanage mana per shot.

  • Dont need to manage rev’d stacks anymore.

  • Max rev’d stacks stops fishbones being sluggish.

  • This feels more in line with the character, she whips out her rocket launcher and goes crazy with it for a while without worrying about the consequences.

OLD W

old zap.PNG

ISSUES

  • Provides very strong poke damage, encouraging a cautious long-range playstyle and lethality build which is not fitting with the character

  • The attack speed scaling is too limited, scaling further will fit the character more as the ability gets faster and faster as the game goes on.

NEW W

zapicon.png

ZAP!

W

Same as old W except:

  • Cast time 0.6-0.1 (based on bonus attack speed)

  • Reduce AD scaling to 100%

  • Change base damage to 25/50/75/100/125

BENEFITS

  • Improved attack speed scaling lets it get faster and more frantic later in the game, suiting the character.

  • Reduced scaling makes it a less useful poke damage tool, encouraging its use for CC instead, reducing incentive to go for a lethality build which does not fit the character.

OLD E

old chomp.PNG

ISSUES

  • Throw and activation delay is too slow 

  • Chomper duration and is too long, they form a wall to hide behind rather than something Jinx quickly throws in an enemy's face to distract them.

  • damage is negligable

  • Hits airbourne targets counterintuitively

NEW E

chompicon.png

Flame Chompers!

E

  • Activation time removed

  • Travel time increases based on distance thrown

  • Can trigger on collision with champions before landing

  • Does not affect airborne champions

  • Deals physical damage and has 20% AD scaling

  • Explosion AOE size increased to hit a whole minion wave if placed in the centre

  • Throws only 1 chomper instead of 3

  • Chomper duration reduced to 2.5 seconds before exploding

BENEFITS

  • Faster so more in line with character fantasy 

  • Less annoying of a wall to deal with since it doesn't stick around as long

  • Damage is more useful

  • Hitting 1 target and not affecting airborne balances the speed buffs

OLD R

old rocket.PNG

ISSUES

  • Jinx's launch cinematic and media depict her flying in on the rocket, a fantasy you cant do in-game.

  • The global range and missing health damage make it seem as though this is for cross-map sniping, something not fitting with the character.

NEW R

rocketicon.png

Super Mega Death Rocket!

R

Same as old R except:

  • Cast time reduced by attack speed, same as W and E

  • Hold down R while activating to jump onto the rocket.

  • Let go to jump off at the a location under your cursor up to a moderate distance away.

  • Selecting terrain will cause you to land at the nearest ground location to that point.

  • No longer has global range, instead its 2000/4000/6000

BENEFITS

  • Flying recklessly into combat is very fitting with character fantasy.

  • Useful escape tool if needed.

  • Less range discourages cross-map kill secures and encourages what it is usually used for, closing out fights.

  • Since you can jump of any time, you are not likely to die by landing among a group of enemies.

bottom of page