My explanation of why Jinx should be nerfed
How many of you ban champions that are hard counters to your pick? If you go Camille, you might ban Pantheon or Jax. If you're Kayle, you might ban Jax. However, that doesn't cover the whole story. As seasons have went on, counterpicks have become less and less prevalent, as rune optimization and starting item flexibility allows for a LOT more coverage than it did before.
Right now, the main bans that occur are based on the following notes:
- Is the champion too frustrating to deal with due to their mechanics?
- Is the champion too good at at least two of the following: Damage output, mobility, utility?
- Is the champion currently overtuned in raw numbers?
- Does the champion shut down counterplay entirely/Can they shut down counterplay entirely in a very short duration?
According to my cousin in Diamond, Riven, Hecarim, Vayne, Yasuo, and Morgana are must-bans every single game because they possess number 3 and more than one of the following. Looking at this list, Jinx only ticks the box of number 3. Jinx doesn't have advanced mechanics in her kit aside from massive AoE damage, she only gains mobility after getting a takedown, and technically she doesn't shut down counterplay because of her lack of instant self peel/escape.
That being said, Jinx is incredibly overtuned at the moment. With 3 direct buffs, and two of them being game changing level huge, Jinx was in a spot where she was viable before the Marksmen itemization revert. After the items were partially reverted, Jinx's winrate skyrocketed. With 581 base health (661 health with Doran's Blade) at LEVEL 1, she's one of the toughest marksman to take down during the laning phase as long as the player playing her doesn't repeatedly misposition. She excels at preemptive zoning with her E, and can harass with her rockets and her W.
Her health and new interaction with crit mean that she does so much damage in an AoE setting that the only option left is to abuse movement based characters who can take down a champion before they can react. In a team oriented situation, there is no stopping Jinx if she has proper peeling.
With her safe laning phase, monstrous teamfight power, and zoning ability, I feel like Jinx needs nerfs. She's in a spot like Yasuo right now, except the gate to playing her successfully is so much smaller than Yasuo's gate, where you don't even have to take advantage of Q rocket blast harass, Knockdowns with Flame Chompers, and what little skill expression she has, as long as you position correctly. The main thing that holds Jinx back is the player, and whether they CAN position themselves correctly or not.
With that being said, Flame Chompers has a 0.7 second windup, meaning that the ever present assassins and mobile champions that excel at shutting traditional Marksmen down still threaten Jinx. She can only take advantage of her AoE damage in an organized teamfight, and can be easily picked off by assassins if she doesn't have hard peel.
This is why she isn't banned. There's always the POTENTIAL to shut her down, it's just hard to do so, as long as the Jinx knows how to position.
- Is the champion too frustrating to deal with due to their mechanics?
- Is the champion too good at at least two of the following: Damage output, mobility, utility?
- Is the champion currently overtuned in raw numbers?
- Does the champion shut down counterplay entirely/Can they shut down counterplay entirely in a very short duration?
Jinx may only have number 3 right now, but jesus is that a BIG 3.