[Rework Concept] Jinx, the Loose Cannon

SSmotzer·1/17/2020, 9:47:42 AM·2 votes·1,905 views

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Passive - Get Excited!: Whenever an enemy champion, turret or inhibitor dies within 3 seconds of being damaged by Jinx, she gains bonus movement speed which decays over 6 seconds.

Q - Switcheroo - Toggle: Jinx switches between using Pow-Pow and Fishbones.

Pow-Pow: Jinx's basic attacks make her Rev'd up, granting her bonus attack speed that decays over time, up to a cap.

  • Excited!: While Get Excited! is active, Jinx's Pow-Pow gains a huge burst of attack speed, which can exceed the attack speed cap, but every attack consumes some of the attack speed bonus.

Fishbones: Jinx loses some of her bonus attack speed and her basic attacks consumes mana on-attack. They gain bonus range, deal bonus physical damage, and hit all enemies near her target. The bonus damage from Fishbones can critical strike.

  • Excited!: While Get Excited! is active, Jinx's Fishbones costs no mana, and deals even more bonus damage in an even wider area, but every attack after the first begins to consume a little more mana than the last, until it returns to it's original cost, and the damage and area decrease until they are back to their original.

W - Zap!: After a brief delay, Jinx fires a shock blast that deals magic damage to the first enemy it hits, revealing and slowing them for 2 seconds.

  • Excited!: While Get Excited! is active, Zap! deals magic damage over the 2 second slow, and after the 2 seconds Zap! will zap to the nearest enemy, continuing the magic damage and slow, and it will continue to bounce until there is no near by enemy unit that hasn't been effected by Zap!

E - Flame Chompers!: Jinx stops for a moment and tosses out 3 Chompers that arm after a brief delay and explode after 5 seconds, dealing magic damage over 1.5 seconds to all enemies within a small area. Chompers prematurely explode on enemy champion contact, rooting them for 1.5 seconds.

  • **Excited!: **While Get Excited! is active, Jinx can recast Flame Chompers after the first 3 have been thrown, she will channel for a second and pull out a giant Monkey Chomper, which will slowly chase a target enemy champion, and deal a large amount of magic damage in an area when it detonates after 5 seconds, or after it makes contact with it's target.

R - Super Mega Death Rocket! - First Cast: Jinx pulls out a giant rocket launcher and, after a brief delay, fires a Super Mega Death Rocket! in the target direction that explodes upon enemy champion contact, dealing physical damage, increased by the distance traveled, and reduced damage to nearby enemies.

  • Or How I Learned to Stop Worrying and Love the Rocket - Second Cast: Jinx jumps on the rocket as it is launched. Jinx can steer the rocket slightly as it follows the cursor. When the rocket hits an enemy, or Jinx recasts this ability, the rocket explodes, causing Jinx to be stunned for a few seconds. While riding the rocket Jinx builds up Excitement, after flying far enough Jinx will trigger Get Excited! upon the rocket exploding, negating the stun. Taking enough damage while riding the rocket will knock her off.

2 Comments

Kadexe1/19/2020, 6:16:49 PM1 votes

Honestly, I don't think Jinx's passive needs a buff. It's already really nice for getting away with aggressive plays and chaining kills together, and I like the simplicity of it. And while the new ultimate looks fun, it's not an ability I would want on a marksman who doesn't want to be divebombing enemies.

There's also the big question of "What do you nerf to balance these buffs?" and I don't like the few changes you proposed. It sounds like Jinx won't be able to cast Flame Chompers while running (ouch!), and you changed W to magic damage (which I'm not actually sure is a nerf). Any other nerfs I missed?

Overall there's very little need to rework Jinx - she's popular, she's fun, and she's not unbalanced in any elo. Maybe a little too good in Iron-to-Gold-level play, but I don't see any changes here that would address that.