![]() ![]() Jinx lives to wreak havoc without a thought for consequence, leaving a trail of mayhem and panic in her wake. ![]() Her passive gives her a very short movement speed buff after a kill onto a champion or a turret, but that's just all the more reason to jump on her first. Unlike Caitlyn, Vayne, and those other pesky mobile AD Carries, this one ain't going anywhere. Try to sic your assassins and engagers right on top of her and kill her quickly. If you can get on top of her as a melee character, the only trick she has is the Flame Chompers, and we already talked about how easily we can avoid those. She's got absolutely nothing to get her out of harm's way. Rule 4: She's not going anywhere Jinx has a lot of awesome gadgets, but she totally forgot the grapple gun for quick escapes. If you're trying to gank her in between waves, you'll do best if you count down and let the buffs wear off before you jump in. They fall off one at a time, at 2.5 seconds each. The magic number is an agonizingly long 7.5 seconds-that's how long it takes for all three stacks of the attack-speed buff to wear off of her. Keeping an eye on what weapon she's using-her animations make it very clear if she's using the rocket launcher on her shoulder or the chain gun at her hip-is absolutely key to knowing what the Jinx is planning to do, and whether you should engage or avoid. It also causes her attacks to deal splash damage and drain mana on every shot. Fully upgraded, it gives her the third-longest, sustainable auto-attack range in the game-only barely behind a max-level Tristana or Kog'maw. In case you didn't realize it, that's a HUGE damage increase.įishbones increases her attack range by 75 -175, based on rank. Pow-Pow grants an attack-speed buff (16% - 43%) that stacks up to three times for a total of 50% - 130% attack speed increase, based on rank. Her Switcheroo ability lets her alternate between using them for her auto-attacks. Rule 3: Heavy is fast, shark is slow Jinx has a lot of guns, but she loves two of them best: Pow-Pow, the Minigun and Fishbones, the Rocket Launcher. Just keep one simple rule in mind: whenever you see her start to throw them, move where you want to be-they'll almost never be able to stop you if you react immediately. Play it smart, and you'll rarely find yourself in a bad enough situation that they'll be a serious threat. Instead, they're mostly used to punish aggressors that overextend and find themselves standing right next to her near a turret or ally. ![]() Riot nerfed the range that she can throw them fairly substantially on the test server, making it very hard for Jinx to trap a fleeing enemy with them. In the middle of a skirmish, that's an eternity. Not only do they have a fairly slow casting animation, which broadcasts the move very obviously, they also take 1.5 seconds to arm after they land. Rule 2: Beat chompers with brainpower Jinx's Flame Chompers look deadly, with their large metal teeth, flaming innards, and propensity for latching onto the heels of passing champions. The cooldown's a bit longer (10 seconds at rank 1), but if you take three of these in the face during laning phase, you're going to be playing from behind for a while. ![]()
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