||Jinx lives to wreak havoc without a thought for the consequences, leaving a trail of mayhem and panic in her wake. A manic and impulsive criminal, she despises nothing more than boredom, and gleefully brings 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.
As 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 a scribbled 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.
|| "Oh look - I'm opening my box of care! Oh wait - it's empty!"
Rocket attacks faster at level 1, but scales worse with attack speed.
Our last round of changes to Switcheroo were targeted at differentiating Jinx’s weapons to make it clear when each should be useful. Pow-Pow’s minigun is for hyper-carry damage output at short range, while Fishbones’ rocket launcher is for poking and area damage at the cost of a significant amount of DPS uptime. We’re happy with how that’s played out, save one unintended goal: the usability of Jinxs’ level 1 rockets suffered immensely. Seeing how our previous change was about making rockets scale worse with items, we’re improving the feel and flow of Jinx’s trusty Fishbones for all of her destructive lane-bullying needs.
Q - Switcheroo!
FISHBONES BASE ATTACK SPEED : 0.531 ⇒ 0.625
FISHBONES ATTACK SPEED PENALTY : 15% reduced bonus attack speed ⇒ 25% reduced bonus attack speed
Passive - Get Excited!
Tone it down a bit : Fixed a bug where Jinx was getting more than one passive stack after killing an inhibitor
Q - Switcheroo!
freeloader : Fixed a bug where Jinx was able to cast rockets for free when out of mana
lazybones : Fixed a bug where Jinx was receiving less attack speed than intended from Get Excited! when using Fishbones, the Rocket Launcher
no takebacks : Switcheroo! can no longer be cast while disabled
Rockets root Jinx for less
Increasing Jinx’s attack frame when using Fishbones had the unintended side-effect of rooting her for longer than attacking in mini-gun, so we’re bringing it in line to make it feel like it did pre-preseason. Her attack speed is still slowed, mind you, but you’ll regain control of your movement much sooner.
Q - Switcheroo!
FISHBONES CAST time : .32 ⇒ .28
PROC YOU LIKE A HURRICANE : Fixed a bug where Runaan’s Hurricane bolts couldn’t crit while using rockets
DEATH MACHINE FOR LIFE : Hurricane bolts are now mini-rockets while using Fishbones!
Passive's attack speed now stacks on multikills, but Rockets lose attack speed.
As you'll notice with many of our markspeople changes this patch, we're focused on pushing each one's unique identity to help them stand out from one another. In Jinx's case, her thing is getting excited and snowballing teamfights, so we're really letting her crank it up to 11 (provided she can make the plays to get there).
BASE ATTACK DAMAGE : 53.04 ⇒ 58.46
ATTACK DAMAGE GROWTH STAT : 3 ⇒ 2.41
Passive - Get Excited!
NEW GETTING OUT OF HAND! : Getting excited now stacks, increasing Jinx's total attack speed by 15% per stack
DURATION : 4 seconds ⇒ 6 seconds
Q - Switcheroo!
NEW STUPID ROCKET LAUNCHER : Jinx loses 15% total attack speed while using Fishbones, the Rocket Launcher
- "In terms of objective power shifts, this reduces some of Jinx's early game strength and trades it for a bit more lategame power. Philosophically we want to continue highlighting Jinx's late, late game potential, but we were also seeing her start to crush turrets early on once she got a snowball rolling. You might call a change like this a power curve Switcheroo! but then we'd have to hit you for trying too hard."
- Q - Switcheroo!
- MINI-GUN BONUS ATTACK SPEED :
30/55/80/105/130% ⇒ 30/40/50/60/70%
- [NEW] POW-POW'S LEVELING UP : Mini-gun now gains 0/2/4/6/8/10/15/20/25/30/35/40/45/50/55/60/65/70% additional attack speed based on Jinx's level
Super Mega Death Rocket's close-range damage has been severely reduced.
- "Jinx nerfs? EVERYBODY PANIC! Jinx is a champion that plays the game fast and loose, manipulating her range and using her toolbox of diverse (and colorful) explosions to control the battlefield. The only real way to stop this swiss-army-machine-gun was to get in her face, at which point she'd Super Mega Execute You At Close Range and gleefully skip away. It's worth highlighting that Super Mega Death Rocket still has that execute, which means Jinx can continue to get those mid to long range snipes but will just need to be more strategic about it, rather than just shotgunning it into the nearest baddie. "
- R - Super Mega Death Rocket!
- MINIMUM DAMAGE :
125/175/225 (0.5 bonus attack damage) ⇒ 25/35/45 (+0.1 bonus attack damage)
Rules are made to be broken. Like buildings. BUT NOT CLARITY. NEVER CLARITY.
- "Recent updates to the way buff icons are shown have made telling what weapon Jinx is using a little chaotic (and not the kind she prefers). We've changed it so Switcheroo's icon is always the gun you're currently using, and added a flashy-toggle swirl to show you're spending mana while using Fishbones."
- 25px Q - Switcheroo!
- SPELL ICON : Switcheroo!'s spell icon displays the gun Jinx will switch to ⇒ the gun Jinx is currently using
- TOGGLE SWIRLS!!! : When using Rockets, the ability icon will flash (like Ashe's Q) to show that Jinx is now in "mana spending mode"
- "We are all very excited about this change. Extremely."
- Passive - Get Excited!
- NEW UNINHIBITED EXCITEMENT JINX NOW GETS EXCITED WHEN SHE CONTRIBUTES TO KILLING AN INHIBITOR!
- R - Super Mega Death Rocket!
- "NEW" BUGFIX: Now goes on cooldown when Jinx finishes firing, rather than when she begins firing
- "NEW" BUGFIX: If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown
Summary: We’ve lowered Jinx’s base health but increased her health per level. We’re also standardizing Flame Chompers! arm time, reduced its damage at earlier levels and fixing a slight bug.
Given all of Jinx’s other core strengths; we’re looking to reduce some of her early game laning power.
Despite Flame Chompers! taking a little longer to arm – and doing less damage at early levels – Jinx can at least get excited about their increased reliability against champions who could use movement-based abilities to get over them (Vi, Lee Sin, etc).
- Base health reduced to 462 (from 500)
- Health per level increased to 82 (from 80)
- E - Flame Chompers!
- Standardized arm time to 0.7 seconds (from 0.5 to 0.74 seconds)
- Fixed a bug that would cause Chompers to sometimes not activate on champions dashing over them
- Reduced damage at earlier levels to 80 / 135 / 190 / 245 / 300 (from 100 / 150 / 200 / 250 / 300)
Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units.
Context: We feel that while Jinx's kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game.
- Switcheroo! - Minigun
- Total Attack Speed bonus reduced to 30/55/80/105/130% (from 50/70/90/110/130%)
- Base damage reduced to 10/60/110/160/210 (from 30/75/120/165/210)
- Mana cost increased to 50/60/70/80/90 (from 45/55/65/75/85)
- No longer reveals stealthed units