Jinx, the Loose Cannon

Overview:

For a champion meant to embody destructive chaos and impulsive mania, Jinx has way more in common with the likes of League's current resident eagle-eyed sharpshooters, Caitlyn and Jhin. While it might work for those two, things like carefully-placed traps, narrow snipe-shots, long-range execution projectiles, and meticulous weapon management don't really make sense on someone like Jinx.

That also brings up the issue of homogeneity: between those three champions, there aren't a whole lot of tools and skills that feel unique to them. I've attempted to widen the gaps between Cait and Jhin with their respective redesigns, but this redesign is meant to blow apart any semblance of similarity Jinx has with League's more considerate marksmen. 

-

Manic, impulsive, destructive - these are the kinds of words that come to mind when you think of the      blue-braided bomber, and they're also what define her new gameplay. Jinx is now he queen of indiscriminate assaults and collateral damage, forgoing the marksman's signature single-target focus for over-the-top destruction.

 

Her mechanics now also have an underlying element of randomness, using crit chance as a means to drive various bonus effects. Moreso than before, she's encouraged to fight close to the fray, sewing chaos with her zany arsenal and getting away with it with the help of her mid-fight disruption and crowd control resistance tools. 

-

Since Jinx already has such a strong identity, I wanted to keep all of her weapons and as many of her functions as possible. The main difference here would be the Super Mega Death Rocket!, which as opposed to rewarding her for sniping enemies from across the map, encourages her to dive headfirst into reckless situations. 

She now also uses Zapper (her electric gun) for her basic attacks, allowing Fishbones (her rocket launcher) and Pow-Pow (her minigun) to feel more individually powerful than something as mundane and accessible as a basic attack.

All values in blue are meant to give a general idea of the ability's properties, and are subject to change.

Class: Marksman

Recommended Positions: Duo Sidelane (Carry)

Complexity: Low

Innate: Get Excited!

Jinx gets the impulse to attack a random enemy or structure within 1100 units every 12 seconds, marking them for 4 seconds. Get Excited! will mark its next target 2 seconds sooner whenever Jinx damages something other than her most recent target.

Jinx's basic attacks against marked targets fire Fishbones, gaining 275 bonus range and dealing 10 + (116% total AD) to 95 + (150% total AD) (based on level) physical damage to her target and all enemies within 200 units of the target. 

Q: Smoke 'Em!

Jinx fires Pow-Pow in the target direction for 3 to 1.5 (based on bonus attack speed) seconds, dealing 20/30/40/50/60 + (20% bonus AD) physical damage 9 times to random targets within a cone in front of her over the duration.

Smoke 'Em! has a (50% crit rate)% chance to fire a bullet at an additional random enemy with each shot.

Range: 625 (range), 60° (angle)

Targeting Type: Skill Shot - Cone

Cooldown: 14/12/10/8/6

Cost: 50/60/70/80/90 mana

W: Zap!

PASSIVE: Jinx's basic attacks have a (30% crit rate)% chance to immediately refresh Zap!'s cooldown. 

ACTIVE: Jinx supercharges Zapper for
3 seconds, granting her immunity to slows for the duration and causing her next basic attack to stun its target for 0.5/0.75/1/1.25/1.5 seconds.

 

The first stun or loss of control effect Jinx suffers during this time is immediately cleansed but causes Zapper to overload, disarming Jinx for 1 second and ending Zap!'s effects early.

Range: Self

Targeting Type: None 

Cooldown: 12

Cost: 50 mana

E: Flame Chompers!

PASSIVE: Jinx stocks a chomper every 7/6/5/4/3 seconds, up to 4.

ACTIVE: Jinx throws all stored chompers at the target location, each within 1 of 5 random spots within the target area. Chompers activate after a 0.7 second delay and hop 200 units towards the nearest enemy ever second for up to 5 seconds.

Chompers that reach an enemy will latch on, slowing their target by 40% for 2.5 seconds and grounding them for the duration, before triggering an explosion that deals 5/30/55/80/105 + (80% total AD) physical damage to its target. Enemies that take damage from a chomper take 50% reduced damage from additional chompers for the next 2 seconds. 

Every chomper Jinx throws out has a (75% crit rate)% chance to become a hyper chomper, which moves 25% faster with each hop.

Range: 650 (target range), 50 (effect radius) 

Targeting Type: Skill Shot - Clustered Circles

Cooldown: 7/6/5/4/3

Cost: 50/45/40/35/30 mana

R: Super Mega Death Rocket!

PASSIVE: Jinx gains 45/60/75% bonus movement speed for 4 seconds whenever she deals damage with Get Excited! or Super Mega Death Rocket!, decaying over the duration. This bonus has a (25% crit rate)% chance to be doubled, but is guaranteed to be doubled if Get Excited! or Super Mega Death Rocket! deal lethal damage to a champion or structure.

ACTIVE: Jinx rides a rocket high into the sky after a
1.25 second delay, becoming untargetable and designating a blast zone that gradually moves towards the cursor at 100% of Jinx's movement speed. 

After 3.75 seconds, Jinx crashes down at the blast zone in a fiery explosion, dealing 250/350/450 + (150% bonus AD) physical damage to enemies caught within it before launching herself 525 units away from the nearest enemy. Super Mega Death Rocket! deals 50% bonus damage to enemies below 30/40/50% health, and destroys turrets within the same threshold.

Range: 800 (initial target range), 275 (effect radius) 

Targeting Type: Skill Shot - Circle

Cooldown: 90/75/60

Cost: 100 mana