Sunday, March 27, 2022

Character Analysis: Jinx(Feat KirbyKid)




Note: The episode started being written around the time Arcane was airing, so notes from Jinx's abilities in that show where largely added into the main script directly rather than having been written down here.

 Background


Name: Jinx (The Arcane TV show that her actual name is “Powder”)


Nicknames:

The Loose Cannon


Not much is known about Jinx or where she came from. When you ask the older locals of Zaun about anyone who matches her description, they usually think of a girl who is anything but the dangerous blue haired, hot-pink loving criminal that is the current thorn in Piltover’s side. They usually describe a sweet and innocent girl who had big ideas, was a tinkerer that liked to build, but unfortunately came to a bad end. Whoever that little girl was, and why she would become the explosive lunatic of today is anybody’s guess. 


Jinx’s tirade of “pranks'' would range from moderately annoying to criminally dangerous, particularly to those on people with connections to wealthy merchant clans. She let out a stampede of exotic animals on the streets of Piltover, changed the street signs all over Piltover to new and utterly confusing places and blew up civic art structures erected by Piltover clans in fiery chemtech explosives until dawn. For a lot of people in Zaun, she was someone who represented the vengeful nature of Zaun against the Pilties who would not help support the toxic underground. Even though she represents an agent of chaos, it was clear she was negatively affecting Piltover’s money, bringing the city’s orderly bustle to a screeching halt. In a short amount of time, Piltover quickly became a city of crime. While Piltover’s citizens and law enforcement were sick of Jinx and her many pranks, much of the criminal empire back in Zaun idolized her, inspiring copy-cat crimes among the chem-punks that thrived there. With people mistaking whether or not Jinx was the one committing certain crimes, she always made an effort in being present for her crimes.


While Jinx is prone to creating panic in her wake, she doesn’t seem to take pleasure in killing people. Even when she blew up much of the merchant civic buildings of Piltover, no one was hurt. Even when she was granted the choice to kill people in an explosion she felt remorseful for the possibility of doing so… after blowing up the building anyways of course, but thankfully everyone walked out of it safe, so she didn’t have to learn anything. This was of course in part to the Yordle Ziggs, who befriended Jinx due to their mutual enjoyment of blowing stuff up, which thankfully for the most part is directed at buildings. Acting as her moral compass, he showed her that killing people is wrong, and Jinx would even extend him to come live in Zaun to blow stuff up there instead. 


Much of her wild antics would purposely goad Piltover Enforcer Vi into coming in and taking her out herself, but not much is known on why Jinx is so obsessed with her. Vi herself doesn’t understand why, but all she cares about is being there personally to lock her up for good.



Equipment


Pow-Pow 


Jinx’s hot pink, cat themed mini-gun. Can seemingly shoot an infinite amount of ammo, seeing as it never has to reload both in gameplay or cinematics.


Fishbones


A shark themed rocket launcher that can fire chemtech explosives. Chemtech, which performs like Hextech, is far more dangerous, toxic and explosive. From it she can fire a SUPER MEGA DEATH ROCKET which gains more damage the farther it travels, dealing damage to an enemy based on how much missing HP they have left. Her Rocket Launcher Fishbones can also fly. She’s used it to fly on more than one occasion. She also loves to use her own missiles to fly as well. Like, a lot.


Zapper


Jinx’s shock pistol. This weapon can slow and stun enemies. 


Flame Chompers


Snare grenades that explode after 5 seconds, lighting enemies on fire. Flame Chompers will bite enemy champions who walk over them, rooting them in place like a bear trap. They can also explode on impact.


Teleporting Tablet


In the Wild Rift Trailer, Jinx uses a teleporting tablet to collect several champions all over Runeterra. She forcefully grabs Lux from Demacia by grabbing her and putting her into the portal, showing that not only can she use it to get around but use it to get the jump on people. She also grabs Blitzcrank from Zaun, Yasuo from Ionia, and Teemo from Bandle City. 

  • Something worth noting is that a hex crystal (crystalized magic) is seemingly within the middle of the item, making this item Hextech which is a fusion of magic and technology. Hex crystals are capable of replacing body parts, stopping time etc. 


Summoner Spells


Technically speaking, each champion has access to all of these summoner spells in the game. However, you can only bring two summoner spells into battle. There are spells each champion is likely to use, though there are spells that are considered “competitive” and are usually always used by each champion, like Flash which is a short distance teleport. The League of Legends home website links to 3 different kit building sites to help focus Jinx’s arsenal based on how players traditionally play her. This website Probuilds is one of the sites that is linked, and here it lists her top 4 used spells. 



Heal


Restores 90-345 health (depending on champion level) and grants 30% movement speed for 1 second to you and targets allied champions. This unit is halved for units recently affected by Summoner Heal. (240 second cooldown) 


Flash: 


Teleports your champion a short distance toward your cursor’s location. (300 second cooldown) 


Exhaust 


Exhausts target enemy champion, reducing their Movement Speed by 30%, and their damage dealt by 40% for 2.5 seconds. (210 second cooldown) 


Cleanse 


Removes all disables (Excluding suppression and airborne) and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds (210 second cooldown) The following disables cleanse can heal are as follows:


  • Blind – When a unit has been blinded, this will cause them to miss their basic attacks for a short duration of time.

  • Stasis – When a unit is in stasis, this means they will not be able to perform any action while being invulnerable and untargetable for a short duration of time.

  • Drowsy – When a champion is drowsy, they will be slowed over the duration, and fall asleep afterward. 

  • Sleep – When a champion is asleep, they will not be able to attack, move, or cast abilities. 

  • Forced Action – When a unit is under the influence of forced action, this means they cannot control their own attacks or movement, and they aren’t able to use item actives or cast abilities. Consists of Fear/Flee, Charm and Taunt

    • Taunt: A unit that is taunted will attempt to perform basic attacks on the source (the unit that casted the Taunt spell) for the duration, during which they're unable to perform issued movement or attack commands, cast abilities etc.

    • Flee – When a unit is fleeing, they will be moving away from the source with reduced movement speed. 

    • Charm – When a unit has been charmed, they will move towards the source, and their movement speed will be reduced. 

  • Cripple – When a champion has been crippled, their attack speed will be reduced for the duration. 

  • Disarm – When a unit has been disarmed, they will not be able to declare basic attacks for a short time. 

  • Disrupt – When a champion is disrupted, this means that their charged or channeled ability will be interrupted. 

  • Knockdown – If a champion uses knockdown on you, your displacement or dash will be interrupted. 

  • Knock Up: Champion is knocked into the air

  • Ground – If you ground your enemy, they won’t be able to use their mobility spells for a short duration.

  • Silence – When you silence an enemy, you will be preventing them from using their casting abilities or item actives.

  • Root – Rooting an enemy will take away their ability to control their movement.

  • Polymorph – If you polymorph an enemy champion, you will be turning them into a cute little critter. 

  • Stun – A champion that has been stunned will be unable to attack, move, use item actives or cast abilities for a short duration. 

  • Slow – A champion that has been slowed will have reduced movement speed for a short duration.


  • Status Effects Cleanse can’t stop: 

    • Suppression – If you use suppression on a champion, they won’t be able to attack, move, use cast abilities, or use summoner spells or item actives for the duration. 

    • Airborne – A champion that is airborne is unable to cast abilities, move, attack, or use item actives for a short duration.

    • Knock Back – A knockback will cause the enemy to be made airborne in a direction away from the point of cast. The duration depends on how far the champion is knocked back – it can be anywhere from 0.75 seconds to 1.5 seconds. 

    • Knock Aside – When a champion uses knock aside, the enemy will be airborne in a perpendicular direction to the cast’s direction. 

    • Pull: If you use this CC on an enemy champion, it will pull them in the cast’s direction. 

    • Nearsighted – A champion that is nearsighted will have their sight radius reduced. 


Ghost 


Your champion gains increased Movement Speed and can move through units for 10 seconds. Grants a maximum 28-45% (Depending on champion level) Movement Speed after accelerating for two seconds. (180 second cooldown)


Barrier 


Shields your champion for 115 - 455 damage (Depending on champion level) for 2 seconds. (180 second cooldown)


Teleport 


After channeling for 4.5 seconds, teleports your champion to target allied structure, allies or wards. (300 second cooldown)


Ignite 


Ignites target enemy champions, dealing 70 - 410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and reduces healing effects on them for the duration. (210 second cooldown)


Smite 


Deals 300 - 1000 true damage (depending on champion level) to target epic, large or medium monster or enemy minion. Restores Health based on your maximum life when used against monsters. (15 second cooldown) 


Runes


Runes help to focus a champion's abilities better so they have better progression into their fights. Each rune has several different paths and abilities you can bring into a fight. Each champion has a primary and secondary rune. 


Precision Runes (Primary)


(A primary pick for Jinx players 54% of the time) Two other Websites show Precision runes are highly chosen. (1) (2) These runes are meant for AD Carries (ADC) champions (usually marksman roles which Jinx inhabits) who is attack damage (Physical damage) and is the main damage dealer of the team.


Can only choose one from each section of runes:


Section One:

  • Press the Attack: Hitting an enemy champion 3 consecutive times makes them vulnerable, dealing bonus damage and causing them to take more damage from all sources for 6s. 

  • Lethal Tempo: 1.5s after damaging a champion gain a large amount of attack speed. Lethal Tempo allows you to temporarily exceed the attack speed limit. 

  • Fleet Footwork: Attacking and moving builds Energy stacks. At 100 stacks, your next attack heals you and grants increased MS. 

  • Conqueror: After 4 seconds in combat, your first attack an enemy champion grants you 10-35 AD, based on level, for 3 seconds and converts 20% of your damage to champions to true damage. 

Section Two:

  • Overheal: Excess healing on you becomes a shield 

  • Triumph: Takedowns restore 15% of your missing health and grant an additional 25 gold 

  • Presence of Mind: For 5s after gaining a level or takedown any mana you spend is fully restored 

Section Three:

Section Four: 

  • Coup De Grace: Deal more damage to low health enemies 

  • Cut Down: Deal more damage to champions with more maximum health than you 

  • Last Stand: Deal More Damage to champions while you are low on health 



Domination Runes (Secondary)


(Based off two websites linked by the main LoL page (Links here and here), Domination is the highest rated secondary rune path in the game for Jinx) 


+18% Attack Speed


Section One: 

  • Cheap Shot: Deal bonus true damage to enemies with impaired movement or action 

  • Taste of Blood: Heal when you damage an enemy champion 

  • Sudden Impact: Gain a burst of lethality and magic penetration after using a dash, leap, blink, teleport, or when leaving stealth 


Section Two:

  • Zombie Ward: After killing a ward, a friendly Zombie Ward is raised in its place. When your wards expire, they also reanimate as Zombie Wards. 

  • Ghost Poro: When you enter brush, a poro appears. It will stay behind to give you vision. 

  • Eyeball Collection: Collect eyeballs for champion and ward takedowns. Gain permanent AD or AP, adaptive for each eyeball plus bonus upon collection completion. 


Section Three:

  • Ravenous Hunter: Unique takedowns grant permanent healing from ability damage. 

  • Ingenious Hunter: Unique takedowns grant permanent Active Item CDR (Includes Trinkets) 

  • Relentless Hunter: Unique takedowns grant permanent out of combat MS (Movement Speed) 


Legendary Items


As soon as you start a match in League of Legends, under the recommended tab, you have the option to purchase several types of items over the course of the match. These are under a section referred to as “Commonly Built.”


This “Commonly Built” Section constantly changes the more you purchase from the commonly built section. These were all the items available right as soon as you open the shop. These items are specifically recommended to Jinx as soon as you open the shop.


Mortal Reminder


Sepsis: Dealing physical damage applies 40% Grievous Wounds to enemy champions for 3 seconds. Dealing 3 consecutive Attacks to an enemy champion enhances this effect to 60% Grievous Wounds against them until the effect is allowed to elapse. Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 


Phantom Dancer


Spectral Waltz: Attacks grant Ghosting and 7% Move Speed for 3 seconds. In addition, Attacking 4 times causes Spectral Waltz to also grant 30% Attack Speed for the same duration. Ghosted units ignore collisions with other units. You can walk through enemies but still get hit.. Somehow. This is more than likely a gameplay limitation to balance the game, since in cutscene it allows a character named Raze to run through crashing rubble. 


Galeforce 


Active - Cloudburst: Dash in target direction, firing three missiles at the lowest Health enemy near your destination (Prioritizing Champions). Deals a total of 180 - 315 + 45% bonus magic damage, increased against low Health targets by up to 50% (90s) Mythic Passive: Grants all other legendary items 2% movement speed. 


Lord Dominik’s Regards


  • 30 Attack Damage

  • Critical Strike Chance

  • Armor Penetration

Giant Slayer: Deal up to 15% bonus physical damage against champions with greater max Health than you. Max damage increase reached when Health difference is greater than 2000. 


Rapid Firecannon: 


Energized: Moving and Attacking will generate an Energized Attack 

Sharpshooter: Your Energized Attack applies 120 bonus magic damage. In addition, Energized attacks gain up to 35% bonus attack range. Attack range cannot increase more than 150 units. 


Infinity Edge: 


Perfect: If you have at least 60% Critical Strike Chance. Gain 35% Critical Strike Damage. 


Runaan’s Hurricane: 


Winds Fury: When Attacking, bolts are fired at up to 2 enemies near the target, each dealing 40% physical damage. Bolts apply On-Hit effects and can Critically strike. 


Kraken Slayer: 


Bring It Down: Every third Attack deals an additional 60 +45% bonus true damage. 

Mythic Passive: Grants all other Legendary items 10% Attack Speed.


Healing Items


Corrupting Potion: 


Active - Consume: Consumes a charge to restore 125 Health and 75 Mana over 12 seconds. During this time, damaging Abilities and Attacks burn enemy champions for 15 (30 if you cannot gain Mana) magic damage over 3 seconds. Holds up to 3 charges and refills upon visiting the shop. Corrupting damage is reduced to 50% when triggered by area of effect or periodic mine. 


Refillable potion: 


Consumes a charge to restore 125 health over 12 seconds. Holds up to 2 charges and refills upon entering shop. 


Health potion: 


Drink the potion to restore 150 Health over 15 seconds. You may carry up to 5 potions. 



Elixir of Iron: 


Drink to gain 300 Health, 25% Tenacity, and increased champion size for 3 minutes. While Active, moving leaves a path behind that boosts allied champions’ Move Speed by 15%. Drinking a different elixir will replace the existing one’s effects. 


Elixir of Sorcery:


Drink to gain 50 Ability Power and 15% Mana Regen for 3 minutes. While active, damaging a champion or turret deals 25 bonus true damage (5s) Elixir of Sorcery’s true damage effect has no cooldown when attacking turrets. Drinking a different Elixir will replace the existing one’s effects. 


Elixir of Wrath: 


Drink to gain 30 Attack Damage and 15% Physical Vamp ( against champions) for 3 minutes. Drinking a different Elixir will replace the existing one’s effects. 


Wards


Control Ward: 


Places a powerful Control Ward that grants vision of the surrounding area. This device will also reveal invisible traps, reveal camouflaged enemies, and reveal (and disable) enemy Stealth Wards. (You may carry up to 2 Control Wards. Control Wards do not disable Control Wards.) 


Farsight Alteration: 


Reveals an area and places a visible, fragile Ward up to 4000 units away. Allies cannot target this Ward with Summoner Spells or Abilities(198 - 99s) 


Oracle Lens: 


Scans around you, warning against hidden enemy units, revealing invisible traps and revealing (and temporarily disabling) enemy Stealth Wards for 10 seconds (90-60s) 


Stealth Ward: 


Place a Stealth Ward on the ground that lasts between 90 - 120 seconds, is invisible to enemies but grants your team vision of the surrounding area. Stores up to 2 Stealth Wards, generating a new Ward every 240 - 120 seconds. 


Boots

Berserker's Greaves

  • 35% Attack Speed

  • 45 Movement Speed

Boots of Swiftness

  • 60 Movement Speed

UNIQUE Passive: Reduces the effectiveness of slows by 25%.


Sorcerer's Shoes

  • 18 Magic Penetration

  • 45 Movement Speed

Mercury’s Treads

  • 25 Magic Resistance

  • 45 Movement Speed

  • 30 Tenacity

Mobility Boots


  • 25 Movement Speed

UNIQUE Passive: When out-of-combat for at least 5 seconds, increase this item's effect to 115 movement speed.

Ionian Boots of Lucidity


  • 20 Ability Haste

  • 45 Movement Speed

UNIQUE Passive: +12% summoner spell haste


Plated Steelcaps


  • 20 Armor

  • 45 Movement Speed

UNIQUE Passive: Reduces incoming damage from all basic attacks by 12% (excluding turret shots).


Officially, Wild Rift has given Jinx two recommended Kit’s which put Jinx into two different categories: 


AOE Marksman 


  • Held Items


  • Infinity Edge: 

    • +55 Attack Damage and +25% Critical Rate. 

    • Infinity: Critical Strikes deal 230% damage instead of 200% 

  • Runaan’s Hurricane: 

    • +25% Critical Rate and +45% Attack Speed

    • Wind’s Fury: Attacks strike 2 additional nearby enemies, each dealing 40%. These strikes can Critically Strike and trigger on-hit effects. 

  • Gluttonous Quicksilver Enchant: 

    • Footwear: +40 Move Speed 

    • Seconds: +8% Physical Vamp

    • Thirds: +8% Magical Vamp

    • Quicksilver (Active): Remove all control effects currently affecting you and gain 50% Movement Speed Bonus for 1.5 seconds. (60s Cooldown) Does not remove kock ups or knock backs.

  • Rapid Firecannon: 

    • +25% Critical Rate and + 35% Attack Speed

    • Hunter’s Swiftness: +5% Move Speed

    • Energized: Moving and attacking generates Energy stacks. At max stacks your next attack deals 50-120 bonus magic damage and activates all Energized effects. 

    • Firecannon Barrel: Energy Stacks charge 25% faster and Energized attacks have 150 bonus Attacks Range. Melee attacks gain only 50 range.  

  • Bloodthirster: 

    • +50% Attacks Damage and + 25% Critical Rate

    • Bloody: 15% Physical Vamp overheals you, generating a shield that absorbs 40-320 damage. This shield decays out of combat over 10 seconds. 

  • Mortal Reminder:  

    • +45 Attack Damage

    • Last Whisper: +30% Armor Penetration

    • Sepsis: Dealing physical damage applies 40% Grievous Wounds to enemy champions for 3 seconds. If the enemy is below 50% Health, this effect is increased to 60% Grievous Wounds.

    • Grievous wounds reduce the effectiveness of Healing and Regeneration effects.


  • Runes & Keystones


  • Conqueror: Gain stacks of Adaptive Force when hitting a champion with separate attacks or abilities. Stacks up to 5 times. When fully stacked, deal bonus adaptive damage to champions.

    • Per stack: 2 - 6 bonus AD or 3 - 9 AP for 6s 

    • Fully stacked bonus: Melee 10% | 

    • Ranged: 7% bonus adaptive damage to champions

  • Triumph: Champion takedowns restore 10% missing health. Deal 3% more damage to enemies below 35% health. 

  • Adaptive Carapace: Gain 50 Health. While below 50% Health, gain 12 AR or 12 MR based on the damage type you took more over the last 60s. (Physical grants AR | Magic grants MR) 

  • Sweet Tooth: Increases healing by 25%. Whenever you or a nearby ally eats a Honeyfruit, gain 20 gold. 


  • Summoner Spells


  • Heal: Restores 80 Health (80-360) and grants 30% bonus Movement Speed for 1 second(s) to you and the most wounded nearby ally champion. Healing is halved for champions recently affected by Heal. 

  • Flash: Teleport a short distance forward or towards the aimed direction. 


Vampiric Marksman


  • Held Items



  • Runes & Keystones


  • Conqueror (Same as AOE)

  • Gathering Storm: Every 3 minutes, gain increasing adaptive AD (physical damage) or AP (Item/ability/rune boosting)  totaling: 2, 5,9, 14, etc or 4, 10, 18, 28, etc based on game time. 

  • Adaptive Carapace (Same as AOE)

  • Sweet Tooth (Same as AOE)


  • Summoner Spells


  • Heal (Same as AOE)

  • Flash (Same as AOE)


Feats


Strength & Destructive Power


League of Legends Boards: This is a message board that Riot had started years ago that closed down last year, but was used to announce official news to fans.


  • Jinx’s sister Vi uses Gauntlets that add over 8000 pounds to her total weight, meaning bare minimum Vi has 4000 pounds on each arm. Jinx regularly fights Vi and can contend with her physical strength. 

  • An Official League of Legends poster made by the developers at Riot depicts Jinx and Vi squaring off in close quarters


In the wild rift trailer, Jinx blasts Zed, Malphite, Braum, Ahri and Camille with a Super Mega Death Rocket. The blast occurs far away but them not immediately moving after getting hit should mean they all in some way got hurt. You can also see them wince in the distance of the trailer before the rocket explodes.


  • In order to hurt Braum, that would mean her weapons can do damage enough to hurt a man who can shake a mountain with his bare hands/


Generally speaking, especially with a lot of the same names showing up in the list above, all of these human Runterrans are capable of fighting one another pretty evenly, and are depicted as such in various cinematics and comics. This is especially apparent being that the point of the game is for one reason or another, all of these characters are capable of fighting each other. 


Speed & Reactions


Wild Rift:



Just One More



Durability & Stamina


  • Vi’s abilities on her homepage portray her punching Jinx with gauntlets. 

    • Jinx can tank a punch from Vi under “Blast Shield” 

    • Jinx can tank a charged punch from “Vault Breaker” 

    • Jinx can tank “Denting Blow” punches 

    • Jinx can tank “Excessive Force” blows 

    • Jinx can tank “Assault and Battery” 

  • Caitlyn’s abilities all have Jinx as the character getting attacked. They also frequently get into fights. 

  • Can tank her and ziggs explosives exploding in her face

  • Jinx’s bio also indicate she is capable of matching Vi in combat

    • When Vi heard pandemonium erupt from inside the structure, she knew the wardens had been outclassed once again. She burst into the treasury, and the ensuing confrontation left the Ecliptic Vaults a smoldering ruin, and the merry mischief maker Jinx nowhere to be found.

    • This is furter supporter with official artwork depicting their fights

  • Can match her sister in combat who can take hits from Darius


Skill, Intelligence & Other


Jinx can regularly escape the Piltovan police force. Her weapons seem to be custom made, and she’s even dabbled in building and tinkering with her weapons before, especially given that old locals in Zaun remember her as someone who liked to build. She was able to bring an entire city to screeching halt in one day alone with her carefully planted explosives. 


She can also regularly fight with the Piltover Enforcer Vi, who adopts a sort of boxing fighting style given her past and her pension for using huge gauntlets to fight. Jinx also grew up watching Vi fight and has even adopted her fighting style. 


Weaknesses 


She can be very self destructive to the point of getting herself hurt purposely by her own explosives. She also has a lot of trauma that in-game characters who use fear seem to poke at in an attempt to mess with her. 


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