The violent lolita lives up to her name, she looks sweet and outputs violence. Jinx is a development-type ADC. She develops slowly in the early stage and starts killing people when her equipment is ready. However, due to her lack of movement and life-saving skills, she must pay great attention to her positioning online to avoid being caught. Online, she can use one skill to switch to a long-range gun form. It consumes the enemy. The grenade trap of the third skill prevents the enemy from rushing in. It can also use the cannon form to deal a lot of damage in team battles. The harvesting ability of the ultimate skill combined with the passive bonus can often achieve crazy output and harvest the enemy, as long as you pay attention to your own health. It is safe and can provide us with a steady stream of damage supplements in team battles.
Skill introduction
Passive: Guilty Pleasure
When a hero or a building dies or collapses within 3 seconds after being attacked by Jinx, Jinx will gain a 150% continuously attenuating movement speed and a 15% total attack speed bonus, and the effect lasts for 6 seconds.
Jinx's passive in the early stage is weak or non-existent. It needs to get kills or assists or push down a tower to trigger it. Therefore, it is recommended to develop conservatively in the early stage.
Q1: Symphony of Guns
Change the normal attack by switching weapons.
Fish Bone (Rocket Launcher): Increases attack range by 75 and causes 110% damage to the target.
Boom Gun (Light Machine Gun): Provides additional attack speed for 2.5 seconds.
This effect can be stacked up to 3 times to obtain a maximum total bonus of 30%.
Use the passive effect in the line to gain attack speed bonus. Use the light machine gun to level A and triple the passive (AAAQA) to switch to the gun form fish bone (QAAA) to increase the attack range. The advantage of hand length consumes the enemy's health.
W2: Oscillating electromagnetic waves
Launch a shock wave, causing 103 physical damage to the first target hit, gaining vision of the target and reducing its movement speed by 30% for 2 seconds.
In the early stage, you can use the second skill in conjunction with the first skill to consume and slow down to keep people around. You can also explore the grass to prevent being caught.
E3: Fire Chewer Grenade
Throws three trap grenades, which deploy after a short delay. The grenade explodes when it comes into contact with the enemy hero, causing a 1.3-second restraint effect on the enemy hero. The explosion will also cause 70 magic damage to surrounding enemies. If no hero touches the detonating trap grenade, it will automatically detonate after 5 seconds.
There is a delay in the release of the third skill, so when using skills, pay more attention to the enemy's position, and judge the position first before releasing. The third skill emphasizes control, don't throw it randomly, and sometimes it can play a key life-saving effect. When the enemy hero is chasing you, you can place yourself at your feet or a little ahead in the direction of escape.
Ultimate Move: Ultra Ultimate Death Missile
Launches a giant missile that continuously increases damage and speed during flight. The missile will explode after hitting the first enemy hero, causing 25 to 250 physical damage and terminal damage equivalent to 25% of the target's missing health. , causing 80% splash damage to surrounding enemies.
The damage and range effect of the ultimate move are considerable, and it can often play a good role in grabbing dragons and grabbing resources, but it requires friends to have a certain ability to predict the operation.
Lane skills
The first skill is the main output core, the second skill slows down consumption, and cooperates with the third skill to control and block the movement of enemy heroes. Jinx mainly focuses on wretched development in the early stage. She will retreat when she finds an opportunity to play a set. Before the equipment is formed, she must survive and develop. After developing in the later stage, combined with the advantage of his own hand length, he will have a great advantage in team battles by pulling and harvesting. In the line, he can flexibly use the range advantage of the first skill and the slowdown of the second skill to compensate for damage. The third skill can be used with the back hand to control or save life.
First use the light machine gun to replenish troops, level A, and stack three times. Passively switch to the gun form in the gap between the enemy's AD troops to replenish troops. The long range feature consumes the enemy hero's output through splash damage, lowers the blood line, and cooperates with the support to find opportunities for output.
Added points: Main Q1 and deputy W2
It is recommended for Jinx to learn Q1 skill at level one. Q1 skill is the core. Most of the main output sources are Q1 skill plus level A. When the lane hand is long stacked, it passively trades blood with the enemy to seize the lane power.
Learn the W2 skill at the second level, and the damage is not bad. On the one hand, it has a slowing effect, can stick to people when chasing, and can counterattack when escaping. On the other hand, it can be used with a skill to compensate for damage.
Runes: Deadly Rhythm (Conqueror) Hunter: Vampire (brutal may also be considered) Adaptable Shell Sweet Tooth Specialist.
Outfits: Endless Blade Runaa's Hurricane Greedy Boots: Quicksilver Dominic Lord's Salute Artillery Guardian Angel (Resurrection Armor).
Recommended summoner skills: Flash with treatment or barrier (depend on the enemy lineup if weak)
I never thought that one day I would be able to blow up the crowd!
This article ends, I hope it can be helpful to friends who have scored high points! If you like it, you can give it a thumbs up and follow it, thank you.