Jinx lives to wreak havoc without connecting to the consequences, leaving a trail of chaos and panic wherever he goes. An impulsive and euphoric criminal who hates boredom and happily brings his own version of pandemonium in the place that feels most boring: Piltover. With an arsenal of deadly toys, it triggers the brightest explosions and louder bursts - which is best to shock and amaze the hapless authorities. Always a step ahead of the law, the favorite game of Jinx is playing with the authorities of Piltover - mainly Vi.
Piltover has always been known as the City of Progress, a place where peace and order reigned. This complacency was challenged as a new kind of criminal has emerged, a type with which they had never dealt before. This mysterious bandit has triggered a series of subversive and destructive crimes that put the whole town in danger and left its citizens reeling from the worst crime wave in history of Piltover.
Emerged as crimes without rhyme or throughout the city, there were also sightings of troublemaker. Although the origins of the young continue to be a mystery, some people noticed traces of hextec Piltover in their firearms, while others noted fashion trends of Zaun on their clothes. On his arrival being associated with problems, those who crossed his path chosen a name for her: Jinx.
As spread destruction caused by Jinx, Caitlyn - Sheriff of Piltover - responded with a declaration of a state of emergency and organizing a chase throughout the city. As is typical of Jinx, the criminal chose the vault of Piltover, the safest building in town, and directly challenged his more abrasive employee. With a cartoon I saw painted on the facade of the vault, and the scribble of a supposed day and time for the alleged assault, Jinx was openly defying Vi to stop her from stealing it.
Determined to put the troublemaker behind bars, Vi waited outside the vault at the date and time marked. True to his promise, the threat showed his smiling face. Knowing that this was his chance to capture the criminal, Vi took the chase into the building. She broke the wall behind the wall to chase Jinx, who laughed while the evacuated building the vault is illuminated by explosions. Vi finally managed to corner the criminal inside the safe, but Jinx was not finished. With a maniacal laugh, she fired a barrage of rockets, causing the entire building collapsed on them two.
When I saw finally crawled out of the rubble, police found no trace of Jinx. To make matters worse, not an ounce of gold had been stolen from the safe. Instead, the criminal left a message for your favorite police officer - a challenge that could only be seen through the hole in Piltover horizon. The city lights spelled out a simple provocation: you will never catch me. While reading the message I saw, she heard the distant giggles of his new enemy, and the city was completely dark for the first time.
'I'll open the box of how much I care! Hm, wait ... It's empty! '
- Jinx
SKILLS
Cheer up!
Jinx gets a drastic increase Movement Speed when damage to an enemy champion or tower that is killed / destroyed within 3 seconds.
Jinx gets a drastic increase Movement Speed when damage to an enemy champion or tower that is killed / destroyed within 3 seconds.
Changing!
Cost: 20 Mana by missile
Range: Himself
Jinx modify their basic attacks when switching between Pow-Pow, his machine gun, and Fishbones, its missile launchers. Attacks with Pow-Pow grant Attack Speed, while attacks with Fishbones cause damage in area action, receive increased range and Mana drain.
Jinx exchange of gun.
Rocket Launchers: Jinx's basic attacks cause 110% damage to your target and all nearby enemies, receive 75/100/125/150/175 Mana Range and drain.
Machine Gun: Basic attacks grant additional Attack Speed for 2.5 seconds. This bonus stacks up to 3 times, adding a total of 30/55/80/105/130%. Backlogs are reduced one at a time and only benefit the first attack Jinx after switching to missile launchers.
Cost: 20 Mana by missile
Range: Himself
Jinx modify their basic attacks when switching between Pow-Pow, his machine gun, and Fishbones, its missile launchers. Attacks with Pow-Pow grant Attack Speed, while attacks with Fishbones cause damage in area action, receive increased range and Mana drain.
Jinx exchange of gun.
Rocket Launchers: Jinx's basic attacks cause 110% damage to your target and all nearby enemies, receive 75/100/125/150/175 Mana Range and drain.
Machine Gun: Basic attacks grant additional Attack Speed for 2.5 seconds. This bonus stacks up to 3 times, adding a total of 30/55/80/105/130%. Backlogs are reduced one at a time and only benefit the first attack Jinx after switching to missile launchers.
Zap!
Cost: 50/60/70/80/90 Mana
Range: 1450
Jinx uses Zapper, a gun shocks, to make a shot that causes damage to the first enemy hit, revealing it (if not invisible) and causing him slowly.
Jinx makes a shocking shot that causes 10/60/110/160/210 (+140% Attack Damage) physical damage to the first enemy hit, revealing it (if not invisible) and reducing their movement speed by 30 / 40/50/60/70% for 2 seconds.
Cost: 50/60/70/80/90 Mana
Range: 1450
Jinx uses Zapper, a gun shocks, to make a shot that causes damage to the first enemy hit, revealing it (if not invisible) and causing him slowly.
Jinx makes a shocking shot that causes 10/60/110/160/210 (+140% Attack Damage) physical damage to the first enemy hit, revealing it (if not invisible) and reducing their movement speed by 30 / 40/50/60/70% for 2 seconds.
Flaming bite!
Cost: 50 Mana
Range: 900
Jinx throws a row-trap grenade that explode after 5 seconds, leaving enemies in flames. The Flaming bites bite champions enemies who walk over them, rooting them in place.
Jinx throws three traps that, once armed, explode on contact with enemy champions, rooting the target for 1.5 seconds and causing 80/135/190/245/300 (+100% Ability Power) magic damage over 1.5 seconds to nearby enemies. Traps last for 5 sec.
Cost: 50 Mana
Range: 900
Jinx throws a row-trap grenade that explode after 5 seconds, leaving enemies in flames. The Flaming bites bite champions enemies who walk over them, rooting them in place.
Jinx throws three traps that, once armed, explode on contact with enemy champions, rooting the target for 1.5 seconds and causing 80/135/190/245/300 (+100% Ability Power) magic damage over 1.5 seconds to nearby enemies. Traps last for 5 sec.
Cost: 100 Mana
Range: 25000
Jinx shoot a super missile on the map, which accumulates damage along its path. The missile will explode when colliding with an enemy champion, dealing damage to him and the enemies around you, based on your life removed.
Jinx fires a missile that accumulates damage over the first second of its path. He explodes on the first enemy champion hit, causing 125/175/225 (+50% Attack Damage Bonus) to 250/350/450 (+100% Attack Damage Bonus) Physical Damage more 25/30/35 % removed from your life. Nearby enemies receive 80% damage.
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