the Loose Cannon

Jinx

MarksmanRangedResource: Mana
Health
610
Mana
260
Attack Damage
59
Attack Speed
0.625
Armor
26
Magic Resist
33
Level1

Abilities

Level 1
CD
—
Mana
—
Range
—
No ranks
—
No other values

Whenever a champion, epic monster, or structure that Jinx has dealt damage to within the last seconds is killed or destroyed, she gains % decaying Move Speed and % Attack Speed for seconds.

Champion takedowns stack the Attack Speed up to 5 times.

By rank and level
—
CD
0.9s
Mana
20
Range
600
Rocket physical damage
No other values

Jinx swaps weapons between Fishbones the rocket launcher and Pow-Pow the minigun.

While using the rocket launcher, Jinx's Attacks deal physical damage to the target and nearby enemies, gain range, cost Mana, and scale % less with bonus Attack Speed.

While using the minigun, Jinx's Attacks grant Attack Speed for seconds, stacking up to times (+% %i:scaleAS% max).

By rank and level
Rocket physical damagex: Rank
Rocket Bonus Rangex: Rank
Steady change: +25 per +1 Rank
Minigun Total Attack Speed (%)x: Rank
Steady change: +25 per +1 Rank
Cooldownx: Rank
Mana costx: Rank
CD
8s
Mana
40
Range
1450
Physical damage
No other values

Jinx fires a shock blast that deals physical damage to the first enemy hit, Slows them by %, and reveals them for seconds.

By rank and level
Physical damagex: Rank
Steady change: +50 per +1 Rank
Slow (%)x: Rank
Steady change: +10 per +1 Rank
Cooldownx: Rank
Steady change: −1 per +1 Rank
Mana Costx: Rank
Steady change: +5 per +1 Rank
CD
24s
Mana
90
Range
925
Magic damage
No other values

Jinx tosses out 3 chompers that last for seconds. They explode on contact with enemy champions, Rooting them for seconds and dealing magic damage to nearby enemies.

By rank and level
Magic damagex: Rank
Steady change: +50 per +1 Rank
Cooldownx: Rank
Steady change: −3.5 per +1 Rank
Mana costx: Rank
CD
85s
Mana
100
Range
—
Minimum physical damage
Maximum physical damage

Jinx fires a rocket that explodes on the first enemy champion hit, dealing to + % missing Health physical damage, gaining damage over the first second of travel time. Nearby enemies take % Damage.

Missing Health damage cannot exceed against Monsters.

By rank and level
Minimum physical damagex: Rank
Steady change: +15 per +1 Rank
Maximum physical damagex: Rank
Steady change: +150 per +1 Rank
Percent Missing Health Damage (%)x: Rank
Steady change: +5 per +1 Rank
Cooldownx: Rank
Steady change: −20 per +1 Rank
Mana costx: Rank

Base Stats

Base values at level 1 (no bonus stats) · charts start at 0 and show Lv1→18 growth
Health×3.9
610Lv1
Lv1 610 → Lv18 2395 · Per level +105
Biggest change: +134 (+5.9%) at Lv18
Mana×4.3
260Lv1
Lv1 260 → Lv18 1110 · Per level +50
Biggest change: +64 (+6.1%) at Lv18
Attack Damage×1.9
59Lv1
Lv1 59 → Lv18 110 · Per level +3
Biggest change: +3.8 (+3.6%) at Lv18
Attack Speed×1.2
0.625Lv1
Lv1 0.625 → Lv18 0.731 · Per level +1%
Biggest change: +0.008 (+1.1%) at Lv18
Armor×3.7
26Lv1
Lv1 26 → Lv18 97.4 · Per level +4.2
Biggest change: +5.4 (+5.8%) at Lv18
Magic Resist×1.6
33Lv1
Lv1 33 → Lv18 51.7 · Per level +1.1
Biggest change: +1.4 (+2.8%) at Lv18
Health Regen (5s)×3.3
3.8Lv1
Lv1 3.8 → Lv18 12.3 · Per level +0.5
Biggest change: +0.6 (+5.5%) at Lv18
Mana Regen (5s)×3.5
6.7Lv1
Lv1 6.7 → Lv18 23.7 · Per level +1
Biggest change: +1.3 (+5.7%) at Lv18
Fixed at every levelMove Speed325Attack Range525AS ratio0.625

Scaling profile

AD
36%
Attack Speed
23%
Critical
18%
AP
11%
Bonus AD
9%
Mana
2%

Ability coefficients weighted by typical build stat amounts (derived from data, not match statistics).

Best-fit items

Relative score from how well the item's stats match the champion's ability coefficients (game data, not match statistics). Item passives are not modeled yet.