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Hyde Jinks in the League of Legends

If we talk briefly about the life priorities of Jinks, then this is chaos, disorder and the spread of panic. She is to some extent insane and extremely impulsive, so she can not stand boredom.

This little beast with a smile to the ears is ready to fry and napigovat any enemy with bullets and another deadly arsenal of skills. So, let's talk about Jinks: guide (season 5): features, descriptions, assembly, allies and enemies.

Skills

After destroying the tower or killing the champion, the movement speed of the Jinks shortly increases, then gradually decreases to normal.

"I twist and turn" (Q). There are two types of weapons to choose from:

  • "Skeleton" -sacket: autoattacks champion increase the radius of damage and cause increased damage to the area, while spending mana;
  • "Pyysh-Pyysh" machine gun: the accumulating effect - during the use of three auto attacks, the attack speed increases. If the champion is idle, the effect is lost.

"Piu-Piu" (W). Jinx releases an electric charge for a long distance, making the first enemy caught in it visible and causing him increased damage.

"Fire Kusaki" (E). Jinks shoots three grenade-traps a short distance, which explode after a while, damaging nearby enemies and setting them on fire. If, during the action of the trap, an enemy champion has passed through it, he is temporarily immobilized.

"Super-megaraket of death (R) .Jinx fires a rocket with a rocket within the entire map. The greater the distance the missile flies, the greater the damage, the magnitude of which depends on the health of the enemy champion.

Spells

Gide Jinks on spells provides three tactical moments of the choice of spells. If there are champions against it on the line who are able to reduce the effect of treatment from "Healing" (Varus, Miss Fortuna), then the best option will be to stop at the "Barrier".

If there is a strong enemy control like Morgana, Nami or Sona, it makes sense to take "Purification". In all other cases, "Healing" is the best option.

The order of skill leveling

Speaking of Jinks, Guide 4 season recommended the pumping of skills exclusively through (W) in view of the stunning damage, but in season 5 after the significant nerfs of the champion, attention should be paid (Q). Rocking "Kruchu-Verchu", you can significantly increase the radius of the missiles and the speed of attack of the machine gun, allowing you to easily farm and keep the enemy at a distance.

In the second turn, you should pump the "Pi-Piu" skill, which causes more damage with each level, plus the recharge time is shortened. It is absolutely necessary to pump in the third level "Fire Kusaks". They are capable of both initiating a battle and protecting the way to retreat. Absolute skill Jinks pump, of course, out of turn.

Runes and talents

Hyde Jinks on the runes, in principle, is no different from the other shooters. In the "Signs" we take the attack power, "Seal" and "Symbol" leave the resistance to physics and magic, and "Quintessence" is filled with runes at the attack speed.

Jinks has a talent-style guide that looks like any other set of physical champion (21/9/0), the only thing you can advise is to take one brand to replenish the mana in the attacking branch, and otherwise everything is like everyone else.

In the protection branch, there is no need to take "Enchanted armor", because She simply does not need the "lean" Jinks. It is better to take additional brands for health - they will be more useful at the initial stage of the game in the League of Legends.

Jinks: Guide to subjects

Regardless of the situation and the enemy peaks, we buy wards, the "sword of Doran" and one potion of health. Although this sword can not later be improved to something serious, to start the game is the best option, giving you a boost to health, vampirism and attack power.

Good objects are not worth a lot of money, so all attention should be focused on the farm, and with a lucky combination of circumstances and an explanatory forester, you can get a reward for the heads of several opponents before the tenth minute.

In Jinx, the items guide for the end of the game differs from the first purchases and depends only on the situation, but with the first return to the base you should have boots, the "biggest sword" and it is highly desirable to invest in a "vampire scepter" that will allow you to stand on the line very long time.

Somewhere by the middle of the game, you should already have a "border of infinity", improved boots and a subject for attack speed, coupled with critical damage ("Sharpening statics", "Dancer" or preparation for them).

As mentioned above about the game "LoL", Jinks, a guide on artifacts should match the situation. If by the end of the game the enemy team is dominated by tanks, then without the "Last Sigh" is indispensable. In the case of magical superiority of enemies, you can recommend "Banshu". If the opponent has one or several very strong ground control, then it's worth to acquire a "mercenary scimitar", which removes all negative magic effects.

Pros and Cons of Champion

Pros:

  • High rate of fire due to (Q) allows you to get a significant advantage at the beginning of the game;
  • Easy farm when using a rocket launcher and a fast push line;
  • Traps (E) stop up to three enemies at once - this is an indispensable tool in timfight;
  • Passive ability Jinks allows you to catch up with the enemy, and run away from the whole group;
  • Absolute skill can deal tons of damage to enemy champions within the entire map.

Minuses:

  • Jinks is quite difficult to learn and requires many hours of practice;
  • She does not have built-in escape mechanisms;
  • The manat of the champion;
  • The range of fire of a machine gun is less than the average radius of defeat of all heroes.

Therefore, in order to win your line, you need to spend many hours to master the champion and study the intricacies of his mechanics, but that's all there is to the League of Legends.

Guide to Jinks for synergy (support)

Let's try to designate a number of champions, which in one way or another will be combined with the style of the game Jinks.

Blitzkrunk

This champion is great for all shooters, including Jinks, and the bunch "Hook" and "Kusaki" - the perfect combo to defeat the enemy. Blitzkrunk has a good zatankovannostyu, and the feature of passive ability allows him to play more aggressively, protecting his kerry and creating a constant voltage on the line for the enemy.

Morgana

Both champions suit each other perfectly. The opponent will not have a chance to escape, and the absolute skill of support with ease will allow to avoid sudden ganks or tying of timfayts.

The enemy champions

Sometimes it happens that in the lobby you are counter-punched and took the overwhelming initiative of your champion, this is not uncommon in LOL.

Jinks guide on contrypk includes several "uncomfortable" champions, with whom to stand the line for it is extremely difficult.

Ash

Although the ice archer is weak at the beginning of the game, it can bring a lot of trouble to its range of attack, deceleration and zoning from the farm. Absolute skill Ash will make you an easy and immovable goal for a few seconds. During this time, she can inflict massive damage on Jinks with impunity, and the long-range fan of arrows will not let you avoid imminent death.

Caitlin

Kaitlin has the highest range of attack among all the champions of the "league", and against it is useless any guide. Jinks can only gently farm the rocket launcher and wait for the forester to arrive for the gank. In the rest, only the healing support and numerous health potions will help.

Only after your (Q) becomes at least the fourth level, you can at least somehow resist the long-range beast, and before that we need an extremely cautious and passive game.

Draven

Дрейвен is a headache of many shooters with a small radius of attack. He is able to inflict considerable damage from his (Q) already at the very beginning of the game, and any exchange with him will always be in your favor. The only thing you can advise is to take a champion with strong control (see Synergy Guide).

Jinks can try to limit Draven in pharma with the help of his bazooka, constantly attacking him, but this can not continue for long, the cost of mana for this skill is great enough. In the rest it is worthwhile to rely on an intelligent support and a competent forester who will support in a difficult moment. Otherwise, the risk of losing your line is very high.

In general, Jinks is a very powerful leith champion, capable of dealing tons of damage to the end of the game, and with her absolute skill of escaping the enemy becomes almost impossible.

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