Whenever an enemy champion or structure that Jinx has dealt damage to within the last 3 seconds is killed or destroyed, she gains 175% movement speed that decays over 4 seconds.
Get Excited! is a self-targeted passive ability that activates whenever a champion or a tower that Jinx recently damaged is eliminated, granting her increased movement speed that rapidly decays over 4 seconds .
From her base movement speed of 325, when Get Excited! triggers, Jinx's movement speed will increase to 677 and the bonus movement speed will decay every second for 4 seconds. After the first second the 175% bonus is reduced to a 60% increase, by 2 seconds is reduced to 30%, at 3 seconds is at 9% then finally removed completely.
Pow-Pow: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times, with the first stack granting twice as much attack speed as the second and third. The stacks decay one at a time when she stops attacking. Switching to Fishbones will not clear any active stacks, but they will not grant attack speed after her first attack.
Fishbones: Jinx gains bonus attack range and deals 10% AD bonus damage with her basic attacks, at the cost of 20 mana per attack. Additionally, her basic attacks will splash, dealing full damage to all enemies in a 150-radius area. The bonus damage to her target and the splash damage both scale additively with critical strikes.
Bonus Range: 75 / 100 / 125 / 150 / 175
Switcheroo! is a toggled ability that grants Jinx an on-hit effect that varies depending on her current equipped weapon.
While the main target of Fishbones will not be affected by spell effects such as Rylai's Crystal Scepter's or spell vamp, targets hit by the splash portion will be affected as if the damage were an area of effect spell.
Aside from your first basic attack, your basic attacks while Fishbones is active will not utilize the bonus attack speed and none of your attacks will refresh the timer on the stacks from Pow-Pow.
While Fishbones is active, if you try to attack and do not have enough mana to fire a rocket Switcheroo! will go on cooldown and revert to Pow-Pow.
It is worth noting that Jinx has the 4th lowest attack speed at level 18 in the game, with only 0.731. While having the full 3 cumulative stacks of bonus attack speed from Pow-Pow puts her at the fastest attack speed while not utilizing an active ability, her attacks are considerably slower than other champions while using Fishbones.
Jinx has the second longest static attack range with rank 5 Fishbones; out-ranged only by a level 18 Tristana by 3 units.
The splash damage will still occur while attacking towers and will draw aggro.
The on-hit splash damage effect from Fishbones will be triggered with each bolt from Runaan's Hurricane. The splash around secondary targets will deal 10 + 50% AD. Any targets in the splash range can also be damaged by the splash damage from the other targets and splash damage areas will stack if they overlap, allowing for a maximum damage of 20 + 210% AD to the targets or tertiary enemies standing in all three areas of splash damage (not factoring critical strikes or damage modifiers).
Note that the secondary targets of Runaan's Hurricane can be up to 375 units away, meaning it is not guaranteed that the splash damage areas will overlap. However, Runaan's prioritizes the closest enemies to your target - making it relatively easy to overlap at least two areas of damage.
Fishbones consumes mana per attack, not per target hit. As such, Runaan's Hurricane will not drain any additional mana for the additional bolts it fires.
While using Muramana, Fishbones' mana cost is deducted before Muramana's damage is calculated.
COST: 50 / 60 / 70 / 80 / 90 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Active: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, granting sight and slowing the unit for 2 seconds.
During the ability cast time, an indicator line shows the path of the projectile and is visible to allies and enemies.
COST: 50 mana
COOLDOWN: 24 / 22 / 20 / 18 / 16
Active: Jinx tosses out 3 chompers that, after an arm time of 0.7 seconds, explode on contact with enemy champions dealing magic damage over 1.5 seconds to enemies within 50-unit area. The champion that sets off the chomper is also rooted the same duration. Chompers explode automatically after 5 seconds. A single champion can only set off a single chomper, but can be damaged if they remain in range when they explode.
A single champion can only trigger a single chomper whether they get snared or block it with a spell shield. But the damage portion can be triggered multiple times on the same target.
Non-triggered traps that detonate over time or are triggered by another champion will still deal damage to nearby enemies including anyone one who has blocked a trap, if they are still in the area.
Flame Chompers! has no cast time and does not interrupt Jinx's movement.
However they have a short 0.7 second activation time before they can be triggered by a champion.
The explosion damage will apply to any nearby enemies (including neutral monsters, pets and minions, excluding structures) but only champions can trigger the traps before the timer.
Flame Chompers! can deal a maximum of 160 / 270 / 380 / 490 / 600 (+ 200% AP) to a single target.
Super Mega Death Rocket!
COST: 100 mana
COOLDOWN: 90 / 75 / 60
Active: Jinx fires a rocket that travels in a line, exploding on the first enemy champion hit. Enemies caught in the explosion take physical damage equal to a base amount (this amount increases over the first second the rocket travels) plus a percentage of their missing health (max. 300 vs. minions and monsters ). The primary target of the explosion takes full damage, while nearby enemies take 80% damage.
Additional Damage:25 / 30 / 35% of enemies' missing health
Super Mega Death Rocket! is a global linear, colliding skill shot that will travel in a straight line across the entire map until it hits an enemy champion or leaves the entire zone, increasing its damage and flight speed over a short distance (1500 units, the distance of Zap!) . The first champion that it collides with will take full damage. Surrounding targets take individual damage at 80% of the possible total (both base damage and missing-health bonus damage).
The damage based on missing health is calculated on an individual basis for each target hit, and not based off the damage dealt to the primary target .