Jinx is an interesting one. She's become fairly popular over the years, to the point where you can say she's one of the most recognizable to people who don't play League. She was also elected by female players as the most visually appealing character (according to
a tweet by a former Riot dev). Currently, she's one of the poster children for Wild Rift and will be a central character in the Netflix animated series, Arcane.
Jinx scales pretty hard - meaning that the better you do early on, the better she becomes later in the game. And while she's a bit lacking in natural mobility (unless she procks her passive, which i'll explain in a second), Jinx makes up for it with some traps that can help with early kill potential. She's aso got different options for when she has to poke and when she has to
go in.
Jinx' passive is
Get Excited! - whenever she kills an enemy Champion, epic Monster (basically the dragons, Rift Herald and Baron, the monsters that serve as game objectives), she gains bonus movement and attack speed for a few seconds.
Overall this could work reasonably well in Smash - kind of like Moxie in Pokémon, but applied to a fighting game. Balancing it could be tricky, however, because you don't want one kill to easily lead into another. The only option I could see would be to make her attacks deal pretty low knockback and/or damage.
Her four active abilities are
Switcheroo!,
Zap!,
Flame Chompers! and her Ultimate,
Super Mega Death Rocket!. No, the exclamation points aren't an error, they're actually part of the names.
Switcheroo! would probably be a down special in Smash, because it's a utility move. All it does is make Jinx swap between two guns, which she then uses for all of her basic attacks. Essentially, she would be a stance character. Said two guns are Pow-Pow (minigun) and Fishbones (rocket Launcher).
- Pow-Pow's basic attacks grant stacks of
Rev'd Up, which increases Jinx' attack speed with every stack. The stacks decay one at a time after a few seconds, but you can still retain that bonus attack speed for a single attack after switching to the rocket launcher.
- Fishbones' basic attacks actively consume mana, and the explosions caused by the rockets also damage anyone close to the target (in Smash, you could just make these into bigger hitboxes). Its range is bigger, but Jinx loses attacks speed while using the rockets.
So this is yet another Champion that would be dependent on Mana to work well. Mana actually acts as a limiter in Jinx, because otherwise you could just shoot rockets with no penalty. Knowing when to switch guns is a crucial part of her playstyle, but it can easily become busted if there's no synergy with other parts of her kit present in League.
Zap! causes Jinx to fire a shock blast in a straight line, dealing damage, revealing and slowing an enemy. The part about Sight is once again left out, but otherwise this is pretty much unchanged. It has some decent startup too, even in League, so it would be very in-line with other stun moves we have in Smash, being easy to punish if timed wrong.
Remember I said Jinx lacks mobility aside from her passive? Well, to prock that passive, you gotta get into your target's defenses first. And the best way to do that is making
them slower than
you. Which leads us to...
Flame Chompers! makes Jinx toss out three traps - the eponymous Chompers - at a target location, landing in a line perpendicular to her. They take less than a second to arm themselves and a few more seconds to explode, dealing damage in a small area. However, if a Chomper comes into contact with a Champion before that explosion, it detonates prematurely, temporarily knocking them down and rooting them to the ground for a few seconds. The same Champion can only suffer these effects from one of the three Chompers.
For Smash, either the Chompers' size would be drastically reduced or Jinx would toss out just one - I'd say about the size of Bowser Jr.'s Mechakoopa. For the sake of balancing, they'd probably need to be treated like other explosives, with certain attacks detonating the Chompers on hit. Otherwise that would be some pretty heavy area denial there.
Finally,
Super Mega Death Rocket! is exactly what the name says - a big-ass rocket that Jinx fires in one direction, exploding when touching an enemy Champion and causing damage in an area around the initial target. What's interesting here is the fact that the rocket's damage increases based on the distance it travels and the target's missing health (capped at certain points, of course).
You know what I think? Forget Final Smashes - this could be a really unique recovery. When you think about it, SMDR has similar potentials to Luigi's Green Missile and Villager's Lloid Rocket, but with a unique mechanic to it. Meaning the farther Jinx is from the stage during recovery, the more
dangerous an edgeguard becomes. On the other hand, recovering from up close and using it to close gaps in neutral wouldn't do a lot.
While she's not personally my cup of tea when it comes to Smash, I have to admit that I had some fun in the few times I played Jinx in League. And when it comes to marksmen, I think few could represent the game so well - though I think a Mana gauge is absolutely essential in her case, much like with Ekko.