Importantly, revives have been nerfed from Path of Champions 1.0, as you only revive with half your starting HP. This gives you another chance if your start is slow, or the opponent burns you down. This is an incredibly important breakpoint, as it gives you a second chance should you fall. For the full list, check it out here: Level 7: +1 Reviveīegin every adventure with +1 Revive Token for a second chance on a lost combat. Here, I wanted to highlight some of the important breakpoints as you progress Jinx. Each champion has 30 levels, and will slowly make your champion more powerful as you progress. In Path 2.0, by playing often with a champion, you can earn Champion XP for them, which gives you champion levels. The deck is slanted very aggressively, which makes great use of Jinx’s star power and lets you dump your hand a bit to try and go for level ups for Jinx in certain spots. Pow-Pow provides an insanely efficient removal tool at BURST speed, letting you set up strong attacks or kill an attacking unit before it can be saved. The other units round out the deck, getting in for damage with their keywords, attack triggers, or helping with spell mana. She is the real star of the deck, letting you quickly wrack up damage for a cheap cost and keep churning through your deck. These 2 followers are imperative to this deck, as they allow you trigger the passive power twice, once for play and once for their discard, especially Zaunite Urchin. ![]() ![]() Jury-Rig gives you free discard fodder for Zaunite Urchin and Sump Dredgers. Here we have Jinx’s starter deck, which has a very aggressive, low curve.
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