Template:Champion tactics/Jinyu

Jinyu champions are masters of the water, and use their powers to deliver devastating damage with a number of ranged attacks. They can present a substantial challenge, especially to classes lacking in interrupt abilities. Jinyu champions can kill unwary opponents in a matter of seconds, and challengers will need to stay on their toes if they are to survive the encounter.

Water Bolt is the basic jinyu attack, and deals little damage. Jinyu tend to use this every few seconds, but will attempt to deal melee damage between casts.

Rain Dance is probably the most unusual jinyu ability. While channeling, the jinyu will throw out 4 watery orbs each second for 10 seconds. 3 of these travel outward in fairly random directions; the fourth is aimed precisely at the target's current location. These orbs take a moment to reach their destination, but deal substantial damage when they do. Rain Dance cannot be interrupted, but it is generally possible to evade damage from Rain Dance by keeping moving until all the orbs have exploded, and doing your best to avoid the falling orbs, bearing in mind that since the orbs take a moment to travel to their destination, you will generally need to keep moving for slightly longer than the channel lasts. Rain Dance cannot be interrupted, but once the initial cast has been completed, players can use stuns and knockback effects to interrupt the channel, ending the spell.

The main downside of Rain Dance (aside from the risk of death) is that players usually cannot deal much damage while evading it. However, there is a specific trick that works to nullify its effects, allowing players to ignore it entirely. Ironically, this trick involves finding a sufficiently deep body of water. Rain Dance's watery orbs will pass right through the surface of the water, instead impacting on whatever surface lies below. Players situated sufficiently far above that surface can then safely ignore Rain Dance. Whenever possible, players may therefore wish to kite jinyu to a nearby body of water, removing some of the complexity of the encounter and improving their chances of defeating the champion.

Torrent is the final jinyu ability and perhaps also the deadliest, dealing heavy damage direct to the target every 1 sec for 6 seconds. Unlike Rain Dance, Torrent cannot be avoided, but it can be interrupted and silenced, and players will generally want to make sure that this spell in particular is prevented. For classes without sufficient interrupt abilities, this spell provides the main challenge of facing a jinyu champion. Such classes may find themselves needing to use defensive cooldowns to survive the Torrent casts that they cannot prevent. Some classes may be able to evade Torrent by using abilities that redirect the champion's attentions or make the player temporarily untargetable.

In short:


 * Avoid Rain Dance's watery orbs, by keeping moving, or kiting the jinyu to a body of water
 * Interrupt or prevent Torrent whenever possible; otherwise, employ defensive cooldowns to survive it