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CORRECT Jing Wei Guide - How to Build and Play Jing Wei Correctly

1 6 41,382
by Pikulis updated September 16, 2016

Smite God: Jing Wei

Build Guide Discussion 22 More Guides
Tap Mouse over an item or ability icon for detailed info

Jing Wei Build

Starter

Build Item Death's Toll Death's Toll
Build Item Boots Boots
Build Item Healing Potion Healing Potion
3
Build Item Mana Potion Mana Potion
2

Core

Build Item Warrior Tabi Warrior Tabi
Build Item Qin's Sais Qin's Sais
Build Item Demon Blade Demon Blade

Rest of the Build

Build Item Deathbringer Deathbringer
Build Item Poisoned Star Poisoned Star
Build Item Malice Malice

Potential Swaps for Malice

Build Item The Executioner The Executioner
Build Item Titan's Bane Titan's Bane
Build Item Asi Asi

Relics to Look at

Build Item Cursed Ankh Cursed Ankh
Build Item Purification Beads Purification Beads
Build Item Heavenly Wings Heavenly Wings
Build Item Aegis Amulet Aegis Amulet

Final Build (Default)

Build Item Warrior Tabi Warrior Tabi
Build Item Qin's Sais Qin's Sais
Build Item Demon Blade Demon Blade
Build Item Deathbringer Deathbringer
Build Item Poisoned Star Poisoned Star
Build Item Malice Malice

Jing Wei's Skill Order

Persistent Gust

1 X Y
Persistent Gust
1 4 7 9 11

Explosive Bolts

2 A B
Explosive Bolts
2 6 8 10 12

Agility

3 B A
Agility
3 13 14 15 16

Air Strike

4 Y X
Air Strike
5 17 18 19 20
Persistent Gust
1 4 7 9 11

Persistent Gust

1 X
Jing Wei creates a gust of wind that damages enemies and knocks up enemy gods when summoned. The gust persists for 6s and continues to knock up and deal additional damage to enemies every 1s. If Jing Wei walks onto the area she is knocked into the air and gains an attack speed buff for 7s.

Ability Type: Circle, Knockup, Damage
Initial Damage: 90 / 140 / 190 / 240 / 290 (+90% of your Physical Power)
Damage Per Tick: 15 / 25 / 35 / 45 / 55 (+5% of your Physical Power)
Attack Speed Buff: 20 / 25 / 30 / 35 / 40%
Range/Radius: 55/10
Cost: 60 / 65 / 70 / 75 / 80
Cooldown: 12 / 11.5 / 11 / 10.5 / 10s
Explosive Bolts
2 6 8 10 12

Explosive Bolts

2 A
Jing Wei loads her crossbow with explosive bolts that augment her next 3 Basic Attacks. These attacks are wider, have increased critical chance, and deal area of effect damage.

Ability Type: Area Basic, Buff
Crit Chance: 0 / 5 / 10 / 15 / 20%
Damage Per Shot: 110% of your Physical Power
Range/Radius: 55/8
Cost: 50
Cooldown: 12s
Agility
3 13 14 15 16

Agility

3 B
Jing Wei dashes straight forward. She may use this ability while knocked into the air for a longer range dash. She also gains a 4s increase to Physical Power and Movement Speed upon using Agility. The effect of this buff is increased if Agility is used from the air.

Ability Type: Line, Dash
Power: 10 / 15 / 20 / 25 / 30
Movement Speed: 15%
Air Power: 20 / 25 / 30 / 35 / 40
Air Movement Speed: 25%
Range: 35/55
Cost: 75 / 70 / 65 / 60 / 55
Cooldown: 18 / 18 / 17 / 17 / 16s
Air Strike
5 17 18 19 20

Air Strike

4 Y
Jing Wei channels briefly before taking to the sky. She then flies forward and upward while covering the area below her in explosions that damage all enemies in the area. After her attack she hovers for up to 2s before landing at a ground target location.

Ability Type: Line, Damage
Damage: 220 / 310 / 400 / 490 / 580 (+100% of your Physical Power)
Range: 70
Cost: 80 / 90 / 100 / 110 / 120
Cooldown: 90s

Introduction

This is going to be a somewhat quick guide. It might appear to be long at first glance, but it really isn't since I'm not going to be going too in-depth with how Jing Wei works, only covering very briefly what you should be doing to use her efficiently. I'm doing it this way because it's not all that hard to point out how a majority of the Smite community is using Jing Wei COMPLETELY wrong, and it won't be much harder to explain how to correct that. As such, I won't be bothering to add pictures or do hardly anything to make it look professional, besides the occasional bolding/color coding.

Thus far, I've played around 400 games with Jing Wei, only a total of 38 of those being losses. Now, the games have been different; mostly normal Conquest, but a significant amount (30%) of ranked Joust, along with about 50 or so games of ranked Conquest, and some other casual game modes that I've done every now and again. But one thing's for certain: 80% of my losses come from circumstances I, personally, was unable to prevent, with 10% of that remaining 20% being before I got used to Jing Wei and wasn't 100% sure how to use her. Only 10% of my losses have truly been my fault. My K/D with Jing Wei is 4.13, and I've had well over 50 games with at least 20 kills and 3 or less deaths, including around 10 games in total with over 30 kills, and one game where I walked out 43/6/29 in a 88-31 win, also managed two pentakills, four triple kills (standalone, not including the pentas), and two godlikes in that match. How did I do so good in that match, and how do I do so good with Jing Wei in general? With this exact build, one I've built in nearly every single match minus my first 4 with Jing Wei, with only slight variations present in matches where I don't build this exact same build.

The thing with Jing Wei is, she's very unconventional as a hunter. She's given a kit that makes her an absolute powerhouse, having a good number of things present within her abilities alone that many hunters need to build in order to be capable of. As such, she is built FAR differently from that of a typical hunter, which is one of the reasons why people aren't using her correctly. However, that does pose a problem: you're EXTREMELY vulnerable when your abilities are on cooldown. As such, Jing Wei does have a pretty large skill cap, and a bit of a learning curve as well, though most of your learning comes less from the god itself and more from how you react to certain situations. However, once you're able to overcome all of that, Jing Wei basically becomes a hunter that has everything else any other hunter would have with a full build, just without a build, so she can be built to maximize off of that and do some insane amounts of burst damage. A good Jing Wei will be an invaluable ADC mid-late game, BY FAR better than any other hunter is capable of.

Allow me to explain everything in the upcoming chapters.

Pros / Cons

Pros:
1. Has a LOT of things in her kit that most hunters need to build to have; ability to get back into lane faster than any other ADC, attack speed, crit chance, Fatalis effect. Allows her to build a build more situated towards being extremely bursty.
2. Two great escapes, one with instant cast time that can escape knockups and one with a channel time of less than 1 second that goes an EXTREMELY far distance through all obstacles.
3. Her mid-late game, in the right hands, is greater than that of ANY OTHER ADC in the ENTIRE game.
4. Has a slight learning curve and quite a high skill cap, but is by no means a hard god to use.


Cons:
1. The fact that Jing Wei has multiple things built into her kit that most hunters need to build to have means that you won't be building those things, meaning you'll be rendered a LOT less powerful than that of the typical hunter when your abilities are on cooldown. Be wary of that, and proceed with MAJOR caution when using Jing Wei.
2. INCREDIBLY SQUISHY. One of the most fragile hunters that exists out there. Stay the HELL away from any possibility of CC-induced gank, or expect to lose your life (or put both your Purification AND your ult on cooldown).
3. As I said above, Jing Wei DOES have a slight learning curve and a high skill cap. She can be extremely frustrating to use for a while, but fortunately once she no longer is, you'll definitely have fun with her as you continue to learn her. Her skill cap is the difference between going 5/1/6 with her, and going 22/3/18 with her. Though, I still consider her learning curve/skill cap a con simply because it's rarely the case with most hunters; most have very visible skill caps, while Jing Wei really doesn't.

Items

Though I wouldn't say this is the MOST immediate problem with the way the community uses Jing Wei, it is one of the top problems: THEY HAVE NO IDEA HOW TO BUILD HER.

Listen to me very carefully. Jing Wei does NOT need lifesteal. Her passive allows her to back almost whenever she wants... you're fine with just potions and a quick rotation if anything goes wrong. Jing Wei does NOT need attack speed, besides what you get from Qin's and your 1 is MORE than enough. Jing Wei does NOT need Fatalis. What you get from her 3 is EVEN MORE than enough. Jing Wei does NOT need Transcendence. None of her abilities scale well enough for it, and they all have pretty hefty cooldowns so you'll rarely find yourself needing the mana it gives after the early game phase is over. Really, the only thing Jing Wei might need besides the obvious is, POSSIBLY, penetration. However, that's EXTREMELY situational, and I'll talk about that in a bit.

What DOES Jing Wei need? 3 things:
1. Boots
2. Qin's
3. Crits


Item 1: Death's Toll
This is a starter item traditional for many hunters and solo laners. Jing Wei is a god that certainly benefits better from it than Bluestone Pendant simply because you don't build lifesteal or mana, so it helps you up until very late in the game where you'd end up selling it.

Item 2: Warrior Tabi
Jing Wei doesn't need attack speed, so you obviously go for the damage option in boots. Begin building this RIGHT AFTER Death's Toll, don't build Devourer's/Transcendence like you might with some other hunters because they don't need it. Also don't start building other items until your boots are done.

Item 3: Qin's Sais
Qin's is the only item with any permanent attack speed in it that you're going to need, which isn't really even for the attack speed anyways, more-so the power and passive. It is definitely a great power spike for the time you're still sort of in the early game, but are quickly approaching the mid-game phase once you have it built up.

Item 4: Wind Demon
This is your first crit item. Build it first simply because the buffs it provides work together PERFECTLY with your 1 and 3.

Item 5: Deathbringer
Deathbringer is another power spike item. It helps your crits confirm kills a bit better than usual. Situational: you MAY want to build Poisoned Star first if you find yourself needing that CC to stay in the battle.

Item 6: Poisoned Star
This provides Jing Wei with a VERY solid amount of CC, given that once you have it fully built, you'll now be at 55% crit chance, which equates to 18% with your 2 active. Thus, the CC it inflicts becomes very potent and can (and will) definitely work towards helping you confirm even more kills.

At this point in the game, you'd sell Death's Toll.

Final Item: Malice
Malice is really only the item chosen as the final item simply because it's the final 20% crit chance you need to achieve 100% with your 2 active, and it has better stats and a better passive than Rage. However, in general, Malice is a dead item. The passive is mediocre at best. It's really only an item you want in situations like this, where you're going with a full-crit build; on most other gods, however, Wind Demon or Poisoned Star would be the better choices to have alongside Deathbringer.

Potential Swaps for Malice:
1. The Executioner: Personally, I find this to be the best swap for Malice if you find yourself at 55%/80% with 2 active crit chance to be good enough for the battle. You're increasing your output damage on tanks, as well as increasing your attack speed enough for it to possibly make a difference (though the attack speed really isn't the thing that makes it great, it's just a good bonus). However, if you're fighting people that are too tanky for The Executioner to really do a whole lot to them, or the attack speed is just completely useless to you, consider option #2.
2. Titan's Bane: This is on-par with The Executioner, in that it gives the exact same amount of physical power, but it guarantees 33% penetration on EVERY attack, whereas The Executioner only give 12% and 24% on the first two attacks, before outdoing Titan's Bane with 36% on the third attacks and on (assuming they get an attack at least once every 3 seconds). But, as I said above, if the attack speed isn't really providing much of a boost to warrant keeping the item and people are just too tanky to warrant such a reduced amount of penetration on the first 2 attacks (since they'll usually end up escaping after just a few hits), Titan's Bane is a great alternative just because you won't REQUIRE getting off 2 hits before it becomes its most useful.
3. Asi: Jing Wei really doesn't need lifesteal or attack speed, however Asi is a good item in general for almost any hunter simply because it provides a passive that can TOTALLY save your life at times, in addition to also having a set value of 15 physical penetration. It's also an EXTREMELY cheap item. If you're finding yourself low on gold and want to grab a quick, cheap flex item, go for Asi. You can always sell it later for one of the above if you find yourself not benefitting from it as much as you think you could from one of the other choices.

Relics:
CURSE. Seriously, dude. Curse is a MUST HAVE on Jing Wei, regardless of the situation. Like, I can understand grabbing Purification at the beginning if you're fighting a duo with, say, an Ares support and/or a Skadi ADC. Regardless of all of that, however, Curse should still be your second relic, and your first if you're not finding yourself in COMPLETE need of Purification or maybe Sanctuary. Why? Because despite Jing Wei's mobility, she can still get caught in plenty of sticky situations.

You see, when your ultimate is on cooldown, and you still decide to engage an attack using your 3, you're completely, and KNOWINGLY, putting yourself at risk of getting ganked on EXTREMELY easily simply because you have no other way to get out. Jing Wei gets ganked very easily, so you need to be careful of that. Curse allows her to engage while her ultimate is on cooldown. Another benefit to curse is that once people begin to realize what you're doing with Jing Wei, they'll save their escapes for until after you use your 3 on top of your 1. And sometimes, against gods like Neith, your Fatalis effect behind your 3 might not be enough to get back onto them. As such, the only thing that will come out of all of that is you wasting your own mana and two abilities (possibly three if you don't find a target for your 2 besides maybe waveclear). Luckily, however, if you play your cards right and aim your focus onto squishy gods with no escape/an escape that's on cooldown, you'll find yourself in this situation VERY rarely. So rarely, to the point where you'll be able to simply use curse and catch up to them very quickly, and collect your free kill.

Otherwise, there's not a lot to explain here for relics. Purification works amazingly, given how horrible Jing Wei is against CC (which should be obvious without me even telling you). Sanctuary works against gods that have extremely high amounts of predictable burst; if the enemy team doesn't have all that much CC but they have someone like a Zeus, Ao Kuang, or Scylla, Sanctuary might be the best to pick up over Purification. And, of course, if you're just completely slaughtering the other team like they're absolutely nothing (which you should be), Sprint is a great relic to grab just because it'll help you get more kills you wouldn't get otherwise.

Skills

Jing Wei's abilities are the MAIN reason why I say the community fails so bad with using her. Most people don't really realize that when they're running around using Jing Wei, they're only using about 50% of what makes her so good.

Passive: Rapid Reincarnation
Jing Wei's passive allows her to begin flight upon leaving the fountain, in which she flies over all obstacles with increased speed. Any enemies spotted directly under her while she's in flight will be revealed to her team via the minimap. Can be ended early by attacking, or cancelled completely by cancelling it like you would a skill (default would be right-click).
The thing about Jing Wei's passive is that it gives you an invaluable advantage in pretty much every single situation that the game could throw at you. It removes the need for lifesteal because you can recall pretty much whenever you want to, so HP potions will be more than enough for you to get by during laning phase. It allows you to recall WHENEVER your enemy ADC does, regardless of the situation, just simply because unless they have teleport (or it's on cooldown), you're 100% guaranteed to get back into the lane before they do (if you wanna be super fancy, you can even go clear a couple jungle buffs before returning to lane, and still get there before they do). And even if they DO have teleport (which I don't see why an ADC would, unless they're looking to specifically counter you), you can still get back into your lane at around the same time they do; even if they do happen to get out before you, however, they still won't have enough time to do anything game-changing. In addition, as I said above, it reveals any enemy spotted while in flight on the minimap to all of your teammates, meaning you're basically an aerial ward that can COMPLETELY save your teammates from potential ganks or invades at times. And lastly, it allows you to get out and help your team better; you can gank lanes easily (and recall afterward to return to your lane even quicker), help sneak into areas to finish off someone who's attempting to retreat, or just get in to help a struggling teammate. You have ALL of these advantages just with Jing Wei's passive alone, which is not only an advantage to just you, but to your entire team when you use it correctly.

Ability 1: Persistent Gust
Jing Wei creates a gust of wind that damages all enemies, and knocks-up enemy gods. The damage is only done on the initial hit of the ability; any enemy walking through it after being hit by it once will not retain any damage. Additionally, if Jing Wei herself walks into the wind, she is knocked up slightly and gains an attack speed buff for 7 seconds. Jing Wei is able to walk into the wind as many times as she wants while it remains, with the attack speed buff completely refreshing each time she re-enters the area.
This is the ability you're going to want to train at level 1. Very early in the game, it helps provide extra damage in clearing waves and buff camps, allowing you to help speed up the laning phase a bit due to your ability to clear the wave pretty well from the very beginning. The attack speed buff, however, is going to be vital to you once you start getting to the point of going for kills... but we'll get to that in a bit. This is also the ability you'll want to max first, but you'll want your 2 to be at upgrade 4 by the time you do. I'll also explain that in a bit.

Ability 2: Explosive Bolts
Jing Wei's crossbow bolts receive a buff for the next 3 attacks. These 3 attacks have a wider hitbox, deal area-of-effect damage, and supply increased crit chance.
This is the ability you'll want to train at level 2. The area-of-effect damage makes it a very good waveclear, especially if done right after your 1. In addition, the cooldown of this ability begins immediately after using it, and you retain the 3 buffed shots for no single amount of time, meaning they remain until you use them up. Thus, using your 2 whenever you recall to base, right before flying out of the fountain, is a good habit to get into; similar to how you'd use Awilix's 1 or Thanatos' 2 before exiting the fountain. And finally, the increased crit chance will become vital to your process of going for kills, possibly the most important aspect of it, but we'll get to that in a bit. This is the ability you'll want to max second, one level after you max your 1, I'll also get to that in a bit.

Ability 3: Agility
Upon using the ability, Jing Wei instantly dashes forward 35 units, and gains immunity to basic attack movement speed penalties (same way Hastened Fatalis does) for 3 seconds. If this ability is used while knocked up into the air, the dash will be 20 units longer (55 units total), as well as provide a 6 second immunity to basic attack movement speed penalties.
This is Jing Wei's only ability that changes in NO WAY besides cooldown the more you upgrade it, so while it is important to have and should DEFINITELY be the ability you train at level 3, it's not one you're going to upgrade until the very end. However, despite all of that, it is an EXTREMELY important ability that is extremely vital to Jing Wei's kit in general. The basic ground use of it, despite it giving less of a buff than using it in the air, still works as a very good gap closer simply because you're still given the Fatalis effect for 3 seconds, usually plenty of time to lock down someone who's running back to base. Aside from that, it's by far the greatest anti-knockup ability in the entire game. The main use for it, however, will be together with your 1 and 2 when going for kills, but I'll get to that in a bit.

Ultimate Ability: Air Strike
Jing Wei channels the ability for 0.7 seconds, before launching into the air and flying forward 70 units, regardless of what obstacles stand in her way. While flying forward, she then drops missiles that cover the entire area below her, 70 units long and 30 units wide, with every enemy caught within that area taking damage. After the attack, she hovers at her ending spot for 2 seconds, before floating down and landing at a target location. You're able to select the target, and land into the target location before the 2 seconds expire by pressing attack. After the 2 seconds pass, Jing Wei lands either directly on the target area, or the closest valid spot nearest to the target area. The maximum landing range of the ability is 55 units.
The thing about Jing Wei's ultimate is that while it DOES do quite a bit of damage, around 85% of the time you'll find yourself using it more as an emergency escape during an extreme situation where it's important for you to stay alive, or maybe just because you know you can stay alive with it and don't expect yourself to need it anytime soon (that's usually how it is with me :P). The 0.7-second channel time can definitely be deadly if you're not careful, but that doesn't change the fact even slightly that it's usually more than quick enough for you to get the hell out of whatever situation you're in. And offensively, it's best used for securing kills on people who are running away. That's your best chance of landing it, given that it's quite easy to avoid if people see you using it. What's great is that the long distance behind BOTH the actual ability AND the land after the ability makes it extremely easy to catch up to someone and stick onto them even if you happen to miss hitting them with your ultimate, especially if your 3 is up as well... at that point, it's basically just a confirmed kill. To make it short, Jing Wei's ultimate is an absolute powerhouse both offensively AND even more so defensively if you use it correctly, and using it correctly isn't all that hard.

Upgrading Your Abilities:
You'll want to start the game with upgrading your 1. The initial damage you get from it + damage per tick makes it a MUCH better choice to use over the area-of-effect damage you get from your 2 for the initial jungle camps.
At level 2 is when you get your first upgrade on your 2. This helps your ability to quickly clear minion waves a LOT, giving you both a quick burst of damage from your 1 as well as area-of-effect damage from your 2.
Afterwards, you'll want to upgrade your 3, the continue on with upgrading your 1, and then your ultimate at level 5. Though, after level 5, things get just a bit different.
From level 5 onward, you'll want to alternate between upgrading your 1 and 2, starting with your 2 at level 6, then switching between your 1 and 2 each level (1 at level 7, 2 at level 8, 1 at level 9, etc). This DOES include not upgrading your ultimate past 1 upgrade; you'll want your 1 and your 2 maxed by level 12. Allow me to explain my reasoning behind this.
Jing Wei's ultimate is mostly going to be used as an escape, with some uses of quick damage for kill security. When you're going for securing kills pretty much ANY time before level 17 (which is when you begin to upgrade your ultimate past 1 upgrade), you're rarely going to need any more than 220 damage to secure the kill. As such, upgrading Jing Wei's ult past 1 upgrade until level 17 is almost always going to be pointless. The only benefit you get from doing so is a damage buff, which as I just explained, you won't need. The area it covers, channel time, speed of use, range of everything, flying distance... NONE of it is affected by upgrading your ultimate. The only thing you're getting out of it is more damage, and if it's unneeded, then you're really just crippling yourself because the cost of how much mana it requires to be used also goes up as you upgrade it. Though that's usually not going to be a problem, simply because you'll mostly be using it as an escape and will quickly retreat and recall afterwards, it can sometimes completely block you from using the ability just because you're short 10 or so mana. It's happened to me before, and I'm sure that even if you do heed my warning, it'll still end up happening to you eventually.
Another thing I feel needs explaining is the fact that you should alternate between upgrading your 1 and your 2. Many people believe you should max out your 1 before going on towards maxing out your 2, but that's an extremely inefficient way to go about doing things. To put it simply, your crit steroid increases the more you upgrade your 2, meaning that if you follow my upgrade chart, you'll have 15% crit chance at level 8, 20% at level 10, and 25% at level 12, which applies to ALL 3 of your shots behind your 2. By level 8, you're already giving yourself a pretty good chance of landing a crit basically every time you activate your 2, and at level 12, you'll usually have your Qin's Sais as well, meaning you'll already find yourself doing pretty good damage. However, I still do recommend maxing out your 1 just one level before maxing out your 2, simply because the damage and attack speed buff you get out of your 1 is very important for clearing waves, and can help you secure some kills as well alongside your crit steroid. This also means that you'll have a 45% crit chance for, again, all 3 shots once you finish building your Wind Demon (around 15 minutes into the game), which will put you FAR ahead of any other ADC at that point in the game. Some hunters only build 40% crit chance in TOTAL by the very end of the game, so having 45% mid-game is going to allow you to get more kills than your opponent.
Otherwise, I think everything else is quite self-explanatory. The only thing that changes at ALL from upgrading your 3 is the cooldown, from 20 seconds at 1 upgrade to 12 seconds at max. That seems like a huge difference, but as it's really just an ability you'll be using to get in closer to your enemy, the cooldown reduction really isn't needed until later in the game, so it's not something you're going to want to upgrade at all beyond 1 upgrade until your 1 and 2 are maxed out.

And remember, when it comes to upgrading abilities, things can and sometimes WILL be extremely situational. If you ever find yourself failing to secure kills with your ultimate, upgrading it an extra time before level 17 might not be the worst idea. The same goes with your 3, and COULD even go with how you upgrade your 1 and 2; sometimes, straight maxing of either ability before working on the other is wise as well. It just depends, ability upgrading is almost always going to be a bit of a situational thing, so just use your brain when it comes down to it. But, this method of upgrading has almost always worked perfectly for me, so it's a very good recommendation for those who aren't 100% sure what to do/what works for them.

Ranked Play

People don't use Jing Wei's kit to its greatest potential, and that's been a fact. I've only a couple times actually seen her used properly, to the point of considering their use of the god to be "efficient." Even some people in the SPL have used her incorrectly. I'm going to try to explain, to the best of my ability, what it is you need to do with her to play her correctly.

First thing: Properly using Jing Wei's passive to your greatest advantage.
The thing with Jing Wei's passive is that it allows you to get basically anywhere on the map in such a quick amount of time that you're able to recall and be back in your lane within about 20 seconds. Given this fact, you're rarely ever going to need to worry about recalling, as long as your support can clear at least one wave of minions or at least stall the wave while you're healing and purchasing items. As such, like I've said above a couple times now, lifesteal on Jing Wei is completely unneeded. If you do find yourself needing a bit more sustain, however, I still recommend only going with Asi as a FINAL item in your build, after selling Death's Toll. Otherwise, the very small amount of sustain you get behind Death's Toll and your passive's ability to recall at ease should be more than enough to keep you alive during the match.
As I also mentioned above, Jing Wei's passive allows you to get anywhere on your side of the map easily as well. It helps with ganks, with helping your teammates, to catch runners, and even allows you to clear jungle camps and return to your lane faster than the enemy ADC. Jing Wei's passive is just, in general, an amazing advantage to both you and your team, putting you at a major advantage at ALL points in the match, given that it's an amazing utility for fast recall and return to lane, ganking, helping teammates, and catching runners. It's also good for just getting around the map in general, because getting from right lane to left lane (or vice versa) via walking actually takes longer than recalling and flying out to the lane, so it's just a time-saver in general and, as I said, gives a major advantage to you and your entire team at all points in the match.

Continuing On: Early-game laning phase.
Jing Wei is INCREDIBLY, and I mean INCREDIBLY squishy. In addition to that, having all of your abilities (including your relic) on cooldown means sure death if you're not near your support or someone who can supply either some sort of speed buff (like Amaterasu), or someone who can help pin down the enemy while you retreat. As I've mentioned above, Jing Wei's kit gives her many things naturally that most hunters have to build to obtain, but that's only while your abilities aren't on cooldown. On cooldown means you're basically a sitting duck, with not much to help you other than a massive crit steroid. Thus, you have to be careful when you choose to use your abilities, because using them at the wrong time can result in you being completely defenseless from pretty much all sorts of danger. In short, Jing Wei with her abilities on cooldown is at an extreme disadvantage in comparison to other hunters/ADCs in general, but with her abilities used correctly or not on cooldown, she has a MAJOR advantage over every single other ADC in the entire game.
So, what you're going to want to do for a majority of the early game (until around level 12-13) is PLAY IT SAFE! Don't try too hard to push a lane unless your support can come in with a really good ultimate or setup on someone with low enough health for you to pick off. Unless you're being fed or you're snowballing off a lucky first blood/gank kill, you're almost always going to be at a disadvantage until you start getting your abilities trained well and start building your crits up. And let me tell you, from all the games I've played with Jing Wei, neither of those two things are very common against reputable opponents. You're almost always going to rely on Jing Wei's above-average mid-game and completely DOMINANT late-game to do most of the work for you. Early game, you farm, you take a few hits on enemy gods, you clear more jungle camps than your enemy, you stay alive, you do some poke onto the enemy's tower, and you build yourself up to become a near-unstoppable force later in the game. Don't try to force yourself to be better than you truly are early in the game; the outcome will almost always be negative in those situations. Stay in your lane, farm, and be careful.

Now the Fun Begins: Mid-game techniques.
Once you reach the 15 minute mark of the game, you may be a bit behind the enemy ADC in terms of god level, but that's okay. At this point, your 1 and 2 will be maxed, and you should have your Qin's Sais and Wind Demon. At this point in the game, using Jing Wei correctly will still give you a MAJOR advantage over the enemy ADC, even if you're 2 or even 3 levels behind them. You'll have incredible waveclear, good chance of a crit with both 20% from Wind Demon and the steroid from your 2, a great attack speed steroid, and a 6 second Fatalis effect from your 3. At this point in the game, you're not going to want to engage fully and attempt to 100-to-0 gods (unless they're EXTREMELY squishy and EXTREMELY unleveled), but your ability to secure kills is definitely going to shine bright. Thus, you may find it time to start using your combo: 2 (or if you still have the buff active from the last time you were in base, save your 2 for after you burn through the 3 shots), 1, walk into the 1, then 3. Make sure you do this a considerable range away from your opponent; they can always take advantage of the fact that you're knocked up, even if it's only for a fraction of a second. The dash range you get from your 3 is usually going to be enough to close the gap between you and your opponent considerably, and after that, you have about 6 seconds of steroid buffs to get the kill. Your attack speed is increased by 40%, and you have a FULL Fatalis effect (regardless of landing your attacks or not) during those 6 seconds, in addition to your 3 (or possibly 6) buffed shots, in which you have an additional 25% crit chance as well as an increased hitbox behind all of your shots, thus allowing you to have a higher chance of landing them. If you're not quite able to pin them down and secure the kill, your ultimate comes into play here, allowing kill security either as the final burst of damage or as another gap closer, or possibly both if you need it to be that way. Remember that when you're in the air waiting to land, the opponent that you're chasing is going to attempt to go the opposite way as you are in order to try to get away from you. Be sneaky with how you land. Try to fake them out a bit, and land where you THINK they're going to be at the time of your land. Either way, it's not hard to land to an area where you'll still be in range to get them with an auto attack, just try your hardest not to miss it.
Otherwise, just continue to be careful. You're not at an extremely high level of power yet, you're just a major asset as your team's ADC. Your attack speed steroid behind your 1 helps a LOT in taking both towers and phoenixes, as it's one of the few abilities that actually have a very high-powered effect against phoenixes, given that you're still just damaging them with your auto attacks. You'll still want to farm a lot more, but given your dash range behind your aerial 3, you'll be able to sneak up a lot more on opponents and thus have a really high ganking ability, meaning that you'll have a lot more success assisting other lanes than you will sticking to your own lane. Just be careful that you do remember to still farm camps and clear minion waves, otherwise you'll fall behind in very precious levels, and that exact thing is the absolute WORSE thing that can happen to Jing Wei.

An Unstoppable Force: Late-game
By level 17, which is the first time you'd upgrade your ultimate (minus first upgrade at level 5), with everything but Malice built up to completion, you're looking at an 80% crit chance with your 2, and crits that hit for about 500 damage without any sort of buffs. With Poisoned Star intact, you're MORE than capable at that point to completely 100-to-0 squishy gods (pretty much any if they have no protections, or no more than maybe one item). However, at level 20, with a full build, red potion, and red buff, you're looking at crits that hit for around 870, in addition to around 250 additional damage that you'll get from Malice (which is a set amount, doesn't change no matter how tanky the affected god is). In addition, you're looking at a solid 100% (yes, ONE HUNDRED PERCENT!) crit chance with your 2 enabled! With Poisoned Star and Wind Demon in your arsenal, you're pretty much an unstoppable force against anything. You're speeding yourself up and slowing yourself GUARANTEED for 3 hits (or 6 if you double up on your 2 from activating it before leaving the fountain), and after that, you're still at a 75% crit chance, along with the attack speed steroid AND the Fatalis effect, while they're slowed and you're sped up from Poisoned Star/Wind Demon. You'll INSTANTLY 100-to-0 ANY squishy god, regardless of how many protection items they may have (unless they're literally going full tank, which I don't see why they would), with just your 3 shots alone... but, you're also MORE than capable of taking down anyone, regardless of how tanky they are. You'd have to be extremely unlucky to not be able to completely melt through a tank as a late game Jing Wei. Just make sure you double up on your 2 by activating it before you exit the fountain, so you can be guaranteed to take down that tank (regardless of how many protections they have; I've taken down tanks with 5 full-physical protection items), even sometimes the 6 crits alone are enough to take them down. Also remember that your attack speed by level 20, with the default build, will be 2.03 with the buff from your 1, so you're in NO way lacking in terms of attack speed or DPS. You can burst people down with auto attacks alone; your 2 is a major benefit, not a total need. Also don't forget about your Fatalis effect, though that's something you really won't have a problem remembering.
Still be mindful; Jing Wei is unstoppable late-game in terms of DAMAGE alone. You have the ability to clear entire hordes of enemies with just your crits, but you also have the ability to get ganked very easily, because you're still squishy as ALL hell. Try your very hardest to stay away from hard CC, and DEFINITELY stay away from roots and silences. If you find yourself to be in the danger zone in terms of HP, ULT IMMEDIATELY. Your ultimate will come in EXTREME handy late game, because you'll find yourself almost instinctively charging into enemy god hordes of 2 or 3, just because you're sure you can take all of them (you usually can). But sometimes, things go wrong; one wrath leads into a silence and a root, or a pull, or something that can completely screw you over. Your ultimate works incredibly well in preventing that; make sure you get it off before it's too late.
Otherwise, your main style of play will be similar to that of a jungler. You assist lanes, gank, and sneak in for quick kills. Jing Wei has, VERY MUCH so, an assassin's mentality during her late-game. She can sneak in with her 1-to-3 dash or her ultimate, and manage extremely easy kills behind her 3 guaranteed crits (and all the benefits they provide). You may also find yourself split-pushing, just because of your attack speed steroid and ability to take down towers and phoenixes faster than pretty much any other ADC in the game.

Face Offs

Here, I rate how well she faces off against other enemy ADCs. This list goes in alphabetical order.

AH MUZEN CAB:

Spoiler: Click to view


ANHUR:
Spoiler: Click to view


APOLLO:
Spoiler: Click to view


ARTEMIS:
Spoiler: Click to view


CHIRON:
Spoiler: Click to view


CHRONOS:
Spoiler: Click to view


CUPID:
Spoiler: Click to view


FREYA:
Spoiler: Click to view


HOU YI:
Spoiler: Click to view


IZANAMI:
Spoiler: Click to view


MEDUSA:
Spoiler: Click to view


NEITH:
Spoiler: Click to view


RAMA:
Spoiler: Click to view


SKADI:
Spoiler: Click to view


SOL
Spoiler: Click to view


ULLR:
Spoiler: Click to view


XBALANQUE:
Spoiler: Click to view

Final Recommendations

I've done my best to describe exactly what you need to do to play Jing Wei in Conquest/Joust, but here's a few other recommendations I have if you find yourself in any trouble despite reading and following the entirety of the guide.

1. Ability casting.
Given the nature of each ability, I HIGHLY recommend 100% that you place your 3 and your ultimate (ESPECIALLY your ultimate) on the "Quick Casting" cast mode via the in-game ability menu (press K to access). This allows you to fire off each of the abilities much faster, making your 3 completely instantaneous and your ultimate an even faster escape.
Additionally, placing your ultimate on "Instant Casting" may also give you even more of a benefit, since it makes it an instant one-press escape that you can easily mash if you find yourself in a sticky situation. Placing your 1 on "Quick Casting" might be good too. My personal settings are 1 and 3 on "Quick Casting" and ultimate on "Instant Casting."

2. Situations where you'd pick penetration over Malice.
No matter how you look at it, The Executioner is a very popular item on hunters, even considered a core item on some hunters. As such, putting it on Jing Wei isn't always a bad idea. However, this is a fact for penetration in general; depending on the situation, you may feel the need to use Titan's Bane or Asi instead as well. Here's a few situations where you'd need to do that.
2a. Aphrodite support. Aphrodite is a god that can be nearly unstoppable late-game in the role of support, just because of how tanky AND sustainable she is. If you find yourself unable to take down an Aphrodite support in the late-game, I highly recommend The Executioner. Some people might recommend Brawler's Beat Stick, however even with the 40% reduced healing, Aphrodite still might heal enough to be too much to take down, so getting that guaranteed pen stack that maxes at 36% will be a better help in taking her down.
2b. Athena support. Most of the time, you'll be able to pin down someone super tanky with your 6 crits and continued 75% crit chance afterwards with your attack speed and Fatalis effect. However, Athena CAN be one of the hard exceptions simply because she can get away so easily. She can more than easily dash away with her 1 and begin her ultimate as a means of retreat. In this situation, I recommend Titan's Bane for the constant 33% physical penetration, as that shred through 33% of her protections will typically be enough to burst her down before she gets her ultimate completely off. In a situation like this, more attacks giving penetration is valued over the stack and attack speed given by The Executioner, thus I find Titan's Bane to be the better choice over it.
2c. Bacchus support. The thing with Bacchus is he's more than capable of killing people on his own, while still remaining quite tanky. Even though you're going to be able to escape his knockup using your 3, the chances of him getting you while your 3 is on cooldown or getting you with his belch as his initial means of attack are still there, even though they're not extremely high. In this situation, it may be best to have a bit more sustain, since his ultimate is going to make it hard for you to properly retreat (if your ultimate is on cooldown at least, which I'm sure the Bacchus in question would make sure it is before using his ultimate on you). In this situation, Asi would definitely be the best choice just for the means of lifesteal and the passive that will definitely make you tons more sustainable and give you a MUCH higher chance of survival, given that you'll only really need to connect with a few hits in order to steal enough life to survive. Also, remember that Asi is not only extremely sustainable in dangerous situations, but is also the cheapest lifesteal item, as well as gives attack speed AND penetration. So, it can always be a good item to pick up in a pinch if you ever find yourself needing it. Use your own judgment when the time comes.

And, as I just said in the last sentence above, remember that you need to use your own judgment at times. This guide can only serve for so much. You'll definitely have to make up your own mind yourself sometimes, so just do whatever you think is best. Many situations outside of the 3 I listed above where you'd buy The Executioner/Titan's Bane/Asi over Malice DO exist, so just make sure to use your own judgment if they ever come. Be smart.

3. Map positioning.
As I've said a few times, STICK TO YOUR LANE until you're built up enough to the point of having purchased Wind Demon in its entirety. This, of course, doesn't mean you're completely LOCKED to your lane, as you can still assist in easy ganks and chasing runners from other lanes while you're flying around via your passive. However, your main source of farming should be in your own lane. Don't try to randomly assist other lanes in dealing poke damage or anything like a solo or mid laner might. That's completely unneeded. You need to keep farming, so you can become that eventual indestructible force that late-game Jing Wei is.

Final Words

Thanks for reading my Jing Wei guide, and I hope you learned something from it!

I'll continue to update it as time continues on, with things I forgot and to address future buffs/nerfs on Jing Wei herself or any other gods I talked about in the guide (since I'm sure things regarding both points will always see themselves coming up).

Until then, have fun using Jing Wei CORRECTLY now, and I'll see you guys next time! ♥♥♥

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1
CakeSlapping (29) | September 25, 2016 4:53am
Quad-crit with no lifesteal or penetration.

The "CORRECT" way to build Jing Wei.

Ok mate.
1
Pikulis | November 29, 2016 1:30am
she doesn't need it. read through the entire guide and you'll understand why.
1
BlaineSilver (2) | September 16, 2016 3:13pm
I don't really agree on your philosphy with Chronos. Here's my reasons why.

Chronos and why he's bad


Build Aspects:

Building triple crit is horrible with Jing Wei. She has enough crit already, two items is perfectly fine. Malice? Get rid of it entirely. More penetration and boxing potential early game is also needed. Malice shouldn't even be an option. My advice would be to have The Executioner as your recommended item, and place malice as 'situational' if you really want.

Where's the lifesteal? You suggest replacing malice for Asi, but Asi is so cheap that building it early game would make so much more sense. Getting it late just means you'll be wasting a back when returning to fountain. Naturally Asi is sometimes an item you remove COMPLETELY from the build to replace with something like bloodforge. You claim lifesteal is really unneeded, but it's quite litteraly the exact opposite. The less lane sustain you have, the easier you'll be bullied. You'll be recalling so much, meaning you'll miss out on lots of potential xp. We all have our own thoughts on this, so I'm not trying to ridicule you, just trying to make a point.

Are the items in your build ordered? You have death's toll as the first item, but in your finished build Warrior Tabi is in the 1'st slot. Mind explaining that?

Other than that the guide is pretty straight forward. I don't see many problems with it. It's not even that bad of a read. Nice work there.

I'll hold my vote for now. Feel free to PM me if you update things >c<
2
DucksRock (41) | September 25, 2016 5:26am
this comment is really bad and misrepresents everything you were trying to address.
for starters, your "chronos is bad" comment is one of the worst arguments ever in S3.
why you ask?
http://smite.esportswikis.com/wiki/SMITE_Pro_League/Season_3/Europe/Fall_Placement/Picks_%26_Bans
look at Chronos's picks and bans. he's viable. that statement was really dumb.

Quoted:
1. Early game Jing Wei has much more magical defense than physical defense. This already puts pressure on chronos, as it will take more to get Jing Wei out of lane.

except the fact that Chronos has an item cheaper then ****ing Asi which gives him 15 pen and 30 physical protections, which one? Dynasty Plate Helm. if he rushes it as a first item, he gains 20 protections at the t1. i can't seriously believe you haven't seen him start with that unless you have been living under a rock.

Quoted:
Chronos is an ADC, but also relies pretty heavily on accurate skillshots to deal good damage. Sure he has a hastened fatalis, and that slowing stun, but how are you gonna hit accurately if your opponent isn't in a form of cc to begin with? Almost always will you see Jing Wei grabbing Purification Beads, so that's already out of the question. Plus if you can avoid attack decently, it shouldn't be THAT big of an issue


2)

Jing Wei's 3, no matter if it is combined with her 1 or not, is still targatable. a good Chronos will take a really easy advantage off of that, and you will get stunned every time you try to run.

your knowledge of facing a good Chronos is super lacking. a good Chronos will almost always never miss a Time Rift, plus he can use that to zone you into his Stop Time or backwards. oh, and he will also have a very easy time landing Stop Time..

3)
Quoted:
Chronos lacks escapes. He may have a slow, stun, and rewind, but if he gets out boxed, what's gonna happen? He'll most likely ult, but if Jing Wei is smart enough, she'll wait a good time before engaging.



Chronos can reach a ton of movement speed using his Accelerate and his Rewind allows him to almost never lose a duel. Stop Time is one of the best tools to counter a gank.

4)
Quoted:
Jing Wei's burst is a natural counter to mages. The whole reason Jing Wei is good is because of that.


this argument is true, but not in chronos's case. your burst comes late mostly, and Chronos has a better early and is also a hypercarry. he has better clear, better sustain, which also counters your next arguement. Chronos has tons of sustain including free mana and free hp regen, both from his Accelerate. Jing Wei's ability to back between waves and leave the enemy adc in trouble, dosen't really apply to Chronos cause of his sustain.

and that is why, i KNOW, that statement was wrong. i am going to continue the comment anylasis when i finish my paper.
1
Pikulis | September 24, 2016 5:02pm
in regards to your counterargument against chronos:

as i said in the guide, chronos wins early game and jing wins late. if chronos is able to snowball off of a lucky fastbreak in the early game, jing will have a VERY tough time catching back up. jing's burst is definitely a counter to almost all mages, chronos included, but that's only really a fact in late game phases. if chronos is stopping jing from entering that phase, chronos will have a very fun time putting jing to rest.

also as i said, if jing is able to farm and build similarly to chronos, keeping AT his pace, not trying to exceed it, she'll be completely fine.

in regards to everything else:

1. jing is a PURELY crit-based hunter; none of her abilities do any sort of reliable damage to be able to justify not building more than 2 crit items on her. on gods like hou yi/medusa sure, 2 crit items is just fine (maybe even too much, depending on how you use them). jing wei? if you're not building at LEAST wind demon/deathbringer/poisoned star, you're not using her correctly, hence why i made this entire guide.

2. i said pretty specifically in my guide that malice is a pretty dead item, good only for getting to 75/100% with 2 active crit chance. i agree that in a lot of situations, executioner would be the better pick. does that mean i'm going to put it as the recommended item, and change malice to situational? not at all, simply because it's my guide and i build malice 75% of the time when i play jing. i've actually lost more games with her building executioner than i have building malice, despite how many more i've played when building malice. so obviously, more self-success = higher recommendation to use it.

3. jing doesn't need lifesteal. as i said in the guide, sell death's toll for asi if you find yourself needing it for whatever reason; that doesn't specifically mean as a last item. it's a cheap flex choice for a reason, it can be sold eventually.

4. false, jing doesn't need lifesteal at all. the less sustain you have, the easier you'll be bullied? wrong. jing shouldn't be engaging early game regardless. let them try to bully her, if you're using her correctly you won't even come close to being hit by anything that will put your life in immediate danger. contrary to what you said, early game penetration/boxing potential is NOT needed. stop being impatient with jing; play quietly in the background until you can get to kicking ***.

5. i put boots in the 1st slot just to make it look nicer. wasn't really meant to be an "exact copy" example, just showing what order you should get things minus starter item.

6. there's nothing to update.
1
Branmuffin17 (394) | September 16, 2016 3:36pm
I'll reserve judgment on the build, as I'm definitely not the best one to comment on it...but I do want to say that it's really interesting regarding your arguments for not getting lifesteal. Traditional builds all incorporate it, and the reasoning, which Blaine explained very well, is obvious for sustain in lane rather than always having to back (even though her passive gets her back quickly). You explain things very well, so at least with your thought process, it's different and I have to applaud you for that.

I'm sure you know that there are some very specific reasons why people usually don't go triple crit, much less quad crit. There are usually diminishing returns on DPS as you pass 50% crit rate, in comparison to some other items that would benefit more...attack speed is absolutely something that, past a certain amount of power built, do more for DPS, especially when you're not connecting on every single hit.

http://team-dignitas.net/articles/blogs/Article/9846/a-guide-to-attack-speed-and-building-on-hunters

She can build up to 85% attack speed from items without overcapping with her Persistent Gust...and remember, faster attacks can also translate to more opportunities to crit. With The Executioner in place of Malice, 60% attack speed (with Wind Demon active) seems like a solid place to be in for that stat.

Not sure if you're a console player or a PC player, but your success rate sounds incredible. I feel solid players are more likely to have better records on console than PC, but that's only from my extremely limited experience with console...I watched my wife's cousin play a few rounds on his PS4, and then played one round with Medusa and pretty much destroyed everyone, even though I'm not a good or normal ADC on PC, and wasn't at all familiar with the controls.

Anyway, I understand the things this build lacks, but I can't comment as to its potential effectiveness in the right hands and in the right situation. So I'm not going to vote either way for now, though I do want to say the amount of effort and explanation you've put into this guide is appreciated.

@Blaine, his example finished build is once everything is complete, meaning that he's sold Death's Toll for a true 6th item...that's all.
1
Pikulis | September 24, 2016 5:27pm
1. most other hunters don't have an attack speed steroid like jing does, only others really being medusa (though limited to 3 hits) and izanami. hence, building attack speed isn't needed. jing isn't a dps adc, she's a burst adc.

2. especially when you're not connecting on every single hit? you SHOULD be when you use your 2 - 1 - 3 - aa combo. and if you're not, that's your problem, because that's how jing wei is used.

3. yes, more attack speed = more opportunities to crit. but if you have 1.8+ attack speed and 100% crit chance, all it is is a game of aim there on. made even easier with the dash from your 3. you don't need more opprotune chances to crit, nor do you need them to come out any faster. when it comes to landing 3 crits, the difference between 1.8-2.0 and 2.5 is near unnoticeable.

4. guide says malice can be switched out with executioner, dunno what more you want from me. i have more success with malice so i put it there first, how is that a problem?

5. i'm a diamond III joust player on console. the fact that my success rate is what it is is the sole reason why i made this guide, people need to know the key to success when they've had as much failure as i've experienced them have.

6. that'd be cool if this really was an "in the right hands and in the right situation" type of guide, that would mean i've had good luck, not skill, for the situation i've been in for about 360/400 of my games. maybe i should play the lottery.
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1
BlaineSilver (2) | September 16, 2016 7:16pm
Quoted:
@Blaine, his example finished build is once everything is complete, meaning that he's sold Death's Toll for a true 6th item...that's all.


That makes more sense. Just looked weird from my point of view.

@Branmuffin You're spot on about practically everything you said. Triple crit is too expensive, underpowered, and easily counter-built. Let alone Quad crits. I've been maining Jing Wei since the day she came out, her being the only god I play on a regular basis. Unless you've had some serious luck, or quadra crit actually works, it's beyond my knowledge. I've never tried quadra crits though, so I wouldn't know. In a competitive scene however, people don't do this for a good reason. Hide of the Nemean Lion, thorns, and Celestial Legion Helm are all perfect counters to a crit build this high.


@xZeroStrike Yeah I know about his cc in Stop Time. It's annoying, but not something I've ever taken as a threat. Normally I'm the one bullying Chronos out of lane. It's probably how you play against him, since Jing Wei probably has a higher skill cap.

For the Novice player however, I can sorta see why he could be scary. I never particularly enjoy a magical adc in duo.
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1
xZeroStrike (46) | September 16, 2016 3:25pm
A few things I want to mention here...

- The Death's Toll and Warrior Tabi thing you mentioned is probably because you'll sell Death's Toll lategame. So basically it would be the build as if you didn't buy Death's Toll, nothing wrong with that.

- Chronos is indeed a dangerous enemy. Perhaps you forgot his Stop Time ability, which slows + stuns. That combined with the high burst from Chronos, the Accelerate buffs, and his Rewind potential give him the opportunity to bully Jing Wei easily.

Just some things I wanted to mention.
1
Pikulis | September 24, 2016 5:32pm
obviously i didn't forget chronos' stop time ability. that's one of the exact reasons why he bullies jing so easily early game. yeah it can hurt her late game too but it's rarely a big deal given she has a better chance of survival at that point (chronos doesn't have enough burst to 100-0 her most of the time).

did you even read what i said about chronos as a lane face-off vs jing? he gets a fatalis/attack speed effect similar to what jing does for a similar amount of time, in addition to what's basically a second life behind his ultimate. all of this was said in the guide.
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1
xZeroStrike (46) | September 16, 2016 1:31pm
All the Jing Wei guides these days. She's popular Y'know... or there's a competition for the best Jing Wei guide going on. Either way, I have just one complaint for now, with more to follow (perhaps).

Complaint: Lack of BB-coding.

I'll just copy this from my previous comments:




Your BB-code starting handbook!

I've used this for a few people now. I myself made a small spoiler that gives the basic BB-coding information. I'm going to drop this here for you also, so you can make use of it, and hopefully improve this guide or use it in other guides you make, should you do so.

Basic BB-coding




If you need any more information, refer to this link:
Guide to creating a guide.
Credits:
nanoyam - creator of this article.
Branmuffin17 - Reminding me of said article. Oh and I guess also making me feel stupid for writing that spoiler. :P
1
Pikulis | September 24, 2016 5:33pm
i'm aware of how to bb-code, refer to literally the very first paragraph in my guide for my reasoning behind why i chose not to use bb-code.
1
Zilby (132) | September 24, 2016 11:50pm
Pikulis wrote:
I'm doing it this way because it's not all that hard to point out how a majority of the Smite community is using Jing Wei COMPLETELY wrong, and it won't be much harder to explain how to correct that. As such, I won't be bothering to add pictures or do hardly anything to make it look professional, besides the occasional bolding/color coding.
I'm not going to address anything about the build or the rest of this guide, others seem to have done that before me. But I will address this. BBCode is there to make guides readable and enjoyable for viewers to read. If you had written a 1 paragraph guide, I'd understand not putting any code in, but this is an absolute wall of text. You can't expect people to bother trying to read through all of that when there are other guides that present comparable info in a far better format (I know I certainly didn't).

So um.. that's not to discourage you from making guides. By all means, do it, it helps you and the community improve. But just know that posting a guide like this that makes it feel like War and Peace is a newspaper clipping by comparison isn't likely to get legitimately read through by many people.
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League of Legends Build Guide Author Pikulis
CORRECT Jing Wei Guide - How to Build and Play Jing Wei Correctly
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