[13.3] #1 Jinx EUW - m1NEEX Jinx Guide [+MATCH UPS & SYNERGY] [IN-DEPTH] - 2M Mastery Points [DIAMOND]
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Recommended Items
Runes: Classic scaling hypercarry Jinx
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Threats & Synergies
Draven
Draven players usually take exhaust or cleanse, so make sure to go Exhaust and survive lane. If he doesn't get kills on lane you outscale him really hard. Good wave managment matters here a lot, make sure to either freeze or slowpush your waves, if he freezes on his side you need your jungler to help you break the freeze, he can run you down anytime he wants if he has space. Don't walk in straight line if he walks towards you, try to dodge his E since it slows if it hits. It's okay to be behind on CS against him as long as he doesn't get kills. Also draven players usually mental boom if they don't get kills on lane and then they just run it down.
Braum
Alongside TK and Thresh, from engagers Braum is definetly up there as one of best synergy for jinx thanks to his awesome peel, ult and passive.
Braum
Alongside TK and Thresh, from engagers Braum is definetly up there as one of best synergy for jinx thanks to his awesome peel, ult and passive.
Champion Build Guide
Hope you will find it useful and learn something!
Since Lethal Tempo got reworked at the end of last year, it became the best option for lategame hypercarries as Jinx. Despite being reworked multiple times, it's still the optimal choice, and Jinx loves abusing it, since she can stack it up pretty quickly, thanks to Switcheroo! and Get Excited!, gaining 75 extra range on top of already big range from Switcheroo! rockets. |
Jinx has big mana problems since Switcheroo! rocket costs got reverted back to 20 mana per each rocket, fortunately Presence of Mind will fix this for us, so don’t be shy to use them. |
As every other adc, Jinx needs lifesteal, and she can’t really go for Bloodthirster until late. Legend: Bloodline will fix this issue for us, and is better option then Legend: Alacrity or Legend: Tenacity, since she doesn’t need more AS or Tenacity. |
Whether you pick Coup de Grace or Cut Down doesn’t really matter, both are great for you here, giving you really good stats throught the game. Jinx will always utilize Coup de Grace, so its more efficient to go for it. |
Since Jinx can space well and keep her distance in every late teamfight, she can utilize Absolute Focus pretty well, keeping her HP full and getting bonus AD per level, up to 18 AD from it at maximum level. |
Gathering Storm is awesome rune for Jinx, giving her 4.8 AD at 10min of game, extending up to 14.4 AD past 20, 28.8 AD past 30 up to maximum of 48 AD past 40min mark, resulting in big increase from single rune. |
If you are really not confident in your early game, you can trade some late AD for easier lane, saving yourself 300 gold early and getting extra 10 MS. I don't really like it, since your late becomes worse and you can't really get boots until around 12min, but some people like it. Still worse then Sorcery. |
Same as Magical Footwear, it's just preference thing, I prefer Gathering Storm and Absolute Focus rather then free boots and some sustain from Total Biscuit of Everlasting Will. It does let you use your mana way more though, but that's pretty much it. |
ABILITIES
Your passive is what makes Jinx so much fun, having the ability to run people down, kite and dodge spells easily and win early engages is your biggest advantage.
Also fighting level 1 early invades when your team has Jinx can be devastating for enemy.
Your passive scales really well, so keep it in mind.
POW-POW: Basic attacks with Pow-Pow generate a stack of Rev'd up for 2.5 seconds, stacking up to 3 times, with the duration refreshing on subsequent attacks with Pow-Pow. Rev'd up grants bonus attack speed, with the first stack being twice as potent. Stacks expire one at a time.
MAXIMUM ATTACK SPEED:
30 / 55 / 80 / 105 / 130%
FISHBONES: Basic attacks with Fishbones cost mana on-attack to deal 110% AD modified physical damage to the primary target as well as surrounding enemies. The damage is affected by critical strike modifiers. While using Fishbones, Jinx gains bonus range but loses 10% of her bonus attack speed.
BONUS RANGE:
80 / 110 / 140 / 170 / 200
Only the first attack after switching to Fishbones will benefit from Rev'd up.
This is your primary ability, as your whole kit revolves around your extra range and extra attack speed in minigun form. You need to know when is it safe to go to minigun form, since minigun form yields more DPS then rocket launcher. Swap to minigun if it's safe to do so, otherwise use rocket launcher.
In minigun form you have 525 range, in rocket launcher it starts at 605, increasing up to 725 at level 9, if you maxed Q as is intended.
Another thing you should pay attention to is that on-hit effect don't apply on Fishbones, therefore Crit Jinx is the only build.
Good habbit is stacking up minigun, then swapping to rocket launcher for increased attack speed. This is key pattern for trading that u should learn.
Runaan's Hurricane bolts apply 1 stack per shot, so it's very easy to stack minigun with it.
Each of Runaan's Hurricane's additional bolts apply Fishbones' splash damage, which stacks with each other.
Very few ADCs in game can outrange Jinx's Fishbones at max level - 725 range, Caitlyn has 650 range, Ashe has 600, Kog'Maw's Bio-Arcane Barrage at max level is 710.
You should trade with rocket launcher and walking back, making it hard for low range ADCs to trade back into you. This is called Tethering.
You can check other ADCs attack range here.
PHYSICAL DAMAGE:
10 / 60 / 110 / 160 / 210 (+ 160% AD)
SLOW:
30 / 40 / 50 / 60 / 70%
Probably your most useless ability but still pretty decent, keep in mind the ability will get casted from starting position, so you can Zap! flash then reposition and Zap! will get casted from your previous position.
Pretty easy ability to dodge, good trick is to always try to hit it when enemy is near wall, making it almost impossible for him to dodge it, or if between turret and wall.
When you last hit minion try a cheeky Zap! afterwards, slow on it is pretty good, your support might follow up on it. They usually don't expect it.
Cast time of Zap! scales based off your attack speed, so it's most worth using Zap! after you fully stack minigun (3AA).
Don't waste it if you can't hit it, Jinx has mana issues early.
You can cancel animation and cast AA into W into AA in quick succession, learn how to do it here.
MAGIC DAMAGE:
70 / 120 / 170 / 220 / 270 (+ 100% AP)
Each Chomper explodes on contact with an enemy champion, knocking them down and rooting them for 1.5 seconds. Enemy champions can only be affected by one Chomper.
Flame Chompers! will cast at max range if cast beyond that.
Your most underrated ability, always use them in 1v1 to zone enemy out.
Jinx can always follow up on any cc from support with Flame Chompers!, setting up long chain CC.
They cost 100 mana, don't waste them early for no reason.
Always throw them over enemy that is either being resurrected from Guardian Angel or Chronoshift or just used Zhonya's Hourglass or Stopwatch.
They provide vision, if you throw them into terrain they will bounce to closest accesable terrain, granting you a vision over the area.
Also use them on ward that has Teleport being casted on it.
The rocket deals 10% − 100% (based on distance traveled) damage; the bonus damage based on missing health is kept the same.
MAXIMUM PHYSICAL DAMAGE:
250 / 400 / 550 (+ 150% bonus AD) (+ 25 / 30 / 35% of target's missing health)
Enemies surrounding the main target take 80% damage. Bonus damage based on missing health is based on each unit's own missing health, with a maximum bonus damage of 800 against monsters.
In early game Super Mega Death Rocket! executes anyone around 350hp and below.
Don't even shoot it if you see somebody having above 450hp if it's level 1 R, it won't kill.
The range at which it deals maximum damage is same as cast range of Zap!.
Use it to try and steal objectives, you have to hit the champ though, since it doesn't hit monsters. 800 Damage is almost a smite.
Pay attention to map and other lanes's fights, you can find yourself sniping enemy laner.
Super Mega Death Rocket! cooldown is pretty low, but still you shouldn't waste it for no reason.
Try to snipe low HP enemy when they start recalling, not when they are moving.
MYTHIC
You should find yourself buildding Kraken Slayer in vast majority of game since its perfect item for Jinx due to her high attack speed. As late game hypercarry you are are your team’s main source of DPS, and having additional True Damage on every 3rd auto attack makes big difference compared to Galeforce. Also Krakens passive is very useful for Jinx, giving her even more AS depending on how many Legendary items you possess.
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There are very few scenarios where Galeforce is better choice then Kraken Slayer, altough Galeforce can give you really big snowball on lane when you are ahead, due to burst you have with W + R + AA + Galeforce. As immobile ADC Jinx should always use Galeforce to get out of trouble if engaged on, to reposition out of trouble or to snipe enemy and get away due to your awesome passive Get Excited!. Don’t forget to use Galeforce last to secure kill, since it has increased damage against low HP champions!
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LEGENDARIES - ZEAL
I put Phantom Dancer as default pick for Jinx since the stats it gives are by far the most worth it for the price you pay, giving you 30% bonus AS after 4 AA, which Jinx will always proc easily. On top of that, you also get 7% bonus MS and Ghost, giving you the ability to run through minions and escape unpleasant engages. If you go Phantom Dancer every game you can never go wrong, since it’s never a bad choice, and makes your kiting easier. |
Rapid Firecannon with combination of Galeforce is by far the safest build you can go with, since it gives you lot of space to play around, but will delay your DPS heavily, which can cost your team objectives and fights in mid game. Kraken Slayer + Rapid Firecannon is also great combination if you find yourself needing damage and the extra range. Don’t forget to always trade with your Rapid Firecannon AA combined with Kraken Slayer. Stats-wise, its still not as worth as Phantom Dancer. |
Out of all ADCs Runaan's Hurricane has probably best synergy with Jinx’s ability to splash damage multiple targets while using Fishbones Switcheroo!, but doesn’t get utilized that much due to team’s comps not having as many tanks and bruisers anymore. If you find yourself facing lot of tanks/bruisers that tend to group up during teamfights, make sure to go for Runaan's Hurricane, you won’t regret it. |
With latest changes to anti-heal it’s very questionable whether it’s even worth it to go for anti-heal in first place, but somebody has to do it if you find yourself facing team full of champions with heal, such as Warwick, Soraka, Yuumi, Aatrox, Fiora, Irelia, Yasuo, Yone, etc. Getting only Executioner's Calling is not enough, since 25% is too low compared to 40% from Mortal Reminder. Overall you should not build this unless it's really necessary, your support should always get antiheal before or after his Mythic, fixing this problem for your team. |
LEGENDARIES - OTHER
The biggest power spike in whole game in any role is Infinity Edge at 60% Crit chance, so this is what you aim for. The 35% extra damage on your crit is huge and will make all the difference the second you get it. There will be cases where getting Lord Dominik's Regards first over Infinity Edge is better, especially when enemy comp is already too tanky or has too much armor from Mountain Drake already. |
Alongside Infinity Edge the only other Legendary item that u go for pretty much every game, since you will always face tanks. Also 15% extra damage vs champs with higher HP always gets utilized since besides ADC, every other role goes for items that also give HP, and you are supposed to be behind on levels due to shared XP on botlane. Try to get atleast Last Whisper first if you can't get whole item yet, 18% Armor pen is huge. |
No matter how much DPS you have, if you are dead you are useless, so don't be overconfident to not go for Guardian Angel if you can, it's not expensive and makes all the difference. Also whenever it's on cooldown and you have lot of gold, sell it and get something else, then buy it again. Also get early Stopwatch since it's very useful and always worth it, since even if you use it the price of Guardian Angel won't increase. |
Since Maw of Malmortius got reworked it became a go to item when facing dangerous AP champs that will try to burst you down, such as Evelynn, Diana, Veigar or LeBlanc. If you can't get whole item yet and need to focus on getting Infinity Edge and Lord Dominik's Regards first, get atleast Hexdrinker. |
Bloodthirster as an item is in a spot where it's not really worth the price it costs, 3400 gold is too much in comparison to like Guardian Angel or Maw of Malmortius, which are both 600 gold and 500 gold cheaper. If you have the gold for it and your Guardian Angel is on cooldown, get this instead, it's better choice then having Guardian Angel without it's ability up. |
Even though it's a tank item, getting 90 armor and 250 HP for 2700 gold can be worth it against team full of AD and Lethality champs. Overall very situational item,since Plated Steelcaps usually are enough against heavy AD comps. Try to get atleast Warden's Mail if you can. |
If you went for Quicksilver Sash to cleanse abilities such Nether Grasp or Realm of Death. Finishing this item doesn't give you much, so don't prioritize it over other items, just get Quicksilver Sash and you are good to go. |
BOOTS
Your go to boots, unless facing full/heavy AD/AP comps. If you have exactly 1100 gold on first recall, you can get them immediately, giving you faster Lethal Tempo extra range proc in extended trades. Still your trading and farming is harder if you went for no AD on first recall. |
If you are facing full AD comp or you don't believe your team can peel off enemy assasin off you, such as Rengar or Zed, get this. Very situational |
Almost never worth it, same as with Plated Steelcaps, sadly the Tenacity is pretty much useless on you. Don't forget Tenacity doesn't apply on Knock-ups, so if enemy has AP Malphite this won't decrease his Unstoppable Force length. Overall stacking MR on ADC is almost never worth it due to Void Staff's 40% Armor pen. |
Early game
Now that we know what’s the game plan, it’s very important for Jinx to get as much resource early as possible. Make sure to hit every cs you can, don’t overstep and die for no reason, Jinx has almost no outplay mechanics, if you are behind you won’t randomly win engage against stronger champions with item lead. If enemy freezes or slowpushes wave, either call for your jungler to help you break the freeze, if they slowpush and you have the time, take Gromp or Krugs based on which side you started on, but only if you see your jungler pathing other side.
Your biggest strength early is your awesome waveclear with Switcheroo!, being able to quickly kill 3 casters with rockets. Always try to shove waves when you know you wanna recall, if you know you don’t have time for it then don’t, since you might end up creating a freeze for enemy on their side.
Getting early prio as Jinx is possible, but what matters is pretty much Support match-up. For example, if your support is Pyke or Pantheon into something like Vayne and Senna, you beat them to level 2 thanks to your quick wave clear. Pyke or Pantheon will both try to get into 3rd bush and get quick level 2 engage with either Shield Vault or flash + Phantom Undertow, so make sure to follow up with Flame Chompers!.
Here is an example, Jinx & Leona clear cs quicker then Jhin & Pantheon, and since you need 3 casters & 6 melee for lvl 2, you can have it pretty quickly with any support with Steel Shoulderguards or Relic Shield.
Then an easy Zenith Blade + Shield of Daybreak into Flame Chompers! is enough for him to flash, and since he is already under Exhaust and Ignite, Heal is not enough to save him.
If you can’t get prio because you leashed or enemy has aggressive bot lane, such as Draven with Nautilus, then just trade waves with them and scale, as I said you are not in hurry to do anything on the lane, they are, and if they perma shove waves into you you can’t really die, since turrets are really strong in current patch and it’s almost impossible to punish ADC that plays under tower. Jinx is really weak when being dove, but you can always try to put Flame Chompers! to get one kill back, since turrets pretty much 3 shot anyone early. Overall if you see their jungler pathing bot while they slowpush big wave, let it go, it’s not worth it dying for nothing, playing weakside bot is fine as long as enemy ADC is not fed.
Same as most ADCs you should not try to make plays by yourself, but to follow on them. You are fragile early and have no disengage, and Jinx has big mana issues early, so don’t randomly use Flame Chompers! unless enemy is already CCd. Use minigun to farm if u can, try to stack Switcheroo! to 3 AA to get bonus AS, then swapping to Fishbones will keep AS stacks, decreasing per shot. It’s a trading pattern you will learn along the way. Always use your rockets to trade, but walk away afterwards to not take big damage from aggro’d minions. Don’t forget that Fishbone’s range increases per level up to 725 at level 9, starting at 605 at level 1.
Trading with minigun is not usually worth it since it’s only 525 range and most ADCs have more range then that, but if you aren’t getting targetted during fight, stacking up minigun will always yield more DPS then shooting with Fishbones.
If you get enemy turret early, make sure to swap lanes with other laners to get Plates early, they disappear at 14min, but Jinx has great damage early to get plates if given any chance.
Mid game
When bot turret falls, you move to mid so you can help your team during Rift Herald or Drake fights. Moving to top is also fine, but only if Drake just died so won’t be missing in teamfight when it’s up. Once again, you farm waves, don’t over extend for no reason, it’s not worth dying for. When you can, take Raptors or Murk Wolf, don’t take them when you see your jungler pathing that way. Before any teamfight, such as Drakes or Nash, make sure to get Crest of Cinders if it’s up.
At this point you already scalled, you got your Mythic item and maybe even Zeal item too, so you can trade efficiently with extra range and True damage from Kraken Slayer. 725 Range at level 9 means you already outrange any ADC.
Not much else to say besides that, once again you farm and scale, try to maximize your farm and position well in teamfights, try not to overextend and not push for tier 2 turret unless you see whole enemy team.
Late game
At this point your Gathering Storm kicked in, you have your Infinity Edge or Lord Dominik's Regards, you out DPS anyone and you probably win teamfights if you don’t die. Make sure to position and space well and play for objectives and game should be easy. Once again not much else to say, pretty straight forward.
And that's pretty much it! If you enjoyed this guide leave a comment or a vote, this was my first guide I did, and I really enjoyed this and tried to do my best to not forget anything and mention everything i learned so far.
I will definetly keep updating this guide since she is still my most favorite champ in game, even though she probably won't be seeing any changes in upcoming patches, which is good. She is in a pretty good state anyway.
Thank you for reading this and see ya on the lane.
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