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Recommended Items
Runes:
Precision
Sorcery
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Flash & Ghost
Flash
Ghost
Items
Ability Order 1-18
Get Excited! (PASSIVE)
Jinx Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Kog'Maw
Lulu
Synergies
Ideal
Strong
Ok
Low
None
Lulu
Champion Build Guide
About Me
Hey lads, I'm Loukas welcome to my Master Jinx Guide. I've played Jinx since season 9, I currently have peaked 200 lp in OCE but I plan on reaching chall in season 12. Jinx is one of my comfort champs and I perform on in most of my games. I currently stream most if not all my games on Twitch and tweet a bit on Twitter upvote and share my guide if you enjoy.
Pros and Cons
+ Consistently Strong in the META + Can 1v9 games at all ELOS + High Skill Cap + Extremely Fun and Enjoyable, especially when you start to get better at her + Can self peel with Zap! and Flame Chompers! + You are the limit of the Champion, so many options and strength All in all, Jinx is a great champion on ADC for soloq. In soloq csing and good laning is rewarded later on in the game, you will be able to kite and keep space with your range and self peel. |
- Weak Early skirmish - Need good positioning - Hard playing from behind - Takes a lot of practice to learn - Requires strong lane knowledge Just like any other champion, Jinx has her weaknesses. However, her strengths heavily outweigh her weaknesses. When mastered and you know how to play around her weaknesses Jinx will scale hard into late game and thats where she shines. |
Runes
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For the second tree I advise looking at the runes at the top of the guide. I currently take Biscuit Delivery and Cosmic Insight this is because Biscuit Delivery helps with early pressure and sustaining through trades, also giving you that little boost in mana if you are trying to trade or poke heavy. Cosmic Insight is really good for summoner spell cooldowns having Flash up as much as possible is a real benefit for ADCS because of the focus on you in teamfights. Also having your 2nd option summoner be available wheter that be Exhaust Heal or Cleanse helps to win duals and create kills. |
Ablities
Passive: Get Excited! Takedowns against enemy champions, epic monsters, turrets, or inhibitors within 3 seconds of damaging them grants you 175% bonus movement speed decaying over 6 seconds. She additionally gains 25% total attack speed, permitting her to exceed the attack speed cap for the same duration. |
Q: Switcheroo!! A two-part ability allowing Jinx to toggle between her shorter-ranged Pow-Pow (minigun) and long range Fishbones (rocket launcher). POW-POW: Jinx’s basic attacks grant a stack of Rev’d up for 2.5 seconds, stacking up to 3 times. The duration can be refreshed upon subsequent auto-attacks. These stacks grant bonus attack speed (30/55/80/105/130%), with the first stack being twice as potent as the subsequent stacks. Stacks continue to decay one at a time in the absence of autos. This ability is easy to keep stacked up when farming minions, and the bonus attack speed can be helpful during 1v1 fights. FISHBONES: A long range (100/125/150/175/200 bonus range) basic attack that costs mana on-attack to deal 100% AD modified physical damage to the primary target with splash damage onto secondary targets. This damage is affected by critical strike, however Jinx loses 10% of her bonus attack speed when using Fishbones. This ability will be your primary form of dealing poke damage during laning phase, and long range damage during team fights. Note: Attacks with Fishbones will not refresh Rev’d up stacks, and only the first attack after switching to Fishbones will benefit from the stack’s bonus attack speed. |
W: Zap! Jinx fires a linear shock blast in the target direction that deals physical damage (10/60/110/160/210 + 160% AD) to the first enemy hit, reveals them, and slows them (30/40/50/60/70%) for 2 seconds. This ability can be utilized in many ways: provide poke, reveal enemies hidden in bushes, and to slow them for easier cc-followup from teammates. |
E: Flame Chompers! Jinx tosses out 3 Chompers at the target location (925 range) that land after 0.4 seconds in a perpendicular line, arming after 0.5 seconds and exploding after 5 seconds, dealing magical damage (70/120/170/220/270 + 100% AP) to all enemies within a small area. Upon contact with the enemy, the Chomper prematurely explodes, knocking them down, and rooting trapped enemies for 1.5 seconds. An enemy can only set off and be damaged by one Chomper. This ability is a great follow up to any cc provided from a teammate, and to cut off paths to prevent enemies from engaging/escaping. |
R: Super Mega Death Rocket! Her global ultimate, a large rocket that fires in the target direction, granting brief sight of the area it flies through. Upon colliding with enemies, the rocket deals physical damage (250/400/550 + 150% bonus AD) to them and any enemies in the surrounding area, granting sight of the area for 2 seconds (400/1000/1000 effect radius). The rocket deals 10%-100% damage based on the distance travelled, and provides bonus damage based on missing health (+25/30/35% of the target’s missing health). Enemies surrounding the main target take 80% damage (200/320/440 + 120% bonus AD) and bonus damage is based upon each unit’s own missing health. The maximum bonus damage against monsters is now capped at 800. This ability gains its use through distance travelled, so look to use it to end fights, and or sniping low-health enemies running away. |
Laning & Early Game
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Laning & Early game with Jinx Laning Phase is really important on Jinx. Learning match ups will take time but once you've committed to climbing with Jinx you will evenmtually learn match ups. I have put most adcs and supports in the threats and synergies above. With Jinx there is no problem with going even in lane and sometimes losing it, as long as you are maximising your cs and not running it down you will hard scale into late game outscaling most adcs. The most important thing I can't stress enough for lower elo players is to consistenly last hit on Jinx or in fact any other adc. You don't always have to be looking for kills. Jinx has pretty decent range to last hit from with Switcheroo! rockets but don't just stay in rocket form as this will push the wave constantly and you don't always want to do that. Auto spacing in lane is important too, keeping your max disnant to auto but not take them back. Jinx can use Zap! to last hit if the lane is looking rough and you can not auto some creeps. If you are looking to skrimish in the lane and go for 2v2's then there is a few things to do first. Jinx does more damage over time so you want to stack up your Switcheroo! mini gun before fighting. Jinx auto spacing is important and trying to orb walk isn't that hard just takes practice to learm, just don't be standing still while autoing always be moving, this will help dodge skillshots and also give you a head start in either chasing or running away if you start to get low. |
Team fighting & late game
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Teamfighting & Late game with Jinx Teamfighting as Jinx is not to complex but posistioning like any other adc is vital. If you are playing with an enchanter support like Lulu, Yuumi and Nami you have a bit more lead way with how you posistion because of there shields and m/s boost. Also Thresh is one that you are able to play further up because of how broken Dark Passage is. The aim of the game is to win, to destroy the enemy nexus. The best way to do this is after teamfights that you come away on top of, 1st lesson is to swallow your ego and recongise what you need to do to win the fight. In most cases you will have someone on your team to start or set up fights. Your job is to not get caught out and do as much dps as possible either before the fight is over or you die. Dying on ADC isn't the end of the world definetly if you win the fight but preferably you want to stay alive. Using Flame Chompers! to cut of angles and pathways is vital to give you as much spacing as you need. Using Zap! to slow enemy champions can help to kite and also to finish of kills. In most cases you will always start of with using Switcheroo! rockets in fights, this is because it gives a large range between you and the enemy team allowing you to stack Lethal Tempo and start dealing out some pretty nuts damage. If an assassin or tank gets closer than your range in rocket from you can switch to Switcheroo! mini gun. This will let you get insane about of attack speed cause of mini guns passive attack speed stack and also Lethal Tempo stacks. If you are running Kraken Slayer and Runaan's Hurricane you will shred multiple champions at once giving you insane dps but this build sacrifices mobility. Always remember don't stop csing when you get to mid late game if you aren't full build this will win you games more often than not. Don't just aram it after laning phase!! |
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