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Jinx Build Guide by ButterPone

ADC [25.S1.3] × ☆ All Things Jinx ☆ ×

ADC [25.S1.3] × ☆ All Things Jinx ☆ ×

Updated on February 6, 2025
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League of Legends Build Guide Author ButterPone Build Guide By ButterPone 189 10 447,310 Views 17 Comments
189 10 447,310 Views 17 Comments League of Legends Build Guide Author ButterPone Jinx Build Guide By ButterPone Updated on February 6, 2025
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Choose Champion Build:

  • LoL Champion: Jinx
    The Collector Build
  • LoL Champion: Jinx
    Kraken Slayer Build
  • LoL Champion: Jinx
    Lethality Jinx (URF/ARAM)

Runes: ♡ Standard ♡

1 2 3
Precision
Lethal Tempo
Presence of Mind
Legend: Bloodline
Coup de Grace

Sorcery
Absolute Focus
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3
× ☆ Almost Always ☆ ×
LoL Summoner Spell: Barrier

Barrier

LoL Summoner Spell: Flash

Flash

Items

♡ Starting Items ♡
♡ First Back ♡
Good Early Back (around 875 gold or less)
Dream Back (1000-2175 gold)
If you're struggling
♡ Main Items ♡
The Collector + Infinity Edge + Runaan's Hurricane

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[25.S1.3] × ☆ All Things Jinx ☆ ×

By ButterPone
× ☆ About Jinx ☆ ×


☆ About Jinx ☆

Jinx is in my opinion the champion who can maximize gold income to the fullest in the game. She's the best user of resources on the map.
If you manage to get ahead, you shouldn't really care.. too much.. for your team. You should only care about your own income (XP and gold), so you can easily carry the team fights. You should take the game in your own hands, even as an ADC.

She's a very simple, mechanical champion. That way you can focus on the fundamentals of the role, rather than getting confused by the mechanics of the champion itself.



PROS
+Hyper Carry
+Global Ultimate
+Fast Tower Pusher
+Good Team Fighter
+Good Objective Securing
+Strong Area of Effect Damage

CONS
-Weak Laning
-Squishy
-Immobile
-Weak Against Burst Champions
-Skillshots Have Cast Times
-Requires Good Positioning


☆ Early Game ☆

Jinx is kind of dependent on a good support early on. Preferably someone who will pressure enemy so we can farm safely, or someone that can keep you healthy and poke for you early on. Play safe and farm up till around 1000-2175 gold where you can comfortably back and get your first early power spike.

Of course this goal can't be reached every game. If you're struggling with staying in lane early, I recommend just recalling and buying a Cull to help with farm and to stay healthier.

When playing Jinx, patience is key. Her early game is not strong at all. Wait for the enemy to slip up (waste abilities, be malpositioned, get caught by your support) before committing to going in.

We benefit by setting up a freeze (holding the minions just outside your turret) and just last hitting with Pow-Pow, the Minigun or finding chances to poke the enemy with Fishbones, the Rocket Launcher. This will have the enemy pushed up, so your jungler can easily gank you.

If you have to catch a wave under turret, you should only be using Pow-Pow, the Minigun.
Of course every game will be different, but your main focus is to stay alive and stay around waves where you will soak EXP. It doesn't matter if you miss a few minions as long as you play it safe, don't push past river unless you know for a fact where the enemy jungle is.

From my experience in "low" elo, gold/plat, usually your opponent will back as soon as they don't see you in lane and they feel like they're sitting on too much gold.
Just sit back or just pretend to recall in a bush, catch the wave when they're gone, and push yours into enemy turret as fast as possible. Fishbones, the Rocket Launcher is great for hard pushing. You can easily get a pretty huge EXP lead this way, as well as this opening up windows for you to roam mid or help out your jungler (getting vision, doing drake or invading).





☆ Mid Game ☆

If your support isn't doing a good job with clearing vision, this is your time to grab an Oracle Lens and maybe a Control Ward, so you can help out your jungler. Make sure they can gank you safely, and provide vision around your lane and in enemy jungle so it's easier to know if it's safe to gank, take scuttle or take dragon. Always try to rotate if something is happening in river, and if your wave is pushed up to enemy turret. Seconds matter, the faster you can get there the more likely you are to win this and benefit from it.
Always remember to put your Control Ward in spots the enemy won't easily discover it, like in small bushes behind dragon pit, small bush by red side blue buff, etc.

The biggest rule of thumb, ahead or not: Just split if you know you are able to (you see where enemies are on map and your team is putting pressure elsewhere). If you see enemy respond, just farm some enemy jungle if the area is warded well (you should have Farsight Alteration as soon as you hit lvl 9, so you can safely get vision here youself), wait it out until they smooth brain and go back to where there is action. Repeat.
Obviously help out your team if you are able to do so, and if you're setting up objectives. There's no reason to fight and die if not.

The reason for splitting, is because Jinx has really good wave clear (especially after getting Runaan's Hurricane) and will be able to take turrets really quickly and easily. You will be able to swoop in and out before enemy even manages to respond. This will also give you solo gold and maybe even bounties!

If you have someone else on the team, that is refusing to do anything other than split push, you should try to swap lanes with mid. Mid is generally a safe place as long as you don't push past neutral (past river), even in the later stages of the game. This will also allow you to rotate for your team faster.




☆ Late Game ☆

For the late game, your main objective is to hover around upcoming objectives and staying alive. Dying at this point can completely turn the game around again, so it's best to just look for good picks and fights. Getting Guardian Angel is smart if you have a big bounty, because the enemy team is going to be looking to pick you off.

If your team is doing ARAM in midlane, you go back to your split push strategies.. Simply having pressure on the opposite side of where there is an objective, is going to force at least a person or two on the enemy team to respond. This will help your team take baron or dragon, even by not physically being there, and will in most cases help you finish the game.






☆ Runes ☆

Lethal Tempo


Lethal Tempo is currently the best rune for Jinx. It's good into games where there's a lot of squishies, that you know will stay close together in team fights. Let's you stack it up relatively quickly, and with Runaan's Hurricane you'll be able to plow through them. It's a bit harder to play with early game, so you're kind of reliant on a good support that will shield, heal or tank for you.


Press The Attack


I personally do not like going Press the Attack anymore, though it's stronger in the early game and during laning phase. If you're good at focusing 1 target and staying on them, this can't go wrong. It let's you deal so much damage faster than having to stack Lethal Tempo and keeping the stacks up for it.


Presence of Mind


Presence of Mind is also a MUST. Jinx relies on mana for Fishbones, the Rocket Launcher, and this will help her both in lane and for later in the game. (Reminder, on Jinx you should always try to pick up both red and blue buff. Having blue buff is insane for her mana. She can just poke and be as annoying as possible without it really costing her anything).


Legend: Alacrity


Legend: Alacrity is going to make up for the attack speed you're losing by not going Kraken Slayer, as The Collector build doesn't have as much attack speed.


Legend: Bloodline


Legend: Bloodline will help you stay healthier throughout the game. I prefer running this, since you will eventually get more attack speed with Runaan's Hurricane.


Coup De Grace


Coup de Grace will allow you to engage on enemies when they are low on health. Despite The Collector "taking away" the last 5% of HP because of the execute, it will help you dish out more damage and come out on top in fights. Helpful for cleaning up and adding to your passive.


Cut Down


Cut Down is really important if the enemy team has a lot of tanks.



☆ Items ☆

Cull


Don't go Cull as a starting item. The other starter items outweigh this one so much. The one case where you should get Cull, is if you're really struggling in lane and you're forced to back often. This will allow you to farm up, and it will help you stay healthier since it gives you health per auto.


The Collector


While Yun Tal Wildarrows has slightly more damage (55 damage) as well as providing attack speed (35% and 30% for 6 sec on-attack), I prefer The Collector for the simple reason that you hit a way bigger powerspike when finishing this item than Yun Tal Wildarrows. This is because you don't have to build up your crit first, and the 10 Lethality (flat armor pen) against champions who don't have armor yet, is very strong.

You'll make up for the missing attack speed when buying Berserker's Greaves. As greedy as it sounds, you also secure kills by having the 5% max health execute, putting yourself even more ahead.

Building this relies on you consistently using your rockets from Fishbones, the Rocket Launcher and hitting your abilities. If you have the item or level advantage, don't be afraid of playing aggressive either. This is how you'll snowball early.


Runaan's Hurricane


Runaan's Hurricane is underrated; it's so so useful for CSing and pushing waves late game. It's such a huge power spike for this reason.
With the recent Jinx buffs and change to her passive (it stacks now!), this item will help you dish out even more damage.


Berserker's Greaves


Jinx is extremely reliant on Berserker's Greaves, especially when building The Collector, as she needs attack speed in order to be relevant. You should rarely build anything else.

You can always rush Berserker's Greaves before your main item, especially if you're struggling with dodging skillshots or don't have enough gold to buy components for your first main item.


☆ Tips & Tricks ☆
  • Your Super Mega Death Rocket! scales with Range. The max range is at the tip of your Zap!, so you can easily check it with the ability indicator. Anything beyond this point will be max damage.

  • Super Mega Death Rocket! has a sound effect while casting, making it easy for enemy to hear you launch it. In order to catch them off guard, walk out of sight/into fog of war (for example an unwarded bush).

  • Never use Super Mega Death Rocket! when in melee range. You're better off just auto attacking. You slow yourself down immensely because of the cast time, it locks you in place for a second, and it doesn't do more damage than 2 or 3 autos when this close anyways.

  • You can use your if you have vision of an enemy recalling. It can reach all the way from fountain/botlane to midlane before they've finished backing (8.5 seconds). Don't waste it if you're not 100% sure about where they are.

  • Your and have cast times. The most ideal timing to fire these are during CC, since you can easily start casting it and finishing the cast by the time the CC is over (This is called buffering, many people forget to utilize it. It works on a lot of other champions as well). You can also use your Fishbones, the Rocket Launcher during this time. It's as if the CC never happened in the first place!

  • Since they have cast times, you can also + or + and it's going to confuse the enemy haha.

  • Zap! has a faster cast time the more attack speed you have!

  • You can auto attack right after using Zap!, since it has an auto reset.

  • When farming, it's useful to use your to last hit minions that are too far to reach. It helps you stay safe, out of reach of enemy botlane. I usually use this if my support is elsewhere and I'm alone in lane. Prioritize staying alive and not getting caught out, over last hitting every single minion.

  • I also frequently use to secure last hit on cannon minions, even in melee range.

  • If you build up Jinx's Rev'd Up (passive) with Pow-Pow, the Minigun and switch to Fishbones, the Rocket Launcher, you get the attack speed bonus from Pow-Pow, the Minigun and can dish out damage quicker when switching. Only the first attack after switching to Fishbones, the Rocket Launcher will benefit from Rev'd Up. It's very useful for when you need to finish a kill fast.

  • Your Switcheroo! has a type of auto reset. If you auto attack using Fishbones, the Rocket Launcher, and immediately switch to Pow-Pow, the Minigun, you will fire your next auto attack right away.
    This is even more helpful if you fully stack Jinx's Rev'd Up (passive) first using Pow-Pow, the Minigun, switch to Fishbones, the Rocket Launcher and auto attack while waiting for it's cooldown, and switch back to Pow-Pow, the Minigun before the stacks start expiring.

  • The splash damage from Fishbones, the Rocket Launcher affects turrets, meaning minions or champions around it will take damage. Can be used to poke enemies under turret, that are out of reach otherwise.

  • With Runaan's Hurricane, Pow-Pow, the Minigun generates one stack per enemy hit by the bolts. Each of Runaan's Hurricane's bolts also apply Fishbones, the Rocket Launcher's splash damage, which stacks with each other.

  • Both Flame Chompers! and Zap! provide vision. Good in case you don't have any wards on you, but need to quickly see if enemies are on for example dragon or baron.

  • Your Flame Chompers! are best for chain CC. If your team CCs someone, just put down your and extend the time they're stuck for. It's useful to have an indicator on this ability.

  • Your can also stop all dashes incoming, for example Akali or Lee Sin . Just hide behind it.

  • If you're afraid of getting dove under turret, you can just place under yourself so they fear getting stunned under turret.

  • Last is to block people's pathway with , preferably when you are getting chased. Put it on top of yourself and people will have to spend time walking around it. That or you can keep the enemy team from entering for example river, and prevent them from following up their teammates if they get split up. Don't overextend or get too close to enemy, trying to put it in front of them while they are fleeing!





☆ Hard Matchups ☆

We're all going to have a hard matchup from time to time. Jinx has been a pretty weak ADC as of late, so I'm here to tell you how to have a better chance of surviving lane and coming out on top.

Ashe

Ashe is one of Jinx's biggest counters because of her slows and her mobility. The best way to counter Ashe is to just play safely behind wave so she can't spam Volley you. You can also bring Cleanse for her ultimate, Enchanted Crystal Arrow, since the CC duration can cost you your life. Be patient and wait for her to slip up.




Caitlyn

When playing against Caitlyn you mainly want to focus on matching her in farm. She's going to look to poke and push wave. Use your rockets Fishbones, the Rocket Launcher to deal splash damage to her if she walks up close enough to minions, and just focus on not letting her crash waves into your turret. Jinx outscales Caitlyn late game, and her Fishbones, the Rocket Launcher will eventually outrange her when it's fully leveled.




Kai'Sa

Kai'Sa is rather weak during laning phase. It's important to take advantage of the range difference, and poke as much as possible before she hits lvl 6. If she walks up to farm just [Switcheroo!] her.

It's important to stay near minions to avoid taking all the damage from Icathian Rain. Don't try to 1v1 her, and stay near your team where you won't get singled out.




Tristana

Tristana is extremely strong early. She can already all in you and kill you at lvl 2. Since Jinx is a very immobile champion, if Tristana manages to get on top of you, it's going to be hard for you to get away (because of her Rocket Jump reset and burst).

It's best to stay far away, and don't even attempt to run up to poke, just use Fishbones, the Rocket Launcher on minions and deal splash damage if she walks up.




Draven

Draven players are aggressive and can easily snowball. The most important thing when playing against Draven is to just NOT DIE. Avoid pushing for lvl 2 first or trading back early.

Draven can easily speed himself up with Blood Rush and slow you with Stand Aside, which allows his support to follow up and CC you.

If missing CS means you'll stay alive, then do so. You can always go back and buy Cull, in order to farm up and stay in lane for longer because of the sustain it gives you.




Yasuo

I'll be speaking about Yasuo in the botlane. Yasuo is weak until lvl 3, so it's important to play aggressive until then. Take advantage of the range while you can.

After lvl 3 he can just Wind Wall all your auto attacks and abilities. Be mindful of where your wave is, because Yasuo can just use Sweeping Blade through the entire wave and easily get on top of you.

Stay back and farm safely under turret, and only go in if Yasuo has wasted his Wind Wall and if your team is following up.




☆ Thank You For Reading ☆

I hope you found this guide useful!
This is my first guide ever, so I'm still learning.
I'll be regularly updating and improving this guide.

Feel free to ask me anything!
Feedback or suggestions are appreciated.

Credits for the artwork used goes to Riot Games & Knic Toons (edited by me).

Good luck with your games!
- love from a fellow Jinx enjoyer ♡

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