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Recommended Items
Runes:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Champion Build Guide

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Hello everyone and welcome to my ![]() |
What should you expect of this guide? You should expect critical tips and tricks in addition to some general things about ADCs and playing this game. I am open to questions and criticism of any kind and I encourage you to leave any kind of a comment to my guide :) |


Currently, I am running Precision tree with Sorcery secondary and having


Currently, I have reluctantly accepted the fact that out of the three viable runes,







As for the rest of the runes:



















From the sorcery tree you want to pick


The stats you want to choose are always AS and AD, with either armour or magic resist, depending on the matchup.

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Ability Description
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![]() | Whenever an enemy champion or structure that Jinx has dealt damage to within the last 3 seconds is killed or destroyed, she gains 175% movement speed that decays over 4 seconds. |
- You can use this to get a risky tower and then escape from the place
- Great for teamfights because killing one person allows you to position yourself more effectively to kill another person
- Whenever you get a kill you can run to catch another (in duel/fight scenarios)
- Allows
Jinx to tower dive exceptionally well since the bonus movement speed allows you to avoid getting hit so many times by the turret (given that you get the kill)

Ability Description
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TOGGLE ― POW-POW: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times, with the first stack granting twice as much attack speed. The stacks decay one at a time when she stops attacking. Switching to Fishbones will not clear any active stacks, but they will not grant attack speed after her first attack. TOGGLE - FISHBONES: Jinx, at the cost of 20 mana per attack, gains bonus attack range, also dealing 10% AD bonus damage and making her basic attacks splash. The splash deals full damage to all enemies in a 150-radius area, and the bonus damage to her target and the splash damage both scale additively with critical strikes. | |
- When you are in a close-range fight or in team fights where you can safely attack from a close range, ALWAYS use
Pow-Pow, the Minigun. It deals far more damage in the long run
- Using
Fishbones, the Rocket Launcher to harass is completely fine if you just remember to save mana. Using it all the time wastes a lot of mana.
- Harass the enemy from a safe range with
Fishbones, the Rocket Launcher. Try to only lose a maximum of 30% of your total mana and you should be fine and dandy
Fishbones, the Rocket Launcher's increased range allows you to position yourself pretty neatly (behind the walls in teamfights for example)

Ability Description
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![]() | After a short delay, Jinx fires a shock blast that deals 10 / 60 / 110 / 160 / 210 (+ 140% AD) physical damage to the first enemy hit, granting sight and slowing the unit for 2 seconds. | |
- Don't overuse this ability during laning or fights. It doesn't deal too much damage on the early levels and costs a lot of mana. You should use it to apply CC for your support/jungler or to finish an enemy off.
- Check bushes if you are afraid that enemies are there. It is great for stuff like that
- If you have the vision, you can try to steal a buff enemy jungler is taking
- You can get a cannon minion from afar even if you are zoned
- In an extended fight, you almost always try to avoid using this ability since it
- "CC"s you (it has an awfully long cast time)
- It deals less damage than two-three of your basic attacks and with
Pow-Pow, the Minigun you can deal far more damage than with this ability
- It can't crit while your basics can (in case you have
Infinity Edge)
- You are already low on mana

Ability Description
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Jinx tosses out 3 chompers that, after a 0.7 seconds arm time, explode on contact with enemy champions dealing 80 / 135 / 190 / 245 / 300 (+ 100% AP) magic damage over 1.5 seconds to enemies within 50-unit area. he champion that sets off the chomper is also rooted the same duration. Chompers explode automatically after 5 seconds. A single champion can only set off a single chomper but can be damaged if they remain in range when they explode. | |
- Do NOT waste this ability for anything. It has a long cooldown and it is your only form of hard CC
- Can win you fights because you can root the enemy ADC to a range where they can't attack you
- Use to set up ganks or to help your support apply their CC
- Has 0 cast time so you can use it even when you are fleeing from a fight/turret takedown without losing any of your distance advantages
- Can block some paths in the jungle fully
- The really difficult thing about this simple ability is chaining it with your support's CC. You should try to use this when your support's CC is about to end. let's say,
Leona's three CC abilities are on cooldown and there are 0,5 seconds until the enemy can move again. That's the moment when you want to throw
Flame Chompers! right beneath them
- Use
Flame Chompers! to stop enemies from flanking you and to protect you in tight jungle fights
- When the enemy is rooted, try to be out of basic attack range in order to get the most out of the CC you provide

Ability Description
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Jinx fires a rocket that travels in a line, exploding on a 225-range area around the first enemy champion hit. The primary target of the explosion takes full damage (25 / 35 / 45 (+ 50% bonus AD) (+ 25 / 30 / 35% of enemies' missing health) to 250 / 350 / 450 (+ 100% bonus AD) (+ 25 / 30 / 35% of enemies' missing health), while nearby enemies take 80% of the total damage. Enemies caught in the explosion take physical damage equal to a base amount, plus a percentage of their missing health (max. 300 vs. minions and monsters). The base amount of damage increases by 1% per 15 unit the rocket travels over the first second, for a maximum of 100% bonus damage (200% total damage), and the missing health component is individually taken by the targets. |
- Great way to get an advantage during laning if you manage to get kills from other lanes
- Great finisher if enemies get away with only a sliver of health
- You can steal dragon or kill enemy jungler trying to take the dragon with this ultimate, but only if you have vision!
- It probably won't kill anyone with more than ~30% of their maximum health and therefore using it to get a kill on "healthier" enemy would be a complete waste
- Using it to get a kill in a fight you are running towards can help you get there faster due to the
Get Excited! bonus movement speed
- Using this ability from a place where the enemy has no vision is the most beneficial case since it makes it way harder to dodge


![]() | HEALTH POTION |
Getting a ![]() ![]() ![]() |
![]() | WARDING TOTEM |
![]() ![]() |
![]() | INFINITY EDGE |
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![]() | BERSERKER'S GREAVES |
The usual choice for ADC in terms of boots. There are some cases when ![]() ![]() |
![]() | FARSIGHT ALTERATION |
This is the usual trinket choice, but you might want to keep ![]() ![]() |
![]() | RUNAAN'S HURRICANE |
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![]() | RAPID FIRECANNON |
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![]() | STATIKK SHIV |
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![]() | MERCURIAL SCIMITAR |
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![]() | THE BLOODTHIRSTER |
It used to be a debate whether to get this or ![]() ![]() ![]() ![]() ![]() ![]() |
![]() | LAST WHISPER |
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![]() | MORTAL REMINDER |
The game and the champions usually decide which ![]() ![]() ![]() ![]() ![]() ![]() |
![]() | LORD DOMINIK'S REGARDS |
The ![]() ![]() |
![]() | GUARDIAN ANGEL |
The real choice is to choose what defensive item to get. There are three main choices. ![]() |
![]() | ESSENCE REAVER |
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![]() | PHANTOM DANCER |
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This is your main summoner spell setup. It provides you with an acceptable escape (





Your support should always carry



When your support should take

- You have a pure kill lane and the enemies don't have any good assassins (
Zed,
LeBlanc)
- They have a lot of heal at bot and you should reduce that (against
Soraka)
- You are sure that you can rely on
Blitzcrank's pull in order to get a kill
When your support should take

- When there is a considerable threat on the opposing team (
Zed,
LeBlanc)
- When you are against heavy damage bot lane (
Draven +
Leona for example)
- When you are afraid of getting killed in an instant

(Warning, a block of text incoming)
During the laning phase you should focus on either a) Farming or b) Achieving kills.
This is the primary way of dealing with the lane. You will focus on farming and harassing the enemy. In order to farm perfectly you MUST learn the damage you deal with



You should try to get kills in addition to CS because that way you can get an advantage faster. One way is to wait until you are level 6 and have


Try to keep at least the bottom tribush and dragon warded. This way you are pretty much ungankable and you have vision at the objective nearest to your lane. If you manage to score a double kill at bot lane and you are healthy, you can try to get a dragon (given that your jungler is near with his

This is the super-aggressive way which works against squishy targets without any proper escapes (





Even with kills, you can't disregard farm.
After the laning phase, you want to take out objectives such as turrets, dragons and barons.

Other things you might want to do are skirmishes and sieges. Thanks to



1) You should stay back. Behind your team, preferably close to your support if they are utility support (


2) Use


3) Use

4) Use



5)


I would like to thank few people:
MissMaw - Helped me a lot with the coding and aesthetics of the guide (also she's a really great person but shh don't tell I said that)
Foxy Riven - The tables guide helped me greatly on my adventure towards making this guide :^) Also private advice on Skype helped me a lot ;^)
jhoijhoi - The guide to making a guide :D
Vynertje - Telling me I am the best player on earth B^) (proof)
Maintained - Click on the name to find his artsy thread where you can request icons!
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