Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Jinx Build
-
Experimental Build
Recommended Items
Runes:
Precision
Sorcery
Spells:
Heal
Flash
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Jhin
Is a lane bully with range that can challenge Jinx. Unless he mispositions you will probably not win lane.
Ideal
Strong
Ok
Low
None
Introduction
So a little about me. I play on the NA server under the username Jdoublewoo, and I'm currently hitting mid Plat right now.
Just recently started streaming on twitch : https://www.twitch.tv/jdoublewoo. Usually play around 11am - 2pm if you guys want to drop by.
I'm an ADC Main, or what people now a days call 'Bot Main', but I specialize in marksmen overall. I've been playing Jinx since I started in Season 5, and has been a pretty staple pick for me ever since. I base most of my builds off of ProBuild, and have tested them out before having written this guide.
I'm writing this guide, because I've noticed that alot of the other Jinx guides that are currently out are sort of outdated. Most of them being from before the most recent marksmen item update. This is my my first time writing a guide, so it's going to be pretty quick and dirty. If you have anything you want to criticize, or things I should fix shoot me a message.
Once again thanks for visiting, and I hope you learn alot from my guide.
So now let's get right to it.

Jinx is a psychotic loose cannon, and Riot did a really nice job building her kit to reflects it. Getting any take down or tower kill allows for Jinx to go completely ballistic and completely take over a team fight. Showering the enemy team in a hail of rockets and bullets.
It is one of the most satisfying things to have your passive kick in during a losing fight, and being able to just melt the enemy team.
Aside for game play reasons, she has one of the most consistent line of skins in terms of quality. Each having their own theme and set of special effects that make them worth using. Like seriously what's not to love about shooting a giant firecracker at the enemy.
Pros
+ Long ranged poke + AS/AD Steroids from ![]() + AS/MS Steroids from ![]() + Long Range + Splash Damage + Ultimate is an execute Jinx is a great hyper carry for solo queue. That have several steroids in her kit, one of which allows for her to go over the attack speed cap. Combined with her splash damage and she can be dealing large amounts of damage to the entire enemy team with each auto. |
Cons
- Poor early game - Lacks mobility spell - Lacks reliable self peel - Lot of bad match ups - Easily gankable Jinx lacks any form of mobility in her kit, which means that she is heavily punished any time that she is mispositioned. Combine that with a lack of reliable self peel and you have a champion that is incredibly vulnerable to ganks and all ins. In addition she doesn't have that much damage early game, which means that more often then not she has to secede lane control to champions that spike early game. |
|
|
Regardless of what secondary runes you take, you should always be taking the precision tree as your primary set of runes as none of the other trees synergizes as well as the precision tree does. Precision Tree
Sorcery Tree
Inspiration Tree Take the Inspiration Tree as your secondary if there is a lot of burst on the enemy team, and you need the extra survivability.
|
![]() |
Doran's Blade is the standard start in most matchups. The lack of AD it has, compared to a ![]() |
![]() |
Rush this item first, and prioritize the ![]() ![]() ![]() |
![]() |
The only pair of boots I ever really buy on Jinx. The bonus AS and MS are great in the early game. They're an insanely cost effective attack speed item, being able to match most of the finished ![]() |
![]() |
The changes to Infinity Edge has made it a terrible first item, and is why StormRazer is the go to first item on most adcs. Infinity Edge is now composed of two ![]() |
So I've seen this build pop up quite a bit on ProBuild as of late. I have yet to test it out, but I'm writing it in to both acknowledge the fact that it exists and to let all of you know of it.
The general gist of the build, from what I can tell, is that it gives up raw AD and penetration in exchange for additional range, attack speed, move speed and crit rate. This build probably is more orientated for the early game, and oriented more for single target damage. I'll be updating this section after I test it out a bit, but for now this is just my speculation.
The general gist of the build, from what I can tell, is that it gives up raw AD and penetration in exchange for additional range, attack speed, move speed and crit rate. This build probably is more orientated for the early game, and oriented more for single target damage. I'll be updating this section after I test it out a bit, but for now this is just my speculation.
![]() |
Build this item instead of Lord Dominiks' Regard if the enemy team has a lot of lifesteal and sustain on their team. This means when the enemy has people like ![]() ![]() ![]() ![]() |
A quick note there are people who still build double crit items and Infinity Edge on Jinx, however I don't believe that it is all that cost effective as you're paying for extra stats that are going to waste. If you require additional attack speed, there are a few alternatives that you can build instead.
![]() |
If the enemy team has a lot of people diving you, this is probably the best one of the three ![]() ![]() |
![]() |
Of the three ![]() |
![]() |
Weakest of the three ![]() |
![]() |
Build this when the enemy team has a lot of burst, or if you're getting killed early on during fights. There's no point in having alot of damage if you don't last long enough to use it. |
- Auto whenever you can during team fights to get a takedown to proc the passive.
- The bonus move speed allows for easy repositioning in a fight, but the bonus attack speed makes it a bit difficult to orb walk until you get used to it.
- You can tower dive the enemy and use the passive to get out.
- Take advantage of the bonus move speed to knock down towers. You can afford to stick around when enemies start collapsing and use the bonus move speed to escape.
- The usage of each form is what differentiate good Jinx players from the trash.
- Early game FishBone can eat up alot of mana so be careful about using it.
- Try and hit any minion that the enemy laner is standing near to poke them without aggroing the minions.
- Use FishBones for wave clear, team fighting and chasing down enemies.
- Take advantage of the additional range that Fishbone provides to poke and stay at a safe distance during team fights.
- Use Pow Pow for single target damage and to knock down towers.
- The first auto after switching to Fishbone retains the AS bonus, so make good use of it.
- Use it early game in between autos. Spends the time not autoing, to cast an ability.
- Use it mainly to chase down enemies or to run away using the slow.
- Use it to check bushes.
- Use before ulting to slow the enemy, and increase the chance of the ult hitting.
- Is a decent poke ability when the range from FishBones is not enough.
- When using it for escapes throw it either slightly ahead of you, or on where you currently are, due to the arm time.
- When in lane. If your support manages to hit cc on the enemy layers, throw you your chompers to layer the cc.
- During the laning phase, if you manage to win the race to level 2, often you can win an all in by taking chompers second and all inning the enemy laners.
- It is useful for chasing, as even if it doesn't hit, it forces the enemy to run around it.
- If you know where an enemy is going to land, such as with
Zed or
Diana, throw it there before they land. They'll immediately be snared.
- It can be used to interrupt dashes.
- Throw it on incoming teleports, they'll be snared the minute the channel is complete.
- The distance for the rocket to do max damage is approximately the same as the range for
Zap!, so use that to approximate the distance from where to shoot.
- Counter intuitively this ability is pretty good to be used on low tanks. The secondary splash damage is based off of missing health, so tanks make a pretty good target.
- Sometimes it is good to shoot it off when enemies are all clustered even when they're not in kill range.
- Can be used to steal objectives with the splash damage if it hits nearby champions.
Always take
Switcheroo! on level one, as it allows for Jinx to contest for the level two advantage. Whereas the other two aren't as useful early.
Use the AS bonus from Pow Pow to push the wave. However, if the enemy starts to get the push advantage switch over to Fish Bones to push. If it seems like you'll be first in getting the second wave melee minions start to position more aggressively. Alot of times you can catch people off guard by throwing out your
Flame Chompers! behind them at level two. Either you catch them, or they are forced to run around, which sets up an easy cc for your support. You might be able to get a kill early, but if not you can gain a lane advantage, which will make your path into the mid game alot smoother. In addition, with certain kill lanes, getting pushed under your tower is a death sentence since it sets the enemy team up for a dive.
However on the off chance that you start too lose the level two push, this happens most frequently against bot lane mages, start to pull off. Since you don't want to be on the losing end of a trade. At this point take
Zap! instead and use it to poke when you can.
Regardless of who wins the initial level two, once both laners are level two, you want to be constantly pushing into the enemy tower with FishBone rockets and the AS boost from Pow Pow. Most ranged champions are best at harassing when the enemy laner is under tower, as the enemy is forced to eat free poke or give up CS. In addition, this will allow for you to whittle away at the enemy tower, secure deep vision of the enemy team, and to help collapse if your jungler engages in a duel.
If you manage to get a substantial lead in lane you have two options to freeze wave, or to push for first tower gold. There are benefits to both so pick which one you want depending on the game.
When freezing you ideally wants to freeze the wave to her side of the river. This puts you a position that makes it harder for the enemy jungler to gank, while making it easier for your jungler to gank, and to be able to control when you want to trade with the enemy. When you have the lead, you should win trades, meaning that it is in the enemy laner's best interest to not trade with you. Whenever one of your minions is low health position yourself to trade with the enemy as this forces them in a position to either back off and miss cs, or to fight you and take damage for it. This is one of the best ways to blow open an advantage and make the enemy adc useless, as you're cutting off their source of income.
Alternatively you can push down first tower and then start to rotate around the map, giving your team the advantage due to global gold and map pressure. This is usually the better of the two due to the state of the current early game oriented meta, however freezing is great for when you want to extend the laning phase.

Use the AS bonus from Pow Pow to push the wave. However, if the enemy starts to get the push advantage switch over to Fish Bones to push. If it seems like you'll be first in getting the second wave melee minions start to position more aggressively. Alot of times you can catch people off guard by throwing out your

However on the off chance that you start too lose the level two push, this happens most frequently against bot lane mages, start to pull off. Since you don't want to be on the losing end of a trade. At this point take

Regardless of who wins the initial level two, once both laners are level two, you want to be constantly pushing into the enemy tower with FishBone rockets and the AS boost from Pow Pow. Most ranged champions are best at harassing when the enemy laner is under tower, as the enemy is forced to eat free poke or give up CS. In addition, this will allow for you to whittle away at the enemy tower, secure deep vision of the enemy team, and to help collapse if your jungler engages in a duel.
If you manage to get a substantial lead in lane you have two options to freeze wave, or to push for first tower gold. There are benefits to both so pick which one you want depending on the game.
When freezing you ideally wants to freeze the wave to her side of the river. This puts you a position that makes it harder for the enemy jungler to gank, while making it easier for your jungler to gank, and to be able to control when you want to trade with the enemy. When you have the lead, you should win trades, meaning that it is in the enemy laner's best interest to not trade with you. Whenever one of your minions is low health position yourself to trade with the enemy as this forces them in a position to either back off and miss cs, or to fight you and take damage for it. This is one of the best ways to blow open an advantage and make the enemy adc useless, as you're cutting off their source of income.
Alternatively you can push down first tower and then start to rotate around the map, giving your team the advantage due to global gold and map pressure. This is usually the better of the two due to the state of the current early game oriented meta, however freezing is great for when you want to extend the laning phase.
Ight so you made it out of laning phase so we have one of two scenarios.
Yay you survived laning phase and you pushed down the tower in your lane. Now what? As previously mentioned rotate to a different lane and start pushing to their tower. Either the enemy team will rotate with you and laning phase starts yet again, but this time in another lane, or they don't and you can either kill the new enemy laner or just push them out for a free tower. Repeat doing this until all three outer turrets are down.
Once all three towers are down, you're starting to enter the late game. If it's pre-20 mins you really want to take Rift Herald to be able to balloon your lead even further. Otherwise have your team group around you and try to push for towers and set up vision for neutral objectives. Help your support set up an area of vision around objectives that you want to take. This allows for you to know when the enemy team will want to initiate on you, and for you and your team to be ready for it. In addition, your team might be able to engage and punish isolated targets when they make risky pathing choices. Always look for objectives that you can take. If you're not gaining advantages, you're losing tempo and allowing time for the enemy team to get back in the game. Doing this properly should allow for you to blow up the enemy nexus. Much easier said then done though.
Now here's the other way laning phase went.
You were dumpstered and barely scraping by. Your enemy laner melts down everyone while you have a pea shooter. Your team is flaming you and your lane opponent is spamming their mastery. What a mess, where to begin.
At this point what you want to do is slow down the enemy team's momentum.This is done by stopping them from pushing further into your base.
First set up a defensive vision line with your team. Anyone of you getting caught by the enemy will spell disaster. Do not let the enemy run around without your knowledge.
Next look for isolated targets. Try and make picks with your team to stall out the game.
It doesn't matter how fed a champion is, they can't survive the burst of an entire team at once.Wave clear, wave clear, and wave clear again. They want to push down turrets and inhibs to crack open your nexus. They can't do that if you're stopping the waves from hitting the tower.Try and trade objectives. If they're going to get an objective, never give it for free.
You're behind you need all the gold you can get. You can't afford to give things up for free.
Continue to stall out the game until everyone on your team has hit a point where they can afford the fight the enemy team. After that it's up to how good the team is on both a macro and micro sense.
Yay you survived laning phase and you pushed down the tower in your lane. Now what? As previously mentioned rotate to a different lane and start pushing to their tower. Either the enemy team will rotate with you and laning phase starts yet again, but this time in another lane, or they don't and you can either kill the new enemy laner or just push them out for a free tower. Repeat doing this until all three outer turrets are down.
Once all three towers are down, you're starting to enter the late game. If it's pre-20 mins you really want to take Rift Herald to be able to balloon your lead even further. Otherwise have your team group around you and try to push for towers and set up vision for neutral objectives. Help your support set up an area of vision around objectives that you want to take. This allows for you to know when the enemy team will want to initiate on you, and for you and your team to be ready for it. In addition, your team might be able to engage and punish isolated targets when they make risky pathing choices. Always look for objectives that you can take. If you're not gaining advantages, you're losing tempo and allowing time for the enemy team to get back in the game. Doing this properly should allow for you to blow up the enemy nexus. Much easier said then done though.
Now here's the other way laning phase went.
You were dumpstered and barely scraping by. Your enemy laner melts down everyone while you have a pea shooter. Your team is flaming you and your lane opponent is spamming their mastery. What a mess, where to begin.
At this point what you want to do is slow down the enemy team's momentum.This is done by stopping them from pushing further into your base.
First set up a defensive vision line with your team. Anyone of you getting caught by the enemy will spell disaster. Do not let the enemy run around without your knowledge.
Next look for isolated targets. Try and make picks with your team to stall out the game.
It doesn't matter how fed a champion is, they can't survive the burst of an entire team at once.Wave clear, wave clear, and wave clear again. They want to push down turrets and inhibs to crack open your nexus. They can't do that if you're stopping the waves from hitting the tower.Try and trade objectives. If they're going to get an objective, never give it for free.
You're behind you need all the gold you can get. You can't afford to give things up for free.
Continue to stall out the game until everyone on your team has hit a point where they can afford the fight the enemy team. After that it's up to how good the team is on both a macro and micro sense.
There are a few basic rules that all ADCS should follow when team fighting:
I believe that this Team Fight Breakdown is the best at explaining this concept and can do it a hell of a lot better then I can, so give it a watch when you can.
Aside for this, there is a few things you should know about team fighting as Jinx:
- Assess the kill pressure that each of the champions have on you.
- Assess what CC is up on the enemy team.
- Who is the highest priority target on the enemy team.
- Which of those targets are in your range that you can safely auto.
Aside for this, there is a few things you should know about team fighting as Jinx:
- Jinx is a front to back type adc, stay behind your front lines and auto attack the highest priority threat that you can safely hit from that position.
- MiniGun is deals a larger amount of damage in a team fight at full stacks. Unless several members of the enemy team are clumped up, which at this point you should switch to FishBones for the AOE splash damage.
- If you ever feel like you won't be safe using the minigun in the team fight, change to FishBones and auto from max range.
- Do not overestimate how much damage you can deal when your passive is up. I've seen numerous times players getting cocky because their passive came up and get punished for it.
Hope you guys enjoyed my guide on Jinx. Take everything you learned from here and dumpster people on the rift.
If you learned alot from my guide, I'd really appreciate it if you guys could share and upvote the guide so that more people could find and learn from the guide. If this gets good reception, I might start to write up guides on other marksmen that I play. And if you guys have any questions or spot any mistakes feel free to shoot me a message.
Shameless plugin here: I'd really appreciate it if you guys could drop by and give my twitch stream a watch if you have the time: https://www.twitch.tv/jdoublewoo
If you learned alot from my guide, I'd really appreciate it if you guys could share and upvote the guide so that more people could find and learn from the guide. If this gets good reception, I might start to write up guides on other marksmen that I play. And if you guys have any questions or spot any mistakes feel free to shoot me a message.
Shameless plugin here: I'd really appreciate it if you guys could drop by and give my twitch stream a watch if you have the time: https://www.twitch.tv/jdoublewoo
You must be logged in to comment. Please login or register.