Hi! I'm
ifound1dollar, a
Diamond
Vayne main in North America (spoiler: this isn't a
Vayne guide). I have quite a bit of experience playing jinx, and I really enjoy making in-depth guides, so here's one for
Jinx!
This is my in-depth guide to
Jinx. I hope you learn a thing or two!
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This is the standard ability sequence for
Jinx. You'll always want to start off with a point in
Switcheroo!, as it grants the increased attack speed with Pow-Pow and the bonus range with Fishbones. Level 2 you should get a point in either
Zap! if you need to farm from a distance, or
Flame Chompers! if you're planning an all-in. Your third basic ability should be taken at level 3.
Switcheroo! should always be maxed first, as Pow-Pow's bonus
Attack Speed and Fishbones' range increase per rank. You'll usually want to max
Zap! second, as the damage and slow both increase by a good amount.
Flame Chompers! should be maxed last, as only the damage increases per rank. A point in
Super Mega Death Rocket! should be taken at level 6, 11, and 16.
Passive: Get Excited!
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Cost: None
Cooldown: None
Range: Self
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Whenever an enemy Champion, turret, or inhibitor dies within 3 seconds of being damaged by Jinx, she gains 175% Movement Speed which decays over 6 seconds.
Additionally, she gains 15% Attack Speed and can exceed the Attack Speed cap for the same duration.
Jinx's passive plays an important part in her ability to teamfight and destroy enemy structures. All she needs to do is get an assist on a champion or structure in order to pop off and annihilate the enemy team. This can also be used as an effective disengaging tool.
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Q: Switcheroo!
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Cost: 20 Mana per rocket
Cooldown: 1s
Range: Self
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TOGGLE OFF — Pow-Pow, the Minigun: Jinx's basic attacks grant bonus Attack Speed for 2.5 seconds, stacking up to 3 times to a maximum of 30/55/80/105/130%. The stacks decay one at a time when she stops attacking. If Jinx switches to her Rocket Launcher, she will lose all stacks after her first attack.
TOGGLE ON — Fishbones, the Rocket Launcher: Jinx gains 75/100/125/150/175 bonus attack range and deals bonus damage equal to 10% AD on her attacks, at the cost of Mana per attack. Additionally, her attacks will splash to nearby enemies - dealing full damage to all enemies hit. Jinx loses 25% of her bonus Attack Speed while using Fishbones.
Switcheroo! is the cornerstone of Jinx's kit, as it's what allows her to scale so well into the late game. Pow-Pow's bonus Attack Speed is immense, greatly increasing her DPS, and Fishbones range and AOE allows her to melt multiple targets while Critting on almost every attack. Be careful, though, because if you run out of Mana, you won't be able to use Fishbones.
Tip: Use Fishbones' bonus range to your advantage in the laning phase. When the enemy ADC walks up to farm, poke them with a long-ranged auto attack if you can safely do so. This damage will add up and eventually get you lane priority.
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W: Zap!
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Cost: 50/60/70/80/90 Mana
Cooldown: 8/7/6/5/4s
Range: 1450
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Jinx fires a shock blast that deals 10/60/110/160/210 (+ 160% AD) Physical Damage and slows the first enemy hit for 30/40/50/60/70%, also granting sight for 2 seconds.
Zap!'s cast time scales down to .4 seconds (from .6), based on Attack Speed.
Though Zap! is a very telegraphed ability, it can easily be landed if used correctly, especially when paired with a support's CC. It deals quite a bit of damage thanks to it's incredibly high damage ratio, and really hits like a truck after you get some bonus Attack Damage. On top of the damage, it slows for quite a bit, which can be used as a tool to engage on enemies from a long distance.
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E: Flame Chompers!
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Cost: 70 Mana
Cooldown: 24/20.5/17/13.5/10s
Range: 950
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Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing 70/120/170/220/270 (+100% of Ability Power) Magic Damage to nearby enemies. The champion that sets off the chomper is also rooted the same duration as well as interrupting any in-progress movement abilities from the champion. Chompers explode automatically after 5 seconds. Enemies can only take damage from one Flame Chomper per cast.
Flame Chompers! is Jinx's only form of hard CC, and her only built-in defense mechanism. It's a really useful tool in lane when paired with a support like Blitzcrank, because you can throw Flame Chompers! directly under the enemy champion that was hooked and chain CC them to death. Another important part of this ability is the fact that it stops dashes in progress. This can be an effective form of self-peel, as it can completely stop an enemy assassin or diver in their tracks.
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R: Super Mega Death Rocket!
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Cost: 100 Mana
Cooldown: 90/75/60s
Range: Infinite
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Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing a minimum of 25/35/45 (+0.15 per bonus Attack Damage) and a maximum of 300/400/500 (+1.5 per bonus Attack Damage) Physical Damage plus 25/30/35% of the target's missing Health (max 300 damage to minions and monsters). Nearby enemies take 80% damage.
Super Mega Death Rocket! has no maximum range, and is a great way to execute enemies in a teamfight or 2v2. It's base damage is ridiculous when fully channeled, and has a very large bonus AD ratio on top of it. Unfortunately, though, it's very telegraphed thanks to it's 1.5 second channel time, so it can be easily dodged by a skilled enemy. Also, because of the channel time, you'll want to time this ability properly so you don't have to worry about being jumped on while channeling.
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RUNE STATS
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OFFENSE
+10% Attack Speed
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FLEX
+9 Adaptive Force (5.4 AD)
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DEFENSE
+6 Armor or +8 Magic Resist
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PRIMARY TREE
PRECISION
Lethal Tempo
Lethal Tempo grants you bonus
Attack Speed for 3-6 seconds after damaging an enemy champion, which synergizes very well with
Jinx. She benefits a lot from higher, uncapped
Attack Speed, especially while using Fishbones. However,
Fleet Footwork can be another viable option.
Jinx has a very weak laning phase, so the sustain from this rune can help her survive in lane, but at the cost of a little less late game damage.
Press the Attack is a rune that's more focused on single target damage, so
Jinx can't really make much use of it.
Conqueror is a rune designed for bruisers, and doesn't work well with
Jinx at all.
Triumph
Triumph heals you for 12% of your current
Health and grants 20 bonus gold on a takedown. This can be the difference between life and death in skirmishes and teamfights, so it's always a safe option.
Overheal can also be a good option, because it synergizes well with
Fleet Footwork and healing supports like
Soraka.
Presence of Mind is a very situational rune for very specific champions that rely heavily on
Mana, and
Jinx isn't one of them.
Legend: Alacrity
Legend: Alacrity is almost always the best option for any marksman, as they typically rely heavily on
Attack Speed. However,
Legend: Bloodline is another option if you're looking for better sustain, because you won't be getting any
Life Steal items until later in the game.
Legend: Tenacity isn't a viable option because as a marksman,
Jinx doesn't really benefit from tenacity.
Coup de Grace
Coup de Grace is a very well-rounded, consistent option for basically any carry, because it deals bonus damage to enemies below 40%
Health.
Cut Down, though, is definitely a viable option when facing tank-heavy compositions.
Last Stand isn't a good option because as a marksman, you shouldn't need to be low on
Health to deal more damage.
SECONDARY TREE
INSPIRATION
Magical Footwear
Magical Footwear grants free boots after 12 minutes (reduced by 45s per takedown), and grants a bonus 10
Movement Speed. This is a safe option for any champion who isn't running
Predator, as a free 300g item is always beneficial. However,
Perfect Timing can also be a good option. It can help defend against and pull off dives, or negate a champion like
Zed's burst.
Hextech Flashtraption is designed for playmaking champions, and won't have much use for a marksman.
Biscuit Delivery
Cosmic Insight
The third
Inspiration tree is a little lackluster for most attack-based marksmen. While
Cosmic Insight can be slightly beneficial because of the reduced
Summoner Spell cooldowns, it's really not a great option.
Approach Velocity is basically useless, because you won't benefit much from moving faster towards movement impaired units as
Jinx.
Time Warp Tonic is another rune that's designed for certain champions and playstyles, and doesn't do much for
Jinx.
SORCERY
 Details
Nullifying Orb
Nullifying Orb can be very beneficial when facing poke supports and/or heavy Magic Damage comps, as the Magic Damage shield can mean the difference between life and death. Nimbus Cloak isn't really a great option because as a marksman, Jinx can't really get much benefit from bonus Movement Speed. Manaflow Band is basically useless on Jinx because she doesn't typically hit enemies directly with abilities, and doesn't rely much on Mana.
Absolute Focus
Absolute Focus can be useful on Jinx because a lot of the time, she'll be able to safely deal damage while above 70% Health. Celerity isn't very useful because marksmen don't really benefit from slightly increased Movement Speed. Transcendence isn't a viable option because Jinx isn't cool-down reliant.
Gathering Storm
Gathering Storm is crucial for any late game carry. It grants infinitely stacking adaptive stats, which become very strong after 30 minutes. Scorch isn't useful on most attack-based marksman because it's designed for champions that poke with abilities. Waterwalking is a very underwhelming rune and shouldn't be taken.
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ITEMS WIP
Crit Build:
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Your first item should almost always be Infinity Edge. This item is vital on any Crit champion because of the Attack Damage and 25% Critical Strike chance it grants. The most important part of this item, however, is it's passive. It causes Critical Strikes to deal 225% damage instead of 200%, which is an enormous powerspike for any Crit champion.
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Runaan's Hurricane should typically be your first Zeal item. It grants 40% Attack Speed and 25% Critical Strike Chance, which are vital stats on any Crit champion, and also 9% Movement Speed. More importantly, though, is this item's passive. It causes your basic attacks to fire bolts at 2 extra enemies which deal 40% damage, apply on-hit effects, and can Critically Strike. This complements Jinx's ability to wave clear and deal consistent AOE damage.
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Your third item should be your third Crit item. It'll bring you to 75% Critical Strike chance, meaning you'll Crit every 3/4 attacks, which is vital for any Crit champion. This is the point in the game where you'll need to deal as much damage as possible. Realistically, though, you can choose any of the 3 remaining Zeal items: Phantom Dancer for more survivability, Statikk Shiv for even more AOE damage, or Rapid Firecannon for the extra range.
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Your choice of fourth item should always be based on the enemy team's composition. For example, if they're all building armor, you should purchase a Last Whisper and later build it into a Lord Dominik's Regards or a Mortal Reminder. Without Armor Penetration, you may wind up being useless and losing the game because you quite simply can't take down the enemy's front line. On the flip side, if you're in need of survivability, you should get a Guardian Angel for the Armor and revive, or a Maw of Malmortius (granted that you don't also have Phantom Dancer) to negate Magic Damage burst.
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Your fifth and final item, similarly to your fourth item, should reflect the enemy team's composition. If you're facing a bunch of Magic Damage burst, you should buy a Maw of Malmortius, or if you're facing heavy CC, you should buy a Quicksilver Sash and build it into Mercurial Scimitar. However, if you don't have an issue with survivability and want more damage, you can pick up a Bloodthirster or a fourth Crit item to increase your damage output even more.
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Berserker's Greaves should typically be your boots of choice. They're very efficient, as they grant 35% Attack Speed and 45 Movement Speed for a mere 1100g. However, there may be some very specific cases where you might need to buy defensive boots. For example, if the enemy team is full AD, a Ninja Tabi can be quite useful, but this will very seldom be the case.
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I'm extremely greatful for jhoijhoi's
Making A Guide, because without it, I wouldn't have been able to create this guide.
If you liked the guide, feel free to vote and/or leave a comment or suggestion!
Feel free to check out my other guides:
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November 11, 2020 (Patch 10.23)

Spoiler: Click to view
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- Updated item build (preseason changes)
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October 28, 2020 (Patch 10.22)

Spoiler: Click to view
April 30, 2020

Spoiler: Click to view
April 30, 2020

Spoiler: Click to view
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- Rewrote 'Pros/Cons' chapter
- Updated 'Abilities' chapter
- Updated Item build and Runes
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- Rewrote 'Runes' chapter
- Updated 'Items' chapter
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November 20, 2019

Spoiler: Click to view
November 8, 2019

Spoiler: Click to view
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- Updated 'Pros/Cons' chapter
- Redesigned 'Abilities' chapter
- Redesigned 'Runes' chapter
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- Completed 'Items' chapter
- Updated Item build
- Fixed various typos and errors
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February 6, 2019

Spoiler: Click to view
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- Updated 'Runes' chapter
- Updated 'Abilities' chapter
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- Updated 'Items' chapter
- Updated Crit build
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January 24, 2019

Spoiler: Click to view
January 9, 2019

Spoiler: Click to view
December 9, 2018

Spoiler: Click to view
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- Created Guide
- Added 'Introduction' chapter
- Added 'Runes' chapter
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- Added 'Pros/Cons' chapter
- Added 'Abilities' chapter
- Added 'Items' chapter
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