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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Introduction
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What is Jinx exactly? Well, she's a ADC/Marksman for one thing. But that only scratches the surface of what she really is. Jinx excels the most when she's shoving her minigun down your throat and running straight through you. Basically, my motto for her is 'when playing Jinx, the only direction you should go in, is forward'. Her passive, ![]() ![]() |
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![]() - Lane bully with ![]() ![]() - Strong dive potential as an ADC - Can sit back and farm due to ![]() - Effective at keeping enemies at a distance with ![]() ![]() - Scales super super super hard into late game - Once Jinx ![]() ![]() - Lack of escapes without ![]() - Managing and remembering which form ![]() - If she gets behind, it becomes a very very uphill battle, as she is designed to snowball - Sometimes...you get a little too bloodthirsty and you over commit to ![]() |
But Why


Well, especially with the recent changes to





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Get Excited! Passive: Whenever a champion or tower 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. This is the best passive on an ADC. This opens up so many more plays that you could not pull off with any other ADC, such as flashing INTO tower/enemy team for a kill, then sprinting out. This ability makes Jinx the most exciting champion to play! Switcheroo! Toggle off — Pow-Pow, the Minigun: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times. The stacks decay one at a time when she stops attacking with her minigun. Toggle on — Fishbones, the Rocket Launcher: Jinx gains bonus attack range and deals 10% AD bonus damage on her attacks, at the cost of mana per attack. Additionally, her attacks will splash, dealing full damage to all enemies in a 150-radius area. The bonus damage to her target and the splash damage both scale additively with critical strikes. Jinx's bread and butter. This ability has so many uses, its invaluable. This helps you duel, secure cs from range, poke from a distance, and snipe running enemies. Zap! Active: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting sight and slowing it for 2 seconds. Great ability for picking off enemies, closing distances with the ridiculous slow, and setting up for ![]() Flame Chompers! Active: Jinx tosses out 3 chompers that, after an arm time of 0.7 seconds, explode on contact with enemy champions dealing magic damage over 1.5 seconds to enemies within 50-unit area. The 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 by any number if they remain in range. Strong CC, but has a long wind-up time. Can use this ability to cut off escape routes and corrals enemies into a specific firing zone. Super Mega Death Rocket! Active: Jinx fires a rocket that travels in a line, exploding on the first enemy champion hit. Enemies caught in the explosion take physical damage equal to a base amount (this amount increases over the first second the rocket travels) plus a percentage of their missing health (max. 300 vs. minions and monsters). The primary target of the explosion takes full damage, while nearby enemies take 80% damage. Oh BOY! Is this ability AMAZING or what? ![]() |
![]() ![]() Other Options ![]() ![]() ![]() ![]() ![]() But Wait...What About These? |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Okay so people ask why take





Runes






This is about as standard as an ADC rune page can get.
MARKS

Can Substitute With



SEALS
4


GLYPHS
4


Can Substitute With


QUINTESSENCES



Can Substitute With




*Note: This is an example build order!!*
Be aware! This is only a framework item build! The order you build these items solely depends on the game!
![]() ![]() ![]() ![]() ![]() ![]() Other Defensive Options: ![]() ![]() ![]() ![]() |
Essential for multiplying Jinx's damage output. Good for her due to her hard hitting ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() With every patch, I start to wonder if berserker's greaves will serve well as a late game item. I feel like the attack speed it offers for the early game is absolutely required, but as you begin reaching full build and super super late game, swapping these boots out for ![]() Very standard defensive item. Who doesn't like a second life? Go for GAs when your opponents have a wombo combo team composition, that really only has one cycle of upfront burst damage. Uh what? Look it's actually NOT THAT BAD! yes the build path is complete horse Sh1T but the passive offers an extra layer of cc that aids with kiting, lining up skill shots, and landing ![]() Annoying ![]() ![]() This is a fun one: imagine the enemy ![]() ![]() ![]() This item is pretty solid after the recent buffs (granting more AD through ![]() ![]() |
STILL WORKING ON VODs. These will just be some gameplay of Jinx that I will put up at some point. Not having this will not affect the guide at all, just will add aesthetics. WILL BE UPDATED ASAP! Need to record content! Check in for additions!
This section WILL included:
This section WILL included:
-
Farming Tips
Orbwalking
Positioning
Advanced Plays
Decision Making in All Stages of Game
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