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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
Ideal
Strong
Ok
Low
None
About me & Information
She isn't that strong in early game (not useless).
- Scroll down for more information about Jinx!
______________________________________________________________
Pros
+ Hard carry late game
+ good cc (for an ADC)
+ Global ultimate across the map
Jinx is great for solo queue and really good in duo queue. She doesn't have a built in escape butFlame Chompers! is great for getting away. her passive Get Excited! is good for chasing champions and also running away after destroying a tower. her Switcheroo! is good for poking from afar with the extra range from fishbones while the attack speed buff from pow-pow allows you to win trades. her Zap! allows you to poke from afar as well and slows the enemy.
______________________________________________________________
Cons
- Zap(w) Super Mega Death Rocket can be hard to hit
- No good escape
Jinx has notable weakness's, having no mobility will make you have to rely on either your positioning or you supports capability to peel for you and keep you safe. her abilities are hard to land and if you miss them you will be punished. her Zap! also has a high mana cost at rank 5 and can drain your mana really quickly.
Pros
+ Hard carry late game
+ good cc (for an ADC)
+ Global ultimate across the map
Jinx is great for solo queue and really good in duo queue. She doesn't have a built in escape butFlame Chompers! is great for getting away. her passive Get Excited! is good for chasing champions and also running away after destroying a tower. her Switcheroo! is good for poking from afar with the extra range from fishbones while the attack speed buff from pow-pow allows you to win trades. her Zap! allows you to poke from afar as well and slows the enemy.
______________________________________________________________
Cons
- Zap(w) Super Mega Death Rocket can be hard to hit
- No good escape
Jinx has notable weakness's, having no mobility will make you have to rely on either your positioning or you supports capability to peel for you and keep you safe. her abilities are hard to land and if you miss them you will be punished. her Zap! also has a high mana cost at rank 5 and can drain your mana really quickly.

These are the primary marks you should have. If you don't have these runes, you should buy them because they are useful on about any champion that auto attacks. I take them because they help me farm better and they make my harassment more effective. Jinx's strength is that she can use her basic attacks from afar and therefore she can harass better with higher attack damage.
SWITCHEROO!

TOGGLE POW-POW
> More attack speed
> Shorter attack range
> No AOE Damage
> Use this if you fight someone and he is close to you

TOGGLE FISHBONES
> Less attackspeed
> longer attack range
> AOE Damage
> Usefull in teamfights
> Use this if you fight someone and he is far away
ZAP!

After a short time Jinx shoots a zap that deals 10/60/110/160 and it slows the enemy for two seconds
TIPS
> It is easy to dodge
> Use it when your jungler ganks on the enemy or when the enemy jungler ganks you!
> It's cc's you too
> It does less damage than 2/3 shots of your pow-pow
FLAME CHOMPERS

Jinx throws out 3 chompers wich can the enemy for 3 seconds and it deals 80/135\190/245/300
magic damage
TIPS
> You can use it as an escape
> You can use it to stun people while your jungler ganks you
> It does not cc you
> Try to do some basic attacks on the enemy when they are in the compers
> Example: Enemy trapped, you basic hit them for 2 seconds, the last second you do "w" and run away
SUPER MEGA DEATH ROCKET

Jinx fires a mega rocket across the map it that gains damage as it travels it has AOE damage too. it explodes when it hits an enemy. and it's surrounding based on their missing heal It deals 250/350/450 based on their missing health. It does more damage when you have more AD. The surroudings get 80% of the damage and the primary 100%
in the early game you have to focus on farming because Jinx is not strong in early game like i said earlier. You can try to just poke them with your support but don't try to start a fight without your jungler. If the enemy is low you can try to start a fight ofcourse. Don't be afraid to roam mid some times too you have some cc with your W and E and maybe your support too. When mid game has arrived and you are grouped than just try to poke them with your: "FISHBONES"
And wait for your Support to engage don't try to engage at your self because if the enemy team get you killed they have a higher chance to win the team fight and maybe win the game because of that. If late game has arrived and you are (almost) full build you are a carry with very much damage If your team is able to defend you im sure you will win team fights and win the game, so never surrender if you have a Jinx in your team and you think you can reach late game because she can turn around the game and win team fights because of that and than you win the game!
And wait for your Support to engage don't try to engage at your self because if the enemy team get you killed they have a higher chance to win the team fight and maybe win the game because of that. If late game has arrived and you are (almost) full build you are a carry with very much damage If your team is able to defend you im sure you will win team fights and win the game, so never surrender if you have a Jinx in your team and you think you can reach late game because she can turn around the game and win team fights because of that and than you win the game!
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