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Jinx Build Guide by MrsFalcon

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League of Legends Build Guide Author MrsFalcon

[6.22] ♥ THE STAR GUARDIAN MANIAC ♥ HYPERCARRY ADC ♥

MrsFalcon Last updated on November 15, 2016
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R

Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 18

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Defense: 12

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Jinx with this build

Threat
Low
High
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Threat Champion Notes
2
Quinn She's practically a bird. You shouldn't struggle much with her due to her range.
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Introduction

Welcome to my Jinx guide~! I'll be covering all the basics upon how to play Jinx :)

I have climbed from Bronze 2 to Platinum 3 with Jinx primarily.
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I've been maining Jinx for a good year now and have 300k mastery with her at Level 7. She's my best champion and I hope you can learn a thing or two from my guide.


To start off, a quick match history.
Haven't been playing her a lot lately lol. (Varus guide incoming???)

Jinx is an absolute maniac who talks to her weapons. Her weapons are Pow-Pow the Minigun, Fishbones the Rocket Launcher, and Zapper the Shock Pistol.
She's all about getting harassed early-game and getting ridiculously powerful late-game. Now, let's look at the basics.


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Abilities

 𝓐𝓑𝓘𝓛𝓘𝓣𝓘𝓔𝓢

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
  • Get Excited!- Jinx receives massively increased Movement Speed and stacking Attack Speed whenever she damages an enemy champion, tower, or inhibitor that is then killed or destroyed within 3 seconds.

  • Switcheroo!-Cost: 20 Mana per Rocket ; Range: 600
    Jinx modifies her basic attacks by swapping between Pow-Pow, her minigun and Fishbones, her rocket launcher. Attacks with Pow-Pow grant Attack Speed, while attacks with Fishbones deal area of effect damage, gain increased range, and drain Mana.

    Fishbones, the Rocket Launcher: Basic attacks deal 110% Damage to the target and nearby enemies, gain 75/100/125/150/175 range, drain Mana, and scale 25% less with bonus Attack Speed.
    Pow-Pow, the Minigun: Basic attacks grant bonus Attack Speed for 2.5 seconds. This effect stacks up to 3 times for a total bonus of [0]% (bonus scales with spell rank and Jinx's level). Stacks fall off one at a time and only benefit Jinx's first attack after switching to Rocket Launcher.

  • Zap!- Cost: 50/60/70/80/90 Mana ; Range: 1450
    Jinx uses Zapper, her shock pistol, to fire a blast that deals damage to the first enemy hit, slowing and revealing it.
    Jinx fires a shock blast that deals 10/60/110/160/210 (+140% Attack Damage) Physical Damage to the first enemy hit, revealing it if it is not stealthed and slowing it by 30/40/50/60/70% for 2 seconds.

  • Flame Chompers!- Cost: 50 Mana ; Range: 900
    Jinx throws out a line of snare grenades that explode after 5 seconds, lighting enemies on fire. Flame Chompers will bite enemy champions who walk over them, rooting them in place.
    Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions, rooting the target for 1.5 seconds and dealing 80/135/190/245/300 (+100% Ability Power) Magic Damage over 1.5 seconds to nearby enemies. Chompers last for 5 seconds.

  • Super Mega Death Rocket!- Cost: 100 Mana ; Range: 25000
    Jinx fires a super rocket across the map that gains damage as it travels. The rocket will explode upon colliding with an enemy champion, dealing damage to it and surrounding enemies based on their missing Health.
    Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing 25/35/45 (+10% bonus Attack Damage) to 250/350/450 (+100% bonus Attack Damage) Physical Damage plus 25/30/35% of the target's missing Health. Nearby enemies take 80% Damage.


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Pros / Cons

 𝓟𝓡𝓞𝓢/𝓒𝓞𝓝𝓢

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PROS:
+Hyper-carry
+Long Range
+Map-wide ult
+Easy to play
Q-Switcheroo!
W-Zap!
E-Flame Chompers!
R-Super Mega Death Rocket!
CONS:
-Hard to master
-Squishy
-Weak early-game
-No escape

 𝓣𝓗𝓔 𝓟𝓡𝓞𝓢

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Jinx is one of the strongest late game ADC. She has lots of AOE with her rockets from Fishbones and can demolish an entire team. With Runaan's Hurricane, the AOE will be even larger! She has a good amount of CC to stop ganks and engages. Her Flame Chompers! can snare champions and her Zap! is a long-range slow. Her Super Mega Death Rocket! is a global ranged ult and can hit anywhere as long as you have a good aim. You can get kills all the way from bot lane if you hit a low jungler or mid/top laner!

 𝓣𝓗𝓔 𝓒𝓞𝓝𝓢

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Though she is very strong, she has a lot of downsides. She is extremely immobile. She has no escape spell and can die fairly easy from ganks. She also has 2 narrow skillshots which can be hard to land sometimes ( Zap! and Super Mega Death Rocket!). Her E, Flame Chompers!, can be hard to land too, considering you actually have to give them 1 second to set, or else enemy champions will just walk right over them. Her laning phase is the definition of getting bullied. Every ADC out-trades Jinx and you'll just be forced to take damage in order to farm. She's virtually useless until you hit your powerspike, so those first 25 minutes will be an absolute pain.


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Runes

 𝓡𝓤𝓝𝓔𝓢

Runes

Greater Quintessence of Life Steal
3

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

The Greater Quintessence of Life Steal really helps give you sustain in laning phase. I recommend taking 3 of these to help keep up with pokey lanes, since Jinx has the lowest trade of all ADCs. If you have a good tanky support (who can engage) you trust with your life, then I suggest you take the usual Greater Quintessence of Attack Damage.

The Greater Mark of Attack Damage is every ADCs necessity. You must take these to actually do some damage in laning phase. It makes last hitting minions easier and gives Fishbones a decent amount of damage.

This is a common and pretty standard rune for any role, really. The Greater Seal of Armor lets you be a little less squishy, and let's be honest here, most all of the marksmen are squishy.

The same idea for the Greater Seal of Armor applies for the Greater Glyph of Magic Resist. You don't wanna go in and melt to an AP support (Sona, Nami, Lulu, Brand, Vel'koz, ect)).


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Masteries

 𝓜𝓐𝓢𝓣𝓔𝓡𝓘𝓔𝓢

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My Jinx masteries are pretty standard ADC masteries all around. The ones that'll really give you sustain in lane (and the most important in my opinion) are Vampirism , Secret Stash , and Dangerous Game . They help so much in laning phase when you just get poked down to hell (which is a majority of Jinx's matchups). Fresh Blood and Battle Trance will help you so much with 1v1s, as well.

 𝓚𝓔𝓨𝓢𝓣𝓞𝓝𝓔𝓢

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When it comes to your keystones, I think Warlord's Bloodlust is the best choice now with the Fervor of Battle changes. It gives more lifesteal based on your missing health, but doesn't really start kicking in until lategame. Second would be Fervor of Battle . They're a much better choice than Thunderlord's Decree since the cooldown is so long and just plain tedious.


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Summoner Spells

 𝓢𝓤𝓜𝓜𝓞𝓝𝓔𝓡 𝓢𝓟𝓔𝓛𝓛𝓢

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Honestly, if you're not taking Flash on an immobile ADC, you should just stay in Co-op vs AI games. Flash is a necessity on ADCs, especially on Jinx. It's an amazing must-have spell that can save your life or end someone else's. For early trades, if you're just one auto from killing the enemy ADC/Support, don't hesitate to Flash and switch to Fishbones to secure it! If you don't like to play as aggressive though, you should just save your Flash for enemy ganks or hard engages onto you.
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Another ADC necessity. Heal is what turns trades around and makes enemies yell, "UGH, THEY HEALED, I ALMOST KILED THEM!" in their mic as their friends nervously mute the call. It's a great spell that heals you and an ally and also gives both of you a nice bit of temporary movement speed. This can be great for disengages or just that little bit of health to let you survive a 1v1. KEEP IN MIND: This summoner spell does NOT stack!!! If you and your support take this summoner spell and use it around the same time, the healing is GREATLY REDUCED.

 "𝓞𝓣𝓗𝓔𝓡" 𝓢𝓤𝓜𝓜𝓞𝓝𝓔𝓡 𝓢𝓟𝓔𝓛𝓛𝓢

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This spell isn't that bad on ADCs depending on what your enemy team looks like. If the team LOOKS like Quicksilver Sash won't be enough, then take this summoner spell. The enemy botlane might have the advantage at first with Heal, but overall you should be safe from hard engages. Just make sure your support knows you're taking Cleanse so they don't rage at you for not healing them.
This spell shares the same sort of concept of Cleanse, but not entirely. Just re-read the above, but replace "hard engage" with "heavy poke". It could potentially save your life and has a very short cooldown, but I still prefer Heal over this spell.
If I EVER take this spell on Jinx, it's because I don't trust my support much. Tell them to take Heal instead so that it somewhat evens out. It seems odd, I know, but it could save you from future 1v1s. It makes kiting significantly easier and takes a lot less effort. I'd take this if I know an enemy will constantly jump at me ( Vi, Xin Zhao, Rengar, ect).
Exact same thing as above, except for early cheese. Just make sure your support knows what you're up to and takes Heal or Exhaust. With Exhaust and Ignite it should lead to early firstblood, but keep in mind Ignite falls off really hard on an ADC.


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Items

 𝓔𝓧𝓐𝓜𝓟𝓛𝓔 𝓑𝓤𝓘𝓛𝓓

Item Sequence

Runaan's Hurricane
2600

Berserker's Greaves
1100

Infinity Edge
3600

Mortal Reminder
2700

Mercurial Scimitar
3600

Statikk Shiv
2600


Runaan's Hurricane is the first thing you should build on Jinx. You get it after buying B. F. Sword. It's super gold efficient on her and makes farming 10x easier. Unfortunately you'll be lacking damage, but that's okay because Jinx scales extremely well late game! Early game is always a pain, so Runaan's is perfect for farming it up and speeding up your mid-late game power.
The basic (and sometimes ONLY) ADC boot option. It gives you a good amount of attack speed, but you'll still be a bit powerless before Infinity Edge. I've seen some people take Boots of Swiftness on Jinx due to her lack of mobility, but I think those should only be taken in very bad situations (everyone trying to flash on you and cc lock you, ect).
This item is your absolute powerspike. It's costly, but if you've been farming it up with Runaan's Hurricane, you shouldn't have a problem getting it before 25 minutes. NEVER build this item first!!!! It will take away all that attack speed that Jinx desperately needs and you'll be so powerless trying to actually build it. All other ADCs out-trade you, so it's useless trying to build a full AD item in laning phase.
An ADC's best friend. It's an extremely good item, but fairly pricey. Just grab Quicksilver Sash if you can't afford it, but you're up against a team with hard CC lock! Things like Infinite Duress, Nether Grasp, Onslaught of Shadows shouldn't stop you from releasing tons of damage with Mercurial Scimitar... Unless they're all on the same team. Then I pray to Nagakabouros you took Cleanse.
It's inexpensive and efficient at doing its job. If you can't afford it and you're up against health regenerating monsters ( Warwick, Vladimir, Volibear, Darius, ect.) buy an Executioner's Calling. It's super cheap (800 gold!!) and applies grevious wounds for 3 seconds.
Same principal of Runaan's Hurricane. Tons of farm, pretty much. I like to build it 4th if I'm fed to just to rack up a lot of farm and delete champions faster, then sell it later if needed. It's a good item and cost efficient, but building it is entirely optional.

 𝓞𝓟𝓣𝓘𝓞𝓝𝓐𝓛 𝓘𝓣𝓔𝓜𝓢

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This is an item that I personally don't build unless I'm dying too fast. It's not the best choice when you're using my runes and masteries. With all the sustain Jinx will have with my build, The Bloodthirster isn't that great. I like to take an extra attack speed/crit item instead ( Statikk Shiv, Rapid Firecannon, ect.) instead of just piling more lifesteal.
Okay, you gotta admit this item has a pretty sick name. Sick name or not, Lord Dominik's Regards is extremely good when you're up against the tankiest of tanks. Enemies such as (but not limited to) Rek'Sai, Sejuani, and Malphite will be no match for you. That is, unless they get into the back lines.
I heave a heavy sigh while I type this. Well, Rapid Firecannon has seen better days. It used to be the "thing" on Jinx to pick up Rapid Firecannon as one of your core items in every single game. The extra range just isn't worth it to me to get 5%-10% less attack speed compared to its rivals of the Zeal family and less movement speed than it used to offer. Statikk Shiv defeats Rapid Firecannon all around when it comes to Jinx. I only build it if I can't get close to a teamfight AT ALL without dying.
I don't believe in Guardian Angel either. If you die in a teamfight, chances are by the time you revive you'll have 5 champions standing on top of you, waiting to kill you. I just think there are better defensive options, but most of the time I just don't believe in tank items on ADCs. I only build this item if I get into too many 1v1s so that I have the upperhand.
This item is a little controversial on ADCs. I only buy it if Quicksilver Sash isn't enough to protect myself from the tons of CC and the enemies are AP heavy. The passive iteself is really good and helps to shield Jinx from spells that have the potential to CC/chunk half of her health. It might even save you from a Rengar snare if you're lucky! I actually had to buy Zhonya's Hourglass on Jinx ONCE because the enemy Rengar was so fed and would delete me :( My team hated me but we still won ok ;w;
This item is really good if you just want flat attack speed and movement speed. It costs 50 less gold than Statikk Shiv and gives you much better stats. If you buy this, you'll be missing out on the energized passives of Statikk Shiv or Rapid Firecannon. I personally don't build it since it doesn't help my farming as well as the rest of the Zeal family.

 𝓦𝓗𝓨 𝓘 𝓣𝓐𝓚𝓔 𝓣𝓗𝓔𝓢𝓔 𝓘𝓣𝓔𝓜𝓢

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Well I had someone asking why I take this sort of build path rather than a Korean build ( Youmuu's Ghostblade, The Black Cleaver), so I've decided to put a section in here for that. The Korean build is for ADCs that have mostly spell-based abilities ( Lucian, Jhin, Varus), and since Jinx is so reliant on her auto attacks, it doesn't really give her the benefits of that build. She benefits more from attack speed, critical hits, and attack damage, which is also another reason why I rarely build health/armour items on Jinx.
She's a glass cannon and instead of blaming not having tanky items to prevent you from dying in a teamfight, think of what you or your team could've done differently in the fight instead(maybe you were mispositioned, your team burned cc too fast, you didn't have heal up that fight, ect).


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Supports

 𝓢𝓤𝓟𝓟𝓞𝓡𝓣 𝓛𝓐𝓝𝓘𝓝𝓖 𝓟𝓗𝓐𝓢𝓔

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AMAZING
Alistar Synergy

AMAZING
LEONA SYNERGY

AMAZING
BLITZCRANK SYNERGY



AMAZING
Nautilus Synergy

GOOD
Thresh Synergy

GOOD
morgana SYNERGY


OKAY
brand Synergy

GOOD
Nami Synergy

AMAZING
Janna Synergy

This is a work in progress, more to come!


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JINX PATCH CHANGES

PATCH 6.17 BUFF



PATCH 6.20 NERF


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~*CREDIT*~

This is the artist who drew header #1, #2, #4, #5, #7, and #8: AyyaSap. I love her art so much, I couldn't just not include her in my Jinx guide ;w;

This is the arist who drew header #3: Eddy Shinjuku.

This is the arist who drew header #6: Gloriapm.

They're very talented, please check them out :)
Another very special thanks to my Diamond 1 friend, Noah, for teaching me how to play Jinx