Jinx Build Guide by GhostTheFi

League of Legends Build Guide Author GhostTheFi

[ 6.23 ] [In Depth information] Scream along!

GhostTheFi Last updated on November 23, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R


Natural Talent
Battering Blows
Piercing Thoughts

Ferocity: 18


Cunning: 12

Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Threats to Jinx with this build

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Threat Champion Notes
Ashe Ashe isn´t really a problem for Jinx. She has no escape spell and no stun until level 6. You outrange her with your Switcheroo!. Start with Doran's Blade and harrass her as much as possible.
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Hello summoner and welcome to my Jinx Guide! My name is Ghost, a jinx mained on the NA server and I'll be your guide for today. I have been playing Jinx since she came out. (October 10th, 2013)
Jinx is a ranged Attack Damage Carry, mainly played in the bottem lane along with a support to protect you and help ypu thoughout the game. Jinx is a versatile marksman armed with an arsenal of eclectic weapons. Her assortment of arms wreaks a ton of havoc, enabling her to deal brutal bouts of damage at the expense of mobility. One of the most important facets to playing Jinx is harnessing the power of Pow-Pow, the Minigun Switcheroo! to safely harass her enemies from a distance with her Fishbones, the Rocket Launcher before unleashing a hail of Pow-Pow, the Minigun pain when the moment calls.

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Greater Mark of Attack Damage

Greater Mark of Critical Chance

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist

Greater Glyph of Magic Resist

Greater Quintessence of Attack Speed

Greater Quintessence of Attack Damage
  • Greater Mark of Attack Damage: Attack Damage gives you the early damage to last hit minions. The early game laning phase is the most important part in keeping your ADC strong and healthy, you need as many last hits as possible to make it to the mid/end game. Also, the single Crit Chance rune is just for the possibility of having one of your autos crit during a trade can occasionally win you the lane.
  • Greater Mark of Critical Chance: Ok, having the slight chance of turning the tide of a teamfight is big, while I prefer having all 9 AD marks, if you want to test your luck on crit. Then switch 1 AD mark for 1 Crit mark.
  • Greater Seal of Armor: Normal armour seals provide a little damage reduction from physical attacks. This is important, especially at bottom lane where physical damage trades are what's going to be happening. Not having the bonus armour can lead to losing trades.
  • Greater Glyph of Scaling Magic Resist: Get scaling for someone like burst Ap like or , even magic resist could save you at 1 hp one day. You may also choose to use scaling magic resist for half or all of the glyphs maybe even doing a 5/4 ratio. Using 9x Scaling MR Glyphs are just as useful but it's down to personal choice I find it's best for the pre level 6 to have the higher base MR.
  • Greater Glyph of Magic Resist: By default I rather choose flat MR since it helps give reduction to incoming magic damage, but with someone like or , generally anyone with ap damage.
  • Greater Quintessence of Attack Speed: Get full attack speed for pew pew action. Attack Speed is always needed for any AD Carry, 15% AS can change almost anything, from getting cs, or trying to make plays.
  • Greater Quintessence of Attack Damage: Having 2 As Quint and 1 AD Quint can be quite useful if you want some extra small damage. While I prefer having 3 AS Quint, this can work quite nicely.

My own runes, Since I decided that a more risky, more gain type of things. A bit more Attack speed for some trade on MR.

This is a default runes you should with in almost any adc, not just Jinx

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  • Fury - 5/5
    Fury is a great mastery for Jinx the extra 4% attack speed helps her attack speed passive
    scale faster as well as allowing easier last hitting and more sustained damage onto your

  • Feast - 1/1
    A great mastery that synergies well with the doran's blade you should of bought for your laning phase, being able to receive health back as a reward for last hitting every 20 seconds will ensure you are healthier than your lane opponent and have a bigger reserve of health that will allow you to survive longer in teamfights.

  • Vampirism - 5/5
    2% Extra Lifesteal is good as a stat for Jinx in the early, in theory it helps you in the sense you aren't forced to rush more lifesteal if you are behind so you can go for criticial damage or flat Attack damage to stay even.

  • Oppressor - 1/1
    A great mastery that synergies well with your support as Jinx you will be dealing an extra 2.5% damage to anyone that's in crowd control and considering your kit allows you to chain slows/snares

  • Battering Blows - 5/5
    This mastery gives you 7% Armour penetration, so it will scale very well with you in the early game to the late against strong tank champions.

  • Fervor of Battle - 1/1
    Fervor of Battle in the laning phase allows for a lot of extra damage with poke auto attacks. Furthermore, by switching to your Fishbones rockets for harrass, you add an extra 10% to the damage that you deal.
  • Savagery - 5/5
    Savagery is a important mastery in bot lane the ability to deal extra damage to minions will help you with last hitting on your auto attacks.

  • Secret Stash - 1/1
    Health regen is very important in your early game. The extra healing off these biscuits will provide further sustain.

  • Merciless - 5/5
    Dealing extra damage to your opponent when they are below 40% health is very important.

  • Dangerous Game - 1/1
    Great mastery point to finish with. Survive a longer teamfight with this passive mastery will chain well with your passive allowing you to run around and cleaning up teamfights.

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Pros / Cons


+ A huge burst.
+ A passive that allows an escape if you kill someone.
+ A lot of controls.
+ Very good late game.
+ Insane wave clear with late-game rockets.
+ Extremely fun to play
+ Outstanding turret pressure with minigun passive, even without attack speed items.
+ Decent global presence supposing you can hit your ultimates
+ Works well with almost any support
Jinx is strong all-around, making her able to fit in pretty much every team composition. She can fit very well in poke, siege and pick comps. Her passive makes her very strong at cleaning up, because once you kill one, you can run quickly towards your next target. Her W and E also give her a HUGE amount of CC compared to other ADCs, and her Q makes her a very strong duelist. A global ult is always nice. if you are competent enough on this champion and her lack of mobility which is really her only problem. Get Excited! is which helps increase her mobility for a short time.


- No escape, immobile for the most part, although her kit can help you get away in many situations, flash is a must.
- Easy to play, Hard to master. Investing time in this champion will get you far supposing you enjoy playing her.
- Lack of mobility without passive
- struggles in early 1 v 1's without her support
- Mana sustain/cost issues
Jinx kit does not have many weak points. The only part of the game (IMO) that she does not excel in is the early game, but even then she can outtrade many ADCs by starting Q. Other (small) things that she is inherently is that her Ult's hitbox is quite small compared to other globals. This makes it impractical to snipe moving enemies from afar. Also, enemies can counter you by stacking armor and AS slows and dodging your abilites, making you run out of mana and defenseless.

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Summoners Spells

Flash is a must have for the most outplay/escape potential. Flash can easily be used to escape from or catch up with a foe. It can be used to dodge or land abilities. It can also be used to move over walls, either for a quick escape or in response to an opponent's dash.

Heal is the most primary summoner spell for almost every game It is commonly used to get an early first blood by healing yourself or an ally for more than one's opponent expects. It is also a skill used for baiting or other situationals like team fights or 1v1.

Barrier can be used despite any Crowd Control with the exception of suppression. Though this is a secondary spell, use this if you need the extra defence.

Cleanse will remove any and all of the following effects: blind, charm, flee, slow, polymorph, silence, root (sometimes called Entangle, Snare or Immobilize), stun and taunt, and damage-over-time effects. Take clense for a secondary Quicksilver Sash and only take it for heavy cc comp, like Leona , Amumu , Morgana, Sona, ect.

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Short/Medium description Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

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.

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, fire slower, and drain Mana.

Jinx swaps weapons.
Fishbones, the Rocket Launcher: Basic attacks deal 110% Damage to Jinx's target and all nearby enemies, gain 75/100/125/150/175 range, fire 15% slower, and drain Mana.
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.

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.

Cost: 70 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 70/120/170/220/270 (+100% Ability Power) Magic Damage over 1.5 seconds to nearby enemies. Chompers last for 5 seconds.

Cost: 100 Mana
Range: 25000 (global)

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 (+11.5% bonus Attack Damage) to 250/350/450 (+150% bonus Attack Damage) Physical Damage plus 25/30/35% of the target's missing Health. Nearby enemies take 80% Damage.

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More in depths - Get Excited! [Passive]

Jinx gains 175% bonus movement speed which decays over 6 seconds whenever an enemy champion or structure dies within 3 seconds of being damaged by her. Additionally, she gains 15% total attack speed for the same duration, stacking indefinitely.

Get Excited! is a self-targeted passive ability that activates whenever a champion or a structures that Jinx recently damaged is eliminated, granting her increased movement speed that rapidly decays over 6 seconds

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More in depths - Switcheroo! [Q]

RANGE: 150

TOGGLE ― POW-POW: Jinx's basic attacks each grant her bonus attack speed for 2.5 seconds, stacking up to 3 times for a maximum of「 0% - 70% 」bonus attack speed, plus an additional amount per rank. The first stack is twice as potent as the others, and stacks decay one at a time when she stops attacking. Switching to Fishbones, the Rocket Launcher Fishbones will not clear any active stacks, but they will not grant attack speed after her first basic attack.
FULLY STACKED BONUS ATTACK SPEED: 30 / 40 / 50 / 60 / 70%

TOGGLE ― FISHBONES: Jinx loses 25% total attack speed and her basic attacks gain bonus range. Additionally, each basic attack consumes mana and deals 10% AD bonus damage, dealing their damage to all enemies around the main target. The bonus and splash damage are both factored into critical strikes
BONUS RANGE: 75 / 100 / 125 / 150 / 175

Switcheroo! is a toggled ability that grants Jinx an on-hit effect that varies depending on her current equipped weapon.
  • Does not apply spell effects.
  • Spell shields will have no effect.
    Additional Information:
  • While Fishbones is active, if you try to attack and do not have enough mana to fire a rocket Switcheroo! will go on cooldown and revert to Pow-Pow
  • It is worth noting that Jinx has the 4th lowest attack speed at level 18 in the game, with only 0.731. While having the full 3 cumulative stacks of bonus attack speed from Pow-Pow puts her at the fastest attack speed while not utilizing an active ability, her attacks are considerably slower than other champions while using Fishbones.
  • Jinx has the longest static attack range with rank 5 Fishbones; out-ranging a level 18 Tristana Tristana by 31 units.

    that the secondary targets of Runaan's Hurricane can be up to 375 units away, meaning it is not guaranteed that the splash damage areas will overlap. However, Runaan's prioritizes the closest enemies to your target - making it relatively easy to overlap at least two areas of damage.

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More in depths - Zap! [W]

Range: 1500
Cost: 50/60/70/80/90
Cooldown: 10/9/8/7/6

ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy it hits,revealing and slowing them for 2 seconds.

PHYSICAL DAMAGE: 10 / 60 / 110 / 160 / 210 (+ 140% AD)
SLOW: 30 / 40 / 50 / 60 / 70%
  • Applies spell effects as a single target ability.
  • Spell shields will block the ability.
  • This ability is considered to be a projectile for Unbreakable and Wind Wall.

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More in depths - Flame Chompers! [E]

Range: 900/50
Cost: 70
Cooldown: 24/22/20/18/16

ACTIVE: Jinx tosses out 3 chompers that, after a 0.7-seconds arming time, explode on contact with enemy champions, dealing magic damage over 1.5 seconds to all enemies within a small area, Root icon rooting the champion who set off the chomper for the same duration.

Chompers explode automatically after 5 seconds. A single champion can only set off a single chomper, but can be damaged by multiple chompers if they remain in range when they explode.

MAGIC DAMAGE: 70 / 120 / 170 / 220 / 270 (+ 100% AP)
TOTAL SINGLE TARGET DAMAGE: 150 / 260 / 370 / 480 / 590 (+ 200% AP)

Chompers explode automatically after 5 seconds. A single champion can only set off a single chomper, but can be damaged by multiple chompers if they remain in range when they explode.

Flame Chompers! is a linear, ground-targeted area of effect that damages any unit in its vicinity when its triggered or after 5 seconds. A champion that sets off a chomper is rooted as well.
  • Applies spell effects as an area of effect ability.
  • Magic damage will be mitigated by magic shields.
  • Spell shields will block both the root and the damage from a single chomper.
  • This ability is considered to be a projectile for Unbreakable and Wind Wall

Enemies now only take damage from one Flame Chomper per cast, even if they’re hit by multiple explosions. (6.20)

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More in depths - Super Mega Death Rocket! [R]

Range: Global / 225
Cost: 100
Cooldown: 90/75/60

ACTIVE: Jinx fires a rocket that travels in a line, exploding in an area upon hitting an enemy champion. Enemies caught in the explosion take 10 - 100% of the rocket's physical damage, based on the distance the rocket traveled, plus additional physical damage based on their missing health, capped at 300 versus minions and monsters.

Secondary targets take 80% damage.

MINIMUM PHYSICAL DAMAGE: 25 / 35 / 45 (+ 11.5% bonus AD) (+ 25 / 30 / 35% of target's missing health)
MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 150% bonus AD) (+ 25 / 30 / 35% of target's missing health)

MINIMUM SECONDARY DAMAGE: 20 / 28 / 36 (+ 9.2% bonus AD) (+ 20 / 24 / 28% of target's missing health
MAXIMUM SECONDARY DAMAGE: 200 / 280 / 360 (+ 200% bonus AD) (+ 20 / 24 / 28% of target's missing health

Super Mega Death Rocket! is a global linear, colliding skill shot that will travel in a straight line across the entire map until it hits an enemy champion or leaves the entire zone. The first champion that it collides with will take full damage, surrounding targets individually take reduced damage.
  • PROJECTILE SPEED: while speeding up , it takes 1 second to travel trough the first 1500 units, ending up with a speed value near 2500
  • Spell shields can block both the impact and the explosion. Note: blocking the impact will not prevent the explosion.
  • This ability is considered to be a projectile for Unbreakable and Wind Wall.

The rocket will not collide with any non-champion targets, however all non-friendly, non-structure units in the area will receive the splash damage once the rocket detonates.

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Completely Optional, if you are not going to play agressive in lane, and planning to just farm most of the time. Then cull is the way to go.



Infinity Edge is the only item in the game which increase critical hit damage, it can be theoretically calculated that if Infinity Edge's passive made it's gold efficiency 100% then critical damage would have a value of (3600-2275-800)/50 = 10.5 Gold per 1% critical damage."

I'd like to rework this phrase, because it's a bit unclear to me. Here is what I would write instead:

By increasing the damage dealt by critical strikes, Infinity Edge improves the worth of critical chance built. Infinity Edge improves the damage increase obtained by building critical chance by 50%. Therefore, for every 1% critical chance built Infinity Edge gold efficiency increases by 0.56%.

At 26.25% critical chance, Infinity Edge becomes 100% gold efficient.

So with other words, Infinity Edge is worth 400 gold more than it's shown (cause the 20% critical chance are worth 50% more). I'd add the extra gold then in this line:

20% critical strike chance = 800 Gold + 400 Gold
Rapid Firecannon is really strong for seige and poking as the energised hit scales off base attack range (meaning that Fishbones will have a huge increase). Taken in place of Phantom Dancer when you're generally safe from dives and engage champions. Keep in mind that less Critical Chance will be granted.
With the extra crit-able magic damage, you should be able to take out chunks of the enemy's health bars. Rushing this straight after your Infinity Edge allows for 250% damage Shiv procs.



Banshee's Veil is one of my favorite items. It will block a spell once every 45 seconds (if you're not taking any damage in that time window). It's great against initators like Malphite.
Spirit Visage is not very popular amongst ADC's, although it is an item with 135% gold efficiency without its passive. You can buy it when an APC is really annoying, and there's no real dangerous, gamechanging spell you could block with Banshee's Veil.
Since Mercurial Scimitar got nerf on 6.9, same with Quicksilver Sash. I won't remove any ultimate like Zed's Death Mark and other ultimate like fizz ult.

. > UNIQUE – ENERGIZED STRIKE: Moving and attacking generates Energize stacks, up to 100. When fully Energized, your next basic attack gains FIRECANNON and deals 50 - 160 (based on level) bonus on-hit magic damage.

UNIQUE – FIRECANNON: Your next basic attack gains 35% increased range, up to a maximum of +150 range.

FIRECANNON can be used on structures.

Energized attacks will not trigger all three energizing items — Kircheis Shard, Rapid Firecannon and Statikk Shiv in the same way; the highest instance of damage will apply to the primary target, and Statikk Shiv will chain to nearby enemies even if attacking a structure, due to Rapid Firecannon allowing it to trigger on structures. Kircheis Shard will not apply any damage, due to having the lowest damage of all three items.

UNIQUE: +15 on-hit physical damage

UNIQUE – WIND'S FURY: When Basic attacking, bolts are fired at up to 2 enemies near the target, each dealing 25% AD physical damage. Bolts can critically strike and apply on-hit effects.


Can only be purchased on Ranged champions. Improved teamfight damage. 25% per target might not sound like much, but it adds up. Especially when having utility like slows or on-hit effects coupled to your auto-attacks, this item's impact is not to underestimated.
Improved lifesteal. By effectively increasing your attack damage by 50%, your lifesteal is improved as well. As a result, you can heal up faster on minion waves or monsters and are less prone to Thornmail's reflected damage.
Improved waveclear. While falling short to Statikk Shiv's strong waveclear potential, it still speeds up your waveclear. However, this might very well be an undesired side effect when buying this item, as it makes freezing impossible.

I prefer getting Rapid Firecannon over Runaan's Hurricane depending on the situation so it will be a 50/50 thing. Rapid Firecannon, if ahead, then get Runaan's Hurricane for teamfights. Both is a optional if you would like.

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Gameplay (Will upload in the future)

Sorry! A bug kha'zix have done something!

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Early Game

Jinx is weak early game. However, in most cases she can farm through it thanks to range on her rocket launcher. Rocket launcher autos cost mana, which is very painful, especially early, so don't waste them!! Try to cs with your minigun as often as possible. Of course, when you can't cs with minigun without being harassed use rocket launcher, when you want to push lane really fast use rocket launcher, when you want to safely harass enemies use rocket launcher, but always look at your mana while doing it!!

Since Jinx's w is hard to hit without your opponent being cced the best thing to harass enemies is by abusing her rocket launcher range. Remember that it has splash damage, so in many cases you can harass your enemies by hitting minions. Moreover, remember that the best moment to harass your enemy is when he is going for a cs (enemies know that too, so if you see that opponent is doing that it is usually better to miss a cs and answer back).

Jinx is starting to become a threat at level 6. You basically need to have a support with CC (leona/sona/thresh/morgana, etc.).

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Mid Game

Mid game starts when laning is over. Jinx has quite strong mid game. What you are aiming to do as Jinx is to push turrets. Thanks to her minigun she takes turrets surprisingly fast. If you won your lane just push the turret and quickly rotate to mid and then top. In many cases you will just be able to catch opponents off guard with your turret killing speed and win a game by that simple move.

You have no escape so you will need to rely on your teammates peeling abilities and your positioning. You want to catch on your e as many people as possible (if you do it well you can win teamfight just by that). You also want to stack your ultimate with other AOE ultimates from your team - remember that you deal more damage the less hp your opponents have, so try to use it when enemies are already low. When you are about to die it is usually good to cast your ultimate just before dying.

In team fights usually stick to your rocket launcher, so you can stay safe - try to damage with it more than one target at a time. However, if you are dived by enemy bruiser, tank, ap carry, anyone switch to your minigun for bigger dmg over time (covered more carefully in one of previous sections).

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Late Game

Jinx is a late game beast. What I have written in mid game section about team fighting stays here as well. However, if you have 4 dmg items (ie, pd, lw, bt) you do immense dmg. Unless you are dived stick to your rocket launcher, auto attack and dodge enemies skill shots. You will be surprised how much dmg Jinx can do late game!

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Support Matchups

(Don't have time to explain, writing it later)

Rating 1-5

Alistar: (Foe) 2/5 (Ally) 2/5

Annie: (Foe) 3/5 (Ally) 4.5/5

Blitzcrank: (Foe) 3/5 (Ally) 4/5

Fiddlesticks: (Foe) 1.5/5 (Ally) 1/5

Janna: (Foe) 4/5 (Ally) 4/5

Leona: (Foe) 5/5 (Ally) 5/5

Morgana: (Foe) 4/5 (Ally) 4/5

Nami: (Foe) 3/5 (Ally) 4/5

Sona: (Foe) 3/5 (Ally) 2.5/5

Soraka: (Foe)3/5 (Ally) 4/5

Taric: (Foe) 3/5 (Ally) 4.5/5

Thresh: (Foe) 5/5 (Ally) 5/5

Zilean: (Foe) 3.5/5 (Ally) 3/5

Karma: (Foe) 3.5/5 (Ally) 4/5

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Hall of Fame

Here's a hall of fame if my build or guide is helping you. PM me a picture of your kda (score) if you want to be fetured here.

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Final Words

Thank you for reading my guide! I really hope if this help you, if it did, don't forget to upvote! Thanks! :D

Contact me on the following social media:

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Patch History


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