Jinx Build Guide by Awetistic
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Death Machine For Life!
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Threats to Jinx with this build
Hi everyone! I'm Wind Waker and I'm a Silver ADC Main in North America. Don't let my current rank fool you, I'm climbing fast and very knowledgeable about the role I've been in love with since I started playing in Season 2. Jinx is one of my favorite champions and in my opinion of of the most undervalued ADCs in League of Legends. This definitive guide will provide you with all of the information you need to get started on wrecking lane and ultimately carrying games as Jinx.
Pros & Cons
There are many pros and cons to keep in mind when you're considering playing Jinx. Understanding the benefits and setbacks of her kit are essential to playing her to her maximum potential.
+Objective-pushing monster at or near full build
+ Fourth-highest range in game with Switcheroo! maxed and Fishbones active
+ Kiting is pretty easy when Flame Chompers! is used properly
+ Extremely fast waveclear
+ Snowballs pretty easily
+ Good at zoning
-No reliable escape
-Mana can be a problem early
-Requires proficiency in skillshots to use effectively
-Can be hard to master
Heal is generally a must-have on every ADC and I recommend it over every other spell that isn't Flash. That extra bit of health and movement speed it grants can turn the tide of battle and shift a battle in your favor.
Personally, I do not recommend running Ignite on any ADC, least of all Jinx. It may give you a slight advantage in lane if you all-in, but it's near-useless and provides much less utility for your team than Heal.
Cleanse is a very situational spell that I would only take against a CC-heavy bot lane. Since Jinx has no escape, if you're locked down in the middle of lane you're generally dead. By utilizing Cleanse, you can often escape and turn on the enemy laner, assuming your Support is paying attention.
You know why to take Flash if you're bothering to read a guide.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Speed
These runes are pretty self-explanatory and standard on nearly every ADC. You can swap out one of the marks for a Critical Chance mark but I wouldn't recommend changing too much else.
As an ADC, Jinx benefits most from a 21/9/0 Mastery Tree setup. As she's not heavily spell-reliant and primarily an auto-attack champion, Expose Weakness and Spell Weaving / Blade Weaving are next to useless on her.
Get Excited! (Passive)
While it may not seem like it at a first glance, Jinx's passive is extremely useful. After securing a kill, assist, or an objective, Jinx gains a 175% MS boost that decays over 4 seconds. This can be useful for cleaning up, escaping, or even to quickly set up your E to zone the enemy team.
Switcheroo! is a toggle ability that allows Jinx to switch between Pow-Pow and Fishlegs. Fishlegs is really only useful for harassing in lane, farming quickly, or cleaning up a kill with a few final autos that you can't reach with Pow-Pow.
Pow-Pow on the other hand is an absolute monster of a minigun that provides you with (at max rank) a 130% AS buff. Switching to Fishlegs after your Pow-Pow stacks are acquired is definitely not a good idea, seeing as how the stacks don't apply after your first rocket shot.
Zap! is a skillshot that applies a slow to the first enemy hit and provides True Sight on them for 2 seconds. Said slow maxes at 70% and is extremely useful for making picks during mid and late-game.
During Laning, Zap! can most effectively be used to slow a fleeing enemy and finish them off or to set up an engage from your support. It can be a pretty potent poke tool but Jinx has a small mana pool and it isn't recommended that you spam her abilities when you can help it.
Flame Chompers! (E)
My personal favorite of Jinx's abilites, Flame Chompers! is a ground-targeted AoE spell that drops 3 mechanized chompers onto a target location. After a .7 second delay, the chompers arm and root anyone who crosses them for 1 second.
Flame Chompers! is absolutely great for zoning. Setting them forces the enemy team to either weave around them or give up committing completely. Another very useful way to use your E is to set them behind an enemy before engaging, allowing you to lock them down and forcing them to fight. Combined with Rocket Grab or Death Sentence, Flame Chompers! pretty much guarantees a kill in lane if executed correctly.
Super Mega Death Rocket! (R)
Super Mega Death Rocket! is a global-range skillshot that gains damage as it travels across the map. Said rocket will travel across the map at an increasing velocity until it either makes contact with an enemy champion or leaves the map.
Super Mega Death Rocket! is extremely useful because on top of the generously-scaled damage it deals, 35% (at max rank) of the opposing champion's health is also erased. Super Mega Death Rocket! is great for cleaning up a kill that's escaping or even helping your team in a fight if you're not currently present at the battle.
Ideally, you'll want to grab both a B. F. Sword and Boots of Speed by the time you first leave lane, along with some Health Potions. Realistically, this isn't always the case. If you're forced to back early and can afford it, opt for a Pickaxe. If not, grab another Doran's Blade. I usually take 2-3 Health Potions and 1 Mana Potion so that I can trade when necessary.
By the time laning is over, you should have more than enough for an Infinity Edge. Grab it as soon as you can, because Jinx receives a sizable power spike once you've done so. If you have enough, make sure to finish your Berserker's Greaves. While not terribly essential at that point, the extra attack speed and movement speed certainly don't hurt. Lastly, swap out your Warding Totem for a Scrying Orb.