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Jinx Build Guide by Awetistic

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Awetistic

Death Machine For Life! - An All-In-One Jinx Guide ((WIP))

Awetistic Last updated on December 25, 2014
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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





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Jinx with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Ashe lol
Guide Top

Introduction

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.


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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.

Pros:


+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

Cons:

-No reliable escape
-Mana can be a problem early
-Requires proficiency in skillshots to use effectively
-Can be hard to master


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Summoner Spells

Heal


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.

Ignite


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


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.

Flash


You know why to take Flash if you're bothering to read a guide.


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Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Speed
3

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.


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Masteries

Masteries
4/5
1/1
3/5
1/1
1/1
3/5
3/1
1/
3/
1/
2/5
2/5
1/1
3/5
1/1

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.


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Abilities

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

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! (Q)

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! (W)

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.


Guide Top

Items

Start

+ +

A Doran's Blade, Health Potion, and Warding Totem start is pretty standard for every ADC.





First Back

+

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.





Core Rush

+ +

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.