First zeal item rush after BF
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
|Vayne||Easy landing phase due to Vayne's low attack range. Push her in.|
Hi everyone, my name is Dvus and I am a Diamond 5 ADC in EUW. I have mained the role since season 4 and mained vayne up until diamond. Now I adapt around the god tier meta champs. This meta, I have abused Jinx as much as I can. This is my guide to her.
My rune page is the standard ADC setup which I use for almost every adc. If you want to change the glyphs you can take attack speed or even mana regen instead of magic resist, however, this is a very dangerous option if the enemy team has a AP support. Scaling MR is also viable but you may be punished early game.
My masteries are also relatively standard as an adc. The only things that are viable to change are Oppressor and Vampirism, however, bounty hunter is weak early game and depends on you getting fed. Natural talent is also viable, however, I like the extra sustain to stay in lane a little bit longer.
When would you take warlords?
Warlords is an exceptional mastery against high damage output team comps, it is really strong late game and allows you to sustain during a team fight. If you do take warlords, you are potentially losing lane control as the enemy will more than likely have fervor and will win longer trades as a result of this.
The itemisation on Jinx is the same as most meta adc's right now. First back pick up a bf if you have more than 1300g. If below this, take a pickaxe. If you are forced to back early and are weaker than the enemy adc take a cull. Cull has really nice sustain early and allows you to farm up throughout the laning phase. On the 2nd back you are going to want to pick up a zeal and boots. Finish hurricanes and berserkers. After you have these two, finish your i.e. and then your second zeal item (RFC, PD or Statik). These items are completely situational (refer to item notes). Your 4th item should be a LW it the enemy team is tanky. If not, take bloodthirster.
Steraks- Good against high burst
Mercurial- Good against disables
Maxxing q is always a must for Jinx, purely because of the scaling range. More range potentially means more poke which is why Jinx is one of the most lane dominant adc's. Q also synergies really well with runaans as it releases 3 AOE rockets, which can be devastating. For example, here is a clip of it in action:
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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 (based on level)% bonus attack speed, plus an additional amount per rank.
FULLY STACKED BONUS ATTACK SPEED: 30 / 40 / 50 / 60 / 70%
The first stack is twice as potent as the others, and stacks decay one at a time when she stops attacking. Switching to Fishbones will not clear any active stacks, but they will not grant attack speed after her first basic attack.
TOGGLE - FISHBONES: Jinx loses 25% bonus 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.
BONUS RANGE: 75 / 100 / 125 / 150 / 175
ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy it hits, Sight icon revealing and Slow icon slowing them for 2 seconds.
E- Flame Chompers!
ACTIVE: Jinx tosses out 3 Flame Chompers that arm after 0.7 seconds, and explode automatically after 5 seconds. Once armed the Flame Chompers will explode on contact with enemy champions.
Exploding Flame Chomper dealing magic damage over 1.5 seconds to all enemies within a small area, and champions that set them off are Root icon rooted for the same duration.
R- Super Mega Death Rocket!
ACTIVE: Jinx fires a Super Mega Death Rocket! Minimap rocket that travels in a line, exploding in an area upon hitting an enemy champion. Secondary targets take 80% damage.
Enemies caught in the explosion take 10% - 100% (based on distance traveled) of the rocket's physical damage, plus additional physical damage based on their missing health, capped at 300 versus minions and monsters.
Flash and heal are the only viable spells on adc. Flash allows the player to reposition and outplay. Heal allows the player to survive throughout teamfights/duels.
Pros / Cons
Super long range Q
Fastest pusher in the game (take turrets for fun)
Stronger this meta as a result of turret first blood
No strong counters
Strong in all stages of the game
Takes time to get used to using the right weapon (Q) in teamfights