Jinx Build Guide by HaydunLoL
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.
SUPER MEGA DEATH ROCKET!!!
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.
Hi guys, welcome to my first Jinx guide. I'm currently at Diamond division in NA.
Hope you guys enjoy this guide.
I'm, going to show you guys how Jinx help me get to Diamond :)
THE REAL JINX MONTAGE!!!
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Miss spelled RP
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About The Author
Hi guys. I'll start off by introducing myself. IGN-Haydun. I play League of Legends mainly, currently at Diamond. I have played in a few Moba Fire CC cup, my team got 4th for the November Cup out of 65+ teams. I enjoy playing league for fun. So i started a Youtube channel recently.
Unique Skillz with Jinx
Jinx has one of the best tower siege ability in the game. And amazing 1v1 skill set.
In laning phase, mostly use the fish bone to hur***. and try to continually pushes the wave and attack creeps, since with the attack speed buff is HUGE. The life-steal would give you a huge advantage.
With Zap! and Flame Chompers! can help you keep in distance with your target. However Jinx has a really bad escape mechanic, since you don't have any leap or dash, so WARD.
ALWAYS ORB WALK- with the Jinx attack speed passive, her attack's has little to no attack animation. (Takes practice to preform orb walking well.
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.
Get excited! is one of the most interesting passives in the game because it has /so/ much downtime. During trading, majority of laning-phase, sieging, etc it literally does nothing for you. But the time that it does do stuff for you it is incredible. Gives you amazing kite/chase during team-fights and also fairly strong splitting power. There isn't really much strategy to this passive as it is extremely straight-forward but one thing you can do to help you in team-fights is to get a little bit of damage on everyone on the opposing team. That way you'll get an assist if your team destroys their back-line and your passive activates!
TOGGLE OFF—POW-POW, THE MINIGUN: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times. The stacks decay one at a time when she stops attacking with her minigun.
Switcheroo is a very interesting and unique ability. It allows you to switch between her two guns, fishbone and pow-pow, with each giving you unique things about them. Pow-pow gives you stacks that increase your attack-speed (by a rediculous amount) but also makes you range very short at 525. Fishbones gives you insane range (scaling from 600-700 depending on the rank of your Q) and also boosts your damage to 110% with AoE.
This skill is just insanely strong. It gives you soooo much passive attack-speed from level 1 on which gives you incredible turret killing power as well as objective control. Fishbones also gives you strong harass with your strong range as well as good wave-clear. Just make sure not to spam fishbones too much because it will eat your mana and you need a good amount of mana to spam in a few Zaps.
When in close combat while melting tanks or anyone close to you have pow-pow out. It does much more DPS to single targets and also makes it much easier to kite efficiently. When the enemies are clumped or just further away you want to be using fishbones. Also, it's good to note that you are a sieging machine with your 700 range to hit turrets as well as Zap! to poke the opponents!
After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting true sight and slowing it for 2 seconds.
Zap is a 1500 range skill-shot with some of the highest best stats and scaling in the game. You can use this ability to harass in lane, poke down the enemy team while sieging a tower, or even use it as a way to set up an engage. Its slow is so immense that you can actually use it to engage. It is just a ridiculous move because everything about it is incredible. The only con about it is that it's fairly easy to dodge if you don't set it up well because there is a good amount of travel time and it is also shown where it is going to be traveling before it actually fires.
You can also use this while fighting up close to help kite your opponents that will be chasing you down. You can actually cancel your auto-attack animation with the cast animation of Zap! so right as your bullets/rocket leaves your gun, start charging up your Zap! to maximize damage!
Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing magic damage over 1.5 seconds to nearby enemies. The champion that sets off the chomper is also rooted the same duration. Chompers explode automatically after 5 seconds.
Flame chompers is arguably Jinx' most powerful move. It is on a fairly long cooldown but it provides an aoe root that can proc 3 times. This coupled with her Zap! is pretty much the only way she can attempt to peel for herself since she has no real way of escaping. Flame chompers also allows for her to follow-up very well on aggressive plays because they become activated extremely quickly after being casted. Whether or not use them defensively or aggressively, make sure they connect!
Super Mega Death Rocket!
Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing Physical Damage plus a percentage of the target's missing health. Nearby enemies take 80% damage.
Super mega death rocket is one of the best executes in the game. It scales incredibly hard with ad and also adds extra damage depending on the poor soul's missing health that it connects with. Because it does serve as an execute, it is best to save this move to finish off an opponent. It is does not work very well with an engage unless their entire team is clumped in an a Jarvan cataclysm or something similar. It also has a very quick cast time so you can use it similarly to your Zap! where you can cancel your auto-attack animation to cast your super mega death rocket.
Lastly, it is a global move so if you see a low healthed opponent backing in a bush, send the rocket over his way and enjoy your free gold as well as getting excited!
-Start with Q ( Switcheroo!) so it's possible to harass the enemy really early game.
Upgrade first point in W ( Zap!) on lv 2 for another type of strong harassment + for another strong ability if it comes to a early game fight.
-Proceed to upgrade E ( Flame Chompers!) on lv 3, not for the damage, but for the snare that comes with it that will allow you to safely escape from enemy jungler or highly pressuring enemies early game (or if you're very aggressive to trap them and take the kill).
-Upgrade Q ( Switcheroo!) now at any time available excluding when you can upgrade R ( Super Mega Death Rocket!).
-Upgrade R ( Super Mega Death Rocket! ) whenever possible (lv's: 6, 11, 16).
-Whenever you can't upgrade Q ( Switcheroo!) or R ( Super Mega Death Rocket!), upgrade W ( Zap! ).
-Once Q ( Switcheroo!) and W ( Zap!) is maxed upgrade E ( Flame Chompers! ) to max (despite lv 16 upgrading R ( Super Mega Death Rocket! )).
Pro and Cons
Massive 700 Range
AOE Splash damage makes for an amazing team fighter
Global AOE Ultimate...did i mention it's also an execute?
Biggest Attack speed steroid in the game
Strongest AD oriented poke champ in the game
Low base attack range in Pow Pow (525)
Slower than most ranged champs
Lowest base attack speed of all Marksman
Weak against assassin/high mobility champs
Summoner Spell Choice
Flash and Barrier have been the staple for adc for an extremely long time and that doesn't change for Jinx. Barrier has phenomenal synergy with champions that lifesteal because it increases their health-pool (sort of) which gives you more time to gain back that lost health and potentially live a lot longer than you would have. It also allows you to be the most aggressive out of all of the other summoners for the same reason.
Flash and Cleanse is your only other choice. This is something that I have actually never gone on Jinx in my roughly 30 games with her because cleanse is just not very good at all on ad-carries that don't have an escape. There are times though where I would go cleanse. Against a heavy catch comp (such as having an Elise + Lux/Morg) or laning against an Ashe + Janna lane would be times where I would consider it.
Jinx works very well with sustain supports ( Nami, Sona) as well as Zyra. They are all very poke heavy, strong in all-ins, and have peeling which is what is necessary for Jinx to play with. Since they are all very long-range and strong laners this emphasizes Jinx' strength in lane of poking with her Zap! and Fishbones.
Things to be weary of when picking Jinx into another bot-lane is dive heavy lanes. Zyra is very strong against Jinx because of her lock down and so is the rather unpopular Leona but she is very good against her. Corki, Graves, and Vayne are arguably the strongest picks against Jinx because they can really get in on her in all-ins and just destroy her soul. Against these champions you really have to position perfectly to survive and win the lane.
Jinx' laning is very push heavy. Mostly you will be harassing with fishbones as well as Zap!. The problem with playing really aggressive and doing heavy trades with Jinx is that she is super vulnerable to ganks and all ins. If Flame Chompers! was used aggressively in the lane and then a Jarvan IV comes flying in behind, you are pretty much dead. Use flame chompers sparingly and only use it aggressively when it is proper to. Remember that Jinx has the lowest base movement speed in the game as well as no get out of jail free card like most popular ad carries have right now.
Keep the lane pushing for the most part as you destroy towers extremely quickly but like I said before be very weary of engaging too hard on the enemy. Once you hit 6 it becomes a lot easier to finish off targets that you have poked down so be patient. The way Jinx is balanced is that she does ridiculous amounts of dps in close range and has stupid strong poke but she is one of the weakest champions in the game when someone gets in her face. As a result, playing Jinx will help your positioning a great deal because of how severely punishing she is.
During the mid-game you want to be forcing a lot of fights as a team. Due to Jinx's such intense tower pushing power with the attack speed for pow-pow, range from fishbones and poke from Zap! make her a crazy strong sieger and dragon/baron dancer. You want to crush the opponent's outer turrets as quickly as possible with your team so you can group up and force stuff as a team because this is where Jinx excels. Having her team by her side to peel for her and be her front-line allows her to do the most damage possible. In small skirmishes she is much more vulnerable to be getting picked off so don't force as many of these unless they don't have a lot of aggressive, assassin champions. ...
Make sure to stay fairly far back before any potential engage happens so you don't have to blow your flash at the beginning of the fight. Dance around in the poking around with fishbones and your spells and always try and keep range on the front-line that is diving you. You almost never want to go ham on Jinx where you'd go deep into their back-line unless you had a Get Excited! proc and were able to quickly mow down a considerably weakened back-line. Play safe, poke, mostly use pow-pow on the front-line for highest dps possible, and above all stay alive.
Once you reach late-game, your damage is through the roof. You will have your Quicksilver Sash by now which allows you to play a little bit more aggressive and forward without the fear of getting caught once and being one shot. With that said, that doesn't mean you play like an idiot and are up front with you front-line when dancing around objectives. You are /still/ really squishy without many ways to escape the clench of assassins. The good thing is though, is that front-line will now completely melt to the bullets that pow-pow will be projecting into their soft, little stomachs.
As for game-plan for your team it is the same as mid-game. You and your team should be sieging towers and after getting an inhibitor down, clearing around baron, then either baiting it or doing it. Jinx is a baron killing machine so if you have a 10 second window where you can hit baron uncontested then you kill that bad boy.