Jinx Build Guide by

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.

League of Legends Build Guide Author


Last updated on October 18, 2013
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

Table of Contents
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Jinx full AD

Get Excited - 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.

This passive is great for getting risky kills. In team fights you will be flying around the map like the flash. This passive has saved me so many times and it will save you too. It's great for getting back into the fight or positioning after a risky play. This also makes Jinx a great split pusher, you can push down a tower and get out quickly. But this skill can also tend to make you get greedy try to chase other people down to far so be careful with this.

Switcheroo! - 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.

ATTACK SPEED: 16.6 / 23.3 / 30 / 36.6 / 43.3%
TOTAL ATTACK SPEED: 50 / 70 / 90 / 110 / 130%
Switching to her Rocket Launcher will not clear any active stacks, but they will not grant attack speed after her first attack.

This skill is a bit tricky. Learning when to switch will be the key between good and bad jinx players. It's great for farming, but the best thing about it is the range. But it drains mana so be careful. In team fights if you have good crits, you can blow up a team grouped to close together. When using your minigun, the passive gives you a huge attack speed boost. It's a great skill and gives you good base stats even without items.

In 1v1s its best to have out your minigun. I would say rockets are only good for harassment at a distance and grouped team fights. But I found out over all the minigun is great for that AS bonus.

Zap! Aka Zap Zap! - ACTIVE: 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.

This is jinx Bread and Butter. I love this skill, no joke. Huge range, huge slow and amazing burst. On top of all that it gives vision for a few seconds. This skill couldn't be any better haha. It can be blocked by minions which is super annoying, but when it hits, it hits!

This skill also makes chasing and getting away a lot easier, Jinx kit makes her great for getting away or chasing. The slow is good all game long. Also keeps you safe in team fights if you are low on HP and have to through out damage. Great for getting vision of baron or dragon with its long range.

A good combo with this is to Zap a target to slow them, then lead them with Flame Chompers! then if you need to or have low hp, switch to rockets to hit them at a safe distance.

Flame Chompers! - ACTIVE: 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. A single champion can only set off a single chomper, but can be damaged by any number if they remain in range.

These Chompers are your root. It's kind of op if you ask me. It's range is pretty good and it covers a good bit of space, on top of that it can root up to three champs. It does have a bit of a delay so you have to lead people with them. But they are amazing at zoning and for ganks. Makes you even harder to catch, no wonder Vi has problems.

There is no cast time so you can cast this while running making you even better at running away. This skill works great with Zap. Keeping pressure at their tower is strong with these can you can zone them where you want them to be or root them for easy harassment.

Super Mega Death Rocket! - ACTIVE: Jinx fires a rocket that travels in a line, exploding on the first enemy champion hit. Enemies caught in the explosion take physical damage equal to a base amount (this amount increasing over the first second the rocket travels) plus a percentage of their missing health. The primary target of the explosion takes full damage, while nearby enemies take 80% damage.

MINIMUM PHYSICAL DAMAGE: 125 / 175 / 225 (+ 50% bonus AD)
MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 100% bonus AD)
ADDITIONAL DAMAGE: 25 / 30 / 35% of enemies' missing health

So the longer this skill goes the more damage. It speeds up a bit after you shoot it, but it does have a delay in speeding up and in the cast time. It does more damage the less HP someone has which is awesome. Feels great nuking someone down with low Hp from across the map. It's like ezreal ult and will travel off the map or till it hits a chamption. It has splash to making it even deadlier. It is a bit slower then other ults, but still a great skill.

This is a good way to turn the tides of battle. If there team gets to 50% hp in a team fight, you can turn the tides but getting your AOE off with your ult. So sometimes it's best not to always save for just kills. The speed can be a bit confusing so leading people with it has a learning curve. It's best to shoot these at running foes down narrow paths which they will have a hard time dodging, it about the size of ezreal ult, so hard to not get hit in a narrow spot.

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