Jinx Build Guide by SilverSylveon
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Get Jinxed! In-Depth Jinx Guid
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Threats to Jinx with this build
|Ashe||Ashe is known for being a great CC Champ and one of the only ADC Champs that can initiate a fight. However, you shouldn't have a problem fighting her as she doesn't get her stun until level 6. This gives you plenty of time to harass her with your Swithceroo! as it deals a good amount of damage and out ranges her. Remember, Ashe is equally handicapped by lack of escape spells, don't be afraid to fight. She has tons of CC that can be a pain to many but, she is more focused on kiting the enemy and will lose out to Jinx's superior mobility.|
So this is my first guide here on Mobafire so don't expect anything stupendous (for now) I'm hard at work on this and hope you guys like it so feel free to read on and whatnot.Ok, lemme level with you real quick, Jinx is my favorite champ. Some real love at first click stuff here alright? Jinx is NOT EASY to master, trust me.
I'll be going into basic the pro/con speech first then moving into champion prep, over to champ select, laning phase, mid game and hopefully, I'll see you late game.
FEEDBACK IS DEFINITELY APPRECIATED GOOD OR BAD
Pros / Cons
+ Great Attack Speed with Pow-Pow, the Minigun
+ Awesome Wave Clear
+ Passive can be used to quickly advance/retreat
+ High Damage dealing Ult
- No escape spell, sorry you'll have to flash away
- Pow-Pow, the Minigun has short range
- Early game mana consumption is a threat if you harass too much with Switcheroo!
Barrier isn't as popular as heal but, they are both eaqually feasible in the battlefield. Barrier has a greater damage intake late game with a stat of 455. Heal on the other hand is a bit more versatile and can be used as a team-effort spell healing you up 345 health and an ally about 50% less, while providing a 1 second long Movement Speed bonus.
Just take Flash, you're better off with it.
Whenever a champion, tower or inhibitor 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.
TIP: Use this to escape from conflict, or chase someone down (ONLY if its the smart choice of course)
-TOGGLE OFF—POW-POW, THE MINIGUN: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times to a maximum of 30 / 55 / 80 / 105 / 130%. The stacks decay one at a time when she stops attacking. If Jinx switches to her Rocket Launcher, she will lose all stacks after her first attack.
-TOGGLE ON—FISHBONES, THE ROCKET LAUNCHER: Jinx gains 75 / 100 / 125 / 150 / 175 bonus attack range and deals bonus damage equal to 10% AD on her attacks, at the cost of mana per attack. Additionally, her attacks will splash to nearby enemies - dealing full damage to all enemies hit.
TIP: ALWAYS MAX THIS FIRST alright? This is what makes Jinx say no to attack speed items, it gives the greatest of attack speed boosts.
Jinx fires a shock blast that deals 10 / 60 / 110 / 160 / 210 (+ 140% AD) physical damage and slows the first enemy hit for 30 / 40 / 50 / 60 / 70%, also granting true sight for 2 seconds.
TIP: Abilities like this are why you don't have to look like a complete idiot face-checking a bush then immediately getting 5v1'd. Zap! can also be used to secure yourself a kill or bullying your enemy in lane.
Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing 80 / 135 / 190 / 245 / 300 (+ 100% AP) 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.
TIP: These little guys will SAVE LIVES or end them. Use 'em to snag enemies/block their escape providing your team an easy kill. Throw them out when in a sticky situation as well, just mind the slight arming delay.
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 a minumum of 150 / 200 / 250 (+ 50% AD) and a maximum of 300 / 400 / 500 (+ 100% AD) Physical Damage plus 25 / 30 / 35% of the target's missing health (max 300 damage to minions and monsters). Nearby enemies take 80% damage.
TIP: Give yourself some distance for this one to take advantage of the damage bonus it gains over travel time and remember, do NOT use this as an initiator. Also, don't try to go Call of Duty MLG sniper on the enemy unless you know what you're doing.
Phantom Dancer V Statikk Shiv
Alright, I personally use PD over Shiv in general due to its superior attack speed bonus and crit hit chance (Not to mention movement through units is actually pretty nice) but if you're behind in gold for whatever reason you can buy shiv first then switch off later.
Statikk Shiv...alright I'm just going to say it, I hate using Shiv over PD on Jinx. Some say it's better for wave clear but why do you need more wave clear when you can just use Switcheroo!? Remember, only take this if you've fallen behind then switch it out with PD later.
The Bloodthirster V Blade of the Ruined King
Just buy BT guys, it's way superior. 80 AD 20% Lifesteal and an extra 350 damage absorber? I'll take that any day over BOTRK.
Before we get into the total lack of detail this time around lets just say that you are always going to want a defensive item in your item slots, alright? You buy GA when you need some armor AND MR, it as a nice little passive that revives you when you die and its nice having a little extra umph you know? Use this against any team that's more centered on packing a wallop of damage onto you first then your allies, using its passive to your advantage hopefully.
Banshee's is a great item for use against an AP or CC centered team, its got a slightly higher amount of MR than GA but, what it lacks in armor it makes up for with a healing factor of 100% base health regen. An extra 450 health aside, what makes this item a beauty is the spell shield you gain from its unique passive that as a CD of 40 sec (only after no damage is taken). Use this against high AP champs like LeBlanc or champs with high CC like Braum.
+ adding Laning / Farming chapter
+ adding Team Work chapter
+ adding Mid-Late Game chapter
- removing unnecessarily long descriptions
- simplifying sentence structure
+ added icon/item links
+ added proper chapter dividers
+ added Summoner Spells chapter
+ added rune / mastery discussion
+ added upcoming changes
- removed wall of text in pro / cons chapter
- removed exposition, text is now in short summaries