Jinx Build Guide by demonprimevil

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 demonprimevil

Jinx: Big Guns Little Patience

demonprimevil Last updated on November 29, 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

Legendary Guardian

Defense: 0


Utility: 9

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Why Play Jinx

Jinx is currently one of the top ADCs in LoL, She has many Pros in her kit as well as cons and can take some experience and getting used to before you can reach her full potential. She can be a very fun champion as she has a good kit including a slow, stun, APS steroid, and a global ultimate that can lead to massive damage

Items may be reworked to comply with the new season cost changes, I am currently overlooking the build to see if dorans blade is still a good starter or if you'd be better off grabbing a longsword.

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Pros / Cons


+High APS steroid with Pow-Pow, the Minigun[/u]
+ Zap! is a very useful snipe/slow skill
+Good poke and wave clear potential with Switcheroo!
+ Flame Chompers! is a great stun spell
+High damage ulti
+Passive is useful for quick escapes


-Difficult champion to master
-If Flame Chompers! is in cooldown your escape is limited
-Can have early mana problems
- Pow-Pow, the Minigun has short range

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Barrier is a great spell for Jinx as her range is very short and you may find yourself closer to your laning opponent than you would like, in these cases a quick barrier can be the only thing standing between you and death

Flash is always a great escape tool it lets you quickly get over walls, or just get that little bit of extra distance you need to get out of harms way.

Ignite is also a good choice as you are an ADC and it definitely helps secure those kills that you almost had

Cleanse can also be good for Jinx especially if you are facing against a crowd control heavy champion such as Morgana

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I personally chose to do 21/0/9 for masteries because it gives you a high attack damage and the ability to spam Zap! a little more which can help you poke your opponent down so you can move in for the kill.

Alternatively you can go 21/9/0 but with the new season I don't really feel that the defence tree helps when you are only able to drop 9 points into it one reason being where veterans scars gave you flat health the new mastery Juggernaut only gives you a 3% health boost which isn't all that effective for your squishy ADC Jinx. If you are looking for a little more defense however I'd take 2 points in enchanted armor, 2 points in block, 1 in unyielding 3 in veterinarians scars, and 1 in hardiness.

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Greater Quintessence of Life Steal

Greater Quintessence of Attack Damage

Greater Glyph of Magic Resist

Greater Glyph of Scaling Health

Greater Mark of Attack Damage

Greater Seal of Armor

The reason I choose two life steal quints is because it will help you gain back slightly more health throughout the game especially during the laning phase when your having to play slightly more defensive, then i take the final attack damage quint to slightly boost the AD that comes from the marks. For seals I take armor because as an ADC you are most likely to be fighting another ADC so being able to absorb a few extra hits from them can mean life or death. Finally for glyphs I choose 4 flat magic resist for the fact that in most games the enemy ADC will have a support that is most likely arcane, but I also take 5 scaling magic resist glyphs to make a little extra defense against that pesky AP mid later in the game.

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Skill Sequence

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

Get Excited! | Passive
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 is a great passive that some people seem to think is useless, it can be used when split pushing to take down a tower (or an enemy champion) and make a quick escape. Her passive is also great for chasing down fleeing foes after you have taken one down.

Pow-Pow, The Minigun | Q ( Switcheroo!)

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.

Switching to her Rocket Launcher will not clear any active stacks, but they will not grant attack speed after her first attack.

ATTACK SPEED: 10 / 18.3 / 26.6 / 35 / 43.3%
TOTAL ATTACK SPEED: 30 / 55 / 80 / 105 / 130%

Pow-Pow, the Minigun is the starting form of Jinx's Q and gives you a huge APS steroid. For this build type max this skill first as it will make up for the fact that you are not building attack speed items early game. Keep in mind that Pow-Pow, the Minigun has fairly short range so isn't always your best option when trying to poke but it can help you deal a lot of damage when they come in close try to keep it charged by shooting minions in this form if you can.

RANGE: 525 (Jinx's basic range)

Fishbones, The Rocket Launcher | Q ( Switcheroo!)

TOGGLE ON—FISHBONES, THE ROCKET LAUNCHER: Jinx gains bonus attack range and deals 10% AD bonus damage on her attacks, at the cost of mana per attack.

Additionally, her attacks will splash, dealing full damage to all enemies in a ~150-radius area. The bonus damage to her target and the splash damage both scale additively with critical strikes.

BONUS RANGE: 75 / 100 / 125 / 150 / 175

Fishbones, the Rocket Launcher is great for doing some poke damage as each shot costs only 20 mana (Warning: do not spam it while cost is low Jinx's mana pool is also low) and gives 10% bonus AD to all units in the splash it is a great way to get a few pokes in without having to dive on the opposing ADC/Support. The range also increases with each level of Fishbones, the Rocket Launcher and everything in the radius takes the same damage (on hit effects however are only applied to the target that is directly hit.

RANGE: 600 (minimum)/700 (maximum)

Zap! | W

ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting sight and slowing it for 2 seconds.

PHYSICAL DAMAGE: 10 / 60 / 110 / 160 / 210 (+ 140% AD)
SLOW: 30 / 40 / 50 / 60 / 70%

Zap! is a long range skill shot that takes a second to warm up. It is best used when and opponent is going forward/back as it is easier to predict their movement, use this skill to snipe a running opponent, slow a chasing opponent, or even to help land Flame Chompers!. Its damage is very high so its a great initiate/execute move. One final note is to use this to check bushes instead of your face.

RANGE: 1500
COOLDOWN: 10 / 9 / 8 / 7 / 6
COST: 50 / 60 / 70 / 80 / 90 MANA

Flame Chompers | E

ACTIVE: Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing magic damage over 1.5 seconds to enemies within ~50-unit area. 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.

MAGIC DAMAGE: 100 / 150 / 200 / 250 / 300 (+ 100% AP)

Flame Chompers! is Jinx's only escape move so use it wisely when it is on cool down you are venerable. The best uses of this are to either slow someone's retreat so you can get more damage/kill them or as a way to make an escape route (even if the opponent doesn't step on them it will still slow their advance because they will have to go around to get you unless they use some form of jump skill such as Flash or Ezreal's Arcane Shift). Remember between this skill and your Zap! you should not be face checking bushes either shoot a Zap in or throw in these bad boys to make sure there isn't your friendly neighborhood Garen waiting for you.

RANGE: 900
COOLDOWN: 24 / 22 / 20 / 18 / 16

Super Mega Death Rocket | R

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 increases over the first second the rocket travels) plus a percentage of their missing health (max. 300 vs. minions and monsters[5]). 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

Super Mega Death Rocket!is much like Ashe's Enchanted Crystal Arrow in the fact that it is a global ultimate, however in Jinx's case it gains damage the further it travels much like Nidalee's Javelin Toss. This skill is a great way to initiate a team fight by lowering everyone's health before the battle (so long as they are grouped), getting a hit in when you are positioned too far from the fight, or as a final hit after a skirmish/teamfight. Remember that this skill does 80% damage if your target is too close to you so try to get a bit of distance before launching your Super Mega Death Rocket!. Note: don't let this skill just sit on cool down for long periods of time while it is good not to waste your ultimate refusing to use it at all is also a bad idea, an ultimate that is not in cool down is damage you could have used in any fight.

RANGE: Global
COOLDOWN: 90 / 75 / 60

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As everyone should know items can make or break any champion no matter how overpowered they may be. For this specific build you are building AD heavy early game in order to have a high early game damage output as well as a hard hitting Super Mega Death Rocket!. You don't have to focus too much on attack speed like other AD carries will because of your passive from maxing our Switcheroo! first.

Doran's Blade

This is a good starting item for Jinx so long as you don't plan on getting hit a lot you can always do the standard Boots of Speed and 3-4 Health Potions start, however I feel that the Doran's Blade suits her better with the 10 attack damage and 5 health regen per hit coupled with your Greater Quintessence of Life Steals Just play defensive, poke every chance you can get (don't forget to take advantage of the range/splash damage from Fishbones, the Rocket Launcher). This item should be sold to make room for more important items later in the game.

Infinity Edge

Infinity edge is a good choice because the goal here is to go for high damage and rely on Switcheroo! for APS for the first bit of the game. However I would not suggest going straight for this item, usually I'll grab a B. F. Sword (cost permitting if not go ahead and grab a Pickaxe). now you don't have to finish this one before starting on the others you can go ahead and begin one of your APS items by getting a Zeal and even finish both around the same time just remember to keep your damage high. Remember that Jinx scales well with APS and high crit chance.

Phantom Dancer

This is a great item as it gives you critical and attack speed which are as we know two of Jinx's best friends keep in mind that it will also cause your rockets to crit in an area on top of making your minigun rain death upon your foes. It also gives move speed which never hurts on Jinx and the ability to walk through minions almost as if you were using Ghost which can help when perusing/retreating through minion waves.

Last Whisper

Great item with a fair amount of damage and good armor penetration great for shredding through those pesky tanks armor before they know what hit them. This is a core item if the other team is building tanky, however if all of the tanks on the other team are building pure health you can go for another damage item instead of this as armor penetration will not help if they do not have armor.


This item is great for Jinx because it gives you 70 AD and 12% life steal which stacks up to 100 AD and 16% life steal as you get kills. I would suggest some form of life steal if you do not choose this as ADCs rely on being able to hit hard, and fast using these two aspects of their kit to fill their health as the enemy team is trying to gun you down if you want to you can grab a Vampiric Scepter somewhere earlier in the build if you are looking for a bit more life steal.

Statikk Shiv

This is always a good item for split pushing as it gives you APS, 20% crit chance, move speed, and of course that famous passive that crashes through minion waves on top of your attack speed from Pow-Pow, the Minigun or the splash damage from Fishbones, the Rocket Launcher you should be able to split push to their base and drink their booze in no time.

Guardian Angel

Your an AD carry which means 2 things, one that you are the focus of the other team along with your friendly AP carry and 2 well your just damn squishy and have to pray you can shoot fast enough to spell vamp your way to life. This is a great way to ensure if you get blasted down you can still get back up and either make a run for it or finish what you started. If you aren't getting focused down and don't find yourself dying a lot then just save the spot for another item as GA isn't too helpful if you aren't well dying.

Banshee's Veil

If you find the reason you are dying is from things such as Blitzcrank grabbing you or Nidalee throwing spears into your face go ahead and grab a Banshee's Veil instead of a Guardian Angel that way when that spear comes in or blitz tries his famous grab knock up combo you'll be able to laugh it off, just make sure you don't let another one hit you before the veil comes back up.

Mercurial Schimitar

This can be a great item to counter stuns, slows, and other kinds of crowd control (CC) because its active effect removes them from yourself. It also gives you 60 AD and 45 MR which is always nice. However you should not get this item if you are not good at using active effects, you have to click the number/icon to remove the debuffs.

Black Cleaver

This is a good item as the AOE of your Super Mega Death Rocket! will debuff everyone hit by it, however your normal rockets will only debuff the first target. It gives a little health which can always help I can't tell you how many times I have seen a team fight won by 100 health and even some by as low as 7. It also gives you extra AD its a good item if you have a free spot and just no idea what to build.

Blade of the Ruined King (BoTRK)

This Item can be very good as it gives APS, AD, and spell vamp all in one but I wouldn't suggest you get it unless you are good at remembering to use those active effects. During fights one of the most useful things about this is it gives you an "extra attack" without interrupting your skill sequence/auto attacking by clicking the icon/number key and then selecting your opponent, it also has a passive which will deal 5% of the targets current health in bonus physical damage. It is a very good item for many ADCs just make sure you take full advantage of it if you choose it.

Runaan's Hurricane

Can be fun when playing Jinx for two simple reasons. First is the fact that when you have Fishbones, the Rocket Launcher at the ready the secondary shots also cause splash damage giving you 3 rocket shots for the price of one how nice (note the secondary "rockets" do still do 50% damage but if you are hitting 3 near by units it will do about the same damage as hitting each person with 2 rockets). The second reason is because with this item and the Berserker's Greaves you will have an attack speed of 2.1 just for having these two items. If you get this item you can get another attack speed item but I don't recommend it as there are other items you can use to fill your final spots. This is more or less an item if you are just having fun as there is no critical chance or bonus AD to go along with the APS and passive effect.

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Helpful Supports

Nami is a very helpful support for Jinx, not only can she heal you with Ebb and Flow but her passive Surging Tides allows you to gain a good amount of move speed when she casts a spell on you which can be helpful for giving chase or trying to escape. She can also send out some pretty heavy CC with Aqua Prison and her ultimate Tidal Wave all that on top of her auto attack steroid Tidecaller's Blessing can lead to a good laning phase.

Leona is great because she is a very tanky support who has two great stuns Shield of Daybreak and Solar Flare along with a skill that pulls her to her opponent (which damages minions but can pass by them) Zenith Blade

Thresh is very helpful for similar reasons as Leona, one he is very tanky and has a good amount of CC with Death Sentence, Flay, and The Box along with a good escape measure the ever famous Dark Passage.

Blitzcrank can be very useful because of his Rocket Grab which brings them them directly to him and can be followed up with Power Fist to knock them in the air leaving them monumentally disorientated and ccing them for a fair amount of time giving you the chance to burst them down.

Alistar is fairly tanky and can absorb a good amount of damage while hitting them with either Pulverize or Headbutt either toward you for the kill or away for the escape along with his small AOE heal that gives the minions a little extra life along with who ever may be next to him at the time making farming slightly more difficult for the other team.

Morgana can be a great support as well with her Dark Binding rooting them into place and Tormented Soil slowly ticking their health away, on top of that she can be very good at keeping you from getting caught by someone such as Blitz or Thresh with Black Shield giving you "spell immunity" all of this stacked on her ultimate Soul Shackles which is a multi target stun (so long as she remains in range) gives you a good amount of chances to dish out damage.

Sona can be good help with her hard hitting Hymn of Valor, her heal, her move speed boost, and the stun from Crescendo.

there are other supports not listed that Jinx can mesh with well such as Zyra Taric and Lulu.

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Laning Phase

The laneing phase can be tough early on as you have short range a whole whopping 525 where as champions such as Caitlyn who has a range of 650. During this phase you should farm, and then farm some more. You can get a good poke now and then when its not too risky by using Fishbones, the Rocket Launcher (good thing that pacifist rocket launcher doesn't decide when to shoot) by either targeting your opponent directly or using the splash effect to your advantage to target a near by minion. Remember your range with Fishbones, the Rocket Launcher will go up as you max Switcheroo! (eventually giving you a range of 700) so just keep up that farming, leveling, and maximizing your damage!

Remember your map awareness and be ready for friendly/enemy ganks especially if your jungler has a good form of CC. Just because your playing it safe doesn't mean you should go in and snag the kill when you get the chance, also a good way to harass your opponent from a distance is by hitting them now and again with Zap!.Don't forget that if you ever have some down time you can always throw a gank for another lane as you have a powerful slow and snare.

On a side note you can also ask your jungler if you may start taking the small gollum camp if you are on blue team. You can also ask for wolves if you are on purple. If you ever find yourself with a bit of extra money it never hurts to grab a sight ward as your support lives on an "under the bridge" budget as is.

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Mid to Late Game

By this point in the game you've probably gotten Vi posting these wanted posters everywhere assuming you didn't get shut down during the laning phase (if you were just try to get caught back up if you can by farming the jungle and creeps you can find) so make sure you have some of your tanks to act as your personal bouncers. As with all ADCs you should make sure you are stacking up on that damage and shredding the opposing team from a distance with rockets and well placed minigun shots. Steal buffs if you can without getting caught (usually best if you have a partner in crime or two as you probably have low HP) and remember Red buff can be your best friend as it gives a damage over time and slow. Keep hammering away until your the unstoppable force you always dreamed of.

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Jinx is a very powerful very squishy ADC, she can be difficult to play but if you can master her it will be well worth your time. Remember that you are very killable early game due to short range but as you stack damage, your Q, and a few APS here and there you'll become an unstoppable killing machine. What are you waiting for get out there and graffiti the other team up and show them what it means to "Get Jinxed".

please feel free to leave comments/ideas on how you feel about this build and how you believe it may be even better, if you feel it isn't up to standard please leave a comment explaining why you feel so.

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Final Note

I will be adding a second build to this guide when I get the time for those of you that would like to maximize your poking potential with Jinx by zapping the snot out of everything you see.

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Revisions and Credit

changed some image sizes on items/skills, removed some unnecessary photos changes to core items/descriptions. Special thanks to Janitsu.

11/23/13- Made some revisions to masteries section to comply with S4 release.

Keep leaving feedback it is much appreciated and be sure to check back often to see what revisions are made.