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Jinx Build Guide by keroneiden

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.


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League of Legends Build Guide Author keroneiden

Jinx: Crystal Madness

keroneiden Last updated on October 13, 2013
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Ability Sequence

1
4
7
8
12
Ability Key Q
2
5
9
13
14
Ability Key W
3
10
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 26

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 4


Table of Contents
Guide Top

Introduction

(THIS GUIDE IS STILL A WORK IN PROGRESS, MORE INFO WILL BE ADDED LATER)



Why use Jinx?
Answer is..

Why NOT!?

She's a slim, pale, sexy psychopath who enjoys blowing stuff... and buildings... and people up.

Her abilities combo can easily break through most champions in most any situations.





So yeah...
Scoring multikills with jinx is farily easy compared to other ADCs.

Jinx is, in my opinion, the most effective ADC yet. Also, scoring multikills is incredibly easy due to GET EXCITED! and FISHBONES, THE ROCKET LAUNCHER


Guide Top

Items

Bloodthirstier and Blade of the Ruined King grants you all the Lifesteal you will ever need.

Blade of the Ruined King Statik Shiv / Phantom Dancer / Zephyr, and Berserker's Greaves give you all Attack Speed and Movement Speed you're gonna need when not blowing stuff up.

Last Whisper or Muramana?
That depends.

Get Last Whisper in case you're against a tanky team (Maokai, Diana, Garen and Leona for example) or if their tank is simply too annoying (Amumu, Shen, Riven, etc).

Also makes a perfect combo with Blade of the Ruined King. (This also applies for Black Cleaver)

Black Cleaver is a great item considering it stacks armor pen, gives decent AD and CDR, and also makes you a bit tanky.

Muramana is mostly useful only against not-so-tanky teams.


Guide Top

Spells

I strongly recommend Flash and Barrier when going Jinx.

Quoted:
Why not Ignite?

Because you won't really need it. The free extra attack speed makes it good for in-range kills, and switching to Fishbones can secure kills in case the target is escaping.

Why barrier? Because you're Jinx, thats why.

People WILL ALWAYS focus you, especially late game (except noob teams).

Ghost : Not needed. The low cooldown on your ultimate is amazing for securing (or stealing) kills when target is escaping or absolutely out of range (say Tristana flashes over the wall, jumps further away and uses Ghost). Also your passive makes it good for a free short-time Ghost.

Revive : No. Just, don't.

Teleport : Hey, see that? It's your ultimate. No need for teleporting.

Cleanse : Useful early game for escaping DoT's and Ignites, but pretty useless late game (also because you won't really be checking for Cleanse in the middle of a TF)

Clarity : Wtf? Why?


Guide Top

Team Work

Blitzcrank, Thresh, Nautilus and Leona are your best friends ever. If you're laning with one of them, your victory is almost a fact.

A tank who pulls enemies closer to you and away from their team is the best you can have. Why? because it's a secure kill. Having tons of dmg and sustain, combined with Barrier for defense, and a complete arsenal for your own is enough for getting a kill... also lets not forget about your fellow laner's abilities.

In team fights (TF):

Always focus WHOEVER IS CARRYING THEM. Some times the ranged "adc" isn't precisely carrying their match; but the Top laner, Mid or Jungler.

This said, be aware for most Assassins and nukers there may be (Akali, Mordekaiser, Fizz, Swain, Diana, Riven, etc), for they may get you down easily and REMEMBER!: Your team counts on YOU to carry them; so don't die first and carry them to victory.