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Jinx Build Guide by Quadrasaurus Rex

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 Quadrasaurus Rex

Jinx: Get Excited!

Quadrasaurus Rex Last updated on November 23, 2013
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Ability Sequence

2
8
10
12
13
Ability Key Q
1
4
5
7
9
Ability Key W
3
14
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/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


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Introduction

Here's some lore if you don't know about her:

Jinx lives to wreak havoc without a thought for consequence, leaving a trail of mayhem and panic in her wake. A manic and impulsive criminal, she despises nothing more than boredom, and gleefully unleashes her own volatile brand of pandemonium to the one place she finds dullest: Piltover. With an arsenal of deadly toys, she unleashes the brightest explosions and loudest blasts - all the better to shock and surprise the hapless authorities. Always just out of the law's reach, Jinx's favorite game is to toy with Piltover's finest - especially Vi.

Piltover had long been known as the City of Progress, a place where peace and order reigned. That serenity was challenged when a new kind of criminal arrived, the likes of whom had never been seen. This mysterious outlaw unleashed a series of warped and destructive capers that endangered the entire city, and left its people reeling from the worst crime spree in Piltover's history.

As the string of crimes without rhyme or reason hit the city, sightings of the lawbreaker emerged. Though the young woman's origins were a mystery, some saw traces of Piltover hextech in her firearms, while others described the street fashions of Zaun in her dress. Because her arrival always brought trouble with it, those who crossed her path soon gave her a name: Jinx.

Jinx's rampage escalated. Caitlyn - the sheriff of Piltover - responded by declaring a state of emergency and organizing a city-wide manhunt. In typical Jinx fashion, the criminal marked the Piltover treasury, the city's most secure building, with a direct challenge to its most abrasive officer. With a caricature of Vi's face splashed across the treasury's facade, and with a time and date of her supposed raid, Jinx was openly daring the enforcer to stop her from robbing it.

Determined to put the troublemaker behind bars, Vi watched and waited outside the treasury until Jinx's time had finally come. True to her scrawled promise, the smiling menace showed her face. Knowing this was her chance to capture the outlaw, Vi gave chase into the building's interior. She smashed through wall after wall to chase down Jinx, who giggled as she lit up the evacuated treasury with fiery explosions. Vi finally cornered the criminal inside the vault, but Jinx wasn't done just yet. With a maniacal laugh, she fired a barrage of rockets, bringing the entire building down upon them both. When Vi finally crawled out of the ruins, the battered enforcer found no trace of Jinx. Adding insult to injury, not a single ounce of gold had been taken from the ruined vault. Instead, the criminal left a parting message to her favorite officer of the law - a challenge only now visible through the gaping opening in Piltover's skyline. The lights of the city spelled out a simple taunt: you'll never catch me. As Vi read the message, she heard the distant laughter of her new nemesis, and the city plunged into utter darkness for the very first time.

Yeah, that's about it. Jinx is a really fun ADC, and she finishes you off with very high attack. I've seen two different ways to play her, and they both work really well on her. I'll cover both ways later in the guide.

HOW TO SEE WHETHER OR NOT YOU CAN PLAY JINX:
1. Can you run around like a maniac and kill like there's no tomorrow? JINX! you can
2. Can you run around with a bazooka and clear waves without the need of a Ravenous Hydra? JINX! you can
3. Can you blow up champions the way you blew up Piltover's treasury? JINX! you can

If you answered JINX! you can to all the questions above, you're ready to play Jinx!


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CATCH ME IF YOU CAN!

As Vi and Caitlyn are trying to catch the sneaky Jinx, Riot has created an in-game event when Jinx is against Caitlyn and/or Vi. Every time you kill or assist the enemy Caitlyn or Vi, your buff allows you to gain an extra 1 gold (get rich). The buff will show how many Cait/Vi assists/kills you have.


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Pros / Cons

Pros

[*] Insane Attack Speed
[*] Insane Attack Damage
[*] Insane Damage from W
[*] Insane during midgame
[*] Awesome recall animation


Cons[

[*] Mana hungry early game
[*] Not particularly strong late game
[*] Squishy
[*] Too cool for regular summoners like us :(


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Runes

Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
2

Greater Quintessence of Life Steal
1

This is my ADC rune set, and this is why you manage to stay in lane for this long. Armor pen marks are going to make your autos hurt a bit more, seals help you survive more pokes, glyphs of magic resist help you shrug off those AP supports (Sona, Lulu, Soraka), etc. I remember starting LoL, and going OOM so much. If you use her abilities well, you'll never go OoM.


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Masteries

Masteries
4/5
4/1
3/1
1/1
2/5
2/5
1/1
3/
1/
4/1
3/1
1/5
1/1

Standard AD masteries build. Your abilities scale with AD, so getting AP masteries is a waste. Not going into too much detail with the masteries. I feel the Utility tree is best suited for supports, which is the only role Jinx is absolutely useless in. The defensive tree I don't put points in because as an ADC, you're usually squishy, but with high attack so it's best to capitalize on that.


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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

I feel this is the best order, because after the first nerf on Jinx, her Zap! now does less damage at lower ranks so it's best to level this up to make Zap! hurt a lot more. Your Zap! reveals and slows the first target it hits (note: does not go through units). Next, I level up my Switcheroo! because it gives me attack speed every time I auto-attack with my Pow-Pow, stacking up to 3 times. An added bonus to your Q is that you gain the ability to use your other autoattack: Fishbones, an AOE rocket launcher that gives extra range (although drains mana per shot). Finally, I level up my Flame Chompers, because the mechanism is important, not the damage. Of course, you level up your ult, Super Mega Death Rocket whenever you get the chance. I'll go through this sequence later in the guide

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


I have seen some people favour this ability sequence. This is moderately effective, as it helps you ramp up your auto-attacks, making your farming faster, as well as increasing the damage your Fishbones does. I don't like this, as it doesn't provide you with as much damage as Zap! with one shot. If you choose this sequence, you're focusing more on your auto attacks, which then you will want Runaan's Hurricane and Infinity Edge. This sequence is still viable though.


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Spells


No question hands down. This spell is essential for every champion. This is great for fleeing (over walls) or chasing down champions. Great gap closer or gap opener (widening a gap)


This is one of my personal favourite spells. Hard CC-ed? *activates Cleanse* *continues hunting* Especially great when stunned. Viable pick.


Great against teams that are more damage reliant than CC. Barrier creates a nice shield that can absorb some damage such as Caitlyn's Ace in the Hole. This spell I approve.

Optional:

Often known as the first blood spell. Great for finishing off champions. I won't say whether or not this spell is great, but it sure is useful for kill securing.

NEVER PICK THESE ONES[

Just no. No. If useless spells are crimes, this spell would be Public Enemy No. 1. It's unbelievable how useless it is. Is spawning faster worth it? Never.

Are you jungling? No. So pick a more useful spell.


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Booming Jinx

*insert opening theme*
*insert Morgan Freeman's voice*
"In the Fields of Justice, battle is raging. Jinx is locked in a deadly battle with Ashe near the bottom of the battlefield. All of a sudden, Jinx unleashes her Zap!, severely injuring Ashe and slowing her. But Jinx is already relentlessly chasing her, throwing her Flame Chompers! to catch her. Ashe is near death, because of Jinx's Pow-Pow, which is shooting at a ridiculous rate. In an attempt to flee, Ashe uses Flash, but Jinx unloads her special weapon, Super Mega Death Rocket!, and finishes her off."
*insert Requiem music*



Early Game

Laning phase is for me lots of fun. I start with a Doran's blade for some life steal, or if I want to play safe I'll go for a Boots of Speed and potions. Last hitting minions is the key to earning lots of gold, as well as not pushing the lane. I tend to not push as a gank is not what I want. Try not to use your abilities much, as you're kind of mana hungry at this stage of the game. Use your Fishbones when you're backed up against your turret. At level 6, ask for help from your jungler, then try to go for a kill on the ADC to get ahead. Use a combo, such as Zap! to slow and damage, E to snare the ADC, then ult, as it does additional damage based on missing health. If you're lucky, you may be able to get a double kill on the enemy support with help from your passive: Get Excited!, and get an easy double kill. Recall and heal up. Try your best to rush a B.F. Sword, as it'll make your autos hurt a ton more. If you want to stay in lane longer, go for a Vampiric Scepter for some life steal.


Mid-Game

At this time this is where Jinx is incredibly strong. Your W should be maxed out, and you should have at least one of your core items, whether it be your Infinity Edge, or your The Bloodthirster. At this point, try to go for objectives, and take out some turrets. Ask your support to ward Dragon, as you don't want the enemy team to get ahead with some global gold. YOur Berserker's Greaves should add to your attack speed, so you'll push faster. If you are slightly ahead, help out your mid or top to make enemy champions miss out on some gold and experience. During this phase, build for a more defensive item such as Banshee's Veil, or if you like your damage, the other core item.


Late Game:

This is where the game gets messy. You're not very powerful late game, so be one of the last to join a teamfight. This is where it's best for you to stick with someone else, as you get very squishy. During a teamfight, throw your E in the middle, where it's guaranteed to get more than one enemy champion. Try to focus down the AP carry or ADC, with your W. If you see anyone low on health in the middle of a teamfight, try to aim your ult at them. If you're too far away, don't worry, as your ult has global range, and can travel through walls. Your Zap! is also great, as if the enemy tries to Flash through a wall, you can still zap them. To gain an edge, if you win a teamfight and hopefully get an ace, target Baron while they're still enjoying the 1900's colour to get a massive boost.


Guide Top

Q is my friend

Early Game:

At level 1, take your Q, along with boots and pots. Like any other champion early game, it's all about farming and last hitting, so that you don't push the lane. Use the second skill sequence when doing this route. After you've farmed lots (100 by 15 mins is the best), recall and go for sustain if the lane has a heavy poke (Cait), or go for damage like a B.F. Sword. Etc., etc., your jungler might come down for a gank. When he comes, use your E to snare the ADC, then W them. Remember, the W has a cast time, so use it the moment they're snared. I would advise to stick with your minigun because your attack speed is more effective than your extra kite range + damage. If they get away with 10% health, feel free to unload your R, which also has a charge up time, and make them bite the dust (the custodian might have swept the battlefield though).



Mid Game:

This is your domain. You should now have an advantage over your enemy counterpart, and should have farmed up nicely. You want to have your Berserker's Greaves and 2 of your core items (preferably Infinity Edge and most of your Runaan's Hurricane). Try helping out your AP carry, as you want to setback the enemy, and get some extra gold and experience. At this point in the game, you should be attacking faster than everyone else (duh). Auto attacks are your thing, so autoattack the enemy champions like there's no tomorrow. After your second core item, try building some survivability (PD, armor).

Late Game:

You're not a juggernaut anymore, so play a bit more careful. You should be able to solo a whole minion lane by yourself without losing much health (Bloodthirster FTW). You are very squishy, so don't walk alone. Be the last to join a teamfight, throwing in your E, which should snare at least 2 champions, and W. Again, your Q is reserved for clearing those pesky minions who are trying to push those other unattended lanes. Your minigun is helpful, as you should focus down the ADC with burst of damage and pain. Your R is reserved for those with low health, as it does additional damage based on missing health (up to 35%). That's about it.


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BONUS CHAPTER: WHY IGNORE POOR [[Flame Chompers!]]???

*insert Super Mario Bros. music here*

If you have noticed, I completely neglect my E ability, Flame Chompers!.

Reasoning:

  • Does magic damage, not attack damage
  • Levelling up this skill does not increase root time
  • Not much damage output
  • Does not activate immediately after landing

There you have it. I find that people often think that her E is a stun, but it is a root. Remember, just because they're stuck to the ground, doesn't mean they can't attack you. In terms of usefulness, it's great for stopping people from escaping, by throwing them in front of them. It's also great for running away by dropping them behind you. If they run around your Flame Chompers, it's the equivalent of running into them (minus the damage), so it's really useful. Another great use for it is throwing it right in the middle of a teamfight. The chances of you snaring more than 1 champion is extremely high, and may turn the tide in a teamfight. In terms of damage, this ability scales off AP, but you're going to be building AD, so this isn't how you kill champions.

To sum it up, I like Flame Chompers, not for the damage, but for the effect.


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Jinx and Friends

When you go to a game, make sure you bring lots of friends. Make sure they're your BFFS, who bring some CC to quickly shut down someone. Here are a list of good children:

This is the guy who is friends with everyone. He'll help you grab and punch up in the air with a fist bump (not a nice one though). Finish off the poor fellow that got grabbed to end his misery.

This little girl... I actually can't tell just by looking at her whether or not she's a girl or a naughty boy. Her other BFF Pix will help you out, and her ult could help you out by transforming you into a giant Jinx, which will make the enemy team groan as they try to escape death that comes with a bang.

This is my favourite support, although she's also an AP carry. She always yells out positive things, and slows, and snares, and sustains me when I'm chasing and killing. It is typical for you to finish off a champion that has been snared by her Q

This guy loves death as much as you do. He can role as another ADC or support. If you're behind, click his little lantern of doom to teleport there, as well as provide a shield. His ult will definitely help you catch up to that soul that will be taken by Thresh.


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Jinx and Not Friends

Jinx has a lot of enemies. Here's who's on Santa's naughty list:

This guy loves death as much as you do. Don't even try to trade damage with him as his Spinning Axe will quickly finish you, if his Whirling Death doesn't. Reduce his damage tremendously by aiming your Zap! at where his Spinning Axe will land to throw him off guard. Be careful of that bearded man.

Natural enemy. This sheriff has been trying to put you behind bars (but she can't catch you, because you're Jinx) before you even joined the League of Legends. She will outkite you, because 650>525, so if you're trying to send her to where the daisies grow, get nice and personal with her. Be careful when you're chasing her, as she'll definitely try to throw her E at you, or drop a W on you, which isn't nice. Respect is all about what you want others to treat you... But anyways...

This boy pokes his head around too much. Much too magical. He has enormous range as well, but he's really squishy. As he is skillshot based, try to dodge them. He has an annoying teleport, so don't commit unless you're sure you can land an ability on him. Jinx doesn't like little boys at all.


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Summary

Jinx has enormous kill potential (I don't like saying broken). Play her well, and she'll kill faster than I can eat watermelon (no correlation, I know, but still). 2 styles, one result, *in that woman's voice* GODLIKE!


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About the author

This is my first guide on Mobafire. I play on the NA server (CANADIAN!). My usual role is ADC, as I feel all the fun champions are ADCs. Please don't downvote, and if you do, please leave feedback so that I can see if there is something wrong with my guide, and I will do my best to address the issue(s). Hopefully no issues.