Jinx Build Guide by RazeMage

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 RazeMage

JINX!!! Now You Can't Talk (CAUSE YOU'RE DEAD)

RazeMage Last updated on June 17, 2014
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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: 9


Utility: 0

Threats to Jinx with this build

Show all
Threat Champion Notes
Ashe This should be pretty easy, she has no escape and you can slow her while she slow you
Urgot Very low range which should be easy. Just move a lot to dodge his E
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Who is Jinx?

Jinx is a marksman who offers a lot of attack damage to the team to kill her enemies. Though she could offers a lot of damage, she is very squishy as a sponge, especially because of her short range (except she use her skill). She needs a lot of help from her teammate to be able to be useful for her team. For that reason, this guide will help you to be able to use her on the right way.

What is in this guide?

This guide will cover all things you need for Jinx. Skills, items, masteries, gameplay, synergies, counters and everything else. If you see something missing and you don't know what to do, don't be afraid to ask. If there is something wrong in this guide, please give your feedbacks. I love feedbacks :D

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Everybody has Talents and Mistakes (Pros & Cons)

I know Jinx is cool, awesome and everything else that is good, but no one is perfect, not even in game. No, don't feel bad, she is still great, very awesome indeed.

So, she is most viable in bot lane as an AD carry

+ Long range poke with high damage
+ Great steroid (130% attack speed and 10% AD)
+ High range late game
+ Quick minion clear
+ Good utility (for both escaping and chasing)
+ Global ultimate

Jinx offers a lot of things as a marksman. Zap! gives her a very good poke early game and even late game because it scales off with her AD (140%) which is very great (because the range is higher than normal basic attack). She doesn't really need any attack speed item her Pow-Pow, the Minigun. Additionally her Fishbones, the Rocket Launcher makes her range one of the highest in game(first being Tristana). Fishbones is also great at clearing minion waves. Don't forget that it also gives 10% bonus AD (though not that big, it could make a little thing different). Flame Chompers! could be used to either trap the enemy from running or blocking way from the enemy chasing you. She also has a global ult that is useful to finish enemy and help a teammate from far away.
- Easily killed when focused
- Have mana issues early game
- Low range early game
- No in-built escape
- Need to be snowbally

Like any other AD carry , Jinx is very very, and once again, very easy to be killed. Her health is very low. She needs a great teammate to help her not being hit by the enemy. Early game, she has some early mana problems. If she wanted to keep up pushing with someone like Caitlyn or Ashe, she must or should use Fishbones, the Rocket Launcher and it costs a lot of mana. Her Zap! also use a lot of mana and she needed it to poke. Early game, she will use a lot of Pow-Pow, the Minigun and it gives her a short range causing her to be easily poked. She also has no built in escape tools (only slows and roots) so she needed to be positioned carefully, especially with her low range. She is also very snowbally. If she had a bad start, she will have a lot of problems

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Destroying is her power, and these.... (Skills)

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

Get Excited!
While it is not the best passive, it is good in some of tricky situations. With this passive, you could split push the lane, destroy a tower and run to safety before enemy comes. There are some unique things that this passive offers that could be the matter of life and death.

If you are in teamfight but your team lost the battle, you could kill one of their lowest health champion and then run fast to safety to defend your base. Other than that, you could use your ult to kill enemies from base so you could get back to battlefield sooner

Pow-Pow, the Minigun
Jinx has this gun while this skill is not leveled up but don't have any advantage from it. While it is leveled up, this gun gives a huge, i mean HUGE amount of attack speed each successful attack, up to 130%. Always activate it when you are 1vs1 and attacking towers. Many people take this first, but me, i prefer taking it second for the poke of Zap! and it is nerfed early game but still maximize it first.

Fishbones, the Rocket Launcher
Meanwhile, this gun will give you AoE basic attacks and more range. DON'T use it in laning phase because you will run out of mana very very quick and unable to use other skill for chasing or escaping. Only use it when you are too outpushed. Also, if you killed enemies, use it to clear minion waves so you could get to tower faster and deal more damage to tower. Also use it when enemy is running away because the range is just ridiculous.

Zap is a very good poke. The range is very long and the damage on it scales very great (140% AD). It could be used in many ways. First, it could be used to check bushes. I recommended using it in line with the bushes so you hit most of the bush area to make sure if there is enemy because if it hits enemy, it reveals the enemy for some time.

Other than that, Zap! could be use to zone the enemy while laning. If you find any open space, you could fire your zap and hit the enemy. Try using it on where the enemy is going because it needs some charge up. It could also be used to chase enemy because it slows them. Level it up first for the poke potential but maximize it second because it's better to level up Q

Flame Chompers!
Flame chompers could be used both offensively and defensively. Offensively, you could use it to trap enemies from running away because they need to walk around it or risked by walking over it and being rooted. Always use it some (not a bit) distance from the enemy because it needs charge up time. The damage on it is pretty good so you could also use it to have more damage.

Defensively, you could use this to escape from enemies. Put it on or after you so they need to walk around it or rooted for some second, giving you time to run away. Get it 4th and maximize it last because it is only for the utility mostly.

Super Mega Death Rocket!
Yay! Another global ult for ADC. There are many things that could be use with it. There is one thing that should be avoided. Don't use it early in fight. Why? Because this skill also damage the enemy by 25/30/35% of the enemy's missing health. So, the later you use this skill (the less the enemy health is) the higher the damage is.

Other than finishing enemy, this thing will help ally too. Try to aim it from an other side of map when you see an ally is 1vs1 the enemy. Someone like Garen or Elise will have advantage because some of their skill have more damage the lower the enemy's is. It could also be used for escaping. Try to aim it to the lowest enemy's health so when they are dead you will trigger the passive and could run away from the enemy. Don't be too afraid to use it, it has fairly short cooldown. Always level it up when it is available

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She will master everything.... (Masteries)


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She even uses spells..... (Summoner Spells)

This spell could act as two things : Free Get Out of Jail or Free Gap Closer. But, be a bit careful when using this because it has long cooldown. If you think you have what it takes to run away and most of your skill is off cooldown, don't use it. But you need to be 75% sure you are safe. And you need to be 100% sure you will kill the enemy when using flash offensively.

This is a good spell for a marksman. This will give you more time to delivers more damage or save yourself from an ignite, DoT damage or a global ult ( Karthus ult, Caitlyn ult). It has lower cooldown than Flash too.

Pretty good when you are facing many assassins in enemy team but usually you want your support to take this.

This is a very satisfying spell if you use it to a low hp champion that is almost death but successfully running. Though, it isn't the best spell around because it needs a short range to cast and a marksman shouldn't be close to enemy in teamfight.

Currently better than Barrier because not only it heals you, it enables you to run faster for second and also free you from enemy's ignite

If you haven't get Flash yet, this is a nice alternative for running away from enemies. It will not be as effective as flash because it couldn't be as tricky as flash. But, still it's good.


Teleport : No, she doesn't need this. Early, you have support to sustain the lane. She also has passive to return to lane fast.

Clairvoyance : This is more of a support thing, not for a crime girl

Clarity : She might have some problems with mana but late on game, this spells is totally useless

Smite : NO, just no, what could a crime girl do in jungle. There is no crime that could be done there

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She Still Needs To Study.... (Runes)

Greater Quintessence of Attack Speed
With the nerf to the lifesteal quint and the buff to this, it's a pretty good rune to go as it will help your early game damage

Greater Mark of Attack Damage
This mark of attack damage will help her last hitting the minions early game and giving out bonus damage late game because sometimes enemy run with around 25 health.

Greater Seal of Armor
This will help her have more sustain early game because she will face another ADC in bot lane and protects her from some poke. Late game it helps her mitigates more damage from AD damage from enemy's ADC, AD Top (such as Riven), AD jungler (such as Shaco), AD mid (such as Zed)

Greater Glyph of Scaling Magic Resist
It will help her against enemy's poke support early game and can help her to protect herself from enemy's ap carry later.

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Her Lovely Accessories..... (Items)

Time for shopping :D (or stealing :P)

Starting Items

A Great Start

A Safe Start

Early Items and Core

Sustaining in Lane

Time to Run

Huge AD Booster


Extra Attack Speed

Running Technique


Lucky Flash

Time to Chase

Crit All The Way


Crit All The Way

Crit Options

AoE Thunder

Dance Through Minions


Armor Peeler

Last Item Options

Second Life

Extra Lifesteal

Items Like Mercurial Scimitar and Banshee's Veil can help fighting against enemy's APC

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Time to Play...... (Gameplay) W.I.P

Early Game

Jinx is not a good early game AD carry . She really needs a great support to help her in lane. A great poker, sustain is the best and CC will help too. Why? She has one of the lowest range ADC and her Zap! cannot pass through minions. She also has no reliable escape skill so she needs to has a good sustain.

The most important thing is to don't forget last hit minions. Second, be careful of enemy's poke because your health could be easily decreased and you need to return to base many times, unless you have a healer. If you want to face check a brush, use Zap! so you could see if there is an enemy. NEVER overpush the lane. There could be a jungler waiting to gank. You should always have 1 ward after going to shop. It's not only support work to ward, especially when season 4 starts
Mid Game

Mid game is where you do your best. You should have your Q maximize and R available. If you have pushed your lane better than the other lane, start roaming the map. Help pushed lane. You should not overpush unless you have 1-2 teammates around you and some enemies spotted in lane. Don't forget to take dragon when it is available if you could. Try to destroy as many towers as possible. Protect all towers if possible.

If you find your teammate in problem, try to snipe your ult. This will help them a lot, making it possible to turn around the teamfight. Vision is very important this time. If you see an enemy isolated, be careful. It could be a bait and you find an enemy on the other side of bush. Never roam the enemy's jungle alone. There might be enemy

Late Game

This is the time where you will win or lose. Anything could happen. Always stay in back in teamfight. Ask your support/tank to guard you. Ask them to lock their CC on enemy's assassin because they could kill you in second. Focuse on the squishy/damage dealer enemy. Once they are dead, you could kill the other enemies easily.

Sometimes you could ult an enemy from your base when you are in your base while your teammate is in teamfight and you couldn't come fast enough to help. It could help between win and lose. If you are in a losin teamfight, try kill the lowest enemy health. This will activate Get Excited! and you could defend your base until your teammate respawn.

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Goodbye, AND GET JINXED!!!

Thank you for reading my guide. I wish you do great with Jinx with this guide. Please consider not to downvote this guide. Love you guys. AND GET JINXED!!!