Jinx General Guide by LegendaryAnthony

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 LegendaryAnthony

Jinx - Piltover's Punisher In-Depth Guide

LegendaryAnthony Last updated on July 28, 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

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First Impressions on the Loose Cannon

Jinx is a special marksman in the way that she can utilize two different types of auto attacks. The first being POW-POW, The Minigun! This attack toggle allows Jinx to stack a bonus attack speed buff for 2.5 seconds, stacking up to three times. The second, FISHBONES, The Rocket Launcher! This auto attack toggle allows Jinx to gain not only increased attack range, but AOE splash damage (Similar to Tiamat) that deals 10% bonus damage which still deals full damage to the nearby enemies, at the cost of 20 mana per attack. THUS being said, Jinx's Q skill (Auto attack toggle) allows her to be played with a wide variety of variation in her builds depending on your choice and situation! Let's go find out how you can start having fun with this!

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The runes you take with Jinx should generally be the same as any other marksman/ADC you would play in the bot lane! Runes play a huge role in how you and your champion will perform!


Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Damage

Greater Quintessence of Life Steal
Marks: I personally recommend Flat AD marks seeing that its good for helping with early trading, farming, and is a good choice leading into all stages of the game. Other possible choices are Armor pen marks if you want to sacrifice some initial early damage in order to promote your mid/late gameplay. The only other mark I might ever take which could be viable, would be attack speed marks. Since Jinx already has a attack speed steroid, it is unnecessary to take these.

Seals: For seals, flat armor is generally the best to take on nearly every champion. There isn't anyone who doesn't benefit from a bit of AD damage resistance. Marksman/ADCs are not as tanky and strong as other champions. Thus being said, helping their survivablity where ever we can afford to do so will help them trade hits and give them some cushion.

Glyphs: Taking Magic Resistant glyphs is good just for the same reason you take armor seals. The price you have to pay for more damage in these rune tiers is too much, and not having these added base resistance will greatly increase your chances of losing trades and taking much more damage that isn't needed. Scaling or flat magic resistance glyphs work. Both have the same benefits, it just depends on what you are looking for; such as more magic resistance early(FLAT) or more resistance later into the game(Scaling).

Quintessences: There are three different quints that work well with all Marksman, including Jinx! These three quints are: FLAT AD, Armor Penetration, and Life Steal! Generally I'd recommend taking 2 LS quints with 1 Flat AD quint. I take this so that I have 4% increased lane sustain as well as some added damage. Some people run 6% LS or 3 FLAT AD. It depends on what suits you and how well you can farm with lower AD. AD Quints will help by giving more damage on the minions you are trying to kill for gold, armor pen will increase you mid/late game damage, and LS will help with trades and sustain! Choose whatever suits the lane you will be in. If you have multiple rune pages, set up one of each! Some runes will perform better against different champions.

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Jinx's Masteries!


These masteries are the default that are taken by most ADC. You can also go 21-9-0, or 30-0-0 situationally, but I like to stand by the 21-0-9 for the summoner spell cooldowns and buff duration, etc.

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Items and other strong builds!

Now we are getting somewhere! Time to pick your items to blow up everyone in your path! Now going to back where we discussed the uniqueness of Jinx's Q ability and how it allows her to have two very different auto attacks! This builds will help you utilize your skill set to output loads of damage!

Jinx's FISHBONES is really great, and not only increases her damage, but gives her AOE splash damage with increased range! At level 3 in this Q skill, you will have equal attack range to that of and when maxed she will only be a measly 3 range less than that of a level 18 . The only drawback of this skill is its mana cost (20 per auto attack). This can be remedied with my build for Jinx!

The Build Breakdown:

Starting Items! Doran's Blade or Longsword with 2X Health Potion is a smart and strong choice to take for your first items! Doran's will provide added sustain and HP cushion along with damage! Longsword is for those who feel they want to build into the first core item faster and feel that they have enough LS/Cushion to still perform good in lane.

TEAR OF THE GODDESS! This item is the missing piece to your puzzle! It solves Jinx's mana problems when using her AOE ranged attack! Not only does it replenish you mana, I have confirmed this in game that auto attacking DOES INDEED grant stacks onto your Tear when using FISHBONES!!! This means that you can play much more aggressively, have increased range, poke, and push lanes when needed, all while gaining stacks towards your Manamune so you can max it out as early as possible.

Because of Jinx's skillset, being compromised of mainly all "skillshot" abilities, items such as Trinity Force and Manamune will benefit her greatly. They will grant 200% increased damage upon next auto attack after using a skill(Trinity Force Effect) which is amazing! Manamune allows you to keep your mana bar filled and grant you bonus attack damage as you spam your enemies with tons of skills.
Berserker's Greaves are a wise choice on Jinx, giving her that 25% additional attack speed that all Marksmans want. Phage being the first item of you trinity force, is a good first item in the 3 step build because of the tankiness and speed amplification it gives to Jinx. Her passive gives her a huge speed buff steroid that will help you kite and dash through enemies as you mow them down. The two synergize perfectly with one another!

End Game example Build! This is an example build of what you should have end game if you haven't already won because of your awesomeness in carrying so hard. Give or take a boot enchantment change or maybe dropping PHD for a Guardian's Angel, this is what you should aim for. This build maximizes the damage you can get out of her skillset! Sustain, 200% bonus of you AD added onto next attack after a skill, skill spam, tankiness, speed buffs that synchronize with your passive and make you almost untouchable, and of course TONS OF DAMAGE!

Infinity Edge - This item is very good and can fit as a substitution for any item! It provides a solid 70 attack damage, 25% crit chance and 50% bonus critical damage!
Statikk Shiv - Shiv is a good item if you want for more AOE clear, attack speed, movement speed, and 20% bonus crit chance.
Blade of the Ruined King - This option is viable on Jinx, but in my eyes I think she could pick up something that gives her more AD, attack speed, and LS. Its a good self peel item though if you think you need it.
Guardian Angel - This item is amazing on anyone! It gives you basically another life. Not to mention the 50 armor and 40 magic resistance as well. Pick this up if you snowball and don't want to give up your bounty, or just for a huge cushion in team fights to ensure you come out on top.
Frozen Mallet - This item gives a lot of health, and a huge slow as well as a little attack damage. This item has some application but I don't see it being used in many situations.

REMEMBER THIS! It is true that you can use the same build every game, but its best to build accordingly to the other teams composition as well as yours.

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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
Switcheroo!COOLDOWN: 1
TOGGLE OFF—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.
BONUS ATTACK SPEED: 16.6 / 23.3 / 30 / 36.6 / 43.3%
TOTAL BONUS ATTACK SPEED: 50 / 70 / 90 / 110 / 130%
Switching to her Rocket Launcher will not clear any active stacks, but they will not grant attack speed after her first attack.

Switcheroo! 2
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.

BONUS RANGE: 75 / 100 / 125 / 150 / 175
Additionally, her attacks will splash, dealing full damage to all nearby enemies. The bonus damage to her target and the splash damage both scale additively with critical strikes.

Zap!RANGE: 1500COOLDOWN: 10 / 9 / 8 / 7 / 6COST: 45 / 55 / 65 / 75 / 85 MANA
ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting true sight and slowing it for 2 seconds.

PHYSICAL DAMAGE: 30 / 75 / 120 / 165 / 210 (+ 140% AD)
SLOW: 30 / 40 / 50 / 60 / 70%

Flame Chompers!RANGE: 900COOLDOWN: 24 / 22 / 20 / 18 / 16COST: 50 MANA
Flame Chompers!
ACTIVE: Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing 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. 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)

Super Mega Death Rocket!RANGE: GlobalCOOLDOWN: 90 / 75 / 60COST: 100 MANA
Super Mega Death Rocket!
ACTIVE: Jinx fires a rocket that travels in a line, exploding on the first enemy champion hit. Enemies caught in the explosion take physical equal to a base amount (this amount increasing over the first second the rocket travels) plus a percentage of their missing health. 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

We take Q first for the auto attack toggle. Maxing your Zap! First for the most damage in trades/poking and the slow it gives. Next we max Q for the increased attack speed stacks and range so that you can continuously win trades and rack up a kill count. We take our ultimate (R) whenever possible (6,11,16), and lastly we max our stun!

UTILIZING YOUR SKILS! You should learn to perfect the swapping of your Q ability to keep the attack speed stacks while being able to deal out as much DPS as possible in your lane and in fights. Using your stun wisely can help you escape as well as setup some insane burst combos that you can nuke your opponent with! For example Q>E>W>Q>W>R for a huge amount of burst that they the enemy will surely take extensive amounts of damage from which will either kill them, force them from lane, or make them use a flash or barrier! With all of your speed, slows/stun, and burst damage, you are a #1 contender in the rift! Make the enemy respect your damage! If they your stuns are a joke, punish them with a Zap>Q combo to chunk their HP. Setup up yours plays and contemplate on your next assault. Having good map awareness will help you clean a kill here and there by shooting your Ultimate Rocket around the map! Play smart and win!

Utilizing your W! W does a TON of damage and is on a stupidly low cooldown! Spam this skill as much as you can once you get your tear! You will be able to hurt your opponents long range without even taking damage back. Not only does it hurt them a lot, it has a slow which can be used to follow up with a auto attack Tri-force/Sheen Proc hit. It also a great engage and disengage.

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Flash Barrier Cleanse Ignite

Flash + Barrier/Cleanse is the safest/strongest combo to take in my opinion. Barrier and cleanse can save your life and keep you in a fight longer and prevent deaths! Ignite is also a good option if you are running a more aggressive lane and don't fear death!

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Farming + Teamwork + Ranked Tips from me!

Farming is a HUGE aspect of the game! Kills aren't the only way of making money, and sadly enough, not a lot of people know this... Creeps(Minions) provide your best and safest method to making gold. You can perfect and hone your CSing skills to ensure that you always do well in lane no matter your lane! This is a skill that will turn you into a great player and improve your personal performance as well. Last hitting not only gives gold, but grants you that much needed experience so that you can keep up in levels and maybe even get an advantage on your enemy. Objectives are also an amazing way of making money. If you just kill the support and opposing marksman, look for possible opportunities to give your team an advtantage! Push your lane! Kill all the minions as quickly as possible and apply some pressure on the tower! you can get a nice 150 gold for destroying it, as well as make your opposing lane lose experience from the creeps that will die to the tower without their presence. Kill the dragon! Killing the dragon grants a total of 1000 gold distributed evenly among your team! 1000 gold DOES make a difference. It can help you finish that phage, complete your tier 2 boots, or get some extra wards so that Jarvan can come down and help you sweep up their team. Always play ahead! Think of what not only you can do to help yourself, but help your team as well. You can't play for the other players, you have to play your champion. The most you can do is to make sure you perform your role to the best of your ability and hopefully spread your successful aura among your teammates so that they can better perform their role as well. You only have to play with your team once! Less than an hour in most of all cases! So do it right and win!

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I hope this guide helps everybody get a general idea on what to build/how to play Jinx! I hope to upload a video with commentary on my youtube channel of me playing Jinx in ranked to give you guys some more images on how to play her! This is my very first guide ever and I hope it helps people out, any extra info/comments/recommendations are all considered and much needed! Have a fun time punishing piltover.

Feel free to add me in game @ Tempur ! I'm always looking for more friends to play with! Have fun guys.

(I will constantly be revising and adding new things/tips/updates as I see them fit and as we discover more things about Jinx and what she is truely capable of in the league!) I'm sorry for any grammatical errors! I'll be revising as I read through it a few times.


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