Jinx Build Guide by thatsnotmypirate
Not Updated For Current Season
Not Updated For Current Season
Introduction / Video Guide
Jinx is here and she is bring chaos to the battle field. In this guide I will give you a good idea about how you should build and play jinx so you can bring the chaos she is meant to bring to the game.
Jinx is a pretty easy to play champ that both vets and new players will like. She is easy enough for someone to learn how to use a bit more advanced adc, and for vets she gives a lot of option and chances for big plays.
Pros / Cons
|+ Long Rank Poke.
+ Zap Zap bursts all game.
+ Risky kills safer with passive.
+ Ult scales with low HP.
+ Has a root.
+ Amazing Farmer.
+ Is crazy.
|Zaps rank is crazy and it's burst is high, this makes harassment safe and easy to do with Jinx. With the speed from your passive, it can be easier to put yourself in a bad spot for a kill and still get out with your speed boost. Super Mega Death Rocket! Does more damage the lower their hp is, which is amazing for making sure you get the kill. Her E is amazing at zoning and getting away, it can root up to three heroes too, pretty amazing.|
|- No dash like Ezreal, Graves, or Corki.
- Fishbones needs mana management.
- Ult has a delay.
- Can be counter picked.
- Zap can be seen coming.
- Zap and be blocked by minions or other heroes.
|Jinx is very good. But I can see that in rank she could be easily counter picked. Hard stun lanes like vayne/leona or taric can hurt. You have a lot of tricks to get away but your passive you need to kill someone or tower, and E can only do so much. Ult has a pretty big delay and it isn't the best close up. Zap is great but can't tell you how many times a minoin got in the way, always you can see it coming before it lanes unlike with ezreal mystic shot.|
Flash The most powerful summoner spell in the game. Great for jumping walls, getting kills, getting away. Everything.
Barrier I don't always like Barrier but it fits her play style. Jinx is a high risk, high reward champion. You tend to end up in risky spots sometime and barrier can really help
Ignite True damage, always great to pick up the kills that just hardly get away. I normally pick this on ADC. But jinx kit is so good at making sure you get the kill, don't feel you need it as much.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Damage
Greater Quintessence of Life Steal
Greater Mark of Attack Damage - Zap Zap has a huge AD ratio so early AD really helps burst people down.
Greater Seal of Armor - This helps trade vs the other adc. Bot lane almost always has an adc and this will help with trades and keep you in the lane longer. If you are laning with taric, you will have a huge armor boost over the other lane.
Greater Glyph of Scaling Magic Resist - This will help you vs the support that will most likely be MR. Early game mr helps keep you alive till your build is going. It's very important to stay in the lane as long as you can early game.
Greater Quintessence of Attack Damage - As I said before. Zap Zap burst is huge with flat AD Runes. This can very quickly give you the upper hand in lane. If you aren't good at lining up ZapZap, I'd get life steal runes.
Greater Quintessence of Life Steal - I normally don't like these. But if you want to get doran blades first. I would grab life steal runes. It gives you pretty epic early game life steal.
Get Excited - 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 passive is great for getting risky kills. In team fights you will be flying around the map like the flash. This passive has saved me so many times and it will save you too. It's great for getting back into the fight or positioning after a risky play. This also makes Jinx a great split pusher, you can push down a tower and get out quickly. But this skill can also tend to make you get greedy try to chase other people down to far so be careful with this.
Switcheroo! - 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.
ATTACK SPEED: 16.6 / 23.3 / 30 / 36.6 / 43.3%
TOTAL 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.
This skill is a bit tricky. Learning when to switch will be the key between good and bad jinx players. It's great for farming, but the best thing about it is the range. But it drains mana so be careful. In team fights if you have good crits, you can blow up a team grouped to close together. When using your minigun, the passive gives you a huge attack speed boost. It's a great skill and gives you good base stats even without items.
In 1v1s its best to have out your minigun. I would say rockets are only good for harassment at a distance and grouped team fights. But I found out over all the minigun is great for that AS bonus.
Zap! Aka Zap Zap! - 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.
This is jinx Bread and Butter. I love this skill, no joke. Huge range, huge slow and amazing burst. On top of all that it gives vision for a few seconds. This skill couldn't be any better haha. It can be blocked by minions which is super annoying, but when it hits, it hits!
This skill also makes chasing and getting away a lot easier, Jinx kit makes her great for getting away or chasing. The slow is good all game long. Also keeps you safe in team fights if you are low on HP and have to through out damage. Great for getting vision of baron or dragon with its long range.
A good combo with this is to Zap a target to slow them, then lead them with Flame Chompers! then if you need to or have low hp, switch to rockets to hit them at a safe distance.
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.
These Chompers are your root. It's kind of op if you ask me. It's range is pretty good and it covers a good bit of space, on top of that it can root up to three champs. It does have a bit of a delay so you have to lead people with them. But they are amazing at zoning and for ganks. Makes you even harder to catch, no wonder Vi has problems.
There is no cast time so you can cast this while running making you even better at running away. This skill works great with Zap. Keeping pressure at their tower is strong with these can you can zone them where you want them to be or root them for easy harassment.
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 damage 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
So the longer this skill goes the more damage. It speeds up a bit after you shoot it, but it does have a delay in speeding up and in the cast time. It does more damage the less HP someone has which is awesome. Feels great nuking someone down with low Hp from across the map. It's like ezreal ult and will travel off the map or till it hits a chamption. It has splash to making it even deadlier. It is a bit slower then other ults, but still a great skill.
This is a good way to turn the tides of battle. If there team gets to 50% hp in a team fight, you can turn the tides but getting your AOE off with your ult. So sometimes it's best not to always save for just kills. The speed can be a bit confusing so leading people with it has a learning curve. It's best to shoot these at running foes down narrow paths which they will have a hard time dodging, it about the size of ezreal ult, so hard to not get hit in a narrow spot.
- Pretty Standard. They are cheap and a good start item. I would sell them late game for something else, but I like to get them as a start to get me a bit ahead.
- I like bloodthirster as your first core because the extra AD from it is amazing on zap. But this item can be replaces with other items depending how the game is going. This will give you more then enough lifesteal to last you all game. You could replace this with bork, but I don't feel as if Jinx is the champion for Bork. Crit and high damage is the way to go with her fishbones.
- Your passive speed boost is awesome, but being about to go through minions helps a lot. The attack speed is great and with fishbone rockets, crit is super important on Jinx. When the other team group up, they better look out cause you will melt them down. You could replace this with Statikk Shiv if you wanted too.
- This makes rockets even better. You will hit like a truck and Jinx is meant to be a glass cannon. It has nice damage and good crit but the 250% is really the big thing this item brings to the table.
- The up front pen is great for zap. It is a key item in most adc builds. You could also do the black cleaver if you like to aoe rocket peoples armor down. But the 35% armor pen is awesome.
- Now you are a glass cannon but even with that type of build you should have at least one defensive item. This is a great pick, you are hard enough to catch as it, this will make the other team really think if you are worth chasing after.