Jinx Build Guide by supergiu
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Pros / Cons
- Can play any role, ADC, Mid, Jungle, Support or Top
- Great control over your attack style from single target shot to AoE burst
- Rounded off kit with some strong combos
- Great CC for an ADC, slow and root
- Great escape and push potential upon destroying an objective or champion
- Global Ult
- Super Mega Death Rockets!
- Low mobility, yes this counters the above pro, however it needs to be noted
- Squishy / glass cannon
- Requires teamwork to hit her full potential
- Low sustain
- Destroyed by gap closers
Keeping your farm up is a key portion of playing Jinx, she becomes item reliant late game in order to keep up her massive harass potential.
Using Pow-Pow is a great way to swiftly last hit and keep a lane frozen, while swapping to fishbones to quickly fire off a large lane harass missile at the enemy team.
When you feel it is time to push a lane, gather minions in a cluster and use fishbones to clear them out in 2-3 shots. Late game fishbones will be doing crit splash damage and single clearing waves.
It should be noted that Pow-Pow is one of the best turret pushing methods in game currently in my opinion, while other champions can get the job done well, Jinx can clear a turret in a single wave if left alone with a huge escape bonus from Get Excited!
A notable mention if you want a bit more clean up potential. I'd only really recommend this vs champs such as mundo. I don't generally like getting into range of ignite in teamfights, and generally sub with executioners blade.
his is a basic choice for re positioning and escape. If you are uncomfortable with your positioning in fights this is a must have.
THIS IS THE MOST IMPORTANT ITEM TO BUY
Very good for critic and attack speed, one of the most importante item to buy in early game
An age-old debate that has sparked arguments since Season One and amplified due to Black Cleaver buffs. The tl;dr version is: If the enemy team has a lot of armour, buy Last Whisper. If they don't, grab The Black Cleaver. Simple.
This item has been popularised by it's rework and due to the current meta of entire teams buying Warmog's Armor. BotRK deals percentage health damage, and returns half that damage to you via life steal; this makes it a viable choice to replace or supplement the Bloodthirster. Equally important is the active ability to slow an opponent which is infinitely powerful on ADCs with no/little CC, or short range, such as Vayne.
Always level up theR, then W, then Q and E
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