Jinx is out and wants to bring some Chaos to the Battle field. She is a pretty easy to play Champ that both vets and new players will like. With her you can learn how to use a bit more advanced adc, and for vets she gives a lot of options and chances for big plays.
Pros / Cons
+Zap Zap bursts all game long.
+Passive makes getting risky kills a lot saver.
+Ult does massive damage to low Hp Champs.
+Has a root that can hit more then one champion.
+Great poke range with rockets and Zap Zap.
- No dash like Ezreal, Graves and Corki.
- Fishbones can leave you manaless if not managed.
- Ult has a delay.
- Can be counter picked.
- Zap Zap can always be seen coming and minons can stop it.
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 - 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 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.
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 with out items.
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!
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.
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. 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.