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Jinx Build Guide by Jhorn the God

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.


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League of Legends Build Guide Author Jhorn the God

Jinx, The Loose Cannon

Jhorn the God Last updated on July 7, 2014
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Ability Sequence

1
4
5
7
9
Ability Key Q
3
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0



Threats to Jinx with this build

Threat
Low
High
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Threat Champion Notes
4
Vayne Jinx does great vs Vayne in lane, she bullies Vayne with her extra range and great poke, but dont be fooled remember any gank can turn this lane sideways because jinx has no escape. Late game is where you start to see Vayne trying to duel everyone. DONT let that happen just group and push :D.
4
Caitlyn Jinx does get out ranged by her early, but by rank 4 on her "Q" Jinx starts to out range Caitlyn. Jinx overall scales way better into late game. You should do fine.
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Introduction

Hello Everybody!! Today I will be showing you how to play and build Piltover's Loose Cannon, Jinx. Thank you in advance to anyone who reads this guide. Now lets get started with this marksman :D. Btw this is my first guide,I am just trying this out for some fun :D, I would appreciate any feedback you have.


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Runes

For the runes I like to think of them as your "early game" these are the things that are going to get you through lane ay-ok. For that reason I dont like taking scaling...anything xD.


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Masteries

For Masteries, as normal, I go 21/9/0. I take normal AA, or auto-attack, Masteries xD.


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Skill Sequence

Level 1 you most likely want to take "q" first so that you can push for Level 2. Now Level 2 is dependent on your situation, it really depends on if you are going all in or not, if you are planning on fighting take "e" for the cc, but if you got Level 2 second and pushed under tower then take "w" to poke. And of course don't forget to level you "R" up Levels 6, 11, and 16.


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Summary of Abilities

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. (A reset that gives speed not only on kill or assist but tower kills!!)

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. (Great for taking turrets!!!).

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. (This is a very good ability because when you level this ability higher the mor range you get!)

Zap! ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting sight and slowing it for 2 seconds. (Great for last hitting creeps from afar and also great long range poke)

Flame Chompers! ACTIVE: Jinx tosses out 3 chompers that, after an arm time of 0.7 seconds, explode on contact with enemy champions dealing magic damage over 1.5 seconds to enemies within 50-unit area. The champion that sets off the chomper is also rooted the same duration (OMG an Adc with CC, not just only cc too, you can place these chompers while on the run, Great for chase and disengage!)

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 increases over the first second the rocket travels) plus a percentage of their missing health (max. 300 vs. minions and monsters [2]). The primary target of the explosion takes full damage, while nearby enemies take 80% damage. (OMG A ROCKET)


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Spells

The best summoner spell that can save your life (Most of the time).

Great because not only does it give slightly permanent health but also movement speed to your friend also!!


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Pros / Cons

PROS:Jinx can stay really safe in team fight in that she has extremely long ranged abilities and auto attacks. Her passive allows her to not only chase down a won fight but kite back with your team. She gets pentas really easily :D.

CONS:MOBILITY...I mean she does have her passive, but that requires a kill/assist, What Jinx is really lacking is the ability to escape sticky situations


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Team Work

Orianna: MY ABSOLUTE FAVORITE TO PLAY WITH. The way Orianna and jinx combo is juts heavenly, If Orianna hits a good ult Jinx can just use FishBones to damage tons of people.

Jarvan IV: pretty much the same for Orianna

Thresh: I like to have Thresh as my support because not only can you combo hook and flame chompers, but Thresh provides tremendous peel and even gives Jinx her own escape with his "W".

Braum: Not only do you get to stare as his glorious stache all lane but you get to stare at it safely, Braum provides great peel for an escapeless Jinx, His Q/Passive work very well with Jinx's long ranged autos


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Matchups!

MORE COMING SOON!!!