Jinx Build Guide by Taelii
Not Updated For Current Season
Example of full build
Not Updated For Current Season
Hey everyone, this is my guide to the AD carry Jinx!
Firstly, Jinx is a very unique carry, not only does she have immense ranged rockets that scream AOE damage across their team, a map range death rocket ready to assassinate any poor soul that's recalling on low health but allows for huge single target damage to devour their carries' health!
Despite her unwillingness to let go and her appetite for blowing things up Jinx isn't too difficult to play well and once she hits late game and those rockets mowing their team down whilst you laughing because you're out of range you will start to call ADC every game!
Runes usually determine the early game of the laning phase, bad runes = bad game and therefore you need to get them correct in order to excel and carry. AD carries usually snowball well especially into mid game and the first kill as Jinx ensures you can do what you signed up for in champion select which is actually carry your team.
Quintessences - I'd recommend a couple of lifesteal quints, the lane phase is the warm up to teamfights and you really need the upperhand. When you're laning you can't be recalling every few minutes because you're taking the poke, you need the lifesteal for the sustain and with the new LS from 'Doran's Blade' you start out at 6% lifesteal so your first back can be that BF sword you need!
A single AD quint along with the marks will give you the damage output you need to win trades in the early game, Jinx is a great early game champion that snowballs well and accompanied by the right support you can get snowballing early!
Marks - Full attack damage marks are suffice for the damage you need, the 10 or so AD makes no difference late game but for the laning phase you need the damage to trade well and finish those creeps off.
Seals - The seals are the defensive class so I don't recommend any AD or offensive types in there, 4-5 health seals are great for early game as I try to play very aggressively to snowball well. 4-5 Armor runes can keep you alive during trades, they won't make much difference later in the game but you need to excel in the lane phase.
Glyph - Glyphs are the magically type of runes, you need the magic resist from these. Putting AD, armor or health on these is a huge waste of time as its barely anything compared to the amount of magic resist you get from 9 MR glyphs. Magic resist is a lot more important than the health or armor you will get, if you think about all spells in league of legends 70-80% of them are magic damage and most supports put out magic damage so its great for inlane as well as teamfights.
Masteries go well with runes, most masteries don't make too much difference but when they're pooled together with 21 points in offence you have a damage output especially early game. The attack speed from 'Fury' goes very well with Jinx's Q, this allows for turret pushing and great in teamfights. Pick up all the attack damage you can, the solid AD from some masteries is a nice early game boost and the percentage choices make for more AD late game! Once you have enough crit of your full build the mastery 'Frenzy' works very well with Pow Pow's attack speed as they both stack to 3. Since the attack speed is good enough from these masteries and Jinx's Q you only really need 1 phantom dancer or static shiv whereas some carries prefer both.
The 9 points in defensive is great, the damage reduction from their auto attacks makes a lot of difference before your first back and the lane phase determines if you're going to do well and contribute to teamfights or completely fail and feed. The percentage health from 'juggernaut' is great throughout the game and 'veteran scars' is an amazing early game boost.
Passive - 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.
Perfect passive for an ADC, its a great escape for Jinx who has no hard escape. The best use is for repositioning in a teamfight, you can kite very well with it and you're usually going to be focused so a hard kite is exactly what you need. Also procs off a tower kill so split pushing is a very safe process with Jinx and since she takes down towers so quickly its a perfect partnership.
Q - 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: 10 / 18.3 / 26.6 / 35 / 43.3%
TOTAL ATTACK SPEED: 30 / 55 / 80 / 105 / 130%
Switching to her Rocket Launcher will not clear any active stacks, but they will not grant attack speed after her first attack.
COST: 20 MANA PER ATTACK COOLDOWN: 0.9
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 enemies in a 150-radius area. The bonus damage to her target and the splash damage both scale additively with critical strikes.
A lot to read but its simple, pressing Q toggles between her guns Pow Pow and Fishbones.
Pow Pow is a machinegun, great for single target output so its perfect for dueling and CS'ing in lane. The passive gives a lot of attack speed so you only need a phantom dancer or a shiv, not both.
Fishbones is the rocket launcher, it provides amazing range and AOE damage. The range is great inlane for poking and harassing when they're under their turret, the AOE is good for wave clear and obliterating in teamfights.
W - 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.
PHYSICAL DAMAGE: 10 / 60 / 110 / 160 / 210 (+ 140% AD)
SLOW: 30 / 40 / 50 / 60 / 70%
PROJECTILE SPEED: 3200
Long range poke, it provides a great slow and the vision is great for checking bushes if you think that naughty blitzcrank is waiting in there. Uses up a fair amount of mana so don't spam it just use it to poke once in a while, if you have a shot that should 100% hit or if you need the slow when you get a gank!
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. 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: 80 / 135 / 190 / 245 / 300 (+ 100% AP)
Doesn't scale with AD :'( but its a great escape for when the jungle is on the way or if they're running. The damage is poor but the utility is perfect for teamfights and especially the lane phase!
R - 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 ). 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
Big, bad rocket to destroy what you want! Has a medium cooldown, it provides great AOE damage and a nicely placed rocket in a teamfight can turn the tide very quickly. Does more damage the lower health they are on so when your top laner dies and you see the offender run into the bush to recall just throw it out, remember a kills a kill so just blast it off, the 100 mana is worth the kill/assist.
Nice carry for laning, excels at snowballing and therefore you need the gold. If you can't CS well then you better be good at killing because you really do need gold to do well, a poor Jinx is a bad Jinx and teams don't like a bad Jinx :(
Your support can change the way you play, I like to play very aggressive to get snowballing fast so therefore its always a blitz, thresh, Leona matchup for me. Unlike most carries Jinx has a snare so it works well with others with lock down. If you have a blitz or thresh lane then wait for a grab, once they're on the way in throw down your chompers infront of your support, they will try to run and either run around (which takes time if the chompers are well placed) or run into the snare and get cc'd. Once they're snared let off a zap since it can't miss and once the snare has finished they are slowed! Most of the time you can blow their summoners early and get them scared, this means you should out farm and therefore out damage them ready for teamfights.
Use the rockets to clear the waves and poke if you have the mana available, always keep 150ish mana to escape correctly or to let off a rocket to kill the top/mid laner. When its a 1v1 always use the minigun, never use the rockets unless you're outranging them and therefore you can kite like a pro.
Jinx = A great team player despite her attitude to friends and following the rules
Rockets are amazing in teamfights, play it right and kite well you will do fine. Focusing doesn't really work when they stack as it hits everyone anyways so it works well, might as well let the Super Mega Death Rocket off if they're stacked for some nice team damage. Throw out the chompers around you to stop them coming at you, if you're being chased let out a zap to kite and hopefully one of them will die so your passive can let you RUUUUUNNNN!!!!
Pros / Cons
Excels throughout the game
Easy to CS with
Fairly easy to play well
Works well with most supports and team comps
No hard escape unless you can proc the passive
Poor when you fall behind
Machine gun range isn't great so you have to chose between single target damage or range
Early mana problems with Zap and the rocket spam