Jinx Build Guide by Gresh
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Recommended Runes + Notes
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 + Notes
Hello everyone! This is my very first guide ever, so be nice! I'm sure there is plenty that needs to be worked on so please leave your input!
These runes are taken by just about every ADC. They give you a nice set amount of defense for any stage of the match.
If you would prefer to sacrifice a bit of magic resist early game to get more late game I would take these.
I recommend these runes for the sustain and the added damage. This combination will give you the needed damage to harass and the sustain to stay in lane.
These quints are also acceptable if you would prefer the damage over lane sustain.
I went with the standard AD Carry mastery setup. Taking 21/9/0. You want a full damage setup with a splash of defense for your lane matchup. Every little bit of HP and Armor helps. I took a point in Summoners Resolve for the added defense in barrier. This small amount can save your life!
You will want to start the game off with Doran's Blade. This will give you the needed damage/HP/sustain to keep you in lane and compete with the enemy ADC. Once you've acquired about 1200g in lane return to base. You will next grab Vampiric Scepter and a pair of plain boots and some HP Pots. Return to lane and Continue to farm. When you have enough gold you will purchase Berserker's Greaves and a B.F Sword. You will finish that off with The Bloodthirster. You will now be doing tons of damage. To finish off your build you will grab Static Shiv, Infinity Edge, Last Whisper, and finally Guardian Angel.
Why Statikk Shiv?
I've based my preference of Staikk Shiv over other choices such as Phantom Dancer because of the AoE splash it gives. Combined with your Fishbones you will be doing huge amounts of AoE damage, and the added damage from Shiv will boost it up even higher! However if you prefer the slightly higher attack speed/Crit and unit collision avoidance go ahead! The passive on Phantom Dancer will coincide greatly with your own passive.
This gives you an incredible boost in speed to get out of any situation quickly after getting a kill on a tower or champion. This can and will save your life. If you're late getting to a team fight, use your ult, if it lands a kill you can get there in time to sway the odds.
This is a fantastic dual-ability. You have pow-pow which is an excellent dueling weapon, it gives you a tremendous boost in attack speed which will easily out-duel just about any ADC champ 1v1. Second is fishbones, your rocket launcher. As noted this deals 110% damage and does AoE splash! It also has a slightly longer range then pow-pow, which will help you poke better. You will max this first.
This is Jinx's slow, it gives you a very large slow and has a 1.4 AD ratio on it. The range is very long(1450 units) which can help you secure those pesky runners you otherwise might not have been able to get. And if it doesn't kill them right off, the slow will ensure you catch them. You will max this second.
This is Jinx's root, this can help you secure kills or get out of a bad situation quickly or help secure escape routes for the enemy team. You drop 3 chompers on the ground which act will root any champion in place. This can effect up to 3 champions. You will max this last. As you only need 1 point in it for the root.
This is Jinx's ult, This is a fantastic finisher and it is a global spell. It is just like Ezreal's and Ashe's ult and can be difficult to land if you're unfamiliar with this type of skill shot. However if it does land it can be devastating. It deals flat damage plus percentage of missing health. It also speeds up and gains more damage the farther it travels! As mentioned before; if you're late to a team fight, ulting and catching a kill will give you a boost in speed to get you to where you need to be. You will of course put a point whenever you can.
These two are what you will almost always take. Flash is absolutely essential, it is an amazing ability which will get you out of a sticky situation. Barrier will save your life innumerable times. It's very useful in baiting out enemy's.
These are both very useful and recommended if you don't want barrier. I would take Cleanse when you're facing a CC heavy team, or CC poke heavy lane. Taric and Leona are good examples of when to take Cleanse as it can save your life. I would only take ignite if you're confident in your ability to survive and are aiming towards a more aggressive approach. This will secure your kills which you might not otherwise get.
Great on other champs, I don't recommend.
Jinx has a short attack range compared to other ADC champs. It can be difficult to trade against someone like Caitlyn. Early game I recommend playing passively and farming as much as you can, do your best to not push the lane so you leave opportunity for ganks and a tower to run under if sh*t hits the fan.
If you've snowballed and completely wrecked your lane, be as aggressive as you like, don't be wreck-less though. Just remember to have map awareness and have your support ward ward ward.