get
prime

Jinx Build Guide by DisDispator

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.


553
Views
0
Comments
0
Votes
League of Legends Build Guide Author DisDispator

Jinxie go Boom Bewm

DisDispator Last updated on October 14, 2013
Like Build on Facebook Tweet This Build Share This Build on Reddit

Adc/Top

Ability Sequence

1
8
10
12
13
Ability Key Q
2
4
5
7
9
Ability Key W
3
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/
Executioner
 
 

Offense: 22

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 8

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

Jinx, whom I like to call Jinxie (though she doesn't like me for it), is finally allowed onto the Field's of Justice. Hot on her trail is mayhem, panic, and Vi. She asked me to help you guys out in order to keep Vi from catching her, so here we are.

Also, just so you, the reader, knows, this is my first guide. Please constructively criticize!


Guide Top

Pros and Cons

Chaotic Pros
+Farming is extremely easy.
+Get Excited! makes getting riskier kills a lot safer and makes targets farther away easily caught up to.
+Zap! decimates
+Can easily pick up kills with Zap! or rockets.
+Flame chompers requires no casting time, so can toss them out to get away or to chase after.
+Super Mega Death Rocket! Does damage. Massive amounts of Damage.


Peaceful Cons
-Zap! Can easily be dodged.
-Fishbones can leave you manaless if not managed carefully.
-Flame Chompers! has a short set-up time
-Super Mega Death Rocket! has a slight delay


Guide Top

Summoner Spells

Flash is a great get-away or gap-closer spell.

Barrier is great to protect some of that damage from the turret/other champions for that high-risk high-reward play style that is Jinx.

Ignite is great for getting those last ticks on the champions who just got away.


Guide Top

Runes

AD runes for an AD Champion. Plus Zap! benefits off this hugely.

Armor helps trade damage in lanes. Against ADC's (All can be OP)

This will help trade damage as well. Against supports. (Some are really OP)

More damage for Zap! and Jinxie!


Guide Top

Skill Sequence

Get Excited!
Get Excited! is great when you wish to run down enemies or need to run away from a very scary turret!

Switcheroo!
When using the minigun, Switcheroo! gives you a massive aspeed bonus. This bonus can be so helpful taking down enemies or turrets. I use the Rocket Launcher to clear large minion waves, attack enemy champions who happen to be grouped, or to chase down fleeing enemy champions! Because of the longer range of Fishbones, it's very easy to get a kill from quite a distance, such as staying out of Nunu's Absolute Zero (his R) while shooting him.

Zap!
Honestly, probably her best ability. The range of it is very long (About as long as Xerath's Arcanopulse combined with his Locus of Power, Q combined with W) and it is extremely useful to chase down enemy champions. Using the range and slow of Zap!, you can slow an enemy so you can catch up and use Fishbones to kill. You can also use Zap! to escape. Just use it as your running, to slow them down.

Flame Chompers!
Great to get away from enemy champions or to stop champions in their tracks. Use them right at your feet for a quick get-away.

SUPER MEGA DEATH ROCKET!
Like an Ashe Enchanted Crystal Arrow (ECA, her R), it hits the first target and does massive damage. Unlike ECA, it doesn't stun or slow them. Jinx's ult is best cast from a good range in order to come to full power and it can be used to turn the tide of battle if you're in a pinch.