Jinx Build Guide by Cow x 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.
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.
Hello community! Cow x God here on the NA server. I'm currently a Diamond ADC main who is building this guide for the TOTP (Too Old to Play) Group. While this is targeted at that specific group, this guide may also be used for anyone trying to learn this super fun and hyper in-your-face ADC/Marksman. I will be dissecting every detail I can about Jinx, while trying to sprinkle tips on ADC throughout this guide. As patches roll in, I will update and edit accordingly!
Psychopathic All-In Bloodthirsty Maniac?
|What is Jinx exactly? Well, she's a ADC/Marksman for one thing. But that only scratches the surface of what she really is. Jinx excels the most when she's shoving her minigun down your throat and running straight through you. Basically, my motto for her is 'when playing Jinx, the only direction you should go in, is forward'. Her passive, Get Excited!, is my motto in a nutshell. Get Excited! grants 170% MOVEMENT SPEED decaying over 4 seconds if she deals damage to a champion/tower within 3 seconds of its death. Her entire being screams "GOGOGOGO". Charge forward while staring down your opponent with your uber-sexy smile.|
Pros / Cons
- Lane bully with Switcheroo! and Zap!
- Strong dive potential as an ADC
- Can sit back and farm due to Switcheroo! having uber range
- Effective at keeping enemies at a distance with Flame Chompers! and Zap!
- Scales super super super hard into late game
- Once Jinx Get Excited!, there's no stopping her lust for blood
- Lack of escapes without Get Excited!
- Managing and remembering which form Switcheroo! is in can be difficult when first learning Jinx
- If she gets behind, it becomes a very very uphill battle, as she is designed to snowball
- Sometimes...you get a little too bloodthirsty and you over commit to Get Excited!
But Why Switcheroo! over Zap!?
Well, especially with the recent changes to The Bloodthirster, Blade of the Ruined King, and Infinity Edge, as well as the focus of ADCs being more auto attack-based and less spell-based, attack speed has become a very valued stat. Jinx gets free stats from her Switcheroo!, so increasing those are very valuable. Also, Zap! has a long wind-up time, making it easy to dodge and expends precious mana.
Passive: 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 is the best passive on an ADC. This opens up so many more plays that you could not pull off with any other ADC, such as flashing INTO tower/enemy team for a kill, then sprinting out. This ability makes Jinx the most exciting champion to play!
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.
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. 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.
Jinx's bread and butter. This ability has so many uses, its invaluable. This helps you duel, secure cs from range, poke from a distance, and snipe running enemies.
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 ability for picking off enemies, closing distances with the ridiculous slow, and setting up for 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. 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.
Strong CC, but has a long wind-up time. Can use this ability to cut off escape routes and corrals enemies into a specific firing zone.
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.
Oh BOY! Is this ability AMAZING or what? Super Mega Death Rocket! is perfect for Jinx's theme and playstyle. It's a long range execute that can be used for upfront nuke damage, or to snipe enemies with their tails between their legs. This makes Jinx perfect.
But Wait...What About These?
Flash is THE summoner spell to get right now. It offers way too much utility to not get it. It helps with narrow escapes, securing the last auto for a Get Excited!, split second repositioning, chasing, diving....the list can go on. Get this.
Heal is still a really powerful spell and Barrier can't hold a candle to it. The 1 second burst of movement speed and burst health really makes this a great tool to have in your kit.
Ghost is very situational and can be swapped out over Flash in rare cases. 99% just take Flash.
Barrier can be strong and niche when used compared to Heal. The only real benefits I see for taking Barrier right now is the UNCONDITIONAL health that you get....but only for two seconds...use at your own risk.
Exhaust can also be swapped out over Heal if your support decides to run heal over you. This really depends on what you want in your personal kit. Exhaust may help with an assassin diving you if you don't have a support handy.
Ignite This is mostly a tool for all-ins. While you CAN run this as an ADC, it is not really recommended. You already dish out so much DPS, an few hundred extra damage is not worth the trade off for the utility on Heal or Flash. Have your support run this if you really want to kill something.
Cleanse is okay, but as of right now, with the popularity of Mikael's Crucible and Face of the Mountain, there's no reason to get Cleanse over Heal. Highly situational.
Okay so people ask why take Devastating Strikes over Warlord ? Well, Warlord only increases BONUS AD, not total. This means that an ADC with a bonus AD of 200 will only net an additional (200AD x 0.05 Warlord ) 10 AD. This is hardly worth when compared to Devastating Strikes , as it offers 6% Armor/Magic Penetration, which scales better into the late game.
Greater Mark of Attack Damage
Greater Seal of Armor
Greater Seal of Health
Greater Glyph of Magic Resist
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Attack Speed
This is about as standard as an ADC rune page can get.
Greater Mark of Attack Damage - Hugely beneficial for last hitting, especially under tower. Can't go wrong with these marks.
Can Substitute With
Greater Mark of Attack Speed - If you swap out AD marks for AS marks, make sure to swap out the Greater Quintessence of Attack Speed for Greater Quintessence of Attack Damage. This is mostly personal preference.
4 Greater Seal of Armor + 5 Greater Seal of Health - This combination gives you the best bang for you buck. This brings you 4 flat armor and 40 flat HP to help deal with early auto attack harrass. Any combination of these two runes will work, again, mostly personal preference.
4 Greater Glyph of Scaling Magic Resist + 5 Greater Glyph of Magic Resist - This is the same idea as the seals. This brings you 6.7 Flat Magic Resist and 12 Magic Resist by level 18. Any combination of these two runes will work. Personal Preference.
Can Substitute With
Greater Glyph of Mana Regeneration - Some people like to run these runes on ADC, using these instead of some Greater Glyph of Magic Resist. If you feel like you need some extra mana, feel free to use some of these.
Greater Quintessence of Attack Speed - These are super super super amazing. These quints offer 14% attack speed. That is AMAZING on Jinx because of the extra attack speed stats she receives from Pow-Pow, the Minigun
Can Substitute With
Greater Quintessence of Life Steal - Really only run these if you feel like you will have trouble in lane. Really with the life steal returning to Doran's Blade, there is no point in taking these quints anymore.
Greater Quintessence of Attack Damage - The flat AD given from these quints can be nice, as they really help secure cs, however, because we are running points in Butcher , you might not need this.
*Note: This is an example build order!!*
Be aware! This is only a framework item build! The order you build these items solely depends on the game!
Other Defensive Options:
Essential for multiplying Jinx's damage output. Good for her due to her hard hitting Zap! and Super Mega Death Rocket!. Also, her rocket mode lets her splash crits...how powerful is that?
Infinity Edge and Phantom Dancer go hand in hand. This item offers complimentary crit chance to Infinity Edge as well as valuable movement speed and its God-tier passive. PD's passive allows movement through minions, and for someone like Jinx, who lacks mobility, this is invaluable. Not only that but with Get Excited!, she can really get moving.
Last Whisper helps Jinx deal with pesky tanks. Building this item around the mid-game is ideal, as it removes a percentage of armor rather than a flat amount. Essential on ADCs and Jinx is no exception.
Blade of the Ruined King holds the icing and cherry on top of the cake for Jinx. This item offers much needed life steal, even MORE damage with the recent buffs to auto attacks, and the active which gives more precious movement speed.
With every patch, I start to wonder if berserker's greaves will serve well as a late game item. I feel like the attack speed it offers for the early game is absolutely required, but as you begin reaching full build and super super late game, swapping these boots out for Mercury's Treads is allowed.
Very standard defensive item. Who doesn't like a second life? Go for GAs when your opponents have a wombo combo team composition, that really only has one cycle of upfront burst damage.
Uh what? Look it's actually NOT THAT BAD! yes the build path is complete horse Sh1T but the passive offers an extra layer of cc that aids with kiting, lining up skill shots, and landing Flame Chompers!. Not my first recommendation, but definitely worth mentioning.
Annoying LeBlanc sticking her face up in your business? or maybe getting Blitzcrank hooked got old after the first 15 times? This bad boy will work wonders.
This is a fun one: imagine the enemy Kha'Zix leaps onto you to delete you...pop active, Flame Chompers!, Zap!, then watch has he dies to a miserable death in your team. Beautiful item for surviving the heavy AD assassins.
This item is pretty solid after the recent buffs (granting more AD through B. F. Sword), so it makes it seem like a nice offensive/defensive hybrid. The only qualm with this item I have for Jinx's uses are that once she's caught, there is little much she can do to get away. Having the ability to cleanse may be nice for a Warwick ultimate, but sometimes the cleanse isn't enough to save you due to lack of escapes. Use with caution!
STILL WORKING ON VODs. These will just be some gameplay of Jinx that I will put up at some point. Not having this will not affect the guide at all, just will add aesthetics. WILL BE UPDATED ASAP! Need to record content! Check in for additions!
This section WILL included:
Decision Making in All Stages of Game