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Jinx Build Guide by Dtrikz

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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 Dtrikz

Platinum Crack Baby with Rockets

Dtrikz Last updated on December 4, 2013
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
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/
Havoc
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Legendary Guardian
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 0


Guide Top

Intro

Hello and welcome to my second guide on Mobafire and this time it will be on jinx. Im a currently platinum 2 and hoping to be diamond before season 3 ends. I love playing Jinx because of her refreshing and similar playstyle to that of Caitlyn which i have around 150 solo queue games with. Up until recently i had a 60% win rate on caitlyn until i went on tilt for a bit. Anyway Jinx's playstyle is a poke burst oriented designed to keep opponents at bay with her metric tons of CC (for an ADC.....fine marksman)and massive poke damage.


Guide Top

Pros and Cons

Pros:
Massive 700 Range
AOE Splash damage makes for an amazing team fighter
Global AOE Ultimate...did i mention it's also an execute?
Biggest Attack speed steroid in the game
Strongest AD oriented poke champ in the game
Amazing pusher/splitpusher

Cons:
Low base attack range in Pow Pow (525)
Slower than most ranged champs
Lowest base attack speed of all Marksman
No escapes
Mediocre Duelist
Weak against assassin/high mobility champs


Guide Top

Skills

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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.


Probably the only thing in this game that gets me giddy when it activates. This passive allows you to maneuver around teamfights after getting a kill or assist, essentially allowing you to reposition on the next target incredibly fast. This also allows you to take towers and get away before the other team has a chance to catch you. What this also does is allow you to literally do drive by tower dives. For example lets say an ezreal is dumb enough to tower hug at 50 hp along with his support who is at 100 hp. Normally you would take considerably tower damage after getting the kills and possibly even dying if something goes wrong. Well with this you can kill ezreal than run to the edge of tower range kill support and run out while only taking maybe 1-2 tower shots. However know that you must have damaged the champion or tower within 3 seconds of its death to activate passive.


MR. FISHBONES/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 nearby enemies. The bonus damage to her target and the splash damage both scale additively with critical strikes.
BONUS RANGE: 75 / 100 / 125 / 150 / 175

This is what makes Jinx such a monster in lane and team fights. having 625 range at only rank 2 makes her so scary in lane because you can practically poke people for free and on top of that it does splash damage, crits, and 10% bonus damage. Level 9 it only gets scarier because nobody can handle 700 range in lane. Use this to harass the hell out of your lane and zone them. Just the fact that people see you are in Pow Pow is enough to make them back off. In teamfights you will be primarily using this to melt the frontline and anyone stupid enough to cluster up against you. Also this is an amazing wave clear tool. Once you get a B.F. Sword you can 2 shot the cast minions and clean up the melee minions with pow pow. Each shot is relatively free at 20 mana so use it somewhat liberally. The bonus Damage and splash effect also applies on towers. If you still want to max Zap! ummmm Wildturtle maxes Switcheroo!....ya. I max Switcheroo! mostly for lane control and improved poke.

POW POW/MINI-GUN
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 PER AUTO: 16.6 / 23.3 / 30 / 36.6 / 43.3%
TOTAL ATTACK SPEED: 50 / 70 / 90 / 110 / 130%


Pow Pow is insane because you can clean up fights with this so easily and push towers insanely fast. At rank 3 you have an attack speed steroid that matches Tristana's attack speed steroid. At max rank you have 2.0 attack speed after three auto attacks. The only down side to this is that you sacrafice the range of rocket form for the massive steroid.


Zap!
After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting true sight and slowing it for 2 seconds.
PHYSICAL DAMAGE: 30 / 75 / 120 / 165 / 210 (+ 140% AD)
SLOW: 30 / 40 / 50 / 60 / 70%


A long range nuke with a slow. A solid skill for sieging and long range kiting and chasing ability. This is the one of the highest damaging non ultimate skill in the game with absurd range. Use this to poke people under tower and as a chasing tool. It is not incredibly reliable as a kiting tool when people are in range of you but enough to keep them at bay. Jinx with blue buff is one of the scariest things because she can spam this along with Mr Fishbones. You can poke people under their tower from behind walls and be completely out of reach for a response.


Flame Chompers!
Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing magic damage over 1.5 seconds to nearby enemies. The champion that sets off the chomper is also snared 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: 100 / 150 / 200 / 250 / 300 (+ 100% AP)
MAX MAGIC DAMAGE (3 CHOMPERS): 300 / 450 / 600 / 750 / 900 (+ 300% AP)


Use this as a brick wall between you and the frontline/assasins. These do not impede your movement so you can cast these on the run wether that be infront or behind you. As a teamfight breaks out throw these down in the path of the enemy frontline and use this to your advantage to maintain your 700 range. These are big enough to block of certain jungle entrances and pathways. When these are active the only way to avoid them is to flash or use a blink to get over them. dashes will stop and root champs after their dash is complete.


Super Mega Death Rocket!
MINIMUM PHYSICAL DAMAGE: 125 / 175 / 225 (+ 50% bonus AD)
MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 100% bonus AD)

Probably the most exciting execute of them all and perhaps the most exciting part about jinx. For starters its Global and goes faster the farther it travels and does more damage and if that wasnt enough, it deals missing % health damage, allowing to execute targets across the map. By the way it also does AOE damage. So if a group of low health champions decide they need to hold hands and recall you can potentially kill them all. It is on a reltively short cooldown so use this to abuse an advantage lane. Try to fire it out of vision to give the least amount of reaction time possible.


Guide Top

Masteries

Masteries
1/5
4/5
3/5
1/1
3/5
3/1
1/
1/
3/
1/
2/5
2/5
1/1
3/5
1/1
Not going to get to in depth on this because not much has changed. 21/9 is still the best setup and the mastery changes dont effect ADC all that much other then a couple new masteries such as dangerous game and double edged sword. Both are very cool and useful. Double edged sword giving you increased damage but also reflects some back. Dangerous game however is very cool because it gives you a % of your missing health and mana back on a kill. This can be a very effective way to turn around a 2v2 and ensure your survival.

What has the new masteries done overall? Made dipping your toes into a single tree (putting minimal 9 points in a tree) less effective and more rewarding if you go all in. Masteries are still set in stone for the most part on ADC


Guide Top

Runes

Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Life Steal
3
Marks:
Flat AD for last hitting with ease. You scale so well with AD that there is no other substitute in my opinion. This also allows you to trade easier with the other ADC early unlike Armor penetration.

Seals:
Flat Armor there is no other option. Just Armor seals

Glyphs:
I prefer Flat Magic Resist because almost every single support deals magic damage and usually can be incredibly bursty early on because supports naturally have high base values with no Magic Penetration...usually. These allow you to withstand the poke and damage from most supports. Also you can opt for scaling Magic Resist if your prefer those more.

Quintessences:
2-3 Lifesteal Quints are necessary in combination with your Doran's Blade. This gives enough sustain that you can stay in lane for a long time without having to back early for a vamp cepter and in some cases skip vamp cepter completely. Now these things are an IP sink and cost around 2k IP EACH. So save up for these things. If you dont have these you can start with Long Sword and Health Potions.


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Items

Starting and Early Laning Item Goals

Item Sequence











B. F. Sword
1300

Vampiric Scepter
900

Boots of Speed
300

Doran's Blade A strong starting item. Gives health, AD, and flat non scaling life steal. Allows you to CS easier and sustain in lane. I dont recommend getting another one during the laning phase unless you get a kill from an invade or level 1 teamfight and have around 500 gold.
***Season 4 Update***
Dorans Blade is nerfed again this season giving only 8 AD and returns 3 Hp on ranged champs. Only item thats really changed in the ADC/Marksman Items...seriously this is the only major change to bot lane.
B.F. Sword
Your biggest priority in lane. If at all possible try to make this your first item when you back for the first time. If you can buy this first thing do so. It will boost your early game so much and speed up your build to your first core item.

Cant Afford B.F. Sword?
You'll have to settle for Vampiric Scepter and Boots. Just hold out for your B.F. Sword for now and farm up. Getting Vampiric Scepter allows you to sustain really well in lane and when in Rocket Form you heal for much more because of the bonus damage. Jinx is the only champion i really get boots so early on because she is so pitifully slow and has no escapes. Really helpful in a matchup that is skill shot heavy ( Ezreal)

Core:
Item Sequence











Berserker's Greaves
1100

Zeal
1300
You should now have acquired your The Bloodthirster along with beserker greaves and a Zeal. If the enemy is stacking armor so early dont finish the Zeal and build your Last Whisper so you do more damage.

Why not Infinity Edge First?
Well The Bloodthirster gives you 30 more AD then Infinity Edge,when stacked, and this gives you better tower pushing while in Pow Pow and bigger AOE splash damage on Mr Fishbones allows you to push waves faster. Bottom line is Jinx Scales so well off of Pure AD and using her abilities that blood thirster is much more beneficial. It gives your Zap! more damage and allows your Super Mega Death Rocket! to pull of more crazy long range executes.

Late Game Core:
Item Sequence











Last Whisper
1300

Statikk Shiv
2600
Last Whisper First if enemy team has more then 100 armor. If not get Infinity Edge and at some point between these two items get Statikk Shiv. Infinity Edge Gives your splash damage some more damage and also works with your Statikk Shiv magic damage giving you more poke and pushing power.



Defensive Items:
Item Sequence











Banshee's Veil
2450

Guardian Angel
2400

Quicksilver Sash
1300
Guardian Angel For a second chance at a penta kill or enemy team is very reset reliant. As in if they pop your GA there skills will not reset and will be left a sitting duck after their burst rotation is over.

Quicksilver Sash
For high CC teams and more specifically Zed and champs like him ( Morgana, Mordekaiser) QSS removes their ults and the debuffs they apply. Note QSS also removes Ignite and Exhaust.

Banshee's Veil Useful against teams where they only have 1 major initiate CC spell like Amumu and Malphite

Frozen Mallet
Great for more HP to survive incoming burst and kite/chase champions with no gap closer or escape. Give you just a tad more damage.

Noob Trap Items:
Blade of the Ruined King
I do not see the point in this item on Jinx at all. You can make the argument that well enemy team has lots of Hp, but as a whole Jinx's kit suffers tremendously if you have this over Blood Thirster. Jinx's AD ratios are to insane to even consider buying this: Zap! scaling with 140% of total AD and Super Mega Death Rocket! loses so much damage with this item. Finally attack speed is a poor stat on Jinx because of her massive built in steroid.

Manamune
Once again a terrible item choice. Why? Because there is only one real time to buy this item and that is in the very beginning, and by doing so you give yourself an annoying ramp up time for muramana usually having it stacked at around 20~25 minutes. What do i mean by ramp up time? Being an ADC you naturally scale with items. However Jinx is also a caster so once you buy a Blood Thirster you have a massive spike in power. Manamune requires it to be fully stacked to become useful. BEFORE you can easily stack Manamune you have to stack it while it is still a Tear of the Goddess and that requires casting spells (switcheroo does not count) and constantly staying in rocket form which will push the living hell out of your wave. YOU DO NOT WANT TO DO THIS BECAUSE OF YOUR NON EXISTANT MOBILITY. This will leave you an easy target for ganks and is begging for you to be camped. Jinx does not have mana problems and does not take full advantage of the muramana passive because her kit is so largely AOE based with above average DPS for an ADC/Marksman. Rocket form does not apply muramana on the splash damage.

Trinity Force
Unless your playing with Phreak, this item is **** on Jinx. It's somewhat useless on Jinx because you're almost never going to be able to use the Spell Blade passive effectively because of your long cool downs. Switcheroo does not activate spell blade and overall it is a waste of gold and incredibly inefficient on Jinx. Its almost like your losing 1200 Gold because you cant use the sheen proc efficiently.

VIABLE/ULTRA LATE GAME ITEMS

Zephyr Sell your boots for this if the game goes on long enough. You lose a flat 10 MS but the stats you get in return are amazing; tenacity, CDR, and a little more attackspeed the zerkers. Only downside is no boot enchantments

Runaans Hurricane
Gives a nice amount of attackspeed and a cool passive that actually procs your rocket form, giving you 3 more explosions. Im not sure if these stack but you can obliterate a bunched up team with this passive. I personally would prefer a defensive item/statik shiv over this though. But it is sill a really fun item to buy on Jinx


Guide Top

Statikk Shiv vs Phantom Dancer

***This is here for more visibility****

Item Sequence











Statikk Shiv
2600
Phantom Dancer Vs Statikk Shiv
What do these two items do?

Phantom Dancer
Stats
+50% attack speed
+30% critical strike chance
+5% movement speed
Passive Unique: Your champion ignores unit collision.

Statikk Shiv
Stats
+40% attack speed
+20% critical strike chance
+6% movement speed
Passive Unique Passive: Moving and attacking builds Static Charges. At 100 charges, your next attack expends the charges to deal 100 magic damage to up to 4 targets. This damage can critically strike.

Phantom dancer offers slightly more DPS than Statikk Shiv because it has 10% attack speed and crit chance. However Attack Speed is not an important stat on jinx because of Pow Pow Steroid and I am wiling to give up this 10% for the passive on Statikk Shiv. Why? It gives you more wave clear, burst and movement speed. While the movement speed is minimal its a better for Jinx as a whole unlike the Phantom Dancer. Ultimately this comes down to what your team needs, If your team has high amounts of wave clear already and you are grouping a lot Phantom Dancer is a better choice. If your team does not have a lot of wave clear or cant clear waves very quickly Statikk Shiv is the better choice


Guide Top

Bottom Lane Matchups and Laning Style

Laning Style:
Very similiar to Caitlyn in the way that you either want to zone the opponent of the creeps and poke them whenever they go for cs or shoving the wave and poking them under tower. However Jinx can go much more aggressive because you have much higher burst unlike Caitlyn. You are still a poke champ so duels are not your specialty but you are not the worst at them either. Poke with Fishbones and clean up with Pow Pow.


Draven
Hard
Does straight up more damage then Jinx
More mobile then Jinx with Blood Rush
Has psuedo gap closer with Stand Aside


This is one of the less favorable matchups for Jinx. Why? Draven is a bigger lane bully then you are and can outrade pretty easily early on. Draven is known for his ludicrous early game damage. Level 1 he can slap you around in terms of damage because of spinning axes. Level 2 it gets worse when he acquires Stand Aside. If he lands this he can out trade you so hard and there is no way for you to disengage this other then Flame Chompers!. Survive levels 1-3 and the matchup gets much easier. You will start to out range him and can poke him pretty hard. Support Fiddlesticks is very strong against Draven because of the fear and counter engage in lane. When he runs at you throw down your Flame Chompers! and back the hell up in rocket form. Try to root him while he is around your creeps because they damage him just as bad turning the trade around and giving you the upper hand. A hard lane early on but very winnable.

Caitlyn
Easy
Out ranges you till rank 2 Switcheroo!
Can easily disengage from you


Caitlyn's strongest point in lane is levels 1-3 where she can easily dominate almost anyone in lane. How do we deal with this? Jinx's level 1 range is 525-575 while Caitlyn's is 650. Try to be in lane so you can meet the creeps at the middle of the lane and use Switcheroo! in Fishbones to push the wave early at level 1. We do this so we can gain a slight EXP advantage so you do not get zoned early. This is so you hit level 2 and 3 a little bit earlier. Early Skill order is very important in this lane. You want rank 2 Switcheroo! so you can match Caitlyn's range as soon as possible. Dont level your Flame Chompers! till level 4 (Q>W>Q>E). You will almost never be able to lock her down with those because shell never be in range for it or give you the chance to snare her with her 40 Caliber Net. As the lane goes on and you get your Blood Thirster you can start poking her really hard and out even out push her. She has a mid game dip in power so you are much stronger then her mid game and she really cant duel you with Pow Pow and Super Mega Death Rocket!.
Vayne
Easy-Medium
Shorter Range
Potential to outduel Jinx very easily
easily pushed and harrased out of lane


Vayne is a relatively easy matchup for Jinx but be careful if she gets the jump on you because you will die especially if you don't have flash. One well placed condemn on Vayne's part will spell death for you because of your lack of escapes. However Vayne is an all in champion and is terrible at poking and short trades. She has no pushing power without items or any way to deal with poke. Push the wave and harass her in Fishbones as she tries to cs. If you are familiar with the Caitlyn Vayne matchup its the same style except Jinx has more bursty poke. Unless you are massively ahead dont bother trying to duel Vayne because she will win especially if she has Blade of the Ruined King. Just stay out of her range and poke her down and clean up with Super Mega Death Rocket!.
Lucian/Django

Medium-Hard
A somewhat irritating matchup especially if he has an engage support with him such as Leona, Thresh. Annie, Zyra. So hard to pin down because of all of his mobility. He has pretty decent burst that can be hard to trade with, and he can pretty much chase you down without much effort because of his Relentless Pursuit. He can negate the slow effect from Zap! with his dash and either escape or chase you depending on situation. Late game his damage is on par with Jinx but you have a much better teamfighting presence with your range and AOE damage. Harass him down in lane and just play safe for the most part. Use your range to your advantage and dont let him get the jump on you or you will lose the duel.


Guide Top

Conclusion

Jinx is a relatively new ADC with an incredibly strong kit. Like almost any non mobile ADC she needs her team for protection and peel. A decent Split pusher and incredible Poke champ she dominates low range teams especially with blue buff. Hopefully my guide is helpful and Ill add a couple more sections as I believe I have covered the basics and given you a decent understanding about jinx. Thank you for reading and I hope you learned something from this.

As of Patch 3.14 poke/siege oriented comps have become incredibly strong and Jinx excels at both of these because of the assassin nerfs to Zed Ahri and Fizz (thank god). Expect Jinx to be on the rise because of this. Season 4 doesnt bring much change to the table as it was directed to supports and junglers for the most part. There is more income botlane but it is directed at supports.
My Solo Queue Jinx stats