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.
Threats to Jinx with this build
welcome all to my first guide and its for jinx as you see, even taught you will say (ohhh his gold and first time guide so basically my build sucks) but let me be clear on one thing, you can build as many items and different builds you want you can try even AP xD but this build has been tested by not just me, also pros and streamers and youtubers ... etc if you main adc or just started to played it . you main jinx or you just started to play her just build this in the proper way + and farm well + don't put your team in bad position + no greed + wait ganks Earlie + ... etc
and don't tell me you wont win EVER SINGLE TIME
(sorry for my English)
check out my new AWESOME tutorials :D
[*] HEALTH 518 – 1912
[*] ATTACK DAMAGE 58 – 99
[*] HEALTH REGEN. 5.8 - 14.3
[*] ATTACK SPEED 0.625 (+0% – 17.0%)
[*] MANA 246 – 1011
[*] ARMOR 22.9 – 82.4
[*] MANA REGEN. 6.7 – 23.7
[*] MAGIC RES. 30.0
[*] RANGED 525
[*] MOV. SPEED 325
[Spells]==> Passive : Get Excited!
Jinx gains 175% bonus movement speed which decays over 6 seconds whenever an enemy champion or structure dies within 3 seconds of being damaged by her. Additionally, she gains 15% total attack speed for the same duration, stacking indefinitely.
Get Excited! is a self-targeted passive ability that activates whenever a champion or a structures that Jinx recently damaged is eliminated, granting her increased movement speed that rapidly decays over 6 seconds
[Spells]==> Q : Switcheroo!
TOGGLE ― POW-POW: Jinx's basic attacks each grant her bonus attack speed for 2.5 seconds, stacking up to 3 times for a maximum of「 0% - 70% 」bonus attack speed, plus an additional amount per rank. The first stack is twice as potent as the others, and stacks decay one at a time when she stops attacking. Switching to Fishbones, the Rocket Launcher Fishbones will not clear any active stacks, but they will not grant attack speed after her first basic attack.
FULLY STACKED BONUS ATTACK SPEED: 30 / 40 / 50 / 60 / 70%
TOGGLE ― FISHBONES: Jinx loses 15% total attack speed and her basic attacks gain bonus range. Additionally, each basic attack consumes mana and deals 10% AD bonus damage, dealing their damage to all enemies around the main target. The bonus and splash damage are both factored into critical strikes
BONUS RANGE: 75 / 100 / 125 / 150 / 175
Switcheroo! is a toggled ability that grants Jinx an on-hit effect that varies depending on her current equipped weapon.
> Does not apply spell effects.
> Spell shields will have no effect.
> While Fishbones is active, if you try to attack and do not have enough mana to fire a rocket Switcheroo! will go on cooldown and revert to Pow-Pow
> It is worth noting that Jinx has the 4th lowest attack speed at level 18 in the game, with only 0.731. While having the full 3 cumulative stacks of bonus attack speed from Pow-Pow puts her at the fastest attack speed while not utilizing an active ability, her attacks are considerably slower than other champions while using Fishbones.
> Jinx has the longest static attack range with rank 5 Fishbones; out-ranging a level 18 Tristana Tristana by 31 units.
> Note that the secondary targets of Runaan's Hurricane can be up to 375 units away, meaning it is not guaranteed that the splash damage areas will overlap. However, Runaan's prioritizes the closest enemies to your target - making it relatively easy to overlap at least two areas of damage.
[Spells]==> W : Zap!
PHYSICAL DAMAGE: 10 / 60 / 110 / 160 / 210 (+ 140% AD)
SLOW: 30 / 40 / 50 / 60 / 70%
Zap! is a linear, colliding skillshot that damages and slows the first enemy unit it collides with.
> Applies spell effects as a single target ability.
> Spell shields will block the ability.
> This ability is considered to be a projectile for Unbreakable and Wind Wall.
[Spells]==> E : Flame Chompers!
ACTIVE: Jinx tosses out 3 chompers that, after a 0.7-seconds arming time, explode on contact with enemy champions, dealing magic damage over 1.5 seconds to all enemies within a small area, rooting the champion who set off the chomper for the same duration.
TOTAL SINGLE TARGET DAMAGE: 160 / 270 / 380 / 490 / 600 (+ 200% AP)
Chompers explode automatically after 5 seconds. A single champion can only set off a single chomper, but can be damaged by multiple chompers if they remain in range when they explode.
Flame Chompers! is a linear, ground-targeted area of effect that damages any unit in its vicinity when its triggered or after 5 seconds. A champion that sets off a chomper is rooted as well.
> Applies spell effects as an area of effect ability.
> Magic damage will be mitigated by magic shields.
> Spell shields will block both the root and the damage from a single chomper.
> This ability is considered to be a projectile for Unbreakable.png Unbreakable and Wind Wall.png Wind Wall.
[Spells]==> R : Super Mega Death Rocket!
ACTIVE: Jinx fires a Super Mega Death Rocket! that travels in a line, exploding in an area upon hitting an enemy champion. Enemies caught in the explosion take 10 - 100% of the rocket's physical damage, based on the distance the rocket traveled, plus additional physical damage based on their missing health, capped at 300 versus minions and monsters.
Secondary targets take 80% damage.
MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 100% bonus AD) (+ 25 / 30 / 35% of target's missing health)
MAXIMUM SECONDARY DAMAGE: 200 / 280 / 360 (+ 80% bonus AD) (+ 20 / 24 / 28% of target's missing health
> Spell shields can block both the impact and the explosion. Note: blocking the impact will not prevent the explosion.
> This ability is considered to be a projectile for Unbreakable and Wind Wall.
The rocket will not collide with any non-champion targets, however all non-friendly, non-structure units in the area will receive the splash damage once the rocket detonates.
take Berserker's Greaves as they give attack speed and that increases our damage per second.
build Infinity Edge as it gives the most damage possible for the early-mid game, it recently got a crit chance nerf but that hasn't hit ie to hard.
get a Runaan's Hurricane so now Runaan's Hurricane is really strong choice now as it gives more crit chance I have done some math and it just overpowers stattik shiv now.
build Lord Dominik's Regards as it gives armor penetration and lots of it, with this item you will start to shred through anyone with the passive it has.(its the b**** version of last wisper) but its the most close one to it so theres nothing against getting it
get this item as it gives much needed attack damage and lifesteal, the shield it gives scales with level so it better for late game.
get a Guardian Angel or a Banshee's Veil late game for the extra defence so you don't die immediately.
you can get this item instead of Guardian Angel as more burst focused mages are picked such as Annie LeBlanc and Ahri. this will just help negate some of their damage and you can prevent cc with the spell shield it gives or tank a strong spell.
now Statikk Shiv is a bit situational atm I find that some games when you are ahead you should get Statikk Shiv this item helps with some wave clear but I believe Runaan's Hurricane is better in every situation.
so with the tank meta Blade of the Ruined King is a lot less situational infact most games I find myself buying Blade of the Ruined King a lot now. it is very helpful for games when you play against full tank teams.
This new item Death's Dance is very strong it provides a good amount of attack damage and cooldown reduction. it also has sort of lifesteal but is weak with jinx's rockets, the other passive for this item though is very good. It reduces some immediate damage to apply over 3 seconds, if you are vsing assasins and have a good amount of lifesteal this can be handy to survive the burst.
So Essence Reaver has had a pretty good buff that makes it quite a decent item. it now has some crit chance instead of life steal, 10% cooldown reduction and the ability to have more cooldown reduction based on your critical chance. You also gain 3% mana back from crits making this item well rounded and strong although I dont think jinx really needs the cooldown or mana but just keep this item in mind.
early game is all about last hitting in lane. you should aim for about 100cs at 14 minutes, this will give you a lead over your opponent If they cant last hit. when the opponent tries to last hit hit them with an auto attack, if you have an aggressive support this could even lead to a kill.
mid game is about 15-20 minute mark. you should have atleast 100-150cs. depending on how you went in lane will dictate your mid game. if your team is ahead and you won lane, you should roam with you team and try to take objectives. if you lost lane though you should stay in lane and try to cs, you can also freeze the lane so your opponent cant come bot to farm. heres a link if you don't know how to freeze the lane freeze lane guide
this is where things get tough for you, its hard to cs without getting ganked so you have to teamfight. in teamfights you should hang at the back of your team, once the teamfight arupts poke with fishbones and hit the most important enemy while keeping yourself safe so if that means attacking the tank you go ahead and do that. once the enemy cc is gone and you feel safe go in with POW-POW to get more attackspeed. try to get your team to focus on baron and dragon as that gives you massive advantages in the 5.1 patch.
with enough kills and being ahead then congratulation now you entered the BUEO Phase