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Jinx Build Guide by Emikadon

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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 Emikadon

-The Teenage Psychopath-

Emikadon Last updated on June 7, 2014
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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


The Build

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Table of Contents

Introduction



Getting Ready


Abilities/Skills



Item Choices
Gameplay (Coming Soon!)



Hello, and welcome to my ADC Jinx guide! Here, I hope to show you how I believe this particular marksman should be used, and what I think is the best way to utilize her abilities and whatnot. This is my second guide, so any feedback would be wonderful! If you enjoyed it, please leave an upvote! It always makes my day. :)

What is an ADC? Well, ADCs are essentially the champions that stay towards the back of a team and deal constant Damage per Second (DPS). They are autoattack reliant, and thus build items that benefit their raw AD. Since ADCs are typically "Glass Cannon" type of players, they'll need heavy protection from the rest of the team, as they are usually the primary target of the enemy.

Why is Jinx a viable ADC? Jinx excels mid game, where she can shred apart the enemy team with her superior Attack Speed. She can snowball very easily: A couple kills during laning phase and she can prove herself to be a terrifying force to reckon with. In addition, her skills are useful for either locking down enemy champions or chasing after them so they have no chance of escaping.

lore




Pros
+ Amazing wave clear
+ Built-in AS steroid
+ Good kiting potential
+ Global ultimate
+ Easy to chase
Strengths
Jinx's ability to clear waves quickly makes her a prime ADC for the current season. In addition, with her built-in Attack Speed buff, she deals tons of DPS even early/mid game, making it very easy to get a good start. With a technique called orb-walking, her high AS makes her kiting potential very smooth and simple. Plus, her ultimate is global, allowing her to assist her team even from across the map. If she even assists in a kill, she gains a massive speed buff, which can allow her to chase and chain kills, or escape from a dangerous situation.



Weaknesses
Even with her mini-homeguard from her passive, Jinx lacks a reliable escape. She has a snare, but like most of her other abilities, it has a slight delay, and only stuns if the enemy walks onto it. Her early game mana hungriness can be a problem, as her Q can drain mana quickly. Going against assassins can be difficult with her lack of self peel (in contrast to for example, Ashe). Jinx is also quite difficult to use. Her abilities take careful timing and if you can't Attack Move, she can easily be pinned down.
Cons
- No reliable escape
- Abilities have delays
- Mana hungry
- No self peel
- Difficult to use



Standard Summoner Spells


Flash

Flash is pretty much standard on anyone. It's great for initiating, escaping, or chasing. With Jinx's lack of escape, this spell is a must take, and will probably save your life more than you could count.

Heal

As of patch 4.5, this is the new goto summoner for ADCs. The movement speed after the activation is really good, and will allow you to kite much easier. Also, the heal can be applied to both you and your support.


Other Viable Summoners


Cleanse

With Jinx's inate lack of self-peel, you can take this summoner to get rid of deadly debuffs. In addition, it can save you from CC machines, like Leona or Lulu.
Barrier

The old goto summoner for ADCs. Gives you nice shield that can absorb a lot of damage. It can help you get away with that *tiiiny* bit of health left over.


Runes

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Speed
2

Greater Quintessence of Attack Damage
1

This is honestly just the standard ADC rune page. It has just enough survivability, damage, and utility to be effective and allow you to farm/fight/flee with ease. Each of these runes were chosen for a specific reason, so read on ahead to find exactly what that is!


The flat AD makes farming early game much easier, and as an ADC, it is your job to get as much gold as possible to get items. Plus, it'll make your trades with the enemy that much more lethal.


If you're going to be trading as a squishy, easily killed ADC, armor runes are a must take. It'll allow you to take less damage, thereby increasing your survivability. Not to mention, you won't be building any tankyish items until late, late game.


Also increases your survivability for the exact same reasons as armor seals. This will help in lane, as typically supports deal Magic Damage. This will mitigate some of the poke coming your way early game.


With the nerf to LS quints, Greater Quintessence of Attack Speed have become more popular. This actually works really well with Jinx early game, since her stacks on Pow-Pow + AS Quints gives massive amounts of DPS for trades.


4% life steal should be enough, so take your final quint in AD. This increases your base AD, so what's not to like?



Masteries
4/5
1/1
3/5
1/1
1/1
3/5
3/1
1/
3/
1/
2/5
2/5
1/1
3/5
1/1


Offense Tree
  • Double-Edged Sword allows you to deal more damage. As an ADC, you really shouldn't be taking too much damage yourself. You should be towards the back and protected by your teammates.
  • Fury gives you even more attack speed. Only take two points, as that's all you should need to get to the next tier.
  • Butcher makes it easier to last hit.
  • Feast should help you're sustain in lane, as every time you kill a minion, you'll get mana and health back.
  • Martial Mastery , Executioner , and Warlord are must takes. The AD is essential.
  • Frenzy will increase your AS even more. What's not to like? Plus, with IE, you should have plenty of Crits.
  • Devastating Strikes gives you Armor Pen. Useful since you don't have Armor Pen runes.
  • Havoc completes the 21 and gives you even more damages >:)



Defense Tree
  • Block should let you have a bit more survivability in small skirmishes, in lane or while roaming.
  • Recovery added on with your Lifesteal quints should keep you in a lane if you play smart and you don't take too much damage.
  • Unyielding is another mastery along the same lines of Block . It'll help you escape with just that *tiiiiny* bit of health left.
  • Veteran Scars gives you more health. Since you won't be building any tanky items, this helps a lot more than you would think.
  • Juggernaut is useful even though you won't be building any health items. It scales with your maximum health, which for Jinx, would be 1915 at level 18.




Get Excited!
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.

Useful tips
  • This is great for both chasing after enemies after a kill/assist and getting away quickly after destroying an objective.
  • You can easily chain together kills. One kill, attack, chase. Another kill, attack, chase. Rinse and repeat.
  • If you shoot your global ultimate and you hit the enemy, you'll receive the boost and will allow you to cross the map faster.
  • A great escape tool if you've successfully killed an enemy and you're about to be surrounded by the enemy team.

Things to note
  • Don't rely on this as your escape. A kill is not always guaranteed, and you can still be locked down with CC.


Switcheroo! (Q)
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.

Range: 525
Cooldown: 1
Attack Speed: 10 / 18.3 / 26.6 / 35 / 43.3%
Total Attack Speed: 30 / 55 / 80 / 105 / 130%

Useful tips
  • The built-in Attack Speed allows you to buy damage items first, without worrying about your DPS.
  • Hitting the 130% AS allows you to shred towers with ease. You can bring a full tower down to zero in the space of a recall.
  • The bonus AS makes it very easy to attack move and will allow you to keep up with your enemies easily.

Things to note
  • This has a very, very short range. Do not use it to poke, as most ADCs will outrange you badly.


Switcheroo! (Q)
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.

Range: 75 / 100 / 125 / 150 / 175
Cooldown: 0.9
Cost: 20 Mana Per Attack

Useful tips
  • The extra range can let you get those "just out of reach" creeps.
  • The wave clear is amazing. You can quickly push, melt turret, and run if you know the enemy jungler isn't available for a gank.
  • The splash damage is awesome if the enemy ADC doesn't know to stay away from low heatlh creeps, allowing you to harass from far away, all the while last-hitting.
  • The splash damage also crits, so rushing an Infinity Edge can do massive AOE damage.
  • The 10% bonus damage dealt to Jinx's primary from Fishbones will apply life steal.

Things to note
  • The AS does NOT carry over from Pow-pow.
  • The DPS is much lower for Fishbones than for Pow-pow. In teamfights, prioritize AS over damage.


Zap! (W)
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.

Range: 1500
Cooldown: 10 / 9 / 8 / 7 / 6
Cost: 50 / 60 / 70 / 80 / 90 Mana
Physical Damage: 10 / 60 / 110 / 160 / 210 (+ 140% AD)
Slow: 30 / 40 / 50 / 60 / 70%

Useful tips
  • When chasing, you can shoot this to massively slow enemies.
  • Use this to check suspicious bushes. It will reveal anything struck.
  • It can be used to poke enemies under tower. The range will allow you to harass out of turret aggro range.

Things to note
  • There is a delay, so aim it slightly ahead of where the enemy will run.
  • During the ability cast time, an indicator line shows the path of the projectile and is visible to allies and enemies.


Flame Chompers! (E)
Jinx tosses out 3 chompers that, once armed, 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.

Range: 900
Cooldown: 24 / 22 / 20 / 18 / 16
Cost: 50 Mana
Magic Damage 100 / 150 / 200 / 250 / 300 (+ 100% AP)

Useful tips
  • When engaging in skirmishes, use it to cut off escape routes.
  • This reveals area, so toss it in a suspicious bush. It'll root any enemies hit after a slight delay.
  • Flame Chompers! has no cast time and does not interrupt Jinx's movement.
  • The damage portion can be triggered multiple times on the same target.

Things to note
  • This spell has a 0.5 second delay, so like with Zap!, cast it slightly ahead of the direction the enemy is traveling.
  • Has a very long cooldown. Don't spam so that when you actually need to activate it, you find yourself with another 5 second CD.


Super Mega Death Rocket! (R)
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. The primary target of the explosion takes full damage, while nearby enemies take 80% damage.

Range: Global
Cooldown: 90 / 75 / 60
Cost: 100 Mana
Minimum Physical Damage: 125 / 175 / 225 (+ 50% bonus AD)
Maximum Physical Damage: 250 / 350 / 450 (+ 100% bonus AD)
Additional Damage: 25 / 30 / 35% of enemies' missing health

Useful tips
  • It hurst more the lower your target's health. Save it for the end of the teamfight for maximum damage.
  • It does more the farther away you are from the target.
  • Aim it so it'll hit the entire team, that way you'll get assists for all of them to proc your passive.





Switcheroo!
Zap!
Flame Chompers!
Super Mega Death Rocket!
1



Q
2



W
3



E
4



Q
5



Q
6



R
7



Q
8



W
9



Q
10



W
11



R
12



W
13



W
14



E
15



E
16



R
17



E
18



E


R
>
Q
>
W
>
E

You should max your Q, Switcheroo!, first for the bonus Attack Speed on Pow-Pow, and then the bonus range for Fishbones. Since you won't be building any AS items, you'll need the boost as soon as possible for maximum DPS. In addition, you'll need to melt towers for you team so you can push out objectives (Dragon, Towers, Teamfight/Skirmishes).

Next max your W, Zap!, Since Jinx lacks any form of CC or escape, the bonus slow on this ability is crucial. Plus, it's useful for poking pre-teamfight with the additional damage with each level. Also, the slow increases from 30% all the way to 70%, which is pretty awesome for locking down fleeing enemies.

Finally, by level 18, your E, Flame Chompers!, should be at max rank. The only thing that really changes with this ability is the cooldown. Since you won't be building AP, the extra damage isn't really noticeable. The root duration stays the same each level, so there's no added utility to maxing it after your Q.

And of course, max your R, Super Mega Death Rocket!, whenever you can. For those who don't know already, the available levels are 6, 11, and 16. Upon leveling, it grants even more damage and the cooldown is cut down quite a bit. In addition, it does more damage per missing health, so all around, you need to get as strong as possible!





Here, I'm going to discuss the items I think work the best with Jinx's style of play. Although the typical ADC build is similar for all champions, there are a few variations that are definitely worth mentioning. In addition, I will list some situational items to allow you to have some enhancement of the core build. Best of luck to all!

Item Sequence

Doran's Blade
450

Health Potion
50

Warding Totem
0

Starting Items

Doran's Blade is just the typical ADC startout item. It gives some sustain with the lifesteal, a little extra health, and the additional AD. It's cheap, it's useful, and you can always sell it later once the stats are no longer needed.

Doran's Blade was nerfed with Season 4, so it only costs 440 gold now. This gives you just enough gold to buy a Health Potion. This will help with sustain in lane. Between a health pot, lifesteal quints, and the lifesteal from Doran's should keep you up and going long enough to get at least something useful once you recall. In addtion, grab a Warding Totem to help your support in warding. As a support lover myself, you have no idea how very helpful it is!

If you think you'll need to rush an early Vamp Scepter because of a difficult lane, you might want to start Long Sword instead. Even though it doesn't have the bonus health and lifesteal that Doran's Blade has, the lower price can allow you to get 2 extra health pots, and you'll only need another 440 gold to reach Vamp Scepter. And of course, always grab the warding trinket.


Item Sequence

B. F. Sword
1300

Boots of Speed
300

Health Potion
50

First Buy

Always rush B. F. Sword if you can. It gives a lot of extra damage and makes farming so much easier. This item takes a large chunk of gold, so it's best to get before you start roaming. Plus, Jinx already has massive AS due to her Switcheroo!, so you don't need to worry about your DPS.

Next, if you've had a fruitful time in lane and are sitting on some extra gold, get Boots of Speed. This will increase your mobility so you can kite easier. Plus, it'll help you get back to lane faster or if you're roaming, gank other lanes quicker.

If you've been forced out of lane and you don't have enough gold for B. F. Sword, go ahead and buy Vampiric Scepter instead. It'll help you if you're having a difficult time against the enemy ADC with the lifesteal bonus and extra AD.


Item Sequence

Berserker's Greaves
1100

The Bloodthirster
3700

Last Whisper
1300

Infinity Edge
3600

Phantom Dancer
2550

Core Damage Items

These should be the boots you always get on any ADC. They give you Attack Speed, which added on to Jinx's passive 130%, gives you massive amounts of DPS. The movement speed should definitely help mid/late game anyway, as you'll be roaming with your team.

This is a must get on all ADCs, but for Jinx in particular, it is essential! It gives the most AD in the game at full stacks (100 AD), and all of her abilities scale with AD. Plus, with her built-in Attack Speed, the extra damage on each autoattack gives you fantastic amounts of DPS. This is what really allows Jinx to shine mid game!

If the enemy is stacking armor to counter you, grab this item instead. It gives a huge chunk of Armor Pen, and the 40 AD is fantastic for Jinx's massive AD scaling. Also, Maintained pointed out that this gives you more poke potential from afar, allowing your Zap! and Super Mega Death Rocket! to do a lot.

The crit chance added along with the bonus damage from Fishbones can let you harass and deal damage from very far away. Most ADCs would rush Phantom Dancer of Statikk Shiv for the AS and Crit chance, but (once again) because of Jinx's built-in AS, the crit chance can be easily made up with this item instead. Just as a major note of Jinx's build, you should always prioritize damage over utility, as Jinx has plenty in her kit.

Once you have a lot of damage, you should probably start building Utility. I find that Phantom Dancer is the best choice for Jinx primarily for 2 major reasons. One: It gives more Crit chance and AS then Statikk Shiv. Even though the movement speed is lower, Jinx should build upon her already great Attack Speed. Two: The lack of unit collision helps Jinx with kiting. Since Jinx relies of kiting so much, it'll help if you're not running into minions or monsters or other enemies.


Item Sequence

Statikk Shiv
2600

Blade of the Ruined King
3400

Zephyr
2850

Alternative Choices

Statikk Shiv is cheaper than Phantom Dancer at the cost of less stats. Of course, with Jinx's amazing Attack Speed you could give up the 10% Crit and 10% AS if you would rather have the AOE passive of Shiv. I typically get this if the enemy team can't really stick to you and you can attack from farther away.

If you're going up against some really tanky people, you can get Blade of the Ruined King for the percent health damage. This item also synergies pretty well with Jinx because of the Attack Speed buff. As said by Joxuu, "I would replace defensive item with BotRRK, but never would replace BT." So if you feel like you're really ahead, and feeling god-like, you can go double Life Steal and do more damage instead of building survivability items.

Finally, let's say you get to full build. You're farmed up and you're sitting on a lot of gold, even after buying elixirs. What you can do is swap out your Berserker's Greaves for Zephyr instead. The movement multiplier gets you to almost the same speed as you would with boots, and the bonus Attack Speed just continues stacking. Additionally, the Tenacity passive is great for survivability, making you so much more lethal to the enemy team.


Item Sequence

Mercurial Scimitar
3600

Guardian Angel
2400

Banshee's Veil
2450

Defensive

Really, really nice item on Jinx. The active allows her to escape any hard CCs and she can immediately start kiting. Since Jinx has no escape once CC'd, this item is great for her defense.

Since you are probably the msot valuable person on your team, the enemy team will probably label you as the primary target. Since your job is to deal constant DPS, it would put a damper on your plans if you were dead. Guardian Angel is good if your team can hold off the enemy long enough for you to revive and begin being a terror again. It can only happen once every 5 minutes though, so don't get caught out!

Since Jinx is so very weak against heavy CC teams and she's so very squishy, the passive spell shield from this should protect you from the brunt of the enemies' CC as well as giving you a nice chunk of HP. Be careful to not let them pop it pre-teamfight, as that'll give them an opening to go for you! If it does happen to be broken and you've taken damage, the other passive gives you massive Health Regen, and that should be enough to keep you alive until your team comes to your rescue.




Early game, you main objective is to get as much farm as you can. While you are doing so, there are things you can do to get ahead of the enemy ADC, who's main objective is to also farm. These are tips that you should definitely keep in mind while farming early game. If you have any additional tips, feel free to send my a PM or leave a comment!



1. Push early game for the level advantage. If you manage to get to lane before the enemy team, starting hitting the CS to make them die faster, and of course, last hit them once they get low enough. By pushing (slow push! Not shoving!) early game, you can get level 2 before the enemy ADC and support and make a play while they're behind. This is especially good if you have a support that has a power spike at level 2 (Leona with Shield of Daybreak and Zenith Blade or Thresh with Death Sentence and Flay). Played correctly, you could probably burn a summoner or two. Or maybe if you're really, really good, you can net a kill!

2. Use A-Click. You can do this by pressing "a", and then clicking on an area. This will cause your champion to walk to that area until an enemy target comes into your attack range. This is extremely useful because you won't accidentally misclick and start walking towards the minion instead of attacking it, thus causing you to lose that CS. Also, it allows for much easier kiting, because you won't have to move your mouse around as much. Instead, you can just left-click a few times, and then throw in an A-Click to turn back and attack.

3. Poke when the enemy ADC is going for a CS. Think about it. If the enemy ADC is already attacking something, they can't attack you as well. So you can get free harass on them. When you see that your creeps are low and you can see the enemy ADC coming up kill it, you can in turn auto attack them. They will then have to make a split second choice: Autoattack you instead of the creep and miss the CS, or go ahead and go for the CS and take free harass.

4. Facilitate ganks. If you're jungler is about to go in for a gank, make sure to pay attention and help him/her out! Once they go in, make sure you throw down your Flame Chompers! to block off any escape routes, and the root should be more than enough to get you a kill. However in contrast, if you were not paying attention, and you did not help out in the gank, your jungler will probably end up dying. Not only will this give the enemy a kill and gold, you'll lose tremendous map pressure since your roaming entity will have died. This opens up chances for every other lane to start pressuring and the enemy jungler to start forcing objectives. So tl;dr, always assist your jungler when they go in otherwise you might lose Dragon, towers, teammates, and gold.

5. Start getting objective control. Once you hit level 6, you should definitely start looking for Dragon control. Call your jungler once if you've gotten some kills bottom or if you noticed the jungler is far away (for example, in top lane for a gank or if they're dead because of a failed gank.) and won't be able to contest it. The global gold is huge, and will deny the enemy from getting it for the next 6 minutes.





These are ideal matchups, meaning all players were playing at their best. All games are situational, however, and a lot of things boil down to just skill level. The following should give you a general idea of what you're going up against, but is not there to hold your hand as you go through laning phase. Still working on this section, so the support synergies aren't up yet.

Enemy ADCs


Easy
Ashe
Medium
Caitlyn
Hard
Corki



Easy/Medium
Draven
Hard
Ezreal
Medium/Hard
Graves



Medium
Jinx
Easy
Kog'Maw
Hard
lucian


Easy/Medium
Miss Fortune
Medium
Sivir
Hard
Tristana


Medium/Hard
Twitch
Hard
Varus
Easy/Medium
Vayne




In conclusion, Jinx is an incredibly strong ADC with amazing teamfight presence due to her built-in Attack Speed steroid. Like all ADCs, she required heavy protection and peel from her team in order to do her job in dealing constant DPS. She can not only function as a health shredder, but she can also melt towers very quickly. She can be mana hungry, so her early game presence isn't nearly as noticeable as her mid/late game. However once fed, she becomes a psychopath you will learn to fear.

And that's it for my Jinx ADC guide! It isn't quite done yet, but I'll be adding the Gameplay soon for the extra information. If you enjoyed my guide, please leave an Upvote! I love feedback, so if you have any suggestions as to what I can do to improve, please tell me! If you have any objections to my build/reasoning, let me know! I'll be more than happy to hear your side of the argument. If my logic is wrong, please do not hesitate to correct me! I want this guide to be as accurate as possible, and I will update it if I end up agreeing with you!

Thank you for reading!


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