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Table of Contents
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Introduction
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Getting Ready
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Abilities/Skills
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Item Choices
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Gameplay (Coming Soon!)
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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
Jinx lives to wreak havoc without a thought for consequence, leaving a trail of mayhem and panic in her wake. A manic and impulsive criminal, she despises nothing more than boredom, and gleefully unleashes her own volatile brand of pandemonium to the one place she finds dullest: Piltover. With an arsenal of deadly toys, she unleashes the brightest explosions and loudest blasts - all the better to shock and surprise the hapless authorities. Always just out of the law's reach, Jinx's favorite game is to toy with Piltover's finest - especially Vi.
Piltover had long been known as the City of Progress, a place where peace and order reigned. That serenity was challenged when a new kind of criminal arrived, the likes of whom had never been seen. This mysterious outlaw unleashed a series of warped and destructive capers that endangered the entire city, and left its people reeling from the worst crime spree in Piltover's history.
As the string of crimes without rhyme or reason hit the city, sightings of the lawbreaker emerged. Though the young woman's origins were a mystery, some saw traces of Piltover hextech in her firearms, while others described the street fashions of Zaun in her dress. Because her arrival always brought trouble with it, those who crossed her path soon gave her a name: Jinx.
Jinx's rampage escalated. Caitlyn - the sheriff of Piltover - responded by declaring a state of emergency and organizing a city-wide manhunt. In typical Jinx fashion, the criminal marked the Piltover treasury, the city's most secure building, with a direct challenge to its most abrasive officer. With a caricature of Vi's face splashed across the treasury's facade, and with a time and date of her supposed raid, Jinx was openly daring the enforcer to stop her from robbing it.
Determined to put the troublemaker behind bars, Vi watched and waited outside the treasury until Jinx's time had finally come. True to her scrawled promise, the smiling menace showed her face. Knowing this was her chance to capture the outlaw, Vi gave chase into the building's interior. She smashed through wall after wall to chase down Jinx, who giggled as she lit up the evacuated treasury with fiery explosions. Vi finally cornered the criminal inside the vault, but Jinx wasn't done just yet. With a maniacal laugh, she fired a barrage of rockets, bringing the entire building down upon them both.
When Vi finally crawled out of the ruins, the battered enforcer found no trace of Jinx. Adding insult to injury, not a single ounce of gold had been taken from the ruined vault. Instead, the criminal left a parting message to her favorite officer of the law - a challenge only now visible through the gaping opening in Piltover's skyline. The lights of the city spelled out a simple taunt: you'll never catch me. As Vi read the message, she heard the distant laughter of her new nemesis, and the city plunged into utter darkness for the very first time.
"Oh look - I'm opening my box of care! Oh wait - it's empty!"
―Jinx
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Pros
+ Amazing wave clear
+ Built-in AS steroid
+ Good kiting potential
+ Global ultimate
+ Easy to chase |
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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.
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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. |
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Cons
- No reliable escape
- Abilities have delays
- Mana hungry
- No self peel
- Difficult to use
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Standard Summoner Spells
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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.
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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.
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Other Viable Summoners
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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.
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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.
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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!
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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.
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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.
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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.
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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.
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4% life steal should be enough, so take your final quint in AD. This increases your base AD, so what's not to like?
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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. |
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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.
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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. |
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Range: 525
Cooldown: 1
Attack Speed: 10 / 18.3 / 26.6 / 35 / 43.3%
Total Attack Speed: 30 / 55 / 80 / 105 / 130% |
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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.
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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. |
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Range: 75 / 100 / 125 / 150 / 175
Cooldown: 0.9
Cost: 20 Mana Per Attack |
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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.
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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.
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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% |
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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.
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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.
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Range: 900
Cooldown: 24 / 22 / 20 / 18 / 16
Cost: 50 Mana
Magic Damage 100 / 150 / 200 / 250 / 300 (+ 100% AP) |
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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.
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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. |
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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 |
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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.
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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! |
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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!
Starting Items
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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. |
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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 Stealth Ward to help your support in warding. As a support lover myself, you have no idea how very helpful it is! |
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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. |
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First Buy
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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. |
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Next, if you've had a fruitful time in lane and are sitting on some extra gold, get Boots. 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. |
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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. |
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Core Damage Items
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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. |
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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! |
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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. |
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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. |
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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. |
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Alternative Choices
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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. |
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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. |
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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. |
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Defensive
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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. |
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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! |
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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. |
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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!
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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.
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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.
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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.
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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
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Easy
 Ashe
Ashe shouldn't be too hard of a lane for you. Even though she outranges 600 to 525 you, you outdamage her by far. Just be sure to keep track of her guaranteed crit, and those can hurt, especially early level. Also, respect the arrow! Since you have no escape, an Enchanted Arrow probably means death for you if she has people to follow up.
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Medium
 Caitlyn
Caitlyn outranges you pretty badly: She has over a hundred range on you, and that can get ugly very early game. However, if you maxed Q first, your range will be the exact same as hers by rank 3, and the splash damage can allow you to poke safely behind minions and very far away. Just be careful of her Headshots, and try to force her into to wasting them on creeps.
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Hard
 Corki
His Valkyrie makes it very difficult to lock him down and kill him. Try staggering your use of Zap! and Flame Chompers! so you'll have one to at least CC him enough for you to catch up. His Gatling Gun makes it extremely difficult to trade with him if you have no stacks of Pow-Pow. Most importantly, do not let him outfarm you. His mid-game is just as (if not better) than Jinx's and you will regret letting him get free gold.
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Easy/Medium
 Draven
Draven shouldn't be too much of a problem early game, as he relies a lot on his bonus damage from his spinning axes for kill potential. Try aiming your skillshots toward where they'll land for more accuracy. This will force his Spinning Axes to go on cooldown and make CSing more difficult for him. However, with his spinning axes, he does deal a lot of damage. Try to avoid trading when he has both axes up.
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Hard
 Ezreal
My god this guy is impossible to lock down. His E is a blink, so it won't be affected by your Flame Chompers! and he can easily dodge your Zap! once he gets the extra mobility from Tri-Force. Plus, his long ranged poke makes it difficult to stay in lane for very long, so try to play safe and get as much farm as you can without being killed.
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Medium/Hard
 Graves
Graves is one of the more bursty ADCs, so that added with Jinx's lack of escape can be very difficult to go against. He can easily dodge your Zap! with Quickdraw and his Smoke Screen can stop you in your track when you try to chase. Plus, Pow-Pow takes time to rev up, and all the while, Graves is gaining armor. Stay back and farm as much as you can, and don't get into bad trades. You scale harder than him, so just get as much gold as possible to scale past Laning Phase.
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Medium
 Jinx
All comes down to skill and supports ;)
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Easy
 Kog'Maw
Kog'Maw is a hyper carry, but his early game isn't too strong. This should allow you to farm with relative ease. With a high CC support, like Nami or Leona, you can easily take him out. Not to mention, your passive completely counters his. However, you do need to watch out for his slow on his W and his AS steroid on his Q. Pressure him as much as possible so he won't be able to scale too hard into Late Game.
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Hard
 lucian
This match-up is pretty difficult. Lucian has really, really good burst for an ADC. He also has a gap closer, which isn't very fun to go against since you have no reliable escape. In addition, he has really good poke with his passive, and you have no inate form of sustain unless you build lifesteal. In this match-up, just play safe and farm until your jungler can come and make a play.
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Easy/Medium
 Miss Fortune
Miss Fortune is extremely powerful early game, especially with Double Up and the passive bonus damage on Impure Shots. Combined, she can easily poke you out of lane if she has additional poke from her support. Play safe and farm, since you outscale her by far once you hit mid-late game. Poke when you can with your rockets or W, but make sure you don't put yourself into any danger!
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Medium
 Sivir
This match-up can be pretty difficult to go against if the enemy Sivir knows that you're weak early game. Sivir has enormous poke with her Boomerang Blade and richochet, so she can easily bully you to the point where you won't be able to CS. Plus, with her Spell Shield, she can easily block your W, E, or even R if she times it right. to counter, wait until she uses all of her mana, and then let your support engage to lock her down. If you can, bait out her Spell Shield, and then initiate.
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Hard
 Tristana
Early game is Tristana's time to shine. Your early game is poo. Avoid standing next to minions that are about to die, otherwise you'll take unneeded damage from Explosive Shot. Also, be wary of her escape potential with Rocket Jump. She can jump over your Flame Chompers with ease. But the most annoying part of this match-up is Tristana's passive. One of the major edges Jinx usually has over other ADCs is her bonus range on her Q. However, Tristana gains even more range on her basic attacks, which cost no mana.
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Medium/Hard
 Twitch
Twitch is extremely annoying mainly because his passive and expunge. He can easily poke you down since both of your autoattack ranges are pretty close (500-Twitch, 525-Jinx). In addition, a good Twitch player will never start stealthing in plain sight, so he'll most likely surprise you and start shredding you with his AS bonus. Plus, Jinx's bonus autoattack range is nullified due to Twitch's ultimate, which gives him 300 bonus range.
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Hard
 Varus
Really hard match up to go against. Varus' AA range is 625, which is a whole 100 on yours with out Fishbones. In addition, he has extremely deadly poke with his Piercing Arrow, as well as detonating Blighted Quiver. Between these, he can easily push you out of lane and zone you. Plus, you don't have any mobility abilities, so it's extremely difficult to dodge Chain of Corruption. Like most Hard match-ups, play safe and farm as best as you can. Wait until your jungler comes to make any plays, otherwise he'll just out trade you.
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Easy/Medium
 Vayne
Unless you can get ahead really early, Vayne will out scale you hard. Try and make plays early by coordinating with your support, or even your jungler. Try to poke as much as you can with Zap! and your rockets. However, don't you dare let her get a kill. Vayne has the extreme ability to scale into late game, so don't help her along by allowing her to snowball!
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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!

Change Log
- 1/12/14-Guide Published!
- 1/13/14-Edited Items section and build order.
- 1/22/14-Began Matchups section.
- 2/23/14-Straightened up some spots of the guide.
- 3/11/14-Fixed some coding, updated it for the most recent patch.
- 3/27/14-Gameplay section updated (Match-ups and Farming).
- 3/28/14-Masteries and items updated.
- 5/13/14-Artwork Updated
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