Jinx Build Guide by FyGDavid
Not Updated For Current Season
A Must Have
Not Updated For Current Season
A Little Bit About Myself
- About The Author -
Hey guys and some girls *winks*. I'm David (Ign "Watermélon"). My highest elo in Season 3 so far is Platinum Division IV (SEA Region). I've only played Jinx since recently, but she has replaced my main range AD, First ever guide! Comment, tweet me (@Davidyourboy) or even PM if you have any advice, feedbacks and criticisms. I promise I can take it. (hopefully...)
- Content Disclaimer -
This guide is based on my experience on Jinx and my play style. Everything here is tried and used by yours truly, Watermélon. This guide may not be up to your standard as I'm just like everyone else, a fan and lover of League of Legends. So if that's a problem to you, feel free to read another guide :)
- What's In This Guide? -
In this guide, I'll try my best in explaining and giving detailed explanations. Teaching you tips and tricks and even some spoiler and secret on the way! You can also spot some Fun Facts and Trivia about Jinx!
All About Jinx
Jinx's role in League Of Legends is known as a Marksman . A marksman is a ranged attacker that sacrifices defensive power and utility to focus on dealing strong, continuous damage to individual targets. Typically focused on using their basic attacks more than their abilities, marksmen have the capability to scale and deal out devastating levels of damage in the late phase of any game. Credits to be given to jhoijhoi Jinx is a fantastic choice due to the fact her damage literally hits you like a truck.. But she still has some flaws and weaknesses.
-Great wave clear thanks to Fishbones, the Rocket Launcher
-Passive enables you to get in and out of fights quickly
- Zap! not only deals good damage but also slows enemies
-Lunatic Attack Speed when Minigun is fully ramped
-Short ranged when using Minigun
-Difficult to master
-No escape mechanics
-Snare grenades have long cooldowns
Undoubtedly the best summoner spell for 90% of every champion. Enables you to close gaps, flash through wall which makes it a must have for squishy champions.
Arguably one of the best summoner spells in the game for non-specific survivability. Barrier often catches people by surprise. Helps you to kite better and turn the tables around when executed nicely.
Really useful when playing against supports like Blitzcrank, Thresh. Removes debuffs like Exhaust, The Box.
"Super Mega High Ranked and Legendary Choices Even Chuck Norris Will Cry" (Try Em!)
Really useful for Jinx, no? Reveals an area you like and use your ultimate, Super Mega Death Rocket!
Must I even tell you how useful this is? Smite the minion infront of you and quickly use Zap! They wouldn't even see it coming!
I don't really want to explain why i run such masteries as it's always different for everyone.
Frequently asked question: Is any of the above the best set-up for Jinx?
Well, to be honest, Jinx is very flexible. Players Often run 21-9-0 while some runs 24-6-0. So my answer is no. This isn't the best set-up as every game is different.
Greater Mark of Attack Damage
Greater Mark of Critical Chance
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Attack Damage
Greater Quintessence of Life Steal
8x Greater Mark of Attack Damage is taken because AD is such a potent stat to acquire early game. It enables you to last hit better. I don't recommend running Greater Mark of Scaling Attack Damage as you really rely on those 7.6 ad boots at the start from only this runes. I also run 1x Greater Mark of Critical Chance because that 1% critical chance helps a lot at the start when you're trading hits with the enemy's adc. A suddenly critical strike on them can warn them not to mess with the champ!
9x Greater Seal of Armor and 9x Greater Glyph of Magic Resist are taken. Really standard defensive runes, you can choose to run 9x Greater Seal of Scaling Health if you want.
2x Greater Quintessence of life steal and 1x Greater Quintessence of Attack Damage are taken because Jinx has very short range, 525. So she often gets harassed when trying to last hit the caster minions. Starting with a doran blade increases your sustain in lane dramatically. With the extra Greater Quintessence of Attack Damage, you start with a 10+ AD boost all together right at the start! (9.8 to be exact)
There's a huge discussion between maxing Switcheroo! first and Zap!. If you look at the damage perspective, Zap! wins Switcheroo! hands down. For example, if we only take 100 AD into account on Jinx and she's only lvl 6, ignoring all armor penetration, armor on the champion and blah blah blah, Switcheroo! deals 110 damage to that champion as it deals 110% of your AD. As for Zap!, you deal 110+(140% AD) which is 250. But if you look at it in another perspective, Switcheroo! pwn hard! The attack speed bonus given by the Pow-Pow, the Minigun is so fast that you can even ignore some attack speed item at the start. Switcheroo! lets you clear wave really fast while Zap! can only help you get one minion every 8 seconds, provided that you are really so desperate just for a minion. So after reading that explanation, ask yourself: Do I wanna play as a sniper? hiding in bushes with my TRG-21 and snipe my enemies and possibly get a kill or would I want to focus on farming?
Explanation: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.
Pow-pow, The Minigun
Explanation: 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.
Switching to her Rocket Launcher will not clear any active stacks, but they will not grant attack speed after her first attack.
If you plan on maxing this first, you can ignore some attack speed items at the start as the attack speed bonus given is insane.
Fishbones, The Rocket Launcher
Explanation: 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 to nearby enemies - dealing 110% AD to all enemies within ??-radius area. The bonus damage to her target and the splash damage both scale with critical strikes.
Explanation: 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.
The pictures above are some pretty standard and good place for you to Zap!
Explanation: 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 rooted the same duration. Chompers explode automatically after 5 seconds.
In picture 1, 2, 3, 4, you can see how i placed my Flame Chompers! You would want to put behind them or where you think they would back off. While in picture 5 and 6, I used my Flame Chompers! to close the escape route and forced the Shen bot to taunt back to me.
Super Mega Death Rocket
Explanation: Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing Physical Damage plus a percentage of the target's missing health. Nearby enemies take 80% damage.
Like Enchanted Crystal Arrow, Jinx super mega death rocket can be used in your lane or globally. In picture 1 and 2, I used my ultimate to hit Xin Zhao which was at Top. With good map awareness and timing, You too can also get easy kills which benefits you in late game. In picture 3 and 4, I gave Shen a chance to escape just so I can blast him with my rocket.
Flame Chompers! when used together with Zap! gives you some OP C-C-C-Combo!
People often use Zap! to check brush and dragon or sometimes even baron nashor . Personally I feel it's a bad way to check or scout an area with it. No doubt you can Zap! the Dragon and get vision on it. But what if, the opponent is doing it? Will you try to steal it? If so, would you use your Super Mega Death Rocket! to blast at it and only have a piece of luck to successfully steal it?
As you can see, when you place down your Flame Chompers!, it gives vision bigger than Zap!. In addition, your Zap! is up which can help you to steal buffs and Dragon. Even if you miss, you only wasted <100 mana and only need to wait for <10 seconds. Now which do you think makes more sense?
Items That Make Jinx Who She Is, Jinx
doran blade A standard start item for almost all AD Champions. Follow by a Health Potion and all your
, you're able to sustain in lane just fine. But when facing against Champions like Ezreal or Corki, or you're just lacking in confidence, a Long Sword and 3x Health Potion can also be taken into consideration.
b.f. sword Is the first item you would want to go/aim for, follow by Boots of Speed. But if you're having trouble farming or enemy's AD Champion is harassing you too much, you can buy a Vampiric Scepter and Boots of Speed instead.
First core item as a Jinx. When fully stacked, gives 100 AD and 18% Lifesteal. With this, you can poke harder and stay in lane longer.
Upgrade your Boots of Speed into this for some extra Attack Speed.
I choose Last Whisper as my second core item because that extra 40 AD at only 2300 gold works really well. Plus! It ignores 35% of enemy's armor, making Zap! hit like a truck.
This will be your 3rd core item, because when you managed to get this item, your Switcheroo! should already be maxed. When Pow-Pow, the Minigun is fully ramped, your AS should be 2.00+, letting you shoot twice per second. The unique passive given by phantom dancer lets you walk through creeps, making your escapes and pokes easier. No need to flame at those ******ed minions again for blocking you :D
This is truly needed but only in mid game or late game. The critical strike damage synergies really well with your Fishbones, the Rocket Launcher because it can proc Critical Strikes.
After getting 5 Offensive items, wouldn't it be fair giving the defensive item a chance? Guardian Angel is recommend so you can turn the tides around. Warmog's Armor can also be taken into account if you have really good positioning.
No doubt she has better range than you do (625), but in late game, when you're on Fishbones, the Rocket Launcher, your range is 700. You destroy her late game hands down. The only problem is during the farming phase. You're recommended to farm as much as you can at the start and try to poke her with Zap! whenever you can.
She is easy to harass as she doesn't have any spells to help her dodge your Zap!. Keeping a nice standard and standing behind minions and help you dodge her Volley. Your ultimate Super Mega Death Rocket! is way stronger than her Enchanted Crystal Arrow
Difficulty: Easy to Medium
Vayne has weak early game mechanics and short ranged. You outfarm her easily. Poke her as much as you can to force her to play cautiously or recall home. Deny her farms often and ask your support to zone her when her support recalled. At late game, Vayne's a beast. she can dodge your zaps! and Flame Chompers! with Tumble. But if you follow what the tips I've given to you, you would be much a treat late game.
Difficulty: Medium to Hard
Ezreal's Arcane Shift makes him very flexible. He can dodge your Zap! easily and has good escape spells. Since Jinx has no escape spell, it's hard for her to dodge his Mystic Shot. All of Ezreal's spells are skill shot based, so make sure to keep minions between you.
Hard to Grandmaster
Never try to trade with Draven. Spinning Axe deals Tons of Damage early game. You should try farming and wait for ganks from your jungler. Moreover, you can try placing Flame Chompers! on where you think his Spinning Axe will fall. This will make his power drop dramatically.
Medium to Hard
Jinx's disadvantage is that she cannot poke Varus with her Zap through minion waves, and is outranged by Varus' Q, but she has marginally better range than Varus with Fishbones, the Rocket LauncherUse your Flame Chompers! to snare Varus in place if you can, then burst him with Zap! + fishbones, the rocket launcer AFTER he has used his Q to win trades, but watch out for any blight stacks you have on you.
Easy to Medium
Kog's Icathian Surprise is pooped on by Jinx's Get Excited!. He has low range and is easily harassed. With the lack of good escape abilities, he is prone to be dead with the help from a Jungler. Try dodging his Living Artillery as much as you can and Zap! him when he is open.
Choosing the right Supports
What is Support some people might ask. What are their roles? Well,a supports make plays by enabling their allies through buffs and heals, or by disrupting enemy lines through crowd control. From laning to late game teamfights, supports create advantages and opportunities for their teammates to capitalize on. A skilled support gives their team the edge it needs to claim victory, and can turn the tide of battle with just one well-timed play. Jinx synergize really well with some supports and doesn't synergize well with some. Supports which work well with Jinx are Supports who are able to stun, snare, or just hold an enemy champion at its current position even just for a second for her to land her Flame Chompers!.
Nami.Personally, I feel Nami is the best support for Jinx. Nami makes up for most of Jinx's weaknesses in lane. Jinx is a slow mover, so Nami's Tidecaller's Blessing can give jinx's autoattacks some much needed kiting ability (the harass on a rocket with bonus magic damage and slowing is truly outrageous)
Jinx's lack of hard escapes is also helped by Nami's passive, Surging Tides and Nami's sustain helps keep Jinx alive until the all-important midgame, where Jinx's turret-melting abilities come into full fruition.
Thresh. Thresh's Dark Passage gives Jinx some protection if she's in a bad position. A combination of Death Sentence and Flay, your chances of landing a successful snare with Flame Chompers! is over 9000. The Box and Super Mega Death Rocket! when used together, literally means death.
Most importantly is communication. A good communication with a Teemo support is way better than a bad communication Sona. So work it out with your support during champion select and always give each other support rather than flaming them just because of a mistake.
Early Game / Farming Phase
What is Last Hitting?
The ability to last hit is a fundamental skill of an experienced and conscientious player. Landing the killing blow on an enemy minion or neutral monster not only awards you Experience and Gold, vital towards buying items and leveling up, but also allows you to Farm safely without Pushing your lane. Creep Score (commonly referred to as CS) is often used as a measure of how successful one is whilst laning. Focusing on last hitting can be referred to as Farming.
In picture 1, is known as the safe zone. You're not too pushed out which means the Jungler is unlikely to gank you. Even if he tries, you're near your tower.
In picture 2, is known as the medium zone. You can be ganked if you do not ward your tribush. Warding the tribush and the lane bush closest to you can reduce the chances of getting ganked.
In picture 3, is known as the danger zone. You're too pushed out which makes you a nice choice for an enemy's Jungler to gank you. Try last hitting and play a bit passive so that you'll always stay in the safe-normal zone.
Mid Game/ Teamfights
Before I continue writing about Mid Game, I want to emphasize on warding . It's already Season 4, a support is only limited to 3 Stealth Ward and 1 Vision Ward. Before you start flaming your support because you got killed and in a lack of vision, try helping your support ward. getting a Stealth Ward is still better than getting none. With your trinket, you literally have 2 steal ward. Use your ward to ward up some crucial area and you might just save your butt. Here are some good place to ward.
Hall of Legend...Wait For It...Dary!
Here is the Hall of Legendaries, a collection of scores that people send in! If you want to send your scores to me, comment, tweet me (@DavidYourboy), or PM me a picture of your score!
My overall score as a Jinx