Welcome to my Jinx AD carry guide:
Fire up your minigun and take aim with a massive death launcher as Jinx, the Loose Cannon. Packing major attitude and equipped with a cornucopia of carnage, Jinx is a marksman primed to leave your foes marked for demolition.
Jinx is a versatile marksman armed with an arsenal of eclectic weapons. Her assortment of arms wreaks a ton of havoc, enabling her to deal brutal bouts of damage at the expense of mobility. One of the most important facets to playing Jinx is harnessing the power of Switcheroo! to safely harass her enemies from a distance with her rocket launcher before unleashing a hail of minigun pain when the moment calls.
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Pros / Cons
|+ Very High Damage
+ Global execute Ultimate
+ Can destroy towers quickly
|+ Not very mobile
+ Mana depedant
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.
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.
Switching to her Rocket Launcher will not clear any active stacks, but they will not grant attack speed after her first attack.
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 to nearby enemies - dealing full damage to all enemies within 150 unit radius (Pending for test). The bonus damage to her target and the splash damage both scale additively with critical strikes.
ACTIVE: 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.
ACTIVE: 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.
Super Mega Death Rocket!
ACTIVE: 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.
Greater Seal of Armor
You should get flat armor Seals because you are going to be trading with the enemy AD carry a lot early game. This will help you tank more damagefrom them and exchange better.
Greater Glyph of Magic Resist
You should get Magic Resist Glyphs because you need this extra boost of MR for when you are trading with the supportand into mid game. Most AP champions will focus the AD carry.
Greater Mark of Attack Damage
It's more beneficial to have attack damage first over attack speed, as too much attack speed can drain away her mana pool relatively quickly, you can last hit easier, improve your trading potential and also the amount of lifesteal you gain
Greater Quintessence of Life Steal
I use Greater Quintessence of Life Steal for more lane sustain.
Flash is currently absolutely necessary on every AD Carry in order to make plays, manage situations and escape. If the enemy has Flash and you don't, expect to be outplayed.
Barrier is really useful on Jinx. You can use it to soak up damage when you dive into a fight or bait enemies into diving you. The duration of this spell is pretty short so you need to make sure that you use it when they enemy is outputting the most amount of damage.
Jinx does tons of damage and Ignite just compliments that. In most cases the support will take Ignite, you still have the increased kill potential, but you keep your defensive summoner. I would still prefer taking Barrier but you can take this against lanes like Vayne or Ezreal who you know you can dominate.
Cleanse is not as good on Jinx as other ADs because she relies on his abilities more than auto attacks for damage. If the enemy team has heavy crowd control like Taric, Amumu or Leona then it would still be better to take Cleanse over Barrier and then buy a Mercurial Scimitar.
Note that during early game, utilizing Fishbones costs mana, but does bonus damage and splash damage. Therefore, it's more beneficial to build attack damage and armor penetration first over attack speed, as too much attack speed can drain away her mana pool relatively quickly.
Start with Doran's Blade it gives you more sustain and you can farm safely in lane.
B. F. Sword
As first back item choices you can take B. F. Sword if you have the money or Vampiric Scepter. Jinx has extremely high AD ratios on her abilities so more AD means more burst damage from her abilities. Rushing B. F. Sword will mean that you do a lot of damage with your poke and all-ins but doesn't provide much sustain. With Vampiric Scepter you have got a better lane sustain.
The Bloodthirster can accumulate stacks in the mid- and late-game very fast with her Fishbones. In addition it gives her a very strong of life-steal and a big amount of AD.
Because Fishbones doesn't have the attack speed steroid for more than one attack, and stacking critical chance increases dramatically your dps, is also advisable to build a Static Shiv or Phantom Dancer. It also grants the much-needed movement speed.
Infinity Edge is the main damage item Jinx needs. The critical strike chance synergy well with her innate 130% attack speed natural steroid with Pow-Pow and because the splash damage of Fishbones can critically strike, it means that you can deal a huge amount of damage to the enemy team. With Infinity Edge your critical-splash damage will be 275% of your base AD.
Last Whisper is best against teams that are stacking armor.
Jinx has no escape and low range without her Switcheroo! which means she is an easy target in late game team fights and it's hard for Jinx to gain distance from divers.
Having one of the lowest health pool in game (1860 hp at level 18) building some armor, magic resist or health will help tanking burst damage from assassins that can destroy you. A nice choice is the Frozen Mallet since the huge range of Fishbones will let you freely peel yourself when being chased.
The bonus movement boost from Get Excited! is triggered with both kills and assists. You can launch a Super Mega Death Rocket! in a far teamfight, helping for the kill, to gain the movement speed boost you need to reach that teamfight and finish the job.
Flame Chompers! have a brief delay before they are activated, so if you are chasing or are chased by an enemy, don't throw it directly on the enemy. The delay is around 0.4 seconds.
You can use the snare time of that ability to land a perfect Zap!.
Switcheroo! is her main ability, and should be maxed first. But, you need to remember when you should switch beetween Pow-Pow and Fishbones. Pow-Pow with some lifesteal, is useful for sustain and farming without pushing the lane, and with her immense attack speed steroid she can take down turrets very fast. Fishbones is useful for harassing, for pushing, and last hitting enemies with low health.
Remember that Fishbones can critically strike, and the critical damage is applied to everyone caught in the splash radius (modified by armor, as usual). This is especially useful for clearing minion waves and to spread the damage during teamfights.
Her base auto attack range is low in minigun stance, which makes her easier to harass.
Her rockets deal splash damage, so hiding behind minions isn't always safe.
Learning her W animation will help you predict when she's about to use it.
Buy items with Armor and attack speed reduction against her, such as Warden's Mail or Frozen Heart.
Jinx's ultimate does less damage at closer range.
Try to dodge her snare grenades as they are her only disengaging ability.
Godlike peel, can keep Jinx safe with Snares, Slows and her Ultimate. Can also go aggressive in lane and secure Jinx kills early.
Good peel, a heal, knockup and extra damage / slow.
Good peel and sustain. Allows Jinx to trade often in lane and bully her opponent.
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