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Jinx General Guide by RailwaySpike

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 RailwaySpike

YOU WILL GET FED #1☆(S4 Guide)☆

RailwaySpike Last updated on February 4, 2014
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Ability Sequence

1
3
5
7
8
Ability Key Q
2
9
10
13
14
Ability Key W
4
12
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: 7

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Bandit
Intelligence
 
 
 
 
 
 
Wanderer
 
 

Utility: 2


Guide Top

Introduction

Hi My Name Is...
and i am an adc main. I am a very experienced player who has taken adc to a whole new level. With over 500 wins under my belt i hope to share my knowledge with you. You may think that 500 games is a lot but i can tell you that my knowledge of this game is gold to plat. give my guides a try and you will not be sorry.


Guide Top

About Jinx

Jinx is made to be a bot lane adc, and is normally accompanied by her support. She is an auto attack reliant Champaign meaning she does not rely on spells (this doesn't mean you don't use them it just means most of your damage come from auto attacks).

Jinx is a champion that belongs in a lane called a kill lane. a kill lane is when you have a close range heavy damage dealing champ, as well as a support that can start a fight by using a stun, pull, or even a silence.


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Runes

Runes

Greater Quintessence of Life Steal
2

Greater Quintessence of Attack Damage
1

Greater Glyph of Magic Resist
9

Greater Mark of Attack Damage
9

Greater Seal of Armor
9
The quints you should take should be two quints of life steal as well as one quints of attack damage. this makes you have a very strong early game due to the bonus life steal from the quints as well as the passive from the dor. blade you dont have to worry about taking extra damage from minions or pokes.

for marks you want to take 9 attack damage marks. this is what all adcs use to get off some early game damage. this works well with your life steal and attack damage quints because it will increase the amount of health you will gain from your life steal quints.

For your seal you want to take armor. This is to protect you from any damage that the other adc will hit you with. It will also keep you in lane longer.

For your glyphs you will want to take magic resist so that an ap supp/ jungler dont do as much damage when they go in on you. This also gives you time to get a good escape(flash).


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Masteries

Masteries
4/5
1/1
3/5
1/1
3/5
3/1
1/
1/
3/
1/
2/5
2/1
3/5
2/1
this is pretty much the standard adc masteries but you want to have two ticks in mana regin. this is to insure that you will not have to leave lane for mana. this is also good for your Q because you can just take advantage of its splash damage as well as range.
Fury helps with your lack in attack speed, this is were jinx falls behind early game but this mastery will help you early game as well as late. Warlord is also like Fury but instead of attack speed it gives you 5% attack damage jinx dosent need this but it dosent hurt to have some extra damage, this goes well with Havoc because rather then having 5% more attack damage you get +3% attack damage making you have a total of 8% attack damage. this is good because you hit lots of crits. making it hard for you to have good damage.


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Abilities

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Get Excited!|Passive|

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.

You want to use this to get away from a tower after taking it or get good placement during a fight.

switcheroo!|Q|

Jinx switches between her minigun and her POW POW rocket launcher.

POW-POW 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.

COOLDOWN:1

Max this first because it gives you additional attack speed as well as damage.

FISH-BONE 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 110% AD to all enemies within ??-radius area. The bonus damage to her target and the splash damage both scale with critical strikes.

COOLDOWN: 1
COST: 20 MANA PER ATTACK
BONUS RANGE: 75 / 100 / 125 / 150 / 175

Dont use this too much, only use it when you are poking or clearing tower.


Zap!|W|

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.

RANGE: 1500
COOLDOWN: 10 / 9 / 8 / 7 / 6
COST: 45 / 50 / 55 / 60 / 65 MANA

Make sure to use this to poke the other adc or support. this is also good for checking bushes to make sure you dont face check.


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 nearby enemies. The champion that sets off the chomper is also rooted the same duration. Chompers explode automatically after 5 seconds.

RANGE: 950
COOLDOWN: 20 / 19 / 18 / 17 / 16
COST: 50 MANA

You want to use these to stop ganks as well as prevent gap closers.


Super Mega Death Rocket!|R|

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.

RANGE: Global
COOLDOWN: 90 / 75 / 60
COST: 100 MANA

You want to use this as a finisher or as an engage.


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Wombo-Combos

Good combo for going in on the other adc.
Flame Chompers! ==>> Zap! ==>> Pow-Pow, the Minigun ==>> Super Mega Death Rocket!

How to use this wombo you want to land the Flame Chompers! first. if you dont, dont try to do the combo or you will die. Only go in for the full combo if you land them. if not just back up and try to cs.

When you are getting a gank!
Zap! ==>> Flame Chompers! ==>> Pow-Pow, the Minigun ==>> Super Mega Death Rocket!

You use this combo if you want to chase the other adc down. This is also the combo you would use if your jungler is ganking for you. Remember, you mostly use your Super Mega Death Rocket! as a finisher. Make the other adc/ support feel safe as they run away or under turrent, then when they are backing finish them.


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Items

The Bloodthirster:
This is a core item for jinx because it gives you life steal that you will use early game. By the time you get this item you will be able to take down towers very fast as well as deal heavy damage with your pokes.

Statikk Shiv:
This item can be replaced with a Phantom Dancer but I prefer to buy the Statikk Shiv for its great passive. I use its passive to farm faster, hit crits, and to push towers.

Infinity Edge:
This item goes very well with your Statikk Shiv because the it gives you +50% crits making your crits go from 200% ==>> 250%. It also gives you +70 attack damage.

Phantom Dancer:
The passive from this gives you the ability to want through minions. This gives you a huge advantage in fights because you can get better positioning in fights. The Phantom Dancer does basically the same as the Statikk Shiv but with a different passive.

Last Whisper:
This item makes you a very dangerous threat because you will be able to take out tanks because the Last Whisper ignores 35% of the targets armor. If you age facing a team that lacks armor ten dont buy this item, build an item that deals more damage.


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Match-Ups

Easy:

+ Easy to poke
+ No getaway, easy to chase.
+ Has the advantage over a sustain lane due to her kill lane nature.


Hard:
+ Easy to kill when stunned or snared. Flame Chompers!
- Longer range early game harder to poke with auto attacks.
- Has an overall advantage because of her poke lane potential.
- Better pokes due to her Q being able to pas through minions.


Hard:
+ East to kill if you land your Flame Chompers!.
- Easy escape and makes a trail that stops your chase.
- Long range pokes with ult.
- Hard to poke.


Hard:
- Easy escape with a built in flash.
- Long range pokes.
- Global ult.


Medium:
+ Easy to poke.
+ Stop chases with your Flame Chompers!.
- High damage.
- Super slow.


Easy:
+ Easy to snare.
+ Easy to poke.
+ No escape.


Medium:
+ Ult snares you but you can still attack.
+ Easy to kill if you land your Flame Chompers!.
- Has a bigger auto attack range so his ult gives him a range advantage.


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