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Jinx Build Guide by CookieLoL

ADC [11.24] Challenger Jinx Guide by CookieLoL

ADC [11.24] Challenger Jinx Guide by CookieLoL

Updated on December 8, 2021
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197 13 39,039 Views 13 Comments League of Legends Build Guide Author CookieLoL Jinx Build Guide By CookieLoL Updated on December 8, 2021
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Runes: Immortal Shielbow or Galeforce

1 2
Precision
Lethal Tempo
Presence of Mind
Legend: Bloodline
Last Stand

Domination
Taste of Blood
Ingenious Hunter
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Normal Setup
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

LeagueSpy Logo
ADC Role
Ranked #22 in
ADC Role
Win 51%
Get More Stats
ADC Role Ranked #22 in
ADC Role
Win 51%
More Jinx Runes
>

Items

Starter Items
VS Dive Support (Rell, Ali, etc)
VS 2x Ranged / Poke (Caitlyn & Karma, etc)
Ideal First Recall (Gives AD & ATKS)
Boots Options
It's never worth to buy any boots but Berserkers on most ADCs right now
First Item Options
Into Dive/Burst/Poke Champions (Zed, Qiyana, Talon, Teemo, Syndra)
Into Skillshots such as Ornn R, Syndra E, Zac E
Default Mythic, If you don't need the other 2
Situational 2nd Item (Zeal Options)
Default, PD is generally a good option and is never bad
RFC is good if enemy has 3+ Range (Viktor, Syndra, Caitlyn, etc)
Runaans is good if enemy has 3-4+ Melee Characters
You only build this if your team CANNOT build anti-healing and enemy has A LOT of healing
3rd Item Option
Build this if the enemy doesn't have a lot of HP/ARMOR
Build this if enemy has 2+ champions with a lot of HP/ARMOR already
Situational 4th & 5th Items
Default, build this if you don't need the others
If enemy has a lot of AD Dive characters such as Jarvan IV, Zed, Talon, etc
If enemy has Mordekaiser, Malzahar, Skarner OR If the enemy has 1 CC that makes it hard to play and you don't have Cleanse
If enemy has A LOT of AP Damage
If enemy has A LOT of Range
If you didn't build LDR Earlier and enemy has mountain drakes or HP/ARMOR Items now

Champion Build Guide

[11.24] Challenger Jinx Guide by CookieLoL

By CookieLoL










Hey there! I'm Cookie, the former ADC for the academy teams of Vitality and SK Gaming. I've played competitively for 2 years but now am committed to streaming and releasing educational content to help others reach their goals.

I have been Challenger on the EUW server since Season 6, playing with and against every European Pro, such as Rekkles, Perkz, Caps, Jankos and many others. I am accustomed to playing at the highest level.

I peaked rank 10 in S10 and maintain Challenger to this day. Currently, I focus on public coaching and educational content, such as these guides to help a broader audience.

I hope that you enjoy my Jinx Guide.
If you found this guide helpful and would like to show your support, check out E-Pal below. Whether you are looking to purchase coaching from me, or simply find some friendly, skilled players to have fun with, E-Pal has got you covered!


Jinx is a late game hypercarry who relies entirely on spacing and kiting. Her kit revolves around getting procs of her passive and AoE damage with her rockets.

If you manage to get through the laning phase and buy your important items, you will nearly become an unstoppable force during team fights. You excel at range and your movement speed bonuses allow you to mow down enemy teams or reposition in the blink of an eye.

Make sure to study our Early Game section so you can snowball your way to victory!

Passive: Get Excited!
Takedowns against enemy champions, epic monsters, turrets, or inhibitors within 3 seconds of damaging them grants you 175% bonus movement speed decaying over 6 seconds. She additionally gains 25% total attack speed, permitting her to exceed the attack speed cap for the same duration.

Q: Switcheroo!
A two-part ability allowing Jinx to toggle between her shorter-ranged Pow-Pow (minigun) and long range Fishbones (rocket launcher).

POW-POW: Jinx’s basic attacks grant a stack of Rev’d up for 2.5 seconds, stacking up to 3 times. The duration can be refreshed upon subsequent auto-attacks. These stacks grant bonus attack speed (30/55/80/105/130%), with the first stack being twice as potent as the subsequent stacks. Stacks continue to decay one at a time in the absence of autos. This ability is easy to keep stacked up when farming minions, and the bonus attack speed can be helpful during 1v1 fights.

FISHBONES: A long range (100/125/150/175/200 bonus range) basic attack that costs mana on-attack to deal 100% AD modified physical damage to the primary target with splash damage onto secondary targets. This damage is affected by critical strike, however Jinx loses 10% of her bonus attack speed when using Fishbones. This ability will be your primary form of dealing poke damage during laning phase, and long range damage during team fights.

Note: Attacks with Fishbones will not refresh Rev’d up stacks, and only the first attack after switching to Fishbones will benefit from the stack’s bonus attack speed.

W: Zap!
Jinx fires a linear shock blast in the target direction that deals physical damage (10/60/110/160/210 + 160% AD) to the first enemy hit, reveals them, and slows them (30/40/50/60/70%) for 2 seconds. This ability can be utilized in many ways: provide poke, reveal enemies hidden in bushes, and to slow them for easier cc-followup from teammates.

E: Flame Chompers!
Jinx tosses out 3 Chompers at the target location (925 range) that land after 0.4 seconds in a perpendicular line, arming after 0.5 seconds and exploding after 5 seconds, dealing magical damage (70/120/170/220/270 + 100% AP) to all enemies within a small area. Upon contact with the enemy, the Chomper prematurely explodes, knocking them down, and rooting trapped enemies for 1.5 seconds. An enemy can only set off and be damaged by one Chomper. This ability is a great follow up to any cc provided from a teammate, and to cut off paths to prevent enemies from engaging/escaping.

Ultimate: Super Mega Death Rocket!
Her global ultimate, a large rocket that fires in the target direction, granting brief sight of the area it flies through. Upon colliding with enemies, the rocket deals physical damage (250/400/550 + 150% bonus AD) to them and any enemies in the surrounding area, granting sight of the area for 2 seconds (400/1000/1000 effect radius).

The rocket deals 10%-100% damage based on the distance travelled, and provides bonus damage based on missing health (+25/30/35% of the target’s missing health).

Enemies surrounding the main target take 80% damage (200/320/440 + 120% bonus AD) and bonus damage is based upon each unit’s own missing health. The maximum bonus damage against monsters is now capped at 800.

This ability gains its use through distance travelled, so look to use it to end fights, and or sniping low-health enemies running away.
The primary rune for Jinx, synergizing well with the high-attack speed minigun, and increasing the attack speed for the high-damage Rocket Launcher during late-game fights. Make sure to avoid trading/fighting when this rune is on cooldown, extremely important during the laning phase.
The use of your rocket launcher for long-range poke does cost mana, and can be easily drained over time. This is one of the best runes to sustain your mana while trading.
Jinx benefits quite a bit from the 9% lifesteal offered at max stacks by this rune. With lethal tempo and the zeal item, you will have plenty of attack speed. Combining the given attack speed with lifesteal grants decent levels of sustain when fighting.
This rune synergizes well with Shieldbow, the mythic of choice, granting you an increase in damage when low health. Combine this with the sustain achieved from bloodline + shieldbow, you will have an easier time killing the enemies and proccing your passive. Cutdown is suggested if you choose to build Galeforce or Kraken Slayer.
Synergizes well with bloodline to grant you decent sustain during the laning phase.
Will take 30 seconds off your Immortal Shieldbow or Galeforce cooldown when fully stacked. The longer a game, the more procs you get from these items.
A great rune for improving your poke during late game and a noticeable damage boost late game.
A scaling rune, for a scaling adc; every 10 minutes, you gain bonus AD. By 30 minutes, you have a bonus of 29 AD, synergizing well with your items to deal high-levels of damage. This rune is ideal against scaling champions, such as Kassadin, Ryze, and Aphelios.
This rune saves you 300G, while permitting you to build AD items to synergize with Lethal Tempo for high damage output.
Helpful in providing a quick health + mana boost during laning phase.
Stopwatch excels against AD dive champions, such as Rell, Talon, and Zed. Additionally, this makes Guardian Angel cheaper, critical for surviving mid-game fights.

Flash
The most common and iconic summoner spell in League of Legends, it offers great versatility as it allows you to dodge deadly abilities, chase down enemies, reposition and make some insane animation cancels and flashy plays. It is necessary to have Flash every single game.

Heal
The most consistent summoner spell for ADCs besides Flash because its really nice for 2v2's as it heals both you and your teammate while also giving you an MS buff which can be very useful to chase enemies or to run away from them. Keep in mind that Heal will target the allied champion that your cursor is on, if no champion is under your cursor it will heal the most wounded ally in range.

Cleanse
If the enemy team has one or multiple of these characters then take Cleanse: Fiddlesticks , Morgana, Ashe, Varus, Amumu, Lissandra, Lillia, Lux, Maokai, Seraphine, Sona, Twisted Fate, Zoe, Sejuani, Leona, Galio and Rammus. Keep in mind that Cleanse removes any summoner spell debuff, such as Ignite and Exhaust.

Exhaust
Exhaust is good if enemy has a lot of dive champions such as Talon, Samira, Tristana, Zed, etc. But if you have a lot of CC in your team then enemy ADC might take Cleanse which removes Exhaust so keep that in mind.

In this section, I will break down how you should approach the first 10 minutes of the game, and how to best play around the first 18 minion waves.
INVADE TIMER

I will denote the first 1:30 minutes of the game as the “Invade timer”. Here, one has 3 options:

1) Invading
2) 5 Pointing
3) Bush Stacking

Selection between these options is first contingent on which team has the better level 1.

Whichever team has the better engage/CC, will often have the upper hand. For example, hook abilities, such as Blitzcrank Q Rocket Grab or Nautilus Q Dredge Line, or Point and Click CC such as Twisted Fate W Pick A Card Gold Card are good forms of engage.

Another factor to consider is which abilities the players likely leveled up, as it can either help with engage or contribute to burst/consistent DPS. Level 1, most champions are limited to auto attacks for damage, as the high cooldowns of spells prevents them from being cast repeatedly.

Examples for burst abilities include Zed Passive Contempt for the Weak, Ekko Passive Z-Drive Resonance or Lee Sin Q Sonic Wave / Resonating Strike. Certain abilities, such as Jhin W Deadly Flourish, Xerath E Shocking Orb can create layers of CC upon the initial engage. Consistent DPS are usually low CD abilities (like Ezreal Q Mystic Shot, Yasuo/ Yone Q Steel Tempest/ Mortal Steel, Vayne Q Tumble, etc.) or Passive abilities ( Draven Q Spinning Axe, Jinx Passive Get Excited!, Ashe Passive Frost Shot, Vayne W Silver Bolts, Jinx Q Switcheroo! + Passive Get Excited!, etc.)

5 pointing is something that occurs in a large majority of games, as it is the ideal setup for every role. In this setup, all members occupy various locations on the map (illustrated below), with ADCs primarily occupying area A. Standing here will grant you vision of the river, and sight of incoming invades. You may stand further back if you suspect that an invade is highly likely. Make sure to walk back immediately and ward the nearest bush if you see enemies walking towards you. Don’t be afraid to flash their engage, it is critical that you stay alive. You need to not level an ability right away since different situations may require a different skill from most champions.



Bush stacking occurs when multiple members of the team stack within a bush to pick off unaware enemies. This strategy is heavily reliant on voice communication, so I wouldn’t worry about it for most games. If your team pings to stack, follow them.
LANE SETUP


Next, we will cover how to set up the lane if you are not leashing the jungler from both red, and blue sides.



On the red side, this is the most common “cheese” that you can do. Wait in the bot lane tribush with your support while the blue side leashes. If the enemies walk through this bush, you both can focus damage on a single target, often burning both their summoner spells, and possibly securing a kill. As this strategy is fairly common, the enemy bot lane may expect this, and so, it is necessary for the support to have an Oracle Lens or a Control Ward to clear any Stealth Wards within the tribush. This is contingent on you having a stronger level 1 during the 2v2. Thresh, Blitzcrank, Nautilus are good examples of supports perfect for this strategy; whereas, someone like Soraka or Yuumi may not be as well suited for this task.

Since they only really have 2 paths to take towards lane, and one of them involves going through you, it's a good idea to ward the bush in front of the krugs to get some intel on which path they took; if they take the safe route you can move to lane quicker to position a bit forwards and harass/zone them as soon as they get to lane.




The second method is occupying one of the lane bushes, outlined above, with the same goal as the previous strategy. In my opinion, this is the better option, as the enemies will likely not expect it. Approach this location through the bushes in lane, avoiding vision, and keep an eye out for Stealth Wards. This “cheese” strategy is conducted for one of two reasons: 1) You need to force a trade to survive a lane (melee vs support matchups) or 2) You can easily secure a kill or waste enemy summoners. The latter is common in kill lanes that have supports with damage/CC at level 1 (e.g. Leona or Nautilus). Enemies wasting their summoner spells grants you an easier time in securing a kill during the level 2-3 power spikes.

To increase the chances of this working wait for one of the enemy laners to face check the bush you're standing in or until they're hugging the wall (as showed with the dummies in the picture) since it will restrict their movement.




This is the final technique you should know. Here, you want to pull the wave so that the enemy minions all focus the same Melee Minion from your wave. In doing so, the enemy botlane will have lost 1 minion worth of gold, and ideally experience after they finish leashing.

This technique is usefull in hardlanes where you want the wave to slow push towards you, or you have an early game jungler who started top (this doesn’t apply if he started bot without leash like Ivern or Fiddlesticks). Your goal will be to manage the wave so that the lane is gankable by the time your jungler reaches the bot side of the map.

Additionally, this technique works well for supports that have a strong level 2 all-in potential, such as Thresh, Leona, Rakan, Alistar, Blitzcrank, Rell, Pyke and Galio. Since the enemy botlane missed 1 melee minion worth of experience, you are guaranteed to hit level 2 before them.
FIRST FEW WAVES INTO FIRST RECALL

Cheater Recall
The very first technique you need to learn is cheater recalling, but first you need to know if you should do it. The main thing you have to consider before cheater recalling is where your jungler is pathing. Since this involves recalling after wave 3, the scuttle crab will spawn around the time you’re going to base; with the recent scuttle changes this is no longer as important of an objective, but rather YOU will be the jungler's new crab, meaning they can end up ganking before or after scuttle spawns, as they will no longer prioritize it.

Now, let’s say your jungler cares about that bot scuttle as much as he cares about your lane and paths top. Matchup knowledge now becomes important. If the enemy botlane has more waveclear than you, it is difficult to execute a cheater recall, as they can quickly clear the stacked wave to crash the fourth wave. This means you lose CS, defeating the purpose of the cheater recall.

With that out of the way, I will now explain how one conducts a cheater recall:

1.- Acquire a 1 minion advantage, meaning you want your wave to have 1 more minion than the enemy wave for the first 2 waves.
2.- KEEP the ONE minion advantage! If the enemy botlane autos the wave, you must auto the wave; if they don't touch the wave, then neither should you.
3.- If done perfectly, the second wave should die approximately at the same time as the third wave arrives. Once the cannon wave is on your screen, blow all of your damage-abilities to get it under the enemy turret as soon as possible. Don't worry about your wasting HP/Mana since you’re recalling anyways (THIS DOESN’T MEAN INT AND DIE 🙂).
4.- Recall as soon as the huge wave crashes into the enemy tower.

If executed correctly, you should have approximately 530 gold (if you didn’t miss a single creep). When you come back to the lane, you should have missed 0-2 minions. With this gold, buy a Cull + pot to accelerate your scaling, or an extra Long Sword if you're playing an early game champion like Draven, Caitlyn or Lucian. If you started Long Sword + 3 Health Potions against a poke lane, it’s a good idea to buy a Vampiric Scepter if you’re going to build Immortal Shieldbow. It is okay to sell 1-2 Health Potions in order to buy the Vampiric Scepter if you did not have perfect CS. Certain champs, such as Ezreal or lethality Varus, will do this to buy tear as soon as possible without having to start with it.
POSITIONING, AGENCY, GOLD AND WAVE MANAGEMENT

Now, if you’re not going to cheater recall there are a few things you must learn before I talk about wave management.

The first is lane pockets, which are specific areas that you occupy in the lane relative to the minion wave:



First we’re going to draw a line that crosses through the middle of the lane to divide it into North and South area.



Now we’re going to create vertical sections to make the Pockets (this is mainly for illustrative purposes, there’s not really a specific area for each pocket).

The middle line illustrates the path of minions, and the current lane pockets are going to be around it. The most important pocket to remember is going to be the Trading Pocket, in which the enemy ADC will position to last hit minions.

Generally you should stand in the North pockets when your jungler is on the bot side of the map, especially if he's in the river or invading. When the enemy has an engage support, stand in a pocket opposite to them. For any other scenarios, positioning on South pockets grants you access to the bush, which can be used to harass enemy laners with Auto Attacks and safety if ganked. You should know that for easy matchups and against poorly positioned opponents, you can abuse lane bushes to harass them by constantly dropping in and out of vision; it is necessary for you to have vision control over the bushes so make sure to have them Oracle Lens'd by your support or buy a Control Ward yourself to clear any wards that they place.

With lane pockets covered, we can now mix in the matchup variants. Against champions with skillshots, stand behind your minion wave, keeping such champ on the opposite pocket (stand North if they’re South and vice versa). Additionally, there is Ranged vs Ranged matchups (like enchanter vs enchanter) where it usually is a perma-push lane and you can punish last hits constantly.

You now need to think about what your first buy will be, and the necessary gold for that purchase. Depending on the component, you should have an approximate idea on how many waves are required to fulfill that gold requirement. Within the later sections, I will break down your recall timings and ideal wave management.

Next, take into consideration Jungle pathing for both junglers. It is critical for you to quickly read the map and gain information on if you are getting ganked, or if your jungler is providing a gank. The same concept applies to being vigilant for laner roams from TP or midlaner roaming.

If your jungler is pathing botside (started with his Topside buff) you will have 3 options: 1) Making the lane gankable, 2) Shoving to get lane priority, or 3) Setting up a dive. I would recommend you to focus on the first two options, as without proper communications (preferably vocal), teammates will misplay and mess up the dive.

Remember to think about the botlane matchup. If the enemies are the ones with Lane Agency or overall, more wave clear (like having a ranged support while you have a melee support) your best bet is to trim the wave and hold it in front of your tower. This opens the opportunity for your jungler to gank and can run them down with your support.


When you have lane agency, look to lock the wave in this exact spot, highlighted above. This is accomplished like how you would setup a cheater recall, except here you stay to last hit. Depending on your jungler you might have to “bounce” wave 3, 4 or 5. A wave “bounce” means you shove your wave to the enemy tower to the point it crashes (your wave autos the tower and the tower can hit all the minions back). This creates a scenario where the enemy wave slowly pushes towards your side of the lane. While this is happening, you are free to roam and get vision control of the river or set up deep wards in the enemy jungle.

What is Lane Agency you ask? Well, it is something largely present in solo lanes, but still applies to the botlane. Those who have it controls wave management, while the other laner(s) are forced to play around the enemy choices. Of course, even if the enemy has Lane Agency doesn’t mean that they will take advantage of this because due to a lack of knowledge. It is a good thing that you’re reading this guide and now can be an expert!

Lane Agency is dictated by the amount of waveclear a champ has. For example: In a Senna + Caitlyn vs Leona + Samira, who will have Lane Agency? If your answer was Leona + Samira then you should be sad and ashamed of yourself. Senna + Caitlyn simply have way too much range and AoE damage to constantly clear waves and do whatever they want with the wave (slow pushing, hard shoving, freezing, etc.). The Leona + Samira are forced to see what they do and find a way to play around it.

With Lane Agency, you can now setup waves so that you can move around the map with your jungler, allow your support to roam while you catch some solo XP or get a nice recall. Since the scuttle isn't as important anymore you need to be aware of what your jungler is trying to do, whether is invading or acquiring the botside scuttle (the latter is just not going to be as soon as it spawns).

It’s very important for you to make sure they don’t freeze on you by pulling the wave before it crashes, otherwise you could lose full waves. Just make sure you escort it all the way if it seems like they’re threatening to hold it.


As Jinx you will have Lane Agency once you get items, since the splash damage from your rockets will be very little damage early. Generally the way you stack up waves consists in hitting the caster minions when the enemy walks up to last hit so they take the splash damage. When the enemy is under tower it can be easier to land your W or poke them with your Q Switcheroo! rocket launcher range boost

Now let’s say we’re around wave 4-5 and the minions are somewhere in the middle, what do you do? Since your best first recall is always Noonquiver which should be 950g, 1300 gold if you didn't start with a Long Sword, so you will only need to farm 6 waves (8 if you didn't start the Long Sword). For a successful back timer, look to stack up your waves in a way that you can crash them on 6. One way is to have the enemy wave 4 crash into your tower, get a minion advantage on the next one and crash it as 6 arrives. Make sure you fully kill wave 5 as wave 6 arrives, if you want the best recall timer possible. This will be pused to waves 6, 7 and 8 if you didn't start the Long Sword. It's also completely okay to end up recalling at wave 7 (if you were poked, crashed too early, etc.) and buy Berserker's Greaves instead, so long it's the most expensive item you can buy when at base.

If you notice a similarity to the Cheater Recall, we are just a few waves into the future, crashing a normal wave instead of a cannon wave. Cheater recalling can be considered the basis for fundamental wave management, roam timers and recalls. Therefore, always keep that in mind and make sure to practice it!

SECOND AND THIRD RECALL

Depending on your first component, your next big component will decide the way you can play the lane.

Assuming you got Berserker's Greaves during the first recall, your next goal will be a Pickaxe on 900g. Berserker's Greaves yields a hard spike in mobility and attack speed, enhancing your ability to weave free auto-attacks to harass the opponent under tower. Because of this you can extend the stay time from 6 waves, which are needed to accumulate 900g, to 1.5k gold which would give you either a Noonquiver or Pickaxe + 2 x Long Swords. Depending on your support you can either stack waves to harass the opponent under tower (if you have Karma/ Morgana/ Zilean) or you can freeze the wave and play for harass on enemy minion kills to prepare for an all-in (if you have Leona/ Thresh/ Rell). Ideally you want to abuse the mobility and increased attack windup to zone the enemy under their tower; however, the exact way you play will depend on specific state of the game.

With Pickaxe or Noonquiver as a first buy, your next goal will be to force a recall on 1.1k in order to get Berserker's Greaves, which gives you the best component spike pre-first item. As previously mentioned you have two modes to play in lane, but harassing with auto-attacks under tower will be harder and hence you will need to utilize your traps much more efficiently.

Regardless of your first buy, you will face a situation where you must adapt your wave and recall timers for first drake of the game. Should you want to play for the drake, you must create a situation where you have lane priority to roam for the drake, and the enemy botlane cannot respond without losing resources, such as minions.

There are a few ways to easily take the drake, but will ultimately depend on your jungler pathing properly and using his monitor. Your primary goal with manipulating the wave before a drake will be split into two parts, both depending on your jungler. First, you may want to start slow pushing the wave 30-60 seconds before the drake spawns so that your jungler can gank the lane and either kill or force the botlane to recall, leading to an uncontested drake. If he doesn’t gank, you can still crash the big, slow pushed wave and force the enemy botlane to either stay under tower to catch the CS and give up the dragon, or give up a lot of gold and experience to flip a dragon fight. Either of these scenarios largely benefit you.

Good luck on the rift and make sure to remember the Tips from the next section that you can use during laning phase!
Jinx doesn't really have mechanics as she relies simply on kiting and has no real interactions with her kit, but there's a few tips or bits of info I can give you that could help you on your LP farming journey.

Let's start with your E Flame Chompers!. They "knock down" enemy champions that attempt to pass through them. This means that they will cancel any dashes and will have them get stuck on the traps. This is why it can be useful to walk around your traps when trying to peel yourself with them. If you want more success with them use them to layer CC on already CC'd enemies, characters in stasis (like Guardian Angel, Chronoshift revive or Zhonya's Hourglass.) or as a zoning tool by putting it between you, or your team, and the enemy team.

You can animation cancel the E Flame Chompers! with your W Zap! essentially casting them at the same time. This is good to do when an ally CC's an enemy and you're quickly following up for a CC layer.

Your W Zap! and R Super Mega Death Rocket! are both skillshots, so remember it's easier to hit them against characters who are movement restricted by CC or terrain.

If you're going to attempt getting a global kill with your R Super Mega Death Rocket! try your best to aim it at a place where they won't be moving, whether because they're fighing someone at a choke point or they're going to be recalling, if you want to increase your chances at hitting it.

Now something very important "Should I use my rocket launcher or my minigun?"
Generally speaking, you should use whichever gun outranges who you're hitting. In other words, minigun is almost always better for hitting melee characters while rocket launcher is pretty much always better against ranged opponents. It goes without saying that if multiple opponents are clumped up, rocket launcher will always be better because it allows you to essentailly hit all of them at the same time.

Now for a bit of tricks. Any champion with over 650 range can auto Baron or Dragon from outside the pit, so as Jinx you can auto it from almost anywhere behind it, like this:



This is almost all there is to her, just make sure to practice kiting and spacing; I'm sure you'll be climbing with Jinx in no time! Go get some LP brother.


Ashe
Aphelios
Caitlyn
Draven
Ezreal
Jhin
Kai'Sa
Kalista
Kog'Maw
Lucian
MF
Samira
Syndra
Senna
Sivir
Tristana
Twitch
Varus
Vayne
Xayah
Ziggs
When paired with a heavy point and click cc-team, Cleanse is beneficial in preventing cc-followup from Ashe R Enchanted Crystal Arrow.

In lane, Ashe will look to abuse her auto-range (600) in combination with her W Volley (14s CD, lvl.1) to harass and trade. Her passive Frost Shot will slow you down, opening you up for a cc-lock and harass by enemy support. Additionally, Approach Velocity allows her to run you down if caught out.

In lane, Ashe's primary goal is to maintain a health advantage and deny minions through her autos and W Volley.

Stand behind minions to avoid getting hit by her W Volley, and whenever she goes to last hit you can look to auto her with a Q Switcheroo! rocket or when she’s standing inside her wave to hit both her and the minions with the splash damage. Keep track of Ashe's Hail of Blades cooldown, as this can open up opportunities for trading with your support. If she has Lethal Tempo it’s better to avoid all-ins altogether unless you can oneshot her with your support. It’s really hard to escape from Ashe once you commit so make sure that you win the 2v2 if you decide to fight.

Your goal as Jinx will be to survive the lane and farm as much as possible. Don't be afraid to give up some pawns early if you have yo since you will out scale her; focus on not dying or being forced out of lane.


Exhaust could be useful against him if he has more burst characters, like assassins, on his team.

Initially he will look to poke you out with Calibrum, the Sniper Rifle, but you will have the same range as him so make sure to auto him back.

You will have an easy time in this lane if you poke him without letting him trade into you. He has way better all-ins pretty much at every stage of the game but you will have a better laning phase since you out range him.

Ideally you can keep him under tower and harass him but this will also depend on support matchup, you can usually push with any ranged support (e.g. Soraka, Senna, Brand, etc.) and shove with melees (e.g. Alistar, Leona, Braum, etc.) so they can roam or set up a dive.

After level 5 you will outrange his Calibrum, the Sniper Rifle with your Switcheroo! rocket launcher making the lane way easier for you since you outrange him now. In the later stages you will also outdamage him if you keep your distance. If you ever hit your W on him in the laning phase he will be unable to get on you so you can get a free trade or even a kill, depending on your support; try to combine your slow with your traps.


Caitlyn has the highest base auto range (650) enabling her to easily harass you when last hitting minions. Her goal will be to shove waves under the turret and harass with auto + Q Piltover Peacemaker. In turn, this permits her to zone you off the wave under turret, while maintaining a health advantage with the constant barrage of poke.

Playing beside the minion wave is really helpful in this lane since she has to make a choice to either Q Piltover Peacemaker you or the minion wave; make sure you’re never inside the wave when her Q Piltover Peacemaker is not on CD to avoid her poking and shoving for free. Depending on support matchup you could keep the wave somewhere outside of your tower and on your side of the lane allowing ganks or an all-in if you can poke her enough. Be very careful of her placing traps behind your tower if you're shoved in.

As Jinx you need to try your best to stay in the lane without dying so you can scale up. The lane will get a bit easier as you get more range with your Q Switcheroo! rocket launcher allowing you to reciprocate damage more easily.

Draven's main dmg comes from his Q Spinning Axe, as he will try to maintain 2 of them at all times. With Hail of Blades, he wants to triple axe you, with Conqueror/ Lethal Tempo he will take slow fights and with First Strike he will try to get good trades to cash in some money; if he takes the latter however, be sure to constantly auto him to put the rune in cooldown so that he doesn’t get any money from it. He’s looking to kill you or your support during lane to cash in his passive and snowball.

Your goal will be to abuse your range advantage and Draven's weak lvl 1 to poke him as much as possible. Once he reaches lvl 2+ and gets W Blood Rush you have to focus, as he can use the MS to close in the gap and run you down if you don’t space properly. You can force trades if you ever see that Draven has no spinning axes, as you will deal more DMG than him, especially if you land your abilities.

As Jinx do your best to farm up and stay alive. On the later stages you will deal more damage than him with your Q Switcheroo! rockets and he will have no way of reaching you; the former can be untrue if he's super fed, which is why it's important for you not to die in lane, letting him snowball.

He will try to play besides the minions to land Q Mystic Shot on you while staying out of your auto range. You can easily harass him every time he walks up to last hit.

Ezreal lacks waveclear in the early game; while you kind of lack it as well, your Q Switcheroo! rocket launcher splash damage should usually give you enough lane agency to dictate where the wave will be. Ideally you want to freeze under your tower since your all-ins are way better and you can probably run him down the lane if you land your W Zap!


All of Jhin's damage in lane comes from 4th shot and Q Dancing Grenade, especially if he can kill minions with it to increase its damage. He will look to force a trade on every 4th shot since it will out-trade almost every ADC.

Jhin has weak all-ins so he’s looking to trade as much as possible to burst you down once you reach lethal.

To trade against Jhin, wait for Q Dancing Grenade cooldown and/or if he doesn’t have 4th shot; you’re guaranteed to win the trade if he’s reloading. Look to auto him and the wave at the same time with rockets since you beat him on wave clear and should out trade him this way (along with constant autos when he last hits). Look to punish Jhin when he has 2 bullets left, as he will soon have to reload.

Try not to stay close to minions as his Q Dancing Grenade can bounce to you & be careful of Jhin whenever he has his 4th shot ready as you don’t want to get hit for free, wait for him to use it.

Be mindful that Jhin can W Deadly Flourish you if you take any damage from any enemy champion which will root you in place and can easily catch you off guard, but it's relatively slow so you should be able to sidestep it by going either left or right.

He will out-damage you most of the laning phase, but after a few items you easily out-DPS him just because of how much attack speed you will have. You can save your ult Super Mega Death Rocket! for when he casts his as you will know exactly where he's standing and he's unable to dodge it.


Her damage in lane comes from Q Icathian Rain, passive Second Skin and auto attacks. She can win all-ins because of her Passive Second Skin but she kind of relies on items to beat you. With an engage support she can blow you up since it guarantees her W Void Seeker to hit meaning she can insta proc her passive Second Skin and maybe even land an isolated Q Icathian Rain.

You want to stand inside your minion wave, or near at least 1 minion, so that her Q Icathian Rain isn’t isolated. Kai'Sa's trading pattern is Auto attack + Q Icathian Rain, she will try to land at least 3 autos if she has Hail of Blades up, so don’t try to do extended trades if it is. Since W Void Seeker is very slow and has an even slower wind up animation she won’t be using it to poke you, rather she will save it for a teammate’s CC in order to guarantee it hits or to proc her passive Second Skin after landing 3-4 autos in you. Note, if you have 3-4 plasma stacks on you, her W Void Seeker will do more damage, as it will add 2 plasma stacks to proc her passive Second Skin, dealing a large amount of damage,.

If she uses Q Icathian Rain, or both Q Icathian Rain and W Void Seeker, to farm, try to force a trade since she won’t really be able to damage you unless she procs her full passive Second Skin.

Your Q Switcheroo! makes the lane kind of easier for you since you will have more damage and waveclear early game. After 6 it’s easier for her to all-in you but if you acquired an item lead and prevent the isolated Q Icathian Rain you should be able to win the duel. She doesn't outscale you so as the game goes on you will just get stronger and be way more useful than her.

Kalista's dmg comes from stacking multiple spears for a big dmg with E Rend and her Q Pierce; in contrast, her autos deal very little damage.

She’s looking to get an early lead to snowball for the late game in order to have some value. She relies on an engage support during lane, otherwise she’s a really weak champ.

She’s going to try and Q Pierce low health minions if you’re standing behind them, as it will kill the minion, transfer the Rend stacks to you and apply the Q Pierce damage as well. Once you are aware of this, position similar to how you would against Miss Fortune. If she misses Q Pierce on you or wastes E Rend, you can try to force a trade during it's cooldown, which is around 10 seconds. BE CAREFUL, her E Rend cooldown resets if it kills any target, so she’s likely to use it to last hit minions.

Focus on not giving her a lead in lane, don’t die and scale up. She is an early game champ and you are a late game hypercarry. You will outrange her with your Q Switcheroo! from level 1, so use this to your advantage by constantly poking her, preventing her from all-inning you.


His main source of DMG are his autos whenever he has W Bio-Arcane Barrage active; additionally, Q Caustic Spittle can deal some damage due to the resistances shred as well. If he can hit you for free with W Bio-Arcane Barrage he will often win the trade/all-in, especially in combination with Q Caustic Spittle + E Void Ooze.

Never trade against him unless his W Bio-Arcane Barrage is on CD. Whenever he uses it (he starts glowing when it’s active) just walk back and come back after it’s gone to play aggressively. You mainly need to worry about his E Void Ooze since he can never trade back if you space properly, but the slow will allow him to cut the distance and probably hit his Q Caustic Spittle; play aggressively whenever it’s down, along with his W Bio-Arcane Barrage.

This champ is pretty weak if he’s not paired with Lulu since he'll be pretty squishy and won't deal as much dmg without Lulu pixy + attack speed steroid; if they’re paired together never trade when kog’maw has W Bio-Arcane Barrage available and/or Lulu has her shield available.

Mostly you want to stay healthy and poke him so that he can never all-in you. He’s an immobile ADC so it’s pretty easy to hit him with your W Zap!. He lacks wave clear so you will usually have lane agency; this is slightly dependant on support. You have quite a huge range advantage whenever you use your Q Switcheroo!, so make sure to abuse it by constantly poking him when his W Bio-Arcane Barrage is on cooldown.


Lucian is looking to do 3 things: poke you while last hitting with Q Piercing Light, force trades with his passive Lightslinger + auto resets and all-in. Since he doesn’t scale that well he’s looking to get a lead in lane and snowball into the later stages. In the worst case scenario just don’t die vs him.

Lucian is looking to poke you a lot with his Q Piercing Light by hitting you with the tip by casting it on a minion. Try to bait this ability and side step it, if he uses it and misses a lot of his damage is gone, so just wait for him to use his passive on minions and then force a trade on him.

One common mistake a Lucian can do is E Relentless Pursuit forward and not hit his double auto attack on you, thus wasting his E Relentless Pursuit. You should look to poke him as much as possible with Q Switcheroo! rocket launcher so that it becomes really hard for him to all-in you during the lane. If he misses his Q Piercing Light just force a short trade since that cooldown isn’t that long; try to not get hit by both of his passive procs from W Ardent Blaze and E Relentless Pursuit. If he misses Q Piercing Light and E's forward you most likely can run him down and kill him or blow a summoner for free.

Your main goal as Jinx will be to not die and farm up so that you can kill him once you have an item advantage or just render him obsolete in the later stages of the game. To facilitate this, use your Q Switcheroo! range bonus to poke him constantly and CS from a safe distance if you need to.


Her main goal is to poke you with Q Double Up by bouncing it on minions and bully you during the laning phase. Her all-ins are decent, but pretty much half her damage is her Q Double Up.

There’s only two ways she can trade, hitting you with a Q Double Up bounce or proc-ing Press the Attack with AA+Q+AA. Since all of her laning damage relies on Q Double Up, play as aggressively as you can when it’s down. Play besides the minions and make sure there’s never a minion between you and her ESPECIALLY if it’s low HP since it will make her Q Double Up crit.

Depending on support matchup you should be able to force a trade or an all-in after she misses Q Double Up; you need to be looking to constantly tether her to auto space her and get big HP leads from the Q Switcheroo! range advantage since she has no way of getting on top of you. If she uses E Make it Rain to get on top of you look to land your W Zap! on her and turning the fight or just putting your E Flame Chompers! between both of you so she can't reach you anymore; if she wastes it, however, you can probably play aggressive since she will be missing both the utility and self peel that it provides.


Take Exhaust into Samira and remember to build Executioner's Calling to deal with her in laning phase.

Samira's extremely weak Level 1, she’s essentially relying on small pokes with Q Flair so just stand behind your minions and look to get an early HP lead.

However, once Samira's level 2-3 she can easily all-in you, BUT she needs her support to engage first. Be careful of whatever CC/engage they could have, you can walk up whenever they're on cooldown to keep trying to get an HP advantage.

Samira has insane all-in damage since pretty much every ability is an auto cancel, she can insta proc Conqueror and has increased damage at melee range. However, her trading potential is quite low since everything but Q Flair is an all-in ability.

Samira has quite mediocre scaling outside her teamfighting abilities but it’s really hard for her to deal damage without items. Because of this snowballing since lane is kind of her win-con and playing off her team’s engages. You want to poke her as much as possible early game to prevent any all-ins.

Her trading pattern is AA+Q Flair so make sure to play inside your minion wave so she can't Q Flair you and hitting her with your autos as she Q's. You need to be very careful when you get hit since she can get early passive Daredevil Impulse and Conqueror stacks and just jump on you after 1 or 2 trading patterns.


As Jinx your goal is to stay alive, so she doesn't get a lead in lane, and scale up; you will out range, out damage and be way more useful than her in the later stages. You need to hold all of your abilities until after she uses her W Blade Whirl, since it can eat up all of them. For this reason, you could try poking her constantly with W so that she ends up wasting it for peel.

Syndra can be an annoying matchup if you can’t sidestep her Q Dark Sphere. Generally play besides the wave so she has to either aim at you or the wave and can never hit both. So long you can avoid her Q's Dark Sphere you will have a very easy scaling laning phase. Since she’s an immobile mage you should have an easy time bullying her.

You eventually will outrange her and her Q Dark Sphere with your Q Switcheroo! rocket launcehr, but until then try to abuse that you can clear the waves faster and easier than her. Get to your Galeforce asap to dodge and outplay her.


So the way Senna works is that she loves trading because her passive Absolution will give her a soul if she hits a champ with 2 attacks or abilities. This has a 6 second cooldown so she will AA+Q Piercing Darkness you off the Q Piercing Darkness cooldown to get as many stacks as possible.

If you/teammate can close the gap onto Senna, she is squishy and can easily be defeated.

Your goal is to trade as little as possible so you don’t let her stack for free, which means standing outside her auto range and try to get as many Q hits/free autos on her so you can all-in her later.


All of her damage in lane comes from her Q Boomerang Blade which is kinda slow, and easily dodgeable. Just dodge her Q Boomerang Blade and then walk up to auto.

She will probably build lethality, so you should be aware that she will spike earlier thanks to that.

Best things she can spell shield from you is your W Zap!, E Flame Chompers! or your R Super Mega Death Rocket! if she saved it until you used it so hold on to these (mainly the ult, the the rest shouldn’t worry that much) until her E Spell Shield has been used. If she uses her E Spell Shield to restore mana with your traps play very aggressively since she will lose any trades she takes and wil be killable with your R Super Mega Death Rocket! if you get her low enough. If she constantly saves it for your R Super Mega Death Rocket! during fights, cast your W Zap! and your R Super Mega Death Rocket! straight after so at least 1 of them hits and you increase the chances of killing her.


Always take Exhaust into Tristana to mitigate her E Explosive Charge damage.

I recommend walking into the lane and hit the CS 1-2 times so that it slowpushes towards the enemy and once it does that you should solely focus on attacking the Tristana as much as possible with your Q Switcheroo! splash damage.

Tristana's weak level 1 as long as she isn’t able to use E Explosive Charge on you, just stand outside of her auto range and poke her with your Q Switcheroo! autos; she gets range with levels but technically you do aswell, so just farm and scale up.

If she ever hits E Explosive Charge on you just back off so that she can’t stack it up meaning it will deal very little damage. Whenever she uses E Explosive Charge on the tower, wave, support or on you and doesn't fully blow it up you should play aggressively since she will have no damage. She relies completely on bursting someone down with the bomb.

If she jumps on you to proc the bomb, E Flame Chompers! yourself as fast as you can so that you can run away.


Twitch has an extremely low range but he makes up for that with his W Venom Cask, which slows for 30%, enabling him to get more autos onto you. Try to trade & fight whenever he doesn’t have his W Venom Cask. Most Twitches tend to throw it out quite a bit, so it shouldn’t be hard to find a trading window.

Twitch will always beat you in an all-in so you need to focus on poking him as much as possible so that he’s always too low to all-in you.

Be careful of his ult, try play around your support and never take an extended trade, you only win through poke.

Control Wards are your friends as well. I recommend placing Control Wards in the lane bushes and during mid-late game, place it wherever you’re skirmishing / fighting to make it harder for Twitch to assassinate your team.

He will hunt you down after 6 and after he gets his mythic so buy Control Wards to cover possible gank routes. Tribush or the lane bushes during laning and a control ward on midlane when you move to mid. You can kill him in lane if you have a supp that can lock him down for your traps (e.g. Morgana, Thresh, Nautilus or Leona)


You should take Cleanse in this matchup as Jinx since Heal has very little value and both his R Chain of Corruption and E Hail of Arrows are very easy to hit on you.

Level 1 bait his E Hail of Arrows and then walk out, dodge it if possible. Once the area disappears, you can trade with Q Switcheroo! more comfortably since it’s harder for him to land autos without you being slowed. He doesn’t have W Blighted Quiver until level 3 so you don’t have to worry about his passive Living Vengeance stack damage until then.

After level 3 don’t walk up to auto him since he can just triple auto you with Hail of Blades and instantly proc his passive Living Vengeance with E Hail of Arrows or Q Piercing Arrow tap and he will win pretty much every fight. Focus on keeping your distance and if he misses Q Piercing Arrow, work with your support to get a good trade or even all-in; you need to stay as healthy as possible if you ever want to kill him.

After 6 you need to be very careful when walking up. You should never do it if your Cleanse is on cooldown, unless you’re way too fed and he’s too behind to burst you down, otherwise the latter will happen. Focus on keeping your distance and constantly harassing him during the early game.


Vayne is really weak pre-6, just poke her as much as possible to prevent her from running you down. Once she has W Silver Bolts, which is usually level 2 but sometimes level 3, she has a really strong trade when autoing you 3 times. Look to take short trades where she can only hit you 1 or 2 times at most while you space her and auto her a bunch, or all-in her with your support if she’s low enough.

After 6 she can quite easily run you down with invis since it makes it really hard to hit your W Zap! on her or land your autos, which are probably 80% of your damage, so never try to 1v1; don't overextend in a lane if you’re alone.

Never stand near walls vs Vayne since she can probably kill you at any point in the game if she lands a stun.

Her Q Tumble will not go on cooldown until she lands the empowered auto attack, meaning she can stay with it proc'd for up to 7 seconds, use this window to harass her while spacing and zone her from the wave or even land your W Zap!

This matchup depends on your mouse accuracy, if you space well and play around her inferior range then you will destroy her. If not she will proc W Silver Bolts and Press the Attack on you and shave half your HP. Always play around her Q Tumble range and try to harass her.


Xayah is usually very weak Level 1, she can only try to poke a bit with her Q Double Daggers through minions. After level 2 she will try to Q Double Daggers + AA + E Bladecaller you for poke and/or to root you so her support or jungler can follow up. Pay attention to her feathers so that she can't root you with 3+ feathers.

You want to poke her as much as possible during the laning phase with Q Switcheroo!. After level 3 be a bit careful, as she gets all-in potential with her W Deadly Plumage if she has an engage support. If she doesn't have an engage support she doesn't have that much kill threat because there’s nobody to follow up on her root or to hold you down for her E Bladecaller.

If Xayah uses her W Deadly Plumage to push the wave or hit your support, she loses a lot of her dmg potential and you can try to go for trades with her.

Be VERY CAREFUL of her feathers if she’s building lethality, since one E Bladecaller can be enough to burst you down.

Constantly kite her by moving forward and slightly to a side so there’s always less than 3 feathers behind you.

Be careful of Galeforce + E Bladecaller in this matchup.


You want to do NOT stand near minions because the easiest way for him to poke you is by Q'ing Bouncing Bomb the wave and then the splash damage will hit you as it’s very big, so stay on it's side instead.

Tracking cooldowns is your friend here, check out the wiki and practice trading when his abilities (mainly E Hexplosive Minefield) is on cooldown.

As Jinx this will be a rather difficult and very annoying matchup. He will have more waveclear and poke than you so you're going to depend on your matchup a lot. You scale very well so you should farm with that in mind; you really don't want him to get any leads because of how well Ziggs scales too.


Alistar
Bard
Blitzcrank
Brand
Braum
Galio
Janna
Karma
Leona
Lulu
Lux
Maokai
Morgana
Nami
Nautilus
Pantheon
Pyke
Rakan
Rell
Senna
Seraphine
Sett
Shaco
Sona
Soraka
Swain
Taric
Thresh
Vel'Koz
Xerath
Yuumi
Zilean
Zyra
PLAYING WITH

Be very careful playing aggressively at level 1 as Alistar is very weak unless the enemies walk into melee range to get Q'd by Alistar. I recommend trying to get in as many autoes on the enemies as possible while still keeping your distance and trying not to trade 1v2. It’s not uncommon to get pushed in and let the enemies reach level 2 first in this matchup.

Your goal is to get as much CS as possible while remaining full HP until Alistar's Level 2 - 3 when he’s strong and you can 2v2 easily for burst trades or all-ins if you poked them enough.

The way you set up all-ins with Alistar is by poking the enemy down to lethal or taking multiple beneficial trades. You should be looking to make slow pushes to run the enemy down in lane or dive as soon as the wave crashes since setting up dives with Alistar is really easy, especially after 6 when he can tank tower forever with ult.

Follow up on his CC by putting your E Flame Chompers! on top of whoever he knocks up and casting your W Zap! as it's guaranteed to hit.

PLAYING AGAINST

Abuse Alistar’s lack of Level 1 strength by slow pushing as slow as possible, stack waves while zoning & attacking the enemies as much as possible but be extremely careful about walking into Alistar’s Q Pulverize range or into the enemy minion wave as he’s able to Flash + Q Pulverize to close out the distance.

Depending on the ADC, you might have to be careful if he took phase rush since he can just run straight at you and hit his E Trample stun.

Just like playing with him, the enemy will most likely look to run you down in lane or dive you, so your goal when playing against him is to stay as healthy as possible and slow push to poke them under tower since he can’t ever engage on you. Depending on the matchup they might not have enough damage during a dive so Alistar will shove in waves with the ADC and then roam.

If your E Flame Chompers! are armed and he tries to W Headbutt past them, his dash will be canceled and no CC will go through.



PLAYING WITH

It’s important to play around the minion waves with a Bard as he can easily stun the enemies if you’re fighting inside one, Bard also has healing with his W Caretaker's Shrine which allows you to trade a lot with the enemy especially if their support doesn’t have any healing.

If Bard misses Q Cosmic Binding then be extremely careful for around 10 seconds as that’s his only offensive tool in 2v2 fights, however if he does land it then make sure to get some damage off, either in a small trade or an all in if you think you’ll win.

Only use your E Flame Chompers! on whoever he stuns with his Q Cosmic Binding if you can kill them during the root. Ater 6 just put them down below whoever got stasis'd as soon as they get hit by his R Tempered Fate.


PLAYING AGAINST

Try to bait the Bard Q Cosmic Binding as soon as possible; look to sidestep and then use the 10 seconds window to walk up and trade with your autos until it’s back up. Keep in mind that Bard offers healing to the enemy ADC with his W Caretaker's Shrine so be careful not to trade evenly unless your support heals more.

Generally, it’s pretty easy to play against Bard as long as you don’t walk up too far whenever he has Q Cosmic Binding available and make sure not to stay behind minions / walls which enables him to stun you if he hits you with his Q Cosmic Binding.

PLAYING WITH

You should be careful of walking up too far Level 1 if your Blitzcrank is not in a position to hook the enemy, but generally Blitzcrank is quite weak until level 2 so it’s completely okay to let the enemy become level 2 first BUT don’t be too far up as it’s impossible to win fights if you’re Level 1 and the enemy’s level 2.

Generally, try to hold the wave slightly outside your turret as much as possible as that forces the enemy botlane to walk up deep which increases your chances of Blitzcrank landing a successful hook. It’s very important that you DONT let the enemy wave become too big whilst doing this though, they should never have more than 3-4+ CS more than your wave.

DON’T expect too much, if Blitzcrank lands a hook that’s great, but if you have too high expectations then it’s easy to be let down potentially causing tilt. This is general advice.

Cast your E Flame Chompers! and W Zap! at the same time on whoever he hooks to get an insane CC layer which will most likely result in a kill.

PLAYING AGAINST

This champion completely relies on hitting his Q Rocket Grab on you in order to be useful which. It’s extremely important to stand behind minions and slow push waves to make it harder for him to hit his Q Rocket Grab.

If you’re crossing into Blitzcrank's side of the lane and you have no idea where the enemy jungler is make sure to ward, otherwise you can easily get ganked as Blitzcrank has great gank setup once he’s Level 3 vs you since he can just Flash + E Power Fist.


PLAYING WITH

Brand's not very strong level 1 as he doesn’t have access to his strong combo but he still has okay-ish poke with his W Pillar of Flame, make sure not to walk TOO deeply too and instead focus on short trades or poking together with Brand W Pillar of Flame.

However, whenever Brand’s Level 2 & 3 then be ready to follow up whenever he walks up to trade, if Brand actually hits his abilities (especially Q Sear) then commit into a potential all in BUT if he misses most if not all of his abilities then be ready to retreat and worst case let Brand die if you don't see yourself winning the fight.

You should only use your E Flame Chompers! on whoever he stuns if you're certain it's an all-in that will result in a kill, otherwise use your W Zap! to get free damage on the enemy.

PLAYING AGAINST

Try to bait Brand’s W Pillar of Flame as soon as possible and do your best to sidestep it, then walk up aggro and trade for 8 seconds until it’s back up. Be careful of Brand after he’s Level 2 as he will try to do his W Pillar of Flame into Q Sear combo on you, which has a high chance of killing you if you’re mispositioned and it hits you.

Since Brand's a mage, he’s completely useless without his abilities; if you notice that he either used all of his abilities on your support, is out of mana or simply has them on cooldown, consider an all-in.

Be very careful of sticking together with your teammates whenever Brand's Level 6 since his ultimate Pyroclasm will bounce between targets and deal A LOT of damage if you don’t split apart quickly.

PLAYING WITH

So basically the entire purpose of Braum is to protect you from whatever wants to jump onto you, so he’s really good into everything that isn’t ranged basically.

If your Braum misses his Q Winter's Bite in early levels then be extra careful as he’s kinda useless without it but if it hits then you can most likely get a really good free trade.

Use your E Flame Chompers! instantly after stunning someone with his passive. You can get a lot of free W Zap! hits if you throw them alongside his Q Winter's Bite, Passive Concussive Blows and R Glacial Fissure since they will all CC the opponent.


PLAYING AGAINST

You shouldn’t have any issues playing vs Braum as long as you stay behind minions / support to prevent him from landing Q Winter's Bite on you.

Braum's at his weakest whenever his E Unbreakable is on cooldown as that’s his main defensive tool and it has a HUGE cooldown of 16 seconds so fight whenever it’s down but be cautious of his Q Winter's Bite.

His E Unbreakable works as a windwall so it will eat up your ultimate Super Mega Death Rocket! damage, do not use it until his E Unbreakable is in cooldown. If he ever jumps near you or gets on top of you, use your E Flame Chompers! on yourself to prevent him from running at you so you can avoid getting stunned. You can also throw the E Flame Chompers! towards the enemy ADC so he can't walk up to follow up on Braum.

PLAYING WITH

Galio relies on combo-ing his abilities in order to lock down & oneshot the target, so don’t expect too much from him level 1 UNLESS he manages to land his W Shield of Durand / E Justice Punch in which case you can walk up and get some free damage on whomever he locks down.

If he starts with Q Winds of War then he’s kinda useless level 1 except for some poke damage so wait until he’s level 3 when he has access to his entire kit, all you’ll have to do is be ready to follow up on his engages and you will most likely be able to oneshot whoever he locks down if you traded previously or simply be able to run them down.

Use your E Flame Chompers! and W Zap! on whoever he CC's.

PLAYING AGAINST

Be careful of walking too close to the bushes as Galio LOVES to sit in them patiently waiting for you to walk close enough for him to W Shield of Durand. So long you have vision or play away from the bushes you should be fine since he has a hard time engaging onto you.Be VERY FOCUSED against him since he will try to Flash + E Shield of Durand you so he can guarantee his spells or straight up flashing in with Nimbus Cloak and running at you.

He can't dash past your E Flame Chompers! so you can try and use them for self peel.

PLAYING WITH

Janna has quite a bit of poke damage and range with her W Zephyr level 1 so I suggest slow pushing the wave and attacking the enemy together since her slow should guarantee you get some free damage on them. It’s quite hard to all-in the opponents with Janna and instead you should focus on doing short trades and chip away their HP little by little BUT if Janna manages to land a Q Howling Gale on the enemy that could result in a hefty chunk of HP or even all-in if scenarios are right.

Follow up on her tornadoes with your W Zap!. It's possible to not be close enough to the knocked up enemies to throw your E Flame Chompers! early enough for the CC to be layered, so you could look to put them slightly behind them so they either walk into them or get forced to blow a summoner.

PLAYING AGAINST

Janna will try to walk up and W Zephyr you as much as she can Level 1 but you can easily out trade her if she walks up alone. With that in mind, be cautious of the enemy ADC trading with you as well since she slows you with W Zephyr, so be sure to be trading 1v1 or with your support, never 1v2.

It’s extremely important that you’re wary of her Q Howling Gale at ALL times, she will try to charge the Q’s in fog of war, inside the bushes and so on but as long as you’re always keeping them in mind It’s simple to sidestep them as they are slow.



PLAYING WITH

Karma provides a lot of poke and boosts your waveclear with her Q Inner Flame, specially with Mantra. Her Mantra E Inspire will help run down enemy laners or disengage. Don’t trade when her E Inspire shield is on cooldown since that’s what you need to base your trades on.

She will make it extremely easy for Jinx to all-in and run down people. Make sure to use her Q Inner Flame slow to hit your W Zap! more easily or use that same ability when she casts her W Focused Resolve to guarantee they get rooted or get forced to blow a summoner.

PLAYING AGAINST

Karma’s by far the enchanter with the most damage in laning phase and A LOT of people struggle to play against her; Stay horizontally away from her and keep a minion wave between you so she’s not able to land her Q’s Inner Flame on you. Be careful of not staying too close to the minions since it could make the splash damage hurt you.

Be careful of entering into lane as a lot of Karmas like to R Mantra + Q Inner Flamewhenever you walk up to the minion wave and it’s kinda hard to counter that if you are forced to leash your jungler. The WORST thing that you can do against Karma is walking up aggro into the enemy botlane without any minion protection when she has R Mantra + Q Inner Flame available as you’ll get extremely slowed & damaged if you get hit which easily leads into you dying.

Try to bait Karma R Mantra + Q Inner Flame as soon as you can, then walk up to trade whenever it’s on cooldown, which is 7 seconds; NEVER walk up if she has R Mantra + Q Inner Flame up.

Only look to trade against the enemy botlane whenever Karma's E Inspire is on cooldown.

Try to quickly use your W Zap! when she starts tethering her W Focused Resolve so you can use your slow to get away in time and not

PLAYING WITH

Leona's quite weak Level 1 as she doesn’t have access to her E Zenith Blade into Q Shield of Daybreak combo so don’t walk up too aggressively.

It’s quite common to let the enemies get level 2 first and just go back to turret and wait for the wave to come into you, but if you’re able to get level 2 first then that’s really good, just make sure to PING the enemies a few seconds BEFORE you’re level 2 so that your Leona’s more prepared to engage.

It's not bad to engage on Level 2 as soon as you get it if you obtained it first, but generally speaking you two are stronger at level 3, because of this it's a good idea to let the wave slow push towards you, crash on 3 and then get level 3 before the enemy during wave 4, since it will be on your side of the lane. This is because you can slow them with your W Zap!, she will follow up with her E Zenith Blade and you will layer her Q Shield of Daybreak CC with your E Flame Chompers!; this is all even stronger after 6 when she gets access to her ultimate ability Solar Flare.

PLAYING AGAINST

Slowpush the first wave and hit the enemies as soon as they walk up in range, but be cautious not to walk into the enemy wave as Leona can start E Zenith Blade and still engage on you even if it’s not that strong. Cleanse can be useful in this matchup if other enemy champs have enough easy-to-hit CC to follow up if they hard engage on you ( Twisted Fate, Lillia, etc.).

She can't dash past your E Flame Chompers! so try to put them down as quick as you can when she casts her E Zenith Blade from max range. Make sure you poke her a lot with Q Switcheroo! and W Zap! to keep her low and far away, making it really hard to engage on you.

PLAYING WITH

Try to find out whether your Lulu starts with Q Glitterlance or E Help, Pix! simply by asking her. If she starts E Help, Pix! then walk up and trade with it and be a bit more cautious about trading when it’s on cooldown (8 seconds). Try to push the wave enough to the point where your minions will push automatically and then focus on hitting the enemies instead of pushing since you zoning them away from the wave means you get level 2 first anyways.

As most enchanter matchups you can look to keep the enemies under tower to prevent them from getting CS.

This is definitely the best enchanter (and probably support in general) you could ever be paired of with because of her insane peel and basic attack steroids on her W Whimsy.

PLAYING AGAINST

Walk up and try to bait the Lulu shield away; you can freely trade with them for 8 seconds once it's gone. Do not trade 1v1 against her if you’re in range of her abilities.

Lulu has a lot of shields and protection so make sure that the enemies don’t get an unexpected shield / ulti from Lulu if you do decide to all-in as you can easily get baited by that and maybe die.

PLAYING WITH

She will constantly be looking to poke with her E Lucent Singularity since it slows the enemies before dealing the damage you can use this to hit your abilities more easily. If she hits the wave this also helps obtain lane prio. You could be looking to trade off her W shield but it’s quite insignificant.

You should look to blow up whoever she roots by layering your CC via putting your E Flame Chompers! on that target.

PLAYING AGAINST

Keep at least 2 minions between you and her so she can’t land Q Light Binding on you, since it can only hit 2 targets. Try to stand out of range of E Lucent Singularity to not get hit by it and walk up once it’s on cooldown. Mainly you just wait for her to use Q Light Binding if you want to all-in and E Lucent Singularity/W Prismatic Barrier if you want to trade. Stay as healthy as possible and all-in as soon as you can since she is pretty bad in all-ins if she can’t land/doesn’t have her spells. Focus on punishing her cooldowns and when she runs out of mana.

PLAYING WITH

Maokai is quite useless Level 1 so don’t expect much help, basically think of the lane as 1v2 unless the enemies walk into his saplings. Worst case scenario you can just fall back to the turret and let the enemy get level 2 first. Remember to be careful of being too far up if they do get level 2 first since they can potentially collapse on you.

You kind of rely on Maokai to knock people onto your E Flame Chompers! because of how little his CC lasts and how long they take to arm. After 6 it's way easier since his R Nature's Grasp root lasts for a long time. Try to hit your W Zap! on champions slowed by his saplings.

PLAYING AGAINST

Maokai will most likely start his E Sapling Toss in which case all you have to do is stay away from the bushes as he will usually stack a bunch of saplings in the bush waiting for you to walk into it. Be extremely careful walking into the tri bush if you’re leashing. If he didn’t start his saplings be careful of his level 2 since he most likely will look to jump onto you or your support.

Try your best to stay at max range since he can easily engage onto you. Q Switcheroo! rocket launcher range is your friend here.


PLAYING WITH

She relies entirely on hitting her Q Dark Binding to be useful in lane. Her E Black Shield can deny some engages and W can boost your waveclear by a bit but she’s quite mediocre.

Because of the CC layering you can do with your E Flame Chompers! you can probably kill anyone who gets hit by her Q Dark Binding. Make sure to slow push the wave constantly so she has an easier time hitting it.
PLAYING AGAINST

Morgana’s only offensive ability pre-6 is her Q Dark Binding, which is a very slow projectile and also gets blocked by minions so make sure to stand behind minions as much as possible, basically NEVER walk up outside of minions unless she just Q’d and it’s on cooldown.

Be very careful of the small openings that happen while standing inside the minions wave though as all it takes is 1 Q Dark Binding in order for you to get extremely chunked, but it’s an otherwise easy matchup since you can pretty much always all-in after level 3 so long you avoid the Q Dark Binding.


PLAYING WITH

You can trade a lot against the enemy so long as you don’t walk past the enemy’s melee minions and get engaged on whilst tanking minions. Focus on trading with her E Tidecaller's Blessing on you and healing back up with her W Ebb and Flow.

Even trades are always worth UNLESS the enemy bot lane also has a healing support in which case you have to be a bit more cautious about it.

You should probably put your E Flame Chompers! behind the enemies if they ever get cc'd if you want a higher chance of them actually rooting them. If you get E Tidecaller's Blessing'd by Nami, you can use the slow to make your W Zap! easier to hit or putting the E Flame Chompers! behind whoever you slow to force him to blow a summoner or take a lot of damage.
PLAYING AGAINST
Unless you have a healing support do not look to trade against this lane because they’ll just heal back up and you will lose every trade. You need to wait for her to waste both her W Ebb and Flow and E Tidecaller's Blessing if you want to ever win a trade. Q Aqua Prison is as very slow projectile that you can easily dodge if you keep your distance.

Poke her a lot with your W Zap! so she has to use W Ebb and Flow on herself, slowly losing mana and opening up her ADC for trades/all ins.

PLAYING WITH

Play close to him since level one to follow up if he hits a hook. He will have an easier time helping you win the lane if you can freeze the wave and zone the enemy bot lane or slow push waves to keep as few minions between him and the bot laners as possible.

Remember to put your E Flame Chompers! right on top of whoever he hooks.

PLAYING AGAINST

Always keep minions between you and him so that he’s unable to hook you. Slow pushing is highly effective against him for this same reason.

As Jinx you have to focus on poking him so that it becomes increasingly harder for him to all-in without dying. You need to track his Flash since he should look to use it as soon as he can whenever he enters the lane. Be SUPER careful after level 6 since his ultimate is a point and click knockup and you’re an immobile ADC, so don’t get caught mispositioned.

PLAYING WITH

While uncommon nowadays, this champ is essentially a stun bot in the support role. He will look to roam a lot, especially after level 6 since his ult Grand Starfall provides him fast rotations. It’s good to slow push with him to increase the chance of a good all-in and then secure a roam timer when the built up wave crashes.

As Jinx you should instantly follow up his stun with E flame chompers. Because of your waveclear he’ll be very happy being able to constantly roam since you can consistently build up 2-3 waves and crash them under tower by the time he hits level 6.


PLAYING AGAINST

Cleanse is very good against him since his goal in every lane is to oneshot you in a CC spell rotation. His goal will be to slow push waves and roam when they crash, mainly after 6; pings and wards are important if you’re ever shoved in. A good way to counter him is to keep him low HP and under tower. Play very aggressively whenever his W is on cooldown or he has 0 passive Mortal Will stacks.

With Jinx you have a lot of range to poke him down with Q Switcheroo!; he’s also very squishy. Focus on keeping your distance so he’s forced to jump on your support. If he ever does that, put your E flame chompers below him since his W Shield Vault animation is very long and can’t be cancelled.

PLAYING WITH

Pyke is pretty much a roaming champ so he wants to slow push waves and rotate when they crash. If his Q Bone Skewer is ever on cooldown he’s practically useless so play passively when it is.

With Jinx you look to do the same thing as he does so you’ll be fine in this lane. You should use your E flame chompers to follow up on his E Phantom Undertow stun. Poking them down after level 6 is very scary for the enemy since Pyke can just run up and ult Death from Below them. Don’t be afraid to ult Super Mega Death Rocket! them even if it won’t kill them when he’s close since he can execute them and you’ll still get the gold.

PLAYING AGAINST

Stay inside minion waves to avoid getting hooked by him. His goal is to slow push while looking for all-ins and roam when they crash. Focus on warding and not letting him crash waves. If he ever wastes his hook you can play aggressively. Be careful of him E’ing forwards and then flashing behind you to guarantee the stun; track his flash and be ready to react to his whenever it’s up. Stay out of range whenever your Flash is on cooldown. After 6 it’s important to stay very healthy so he can’t go in with his ult Death from Below and kill you.

Staying out of his E Phantom Undertow range shouldn’t be too hard as Jinx. Poke him as much as possible and keep him under tower to render him almost useless.

PLAYING WITH

Rakan likes to roam a lot since he’s a play maker support. He should have W Grand Entrance level 1 so be ready to hit whoever he knocks up. His Q Gleaming Quill provides a bit of sustain during the lane. Don’t get baited by his engages, remember he can easily disengage with his E Battle Dance, just make sure you’re in range for him to E you so he can get in and out of fights.

As most all-in lanes, you’ll want to slow push waves while looking for all-ins and then diving or letting him roam when the wave crashes. Use your E Flame Chompers! to follow up on his W Grand Entrance

PLAYING AGAINST

He should have W Grand Entrance level 1 so make sure to space it and not get hit for free. He wants to slow push waves while looking for all-ins and roam when the waves crash.

When playing Jinx you should focus on staying at max range of your rocket launcher so you can poke him a lot and prevent him from going in. Keep in mind that he cannot dash past your E Flame Chompers!, so both W Grand Entrance and E Battle Dance will get cancelled an he'll be rooted.

PLAYING WITH

Usually she will have W Ferromancy - Crash Down / Mount Up level 1 so look to hit whoever she knocks up. Her real power spike comes at level 2 where she has the knock up from W Ferromancy - Crash Down / Mount Up and stun from E Attract and Repel. It shouldn’t be too hard to get level 2 before the enemy laners.

As Jinx you need to follow up quickly with your E Flame Chompers!. Her remount W will knock them up and behind Rell so that’s where you should aim your W Zap! since you can't really follow up with your E Flame Chompers!.

PLAYING AGAINST

She should have W Ferromancy - Crash Down / Mount Up level 1 so be careful of it. Space away from it and fight whenever it’s on cooldown, which is 13 seconds. Be very careful of her remount W Ferromancy - Crash Down / Mount Up since it’s a point and click knock back.

Because of your range as Jinx, spacing her shouldn’t be a problem. Focus on poking her to make her all-ins harder for her to execute. Remember that your E Flame Chompers! can cancel her first W Ferromancy - Crash Down / Mount Up so you need to save it to CC her when she goes for it.

PLAYING WITH

She’s going to try and trade as much as possible so try to trade at the same time as her or put yourself between her and her target so the Q Piercing Darkness heals you as it damages the enemy. Since her passive Absolution slows them use this as a window to hit your Q, especially if she took Glacial Augment.

Follow up with your E Flame Chompers! when she hits a W Last Embrace root. After 6 you two have very long range damage with your ultimates, since they're both global AoE's, which is very useful during teamfights.

PLAYING AGAINST

She wants to trade on you as much as possible so play around your support so you both trade on her when she walks up. Be careful to never get hit for free since she can heal and stack a soul when she AA+Q’s.

PLAYING WITH

She’s quite weak before level 3 and she will probably just poke a little bit with Q High Note or E Beat Drop, so you should play passively until then. Only trade when Seraphine has her shield up so that you take less damage than your opponent.

Follow up on her E Beat Drop when her passive Stage Presence is charged up with your own E Flame Chompers!. After level 6 the charm makes it so they walk into you, so put your E Flame Chompers! slightly in front of them or wait for her to cast her E Beat Drop root, if she has it available.

PLAYING AGAINST

Before level 3 you can dodge her abilities and then walk up to harass her or the ADC as much as possible since Seraphine will deal no damage nor be able to block the damage. After level 3 try to bait the shield or wait until she uses it to trade. Her E Beat Drop is relatively slow so you should not have any problems side stepping it; make sure to not stand next to walls so it’s harder for her to hit it.

Because Jinx can’t really reposition, Cleanse can be good in this lane if her teammates also have long/unavoidable CC ( Twisted Fate W Pick A Card, Lillia R Lilting Lullaby, Varus R Chain of Corruption, etc.)

PLAYING WITH

You have to be prepared to follow Sett's engages at all times as they can be quite sudden at times since he wants to Flash in a lot. Your job is to follow him and attack the target as fast as possible.

Slow pushing is very good with Sett and dives are not that hard because of his huge W Haymaker shield.

If you want to increase the chance of your E Flame Chompers! rooting someone, put them slightly behind whoever Sett pulls with his E Facebreaker.

PLAYING AGAINST

Be very careful level 1 if you don’t know what ability he has since they usually level E Facebreaker and Flash in on the first wave. If he has W Haymaker or Q Knuckle Down play aggressively and poke him as much as you can. Remember to not walk up if he has Flash/Hexflash and your Flash is on CD.

Do your best to slow push waves and keep him under tower; the more you poke him the harder it will be for him to play. He also loves to play around fog of war so ward the bushes whenever he could be in them.

PLAYING WITH

Don’t expect much from Shaco, he isn’t really that useful unless the enemies walk into his boxes or he’s able to Q Deceive into the enemy ADC or something but otherwise you can think of it as a 1v2 when it comes to trading so don’t overextend too deep. Try to play around his boxes when you fight so he can actually contribute something.

You could try to follow him up with your E Flame Chompers! by putting them in front of the enemy champs when they get feared from his boxes but it isn’t very consistent; your best bet is to just use your W Zap! to get some free damage.


PLAYING AGAINST

Shaco's quite useless if you purchase the Oracle Lens trinket level 1 so I definitely recommend doing that or having your support do it; basically as you’re entering into the lane use it and then get rid of all of the boxes which pretty much renders him useless.

Be careful not to overextend into their side of the lane as there could be a bunch of boxes lurking there, so make sure to sweep if you’re uncertain.

As Jinx try to use your wave clear to slow push waves constantly since Shaco's really useless when under tower because he can’t put boxes in the bushes.

PLAYING WITH

Try to trade if she uses her Q Hymn of Valor by harassing the enemy bot lane and play passively until level 6 where you could all-in if she lands a stun and you have enough of an HP advantage. Overall you should focus on farming and scaling alongside her.

After 6, follow up on her R Crescendo with your E Flame Chompers!.

PLAYING AGAINST

Stay out of her Q Hymn of Valor range and then harass her when it’s on cooldown since she has no way of dealing damage. If you ever catch her with your support you can probably blow her up since she’s super squishy and her heal is pretty small


PLAYING WITH

Play parallel to her so that when she walks up to Q Starcall you can auto attack or harass them easily with the slow if it does. If they have no heals or shields don’t be afraid to trade aggressively since Soraka can heal you back up. You two will be very weak to hard engage so play cautiously if the enemy team has any.

You should look to W Zap! whichever enemy is inside Soraka's E Equinox because they'll most likely get rooted by it if you hit it; if they do get rooted, make sure to follow up with E Flame Chompers!.

PLAYING AGAINST

Focus mainly on dodging her Q Starcall so she can’t heal and harassing her over the ADC so that she loses as much health as possible; once she’s in lethal go in so the fight is essentially 1v2 instantly. Play around whatever engage you have in your team since she’s really weak to it.

So long you can consistently poke her while dodging her Q Starcall she has no self-sustain, so poking her under tower can easily lead to kills or big leads.

PLAYING WITH

You have to be prepared to trade or engage whenever Swain lands his E Nevermove; if he misses his E Nevermove then back off for 10 seconds until it’s back up as Swain’s practically useless without it. You have really good trades but mainly you want to play on your side of the lane and counter engage or trade them down to lethal and kill them off Swain’s E Nevermove.

Throw your W Zap! at whoever he pulls with his passive Ravenous Flock and then put your E Flame Chompers! slightly behind them so they either walk around it while taking a lot of damage, have to blow a summoner or get rooted by it. After 6 try to save your W Zap! for people who are inside of Swain's R Demonic Ascension so they take more damage from it.

PLAYING AGAINST

There’s one ability that you have to be wary of, Swain’s E Nevermove.

You should try to bait it as much as possible, and then walk up to trade during its 10 second cooldown as he’s pretty much useless without it. Never walk up deep if he has it available.

Because of your huge range you should pretty much always be too far away for him to hit it.

PLAYING WITH

You will be weak for the first few levels so it’s okay to let yourselves get pushed in until level 3 where you should already be building a slow push to fight as soon as possible. Because of his Q Starlight's Touch heal you will do great during long fights, so long he can auto anything.

You two don’t synergize a lot together, best you can look for is following up on his E Dazzle with your E Flame Chompers!. You could also look to W Zap! people when he's close so that his stun is pretty much guaranteed to hit.
PLAYING AGAINST

You should be fine against Taric so long as you don’t get hit by his E Dazzle, just be careful of him trying to use Flash to guarantee it hits. Be wary of the fact that Taric has healing so if you have no healing from your support then even trades are really bad to do. Whenever Taric has ult Cosmic Radiance it’s better to try and bait it and then DISENGAGE until It’s gone; if you’re confident that you can kill the enemies before it procs then go for it as it takes 2.5 seconds for the channel to go through.

Because of Jinx's range I wouldn’t worry too much about his stun, even with his Flash available generally speaking. You could look to get them really low, force them to ult and use your own ultimate as soon as the invulnerability runs out.

PLAYING WITH

There’s not much to do until Thresh's at least level 2 unlocking his ability to Death Sentence Flay. You want to get really good trades whenever he hooks or flays someone since they either can’t move or are slowed. He will very much appreciate it if you slow push waves since it’ll make it easier for him to hit his hooks or get a Flash + Flay All-in.

If he hits the hook, put your E Flame Chompers! to where he is going to pull them, he should also be able to flay the enemies into them. To make it easier for him to hit his abilities you can also hit them yourself with your W Zap! when he has an opening so the slow makes it way easier for him.

PLAYING AGAINST

It’s important to know which ability Thresh started, and in order to do so press on him and in the top-left corner you’ll see his champion’s HUD and if you see the Flay Icon in there that means he started Flay, if not he started hook.

If he started Flay simply don’t walk into the Flay range (537) so if you’re always at max range when AA’ing he can’t hit you, and if he started with hook then simply stand behind the minions in order to avoid that. Thresh's pretty weak until he gets his Q Death Sentence - E Flay combo level 2 though so don’t be scared to harass him.

Remember to slow push and stand behind minions to avoid getting hooked.

He cannot dash past your E Flame Chompers! so if you're ever going to get hooked, put it in between you two so he's not right on top of you when he recasts it. This also works on his W Dark Passage, so try your best to put the traps between Thresh and the lantern to prevent his ally from escaping.


PLAYING WITH

You’ll want to poke the enemies together, especially since his Q Plasma Fission slow will make it easier for you to hit them. Be very cautious since Vel'Koz does not provide any peeling for you in case the enemies both jump on you so don’t walk up into the enemy wave.

In this lane you have 3 possible win conditions: poking them to death, poking them until you oneshot them off his E Tectonic Disruption or harass them off the wave under tower. Slow pushing is good with Vel'Koz.

Your E Flame Chompers! will mainly be a zoning or defensive tool with him. Your main synergy comes from your W Zap! since it helps him hit his E Tectonic Disruption, thus helping him land his whole combo and one-shot people.

PLAYING AGAINST

Try to walk up and bait the Vel'Koz to throw out his Q Plasma Fission ASAP, sidestep if preferably and then you can trade for around 6 seconds until it’s back up again. Generally, this lane’s quite easy so long as you stay behind minions to avoid Vel'Koz’s Q Plasma Fission.

It’s very important to NEVER get hit by his E Tectonic Disruption as you’ll be knocked up and CC’d which can really hurt you or even kill you.


PLAYING WITH

Play around his W Eye of Destruction slow and his E Shocking Orb stun to get favorable trades since they will most likely not be able to hit you back. If they don’t have hard engage try to keep the enemy under tower to harass them for farm and get cs leads or maybe even kill them by withering them down. Play passive until level 3 since you can just get engaged on; just let him poke with Q Arcanopulse and stay as healthy as possible.

If he stuns someone with E Shocking Orb try to place your E Flame Chompers! under them. Use your W Zap! to facilitate him landing his spells.

PLAYING AGAINST

Try to stand in max auto range of Xerath while sidestepping so that you can auto him as soon as he misses Q Arcanopulse (or even if he hits it so you can trade some HP, but focus on dodging it). Keep minions between you and him whenever his E Shocking Orb is up so you can’t get stunned. Stay out of W Eye of Destruction range whenever it’s up since he can guarantee all his abilities hit you if you’re slowed. You want to stay as healthy as possible so you can all-in as soon as he misses his E Shocking Orb and W Eye of Destruction.

PLAYING WITH

The way you wanna play with her is that you want to do short trades as much as possible as she can always heal you up if you do take some trading damage. Be extremely cautious of getting engaged upon by the enemy's support at all times and try to analyze his abilities and how to avoid them in order to quite easily be able to not die allowing you to scale.

Scaling, that’s pretty much what Yuumi does as she becomes a beast once you get into mid-late game and thus it’s not necessary to win laning phase and instead simply not dying and getting as much CS & XP as possible is good enough.

As Jinx you're more than happy playing a scaling lane and waiting for the late game where you'll be pretty unkillable and have huge attack speed and movement speed.
PLAYING AGAINST

Stay in the wave level 1 so that Yuumi’s not able to land her Q Prowling Projectile on you as it deals quite a bit of damage, and it also slows you which makes it easy for the enemy ADC to get in range to damage you. If she starts with E Zoomies just poke the ADC down with Q Prowling Projectile to waste Yuumi's mana.

However, be careful about taking even trades unless your support can also heal you as Yuumi can heal her ADC quite a bit, even trades meaning that you deal and take around the same amount of damage.

Since her being caught in CC will put her W You and Me! on a 5 second cooldown you should try (if possible) to have her land on your E Flame Chompers!; since they knockdown enemies it will cancel her W You and Me! if they're in between her and whoever she casted it on.

PLAYING WITH

Be careful as Zilean doesn’t do much except dealing some poke damage with his Q Time Bomb so DON'T walk up too deep, simply harass the enemy. Don’t walk up past the enemy melee minions and / or get engaged on by the enemy support.

However, when Zilean reaches level 2 he’s a bit stronger since he’s able to stun the enemy by landing Q Time Bomb into Q Time Bomb which is a small window for you to walk up and trade a bit but it’s going to be hard to all-in unless the enemy is overextended or already low HP prior to the engage.

Generally, Zilean's a scaling champion, his early game isn’t all that great but he becomes a nice support in mid-game with all the movement speed, zoning with his Q Time Bomb as well as the amazing revive with his R Chronoshift. I wouldn’t say that you should trust Zilean 100% to R Chronoshift you though.

You two can have a disgusting slow if he applies his E Time Warp and then you follow up with your W Zap!; follow this up with him landing a double bomb stun and then your E Flame Chompers! for a really long CC chain.

PLAYING AGAINST

Try to walk up level 1 & bait the Zilean Q Time Bomb as soon as possible, and then try to sidestep into harassing the enemies for 8 seconds before it’s back up again.

It’s quite easy to all-in together with your support as Zilean’s pretty much useless if he doesn’t hit his Q’s on you since he’s really squishy.

You pretty much only need to avoid 1 of the Zilean Q’s as he’s not able to stun you unless he lands both of them, so it’s very common to sidestep Zilean Q Time Bomb and then all-in right after.

Take in mind that if you’re inside the explosion zone of his Q Time Bomb and he lands the bombs on your support or a minion you will still get stunned.

As Jinx try to not walk up to him to prevent him from using his Movement Speed debuff because you’ll most likely get stunned right after. If he uses his R Chronoshift look to put your E Flame Chompers! on that target so he gets rooted instantly after respawning.

PLAYING WITH

Try to play around Zyra’s plants as they deal a lot of damage if left unattended. If Zyra lands her E Grasping Roots on the enemies then you can walk up and trade / fight but if she misses it then back off and play defensive for 12 seconds until it’s back up.

The plants that spawn off Zyra’s E Grasping Roots will apply a slow, take advantage of this to harass the enemy botlane.

As Jinx you can easily follow up with your E Flame Chompers! on the enemies she roots, while also making such root easier to land with your W Zap!. Use your E Flame Chompers! after she uses her R Stranglethorns by putting the traps right below the CC’d enemies.

PLAYING AGAINST

Zyra will be looking to spawn multiple plants to poke you and your support down; coordinate with your support since the plants will instantly die if you auto the same one at the same time. Try to step on her blossoms too so she can’t bring a plant up. If doing this makes her Flash + E Grasping Roots or just E Grasping Roots be ready to Flash away.

Take in mind that the plants spawned or buffed by her R Stranglethorns will be much harder to kill.

Zyra’s main fighting ability is her E Grasping Roots which roots & deals damage so as long as she’s not able to land that on you, fighting her shouldn’t be hard as she doesn’t have that much damage until level 6, especially because she’s a weak champ in the current patch.

If you’re playing against a lot of CC besides Zyra I recommend going Cleanse as that’ll make it A LOT harder for their bot lane to kill you since you can just cleanse the CC, because Zyra’s main way of killing you is CCing you with her E Grasping Roots into R Stranglethorns.

League of Legends Champions:

Teamfight Tactics Guide