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[AD Carry] Jinx - The Loose Cannon
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Threats & Synergies
Ashe is definitely a skill matchup. Jinx has the greater range (with Fishbones) and poke (with Zap!), but Ashe has much greater utility and a stun. In lane, try to harass her with your Rocket Launcher to stay out of her range. Jinx is fairly weak early, so don't expect to win a fight. Play passive and call for against to abuse Ashe's low mobility.
From my experience, a Caitlyn lane is very winnable, but just annoying. You have no mobility spells to dodge a well-place Piltover Peacemaker, and she has the range advantage early. Just play passive early and try to get a sustain support.
Corki is definitely a hard matchup for Jinx. He has a decent early game, mobility, and a spam-able Ultimate. Try to dodge as many Phosphorus Bombs early, and poke him with you Rocket Launcher and Zap!. Be very wary of his mid-game power spike, as he will have kill potential at this stage. If you have to, stall the game out, until Corki falls off and Jinx begins to shine.
Draven isn't to hard to beat if you play well. Due to his low range, you will be able to poke him down early, but be aware if he tries to all in you. If this happens, place your Zap! where his axe is going to land to zone him. Your Flame Chompers! will also be important to keep him from catching axes. Once again, if necessary, wait it out until hyper-carries begin to take over.
Against Ezreal, try to stay behind minions, as they block his Q. Try not to let him poke you for free; return an auto-attack or a Zap!. As he is a poke champion, try to grab a sustain support.
Graves is a very, very hard matchup for Jinx. He is one of those in-your-face, bursty AD Carries, just the way Jinx hates it. Play very passive in lane, poke him often, and don't all-in, unless you are receiving a gank. After Level 6, you have to be even more wary of his E-Q-R combo. If you survive to late-game, though, you should have a lot more teamfight presence than Graves and probably come up with the win.
Support matchup. Enough said. In all honesty, though, if you deny her farm, she'll become a pretty weak ADC.
As an auto-attack reliant AD Carry, Kalista's mobility shouldn't be too much of a problem. Yes, you won't be able to Zap! her as often, but your AA's are still Jinx's main damage source. Harass with your Rocket Launcher and take advantage of your range.
Kog'Maw, like Jinx, is a late-game hyper-carry. In this matchup, it is pretty much a fight of "Who can get their core items first?". Farm is very, very important, in this matchup. Poke him when his W is on cooldown to avoid as much return damage as possible. Use your E and call for ganks to abuse his low mobility.
Lucian is another one of those bursty AD Carries. Avoid the poke from his Q early, and keep your distance during teamfights. Use his low range to your advantage as much as possible, and once again, poke in lane.
Miss Fortune should be an easy matchup for Jinx, provided that she positions herself well. Early game, avoid her harass while auto-attacking back. She has low mobility as well, so you should try to get Flame Chompers! on her as much as possible. In teamfights, do your best to avoid her AOE ultimate, and it should be a won battle.
Sivir's Spell Shield can be really annoying at times. Try to bait it and harass her as much as possible when it is on cooldown. If she starts shoving the lane, call for a gank or push back to prevent the wave from reaching your turret. Take advantage of her low auto-attack range, but be wary of the poke from her Q.
Tristana is a weird-ish AD Carry. Early- to mid-game, she is a bursty ADC, but changes to an auto-attack reliant one late-game. When facing her early, take advantage of her range and poke her as much as possible. Avoid standing near low-health minions so she doesn't get free harass on you from her E. Always be wary if she tries to all in you, especially if she is trying to Buster Shot you back into her team. Abuse her weak mid-game to hopefully pick up some kills or free farm.
Twitch is, again, one of those in-your-face ADCs, at least for the early game. Avoid where you think he is going to be, and harass him early - he hasn't gotten his range increased yet. Take advantage, once again, of his low mobility, though he can often times just pop stealth. In teamfights, do your best to avoid the AOE from his Ultimate.
Urgot is pretty annoying, since he usually starts with a sustain build. Your poke will be negated by his Crystalline Flask, while he will be able to poke you back. Try to get a sustain support, as Jinx has very little sustain on her own. Be very careful of his Position-Reverser, as you are most likely dead if he catches you out with it. Use his low mobility against him, and try to take advantage his relatively low waveclear. Try to stall the game if you have to - Urgot's late-game is very, very weak.
Varus will poke you down if you can't avoid his arrows. You will need to be cautious of where they are headed, and dodge as much as possible. When his Q is down, this is your time to harass him. After Level 6, respect the catch potential he has with his ultimate.
Vayne should be relatively easy for Jinx. You can abuse her low range auto-attacks and spells with your Rocket Launcher and Zap!. Though Vayne scales very well into late-game, Jinx does too, and you should have more presence in teamfights than Vayne due to your AOE.
Whenever an enemy champion or structure that
Jinx has dealt damage to within the last 3 seconds is killed or destroyed, she gains 175% movement speed that decays to 60 / 30 / 9 / 0% after each subsequent second.
Flame Chompers! (E)
Super Mega Death Rocket! (R)
At first glance, most of these runes seem normal, but the Glyphs of Attack Speed seem a bit out of place. Generally, for me, I only take 5 Glyphs of MR, and after trying out a couple different things, I found Attack Speed to be the most beneficial.
= The 4/4 points in Fury are self-explanatory; more Attack Speed equals more damage.
= Butcher is very useful for last-hitting, as you would've killed the minion that lived 1-2 HP. Besides that, it helps us unlock Masteries further down the tree.
= I take 3/3 points in Brute Force to gain as much extra Attack Damage as possible.
= The point in Feast is very useful for the sustain during laning phase, provided you are farming properly.
= Martial Mastery. Four extra AD for free? Sign me up. On a more serious note, there's no reason not to pick up Martial Mastery.
= 3/3 points in Executioner is very useful for securing kills. Ever had an enemy slip away with a sliver of health? Here's the solution.
= In Warlord I usually take 2/3 points. Some people take 3/3 in Warlord in exchange for 3/4 in Fury, though I, as a player, prefer AS over AD.
= Dangerous Game is really, really useful in clutch situations. Sometimes it allows you to survive that last turret shot after a tower dive, or the last tick of ignite from an assassin. Either way, take a point in this one.
= Frenzy is very, very powerful, especially if it has stacked up. 15% AS from a single Mastery point is absurd. Take a point in Frenzy, as it also provides one of the twenty points necessary to unlock Havoc.
= Devastating Strikes is one of the best Masteries to have in the current tank meta. With tanks everywhere, the 6% Armor Penetration really helps you output as much damage as possible. As a result, I take 3/3 points.
= Ah, Havoc, the Mastery at the bottom of the tree. It just lets you deal 3% more damage overall, whether it be Basic Attacks or Spells. A must-have on most champions that aren't tanks.
= I usually take 2/2 points in Block to give me the slight edge in early game trades. The little things do add up sometimes.
= Recovery is surprisingly useful for a Mastery this high up the tree, thus it deservers the 2/2 points. Jinx's base Health Regeneration is 5.8/5 seconds - this Mastery will increase that by nearly 35%.
= Though Unyielding benefits melee champions more, it is still standard for AD Carries. "A hit point saved is a hit point earned."
= The 3/3 points in Veteran Scars improves Jinx's early-game by a notable amount. At Level 1, it effectively increases your health by 7%.
= 1/1 point in Juggernaut stays relevant throughout the entire game, as it is a percent bonus. A must-have.
Note: I definitely did not copy-paste this from my Sivir Guide. In my defense, most AD Carries used the same Masteries, anyway, and there was no way I was typing all that up again.
|Boots of Speed is very useful on a low mobility carry, such as Jinx. She benefits greatly from the movement speed, which could help an escape or get a kill. Try not to put off buying the Boots of Speed, but B.F. Sword should still be first priority.|
|Infinity Edge is a 100%, must have on Jinx. This allows her to deal massive damage with her AA's, as well as providing the potential for empowered AOE Crits. A very good item on AD Carries in general, but even more so on Jinx.|
As per usual, we always want to prioritize our Ultimate as much possible. Not much explanation needed here; the super mega death rocketSuper Mega Death Rocket! scales the best with each rank. I take it at Levels 6, 11, and 16.
Next, maxing Q would be the most beneficial. The Attack Speed increase will greatly help during duels, while the range will allow for safer positioning during teamfights. I take a point at Level 1, and max Switcheroo! by Level 9.
Third, we want to put points into our W. This is because the damage and slow increase on our Zap! is more beneficial than anything we can get by maxing Flame Chompers!, though not to the point where we would max it before Q. I give it a point at Level 2, and max it by Level 13.
Finally, we put our points into E, as it scales the worst with ranks. You won't be using the damage increase, anyway. Flame Chompers! are mostly important for the snare, which does not increase by rank.
Early Leveling Order
I have two similar early leveling orders. The first of which is > > > . You should start this during a kill lane, for example, if you have a Blitzcrank support. Your Flame Chompers! will be able to trap enemies for a crucial 1.5 seconds. However, Zap! is usually the more crucial spell at Level 2, as it provides poke and some zoning potential.
The second leveling order is > > > . Take this order when you are playing in a poke lane, as the extra range on the Level 2 Q will be much important than your E in this situation. Take Zap! for the same reasons as above.
Best of luck playing Jinx!
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