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Jinx Build Guide by XRalience

AD Carry [AD Carry] Jinx - The Loose Cannon

AD Carry [AD Carry] Jinx - The Loose Cannon

Updated on July 13, 2015
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League of Legends Build Guide Author XRalience Build Guide By XRalience 6,393 Views 3 Comments
6,393 Views 3 Comments League of Legends Build Guide Author XRalience Jinx Build Guide By XRalience Updated on July 13, 2015
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LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


Threats & Synergies

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Extreme Threats
Ideal Synergies
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Hey guys (and gals), XRalience here with a champion build guide, featuring Jinx. I'm currently in the division Gold IV, nothing too great, but it could be worse.

Jinx is an easy to play, but hard to master champion. She can do well in the hands of a beginner, as she is less Ability-reliant than most other champions. Jinx has even seen some professional play, due to the mechanics that are required to achieve her skill cap. All around, Jinx does her job as an ADC very well and is probably the best hyper-carry in the game.

Without further ado, let's get into the guide!
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Get Excited! (Passive)
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.
Range: --
Cooldown: --
Mana: --

Switcheroo! (Q)
TOGGLE ― POW-POW: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times for a maximum 30 / 40 / 50 / 60 / 70 (+ 0 / 2 / 4 / 6 / 8 / 10 / 15 / 20 / 25 / 30 / 35 / 40 / 45 / 50 / 55 / 60 / 65 / 70 at Levels 1-18)%. The first stack grants twice as much attack speed, and stacks decay one at a time when she stops attacking. Switching to Fishbones, the Rocket Launcher Fishbones will not clear any active stacks, but they will not grant attack speed after her first attack.

TOGGLE ― FISHBONES: Jinx gains 75 / 100 / 125 / 150 / 175 bonus attack range and consumes 20 mana on every basic attack, also dealing 10% AD bonus damage and making her basic attacks splash. The splash deals full damage to all enemies around the main target, and the bonus damage to her target and the splash damage both scale additively with critical strikes.
Range: --
Cooldown: 0.9 Seconds
Mana: 20 Per Rocket

Zap! (W)
ACTIVE: After a short delay, Jinx fires a shock blast that deals 10 / 60 / 110 / 160 / 210 (+ 140% AD) physical damage to the first enemy hit, revealing and slowing the unit by 30 / 40 / 50 / 60 / 70% for 2 seconds.
Range: 1500
Cooldown: 10 / 9 / 8 / 7 / 6 Seconds
Mana: 50 / 60 / 70 / 80 / 90

Flame Chompers! (E)
ACTIVE: Jinx tosses out 3 chompers that, after a 0.7-seconds arming time, explode on contact with enemy champions, dealing 80 / 135 / 190 / 245 / 300 (+ 100% AP) magic damage over 1.5 seconds to enemies within a small area.

The champion that sets off the chomper is also rooted the same duration. Chompers explode automatically after 5 seconds. A single champion can only set off a single chomper, but can be damaged by multiple chompers if they remain in range when they explode.
Range: 900
Cooldown: 24 / 22 / 20 / 18 / 16
Mana: 50

Super Mega Death Rocket! (R)
ACTIVE: Jinx fires a rocket that travels in a line, exploding in an area upon hitting an enemy champion. Enemies caught in the explosion take 10 - 100% of the rocket's 250 / 350 / 450 (+ 100 AD) physical damage, based on the distance the rocket traveled, plus + 25 / 30 / 35% of target's missing health. Damage is capped at 300 versus minions and monsters.

Secondary targets take 80% damage. Damage is calculated separately for each target.
Range: Global
Cooldown: 90 / 75 / 60 Seconds
Mana: 100
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Pros / Cons

+ High range & great AOE with Fishbones.
+ Huge attack speed steroid with Pow-Pow.
+ Easy to snowball.
+ Great waveclear.
+ High teamfight presence.
+ Global execute with Ultimate.
- Low mobility, barring her situational Passive.
- Weak if behind.
- Squishy.
- No self-peel.
- Cannot 1v1 at any point in the game, unless fed.
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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.

Always, always, always take 9 Marks of Attack Damage. The AD will help immensely during early-game trades and last-hitting. In the late-game, the ~9 AD won't make that much of a difference, but extra AD is never detrimental, especially on AD Carries. These Marks of AD are irreplaceable.
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Seals of Armor are mandatory for facing an AD lane. As an AD Carry, your lane opponent will most likely be doing physical damage (>.< Corki). These Seals will greatly reduce the damage you take from trades and increase your survivability during the laning phase. The only alternative is the Seal of Health, though Seals of Armor tend to do the job a lot better.
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As an AD Carry, Glyphs of Magic Resist are important as well. They will greatly reduce the damage of AP supports in lane, as well as aid against magic damage threats during teamfights. 5 Glyphs of Magic Resist (+6.70 MR) are usually enough for me. Though not as beneficial as the flat alternative, Glyphs of Scaling Magic Resist may be used, too, especially if you aren't having trouble in lane.
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On Jinx, I found Glyphs of Attack Speed best for the remaining 4 slots. If you manage your mana well (which isn't too hard on Jinx), you shouldn't need Glyphs of Mana Regeneration. Though 5 Glyphs of Magic Resist should most likely be enough, you can opt to fill up all 9 slots with them in some situations, most notably against an AP heavy team.
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Quintessences of Attack Speed are becoming more and more standard on AD Carries, especially after the nerfs to the Quints of Lifesteal. These Quints provide a monstrous 13.5% attack speed (almost a Dagger!), which helps in terms of late-game scaling. By all means, Lifesteal Quints are still viable, though not as important on someone as high-ranged as Jinx. Another alternative are the Quints of AD, which aid the laning phase by sacrificing some late-game power.
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As for my Masteries on Jinx, I take the standard 21/9/0.

= 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.
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Summoner Spells

As with nearly every champion, Flash is an essential summoner spell. It allows the normally immobile Jinx to get the last AA for a kill or get away in a sticky situation. Flash is especially important on AD Carries, as it can be used to quickly dodge an AOE Crowd Control spell or reposition during a teamfight.
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Heal is very, very useful on Jinx. It is really useful for baits, as Jinx is on of the best champions to have a kill on. Though Barrier is arguably better for baits, the overall positives of Heal outweigh those of Barrier. Also, since Bottom Lane is a duo lane, you can Heal your support as well, making it a 2-for-1 summoner spell.
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Starting Items
The cost efficiency and stats granted by Doran's Blade make it the best starting item for AD Carries, by far. It gives you a good amount of Health, 7 extra AD, as well as some Lifesteal for sustain. After purchasing this, make sure you grab a Health Potion and a Warding Totem as well.

First Back
If you are ahead or going even in lane as Jinx, you should be buying either B.F. Sword or Pickaxe, with the former being the optimal option. Try to save up 1550g before backing, as getting B.F. Sword before your lane opponent will hopefully allow you to snowball your advantage. If the opposing laner backs or is killed, don't hesitate to recall after pushing the wave to the turret, as you do not want to face an item disadvantage. Buy whatever AD item you can, even is it's just a Pickaxe or Long Sword. Any basic AD will help Jinx greatly.
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Vampiric Scepter should be your item of choice when behind. It builds out of the cheap Long Sword and provides more sustain. This sustain should help you stay in lane and grab as much farm as possible, letting you reach your power-spike quicker. If necessary, take another Doran's Blade as well for inexpensive Health and AD.
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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.
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Scrying Orb synergizes very well Jinx and AD Carries in general. Here are some reasons why:
+ Can be used to check Dragon and Baron without putting yourself in danger.
+ Useful for checking nearby brushes or areas with no vision.
+ Can be used to set up your auto-attacks. As an AD Carry, especially Jinx, these will be your main source of damage.
+ Synergizes well with your Ultimate, as Scrying Orb can be used to scout for near-dead enemies that could potentially be a kill.

Core Items
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.
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Tier 2 boots are usually mandatory on every champion, and Jinx is no exception. The movement speed will help in certain situations, as well as aiding your roaming and rotating potential. For lack of a better option, buy Berserker's Greaves for your Tier 2 boots and the Attack Speed.
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Phantom Dancer synergizes so well with both Infinity Edge and Jinx, period. The Attack Speed and Crit Chance really boosts Jinx's teamfight potential with Fishbones, as rapid AOE Crits are always something to be feared. Personally, I don't think Statikk Shiv is nearly as viable on Jinx, so I always buy Phantom Dancer.
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The current tank meta pretty much makes this item mandatory. Without Last Whisper, getting through Tanks would be nearly impossible to do. This will really boost your teamfight potential and help shred through Tanks. Youmuu's Ghostblade is another Armor Penetration option, but like Statikk Shiv, Youmuu's Ghostblade isn't recommended on Jinx.

5th Item
I always buy The Bloodthirster as my 5th item. It provides massive AD, as well an enormous 20% Lifesteal. This slot is usually saved for a Lifesteal item, and I don't find Blade of the Ruined King very viable. If you are playing optimally, you should never be in range to use the active anyway. Only buy BotRK when the enemy has something along the lines of a 4 Tanks + Sivir composition.

6th Item
When playing Jinx, Guardian Angel is usually my defensive item of choice. This is because once late-game is reached, the hyper-carry that you are is a necessity to teamfight victories. After purchasing Guardian Angel, you have a bit more room for error, though you should still try not to get caught out.
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Randuin's Omen can be used very situationally, though it is generally not recommended. This item doesn't work well with AD Carries, especially the Active effect. You should only be buying Randuin's Omen if the enemy team is either full physical damage or have a really fed AD.
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Banshee's Veil is, by far, more viable on AD Carries than Randuin's Omen. This mainly credited to the spell shield Passive, as it can help you avoid being caught out, or stop a teamfight engage when you are not yet in position. The 100% Health Regeneration bonus can be really helpful at times, too. Buy this item against magic damage heavy teams (or AP assassins, like Leblanc).
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Though contrary to what some may think, the important part of Mercurial Scimitar is not the AD that it provides. It is in fact its Active, which essentially provides you with a Cleanse. Always purchase this item against CC heavy teams, such as Sejuani or Leona. When buying Mercurial Scimitar, you should purchase the Quicksilver Sash component first, as it already comes with the Active.
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Though it may seem unusual, double Phantom Dancer are becoming more and more viable on AD Carries, if a defensive item isn't necessary. Personally, I build double Phantom Dancer on Jinx fairly often, as her long range allows her to stay relatively safe. Also, with two Phantom Dancers, you achieve an insane Attack Speed and 90% Chance to AOE Crit, letting you win teamfights with ease.

Other Items
In my opinion, Furor is the best boot enchantment to purchase on Jinx. It gives her sticking potential when your jungler refuses to give you red buff, and increases her already incredible chase potential. Furor also helps with kiting opposing tanks who try and dive you during teamfights.
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Homeguard should be your enchantment of choice when playing from behind. It will greatly aid you in base defense, as the Movement Speed and increased Health & Mana regeneration are very helpful. You can also purchase this to get back to lane faster before your tower takes some precious CS.
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Elixir of Wrath is the thing to buy when you run out of things to buy. After filling up all six item slots, you will only be able to purchase consumables, with the Elixir of Wrath being the best one available. It provides you with both AD and even more Lifesteal, making the late-game hyper-carry Jinx something to be feared even more.
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This is what you should buy after you have full six items as well an Elixir. As a trinket upgrade is the only thing left to buy, there is no reason not to if you have some spare gold. However, you should never be prioritizing the purchase of Farsight Orb, as Scrying Orb should be sufficient throughout the game.
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Skill Sequence

>> >> >>

Maxing Order
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.
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All in all, I want to thank you for reading my guide about Jinx. If you liked my guide or found it helpful, an upvote would be much appreciated. As usual, I am open to constructive criticism to improve this guide.

Best of luck playing Jinx!
My Build Guides

~ XRalience
= Tune in occasionally for updates to this guide. I will not have a set schedule for updating, but will renew the information when necessary.
= Special thanks to jhoijhoi's Making a Guide guide for helping me with my own. I would have never gotten as far without it!
= Any artwork, such as banners, would be much appreciated! I will make sure to give credit where it is due. PM me if you are interested.
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Update Log

7 / 13 / 15: Added my ELO in "Introduction", upon request.
7 / 10 / 15: Published Guide with following sections:
= Introduction
= Abilities
= Pros / Cons
= Runes
= Masteries
= Summoner Spells
= Items
= Skill Sequence
= Conclusion
= Update Log
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XRalience Jinx Guide
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[AD Carry] Jinx - The Loose Cannon

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