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Crazy Jinx pentakill
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- High damage
- Good dueling potential
- Great tower sieging ability
- Great crowd control
- Sniping ability
- Lane dominate if played correctly
- Can snowball teamfights very easily
- Reminds me of Yuno
- No escape abilities
- Skill shot oriented
- No middle ground with auto attacks. You have to either deal with low range or worry about your mana, depending on which gun you are using.
- High skill cap
- Has a bit of a learning curve compared to other ADCs. She is definitely not your average right clicker.
This passive makes you a ranged, attack damage version of Kassadin or Katarina for teamfights, and is your only ability that you can rely on to escape situations, which further fits her role of a very "all-in" champion. One kill in a teamfight will lead to the next, which leads you to get in range of the next, and of the next, which in a best case scenario will lead to a pentakill.
It should be noted that the timer on things to die since the last time you killed them is very very low, so keep that in mind if you plan on using this ability to escape on a target that is slowly dying to someone else's damage.
This is Jinx's bread and butter and what makes her so versatile, at the cost of never having a middle ground. Her mini-gun gives her superior single target damage and dueling potential at the cost of a low 525 range, while her rocket gives her an extra 10% damage, a superior 700 range when maxed out (to give a visual, equal to only 3 range under a level 18 Tristana who sits at 703) and an AoE effect that can crit at the cost of mana. You max this first to excel at both, but more specifically the rockets, as 700 range at max rank is just too good to pass up.
The trick is to figure out when to use what in each specific situation, with the rockets being the safer bet but the mini-gun giving superior damage against un-clumped targets at the risk of putting yourself in danger.
When deciding, remember your lack of escapes and the fact that a dead ADC does no damage.
I was contemplating maxing this first before I came to my senses. At max rank, this skill gives a 70% slow and a very high damage poking ability which further increases her sieging potential as well as giving her team to catch up to unfortunate targets who happen to get caught out by it. You max this second to increase the slow and damage amount significantly.
E: Flame Chompers!
This is Jinx's only defensive ability, which when combined with Zap!, can also be used offensively on opponents running away to lock them down and kill them, although you should keep in mind that if you use it offensively, you can't use it defensively due to it's long cooldown, which may lead to a dead Jinx.
You max this last because it's a one point wonder spell that is mostly used for it's utility, not damage.
R: Super Mega Death Rocket!
Jinx's ultimate, and a surprisingly effective one for what seemed like a cheesy global skill shot. This skill does a very significant amount of damage, especially to low health targets due to it's execute portion, while not even being that hard to hit due to it's hitbox and the speed that it travels.
And good trick to keep in mind to surprise low health opponents at a range is to hit them with Zap! first and then use this skill. Unless they have a self positioning spell they can use, they cannot avoid the damage from her ulti due to the 70% slow that a maxed out Zap! will give, which will lead to a lot of surprisingly free kills by people who aren't expecting it.