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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Introduction
I am Tyler "ecco" Spesick and am the former mid player for the LCS teams "Team MRN" and "Team Velocity eSports!"
I've been playing a great deal of adc these past few weeks and as a result have taken a great liking to the newest champion to join the League of Legends, Jinx! She is a great deal of fun who is /extremely/ strong. There are always little things that I can be doing and improving on and it's overall a great experience playing her. Definitely one of the most fun champions in the game. This guide will give a general overview over Jinx as well as go over the more complicated things with her as well!
Pros
- Super fun.
- Extremely high attack speed early gives her a ton of tower/objective control.
- One of the longest AA range in the game with Fishbones activated.
- Longe-range, AoE damage late game.
- Zap is stupid long-range, high base-damage skill that is fairly spammable.
- Has an AoE root.
- Super Mega Death Rocket is one of the best executes in the game and is also global.
- High base attack-speed for Pow-Pow allows you to build straight damage for your first two items.
Cons
- Has lowest base movement-speed in the game as well as no real escape.
- Very vulnerable to assassins and needs baby-sitting in team-fights.
Jinx overall is a very universal pick as she works well with most compositions but one thing that is fairly vital to Jinx surviving in teamfights is that she /needs/ someone who can help keep her alive. Whether it is a heavy peel support like
Janna or
Nami or a mid like
Orianna, it is soooooo important. If you are left alone on your own as Jinx against a
Jax or a
Gragas without your summoners, wave goodbye to your healthbar because you will die.
Also, it is good to have a consistent form of engage that can follow-up on your Zap! Zap is surprisingly a very strong lead-in for engages so having someone like a
Jarvan IV or a
Nocturne to capitalize on your Zap! connecting is very important.





Also, it is good to have a consistent form of engage that can follow-up on your Zap! Zap is surprisingly a very strong lead-in for engages so having someone like a






This rune-page has become the staple for adc near the end of season 3. It allows you to forgo having to put any points in utility which will help your laning a great deal as you can then put 9 into defense. Overall, these runes are very laning-centered and by far the best choice to run on Jinx.
I never really change the order that I obtain these abilities. I know that some players favor maxing W first before Q but I don't really see a reason to. The base damage and scaling on Zap! makes it a very strong 1 point wonder until lvl 8 so I think the extra range for fishbones and attack speed from Pow Pow makes it better to max first imo.
The starting item for Jinx is the same as the starting item for every other adc which is a

On my first back I try and have at least 900g to pick up

After I pick up my Berserker's Greaves, I will build towards a




Lastly, I pick up a


Once I have my core, I then go back and pick up some attack speed with a


Jinx works very well with sustain supports (
Nami,
Sona) as well as
Zyra. They are all very poke heavy, strong in all-ins, and have peeling which is what is necessary for Jinx to play with. Since they are all very long-range and strong laners this emphasizes Jinx' strength in lane of poking with her
Zap! and Fishbones.
Things to be weary of when picking Jinx into another bot-lane is dive heavy lanes.
Zyra is very strong against Jinx because of her lock down and so is the rather unpopular
Leona but she is /very/ good against her.
Corki,
Graves, and
Vayne are arguably the strongest picks against Jinx because they can really get in on her in all-ins and just destroy her soul. Against these champions you really have to position perfectly to survive and win the lane.




Things to be weary of when picking Jinx into another bot-lane is dive heavy lanes.





Laning
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Jinx' laning is very push heavy. Mostly you will be harassing with fishbones as well as ![]() ![]() ![]() |
Keep the lane pushing for the most part as you destroy towers extremely quickly but like I said before be very weary of engaging too hard on the enemy. Once you hit 6 it becomes a lot easier to finish off targets that you have poked down so be patient. The way Jinx is balanced is that she does ridiculous amounts of dps in close range and has stupid strong poke but she is one of the weakest champions in the game when someone gets in her face. As a result, playing Jinx will help your positioning a great deal because of how severely punishing she is.
Mid Game
Make sure to stay fairly far back before any potential engage happens so you don't have to blow your flash at the beginning of the fight. Dance around in the poking around with fishbones and your spells and always try and keep range on the front-line that is diving you. You almost never want to go ham on Jinx where you'd go deep into their back-line unless you had a Get Excited! proc and were able to quickly mow down a considerably weakened back-line. Play safe, poke, mostly use pow-pow on the front-line for highest dps possible, and above all stay alive.
Late Game
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Once you reach late-game, your damage is through the roof. You will have your ![]() |
As for game-plan for your team it is the same as mid-game. You and your team should be sieging towers and after getting an inhibitor down, clearing around baron, then either baiting it or doing it. Jinx is a baron killing machine so if you have a 10 second window where you can hit baron uncontested then you kill that bad boy.
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