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Jinx Build Guide by Janitsu

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League of Legends Build Guide Author Janitsu

Everybody, Panic! 7.23

Janitsu Last updated on November 28, 2017
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Cheat Sheet

Jinx Build

LoL Path: Precision
LoL Rune: Press the Attack
Press the Attack
LoL Rune: Triumph
LoL Rune: Legend: Alacrity
Legend: Alacrity
LoL Rune: Coup de Grace
Coup de Grace

LoL Path: Domination
LoL Rune: Taste of Blood
Taste of Blood
LoL Rune: Zombie Ward
Zombie Ward

+9% Attack Speed

Domination / Sorcery / Inspiration: +9% Attack Speed
Resolve: +65 Health

LeagueSpy Logo
ADC Role
Ranked #9 in
ADC Role
Win 49%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Hello everyone and welcome to my Jinx guide here on Mobafire! I am a moderately known veteran of Mobafire and Season 4 Diamond ADC main. I am currently not playing actively in the high Elo, but my smurf account which is Platinum Elo has a good list of ranked wins. I will try to be thorough enough so that beginners, as well as the advanced players, learn something.
What should you expect of this guide? You should expect critical tips and tricks in addition to some general things about ADCs and playing this game. I am open to questions and criticism of any kind and I encourage you to leave any kind of a comment to my guide :)

Currently I am running Precision tree with Domination secondary and having Press the Attack over Lethal Tempo.

Many people have asked me whether I prefer Lethal Tempo or Press the Attack. The short answer is that Press the Attack is generally better at what it does, more reliable and has more uses on different people. Only champions that can basically always take Lethal Tempo over Press the Attack are Kog'Maw, Aatrox and Caitlyn.

As for the rest of the runes:

Overheal and Triumph are both very viable choices. I prefer Triumph as I think it compliments Jinx's passive rather well, but Overheal is usually good if you can just get those heals.

Legend: Alacrity and Legend: Tenacity are both also viable. Legend: Alacrity is probably better in blind pick and probably has more uses if you are ahead. Legend: Tenacity is better when the enemies have a ton of CC for you and you know that you are going to be the main threat that the enemies will most likely focus.

Coup de Grace is the general choice you want. Cut Down is good as well, if you are against enemies that are going to be innately tanky or you know that the enemies have a comp of Galio, Maokai, Cho'Gath and maybe Braum.

Taste of Blood is the best choice from Domination tree. You need to get those heals! Eyeball Collection and Zombie Ward are both viable choices, I prefer Zombie Ward since it allows you to deward with your support.

You can also choose Resolve, if you prefer a more tankier rune build. From there, I can recommend Unflinching and Second Wind

Ability Description
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 over 4 seconds.

Tips & Tricks
  • You can use this to get a risky tower and then escape from the place
  • Great for teamfights because killing one person allows you to position yourself more effectively in order to kill another person
  • Whenever you get a kill you can run to catch another (in duel/fight scenarios)
  • Allows Jinx to tower dive exceptionally well since the bonus movement speed allows you to avoid getting hit so many times by the turret (given that you get the kill)

Spoiler: Click to view

Ability Description
TOGGLE ― POW-POW: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times, with the first stack granting twice as much attack speed. The stacks decay one at a time when she stops attacking. Switching to Fishbones will not clear any active stacks, but they will not grant attack speed after her first attack.

TOGGLE - FISHBONES: Jinx, at the cost of 20 mana per attack, gains bonus attack range, also dealing 10% AD bonus damage and making her basic attacks splash. The splash deals full damage to all enemies in a 150-radius area, and the bonus damage to her target and the splash damage both scale additively with critical strikes.

Tips & Tricks
  • When you are in a close range fight or in teamfight where you can safely attack from a close range, ALWAYS use Pow-Pow, the Minigun. It deals far more damage in the long run
  • Using Fishbones, the Rocket Launcher to harass is completely fine if you just remember to save mana. Using it all the time wastes a lot of mana.
  • Harass the enemy from a safe range with Fishbones, the Rocket Launcher. Try to only lose a maximum of 30% of your total mana and you should be fine and dandy
  • Fishbones, the Rocket Launcher's increased range allows you to position yourself pretty neatly (behind the walls in teamfights for example)

Spoiler: Click to view

Ability Description
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, granting sight and slowing the unit for 2 seconds.

Tips & Tricks
  • Don't overuse this ability during laning or fights. It doesn't deal too much damage on the early levels and costs a lot mana. You should use it to apply CC for your support/jungler or to finish an enemy off.
  • Check bushes if you are afraid that enemies are there. It is great for stuff like that
  • If you have vision, you can try to steal a buff enemy jungler is taking
  • You can get a cannon minion from afar even if you are zoned
  • In an extended fight, you almost always try to avoid using this ability since it
    • "CC"s you (it has an awfully long cast time)
    • It deals less damage than two-three of your basic attacks and with Pow-Pow, the Minigun you can deal far more damage than with this ability
    • It can't crit while your basics can (in case you have Infinity Edge)
    • You are already low on mana

Spoiler: Click to view

Ability Description
Jinx tosses out 3 chompers that, after a 0.7 seconds arm time, explode on contact with enemy champions dealing 80 / 135 / 190 / 245 / 300 (+ 100% AP) magic damage over 1.5 seconds to enemies within 50-unit area.

he 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 if they remain in range when they explode.

Tips & Tricks
  • Do NOT waste this ability for nothing. It has a long cooldown and it is your only form of hard CC
  • Can win you fights because you can root the enemy ADC to a range where they can't attack you
  • Use to set up ganks or to help your support apply their CC
  • Has 0 cast time so you can use it even when you are fleeing from a fight/turret takedown without losing any of your distance advantage
  • Can block some paths in the jungle fully
  • The really difficult thing about this simple ability is chaining it with your support's CC. You should try to use this when your support's CC is about to end. let's say, Leona's three CC abilities are on cooldown and there is 0,5 seconds until the enemy can move again. That's the moment when you want to throw Flame Chompers! right beneath them
  • Use Flame Chompers! to stop enemies from flanking you and to protect you in tight jungle fights
  • When the enemy is rooted, try to be out of basic attack range in order to get the most out of the CC you provide

Spoiler: Click to view

Ability Description
Jinx fires a rocket that travels in a line, exploding on a 225-range area around the first enemy champion hit. The primary target of the explosion takes full damage (25 / 35 / 45 (+ 50% bonus AD) (+ 25 / 30 / 35% of enemies' missing health) to 250 / 350 / 450 (+ 100% bonus AD) (+ 25 / 30 / 35% of enemies' missing health), while nearby enemies take 80% of the total damage.

Enemies caught in the explosion take physical damage equal to a base amount, plus a percentage of their missing health (max. 300 vs. minions and monsters).

The base amount of damage increases by 1% per 15 unit the rocket travels over the first second, for a maximum of 100% bonus damage (200% total damage), and the missing health component is individually taken by the targets.

Tips & Tricks
  • Great way to get an advantage during laning if you manage to get kills from other lanes
  • Great finisher if enemies get away with only a sliver of health
  • You can steal dragon or kill enemy jungler trying to take the dragon with this ultimate, but only if you have vision!
  • It probably won't kill anyone with more than ~30% of their maximum health and therefore using it to get a kill on "healthier" enemy would be a complete waste
  • Using it to get a kill in a fight you are running towards can help you get there faster due to the Get Excited! bonus movement speed
  • Using this ability from a place where the enemy has no vision is the most beneficial case since it makes it way harder to dodge

Spoiler: Click to view

Starting Items

DORAN'S BLADE The basic start for any ADC out there. Provides you with necessary stats. Health to help you survive during a fight, attack damage to help you farm and make your harass better and life steal to keep you healthy. All the stats that you want as an ADC in one package. You can take two of these if you do think you need to, but one is a necessity.

HEALTH POTION Getting a Health Potion is crucial for the laning. It offers you the survivability that you crave for in the lane and it can forgive you one bad trade (though the enemy usually has one, too). Later on, you might want to get Refillable Potion, as it is much more gold efficient compared to Health Potion.

WARDING TOTEM Warding Totem is the usual trinket you get, since it offers you a lot of vision and map control. It can save you from a deathly gank or let you see the enemy in the bush trying to kill you. Sweeping Lens is useless, as it only offers you dewarding, which is rather useless as the enemies don't really have any wards at that point.

Core Items

RUNAAN'S HURRICANE Runaan's Hurricane is extremely neat item on Jinx; its animations are unique and it has great synergy with Jinx's Switcheroo!. It is a must get item and you usually want to get B. F. Sword and Pickaxe and then rush Runaan's Hurricane, as Infinity Edge is rather useless without enough critical chance.

INFINITY EDGE Infinity Edge is the bread and butter of your build. Once you have Runaan's Hurricane and Infinity Edge you'll start to deal damage. Your attack speed from Switcheroo! is really great with these two items.

BERSERKER'S GREAVES The usual choice for ADC in terms of boots. There are some cases when Boots of Swiftness could be justified, but you can't really go wrong with Berserker's Greaves.

FARSIGHT ALTERATION This is the usual trinket choice, but you might want to keep Warding Totem for a long time until you change, as it offers more defensive warding that might help you during laning and when enemies roam. Farsight Alteration on the other hand might give you a long period of map information of the enemies.

After Core

RAPID FIRECANNON Rapid Firecannon is the main Zeal item to get in addition to Runaan's Hurricane as the range increase is outstandingly great on Jinx's Switcheroo!. You should get this item most of the time, especially if you are ahead and you don't have assassin threats in the enemy team (see Phantom Dancer's explanation).

STATIKK SHIV Statikk Shiv is great to combine with Rapid Firecannon and you if you can afford to skip some generally tankier items, it really increases your damage output by a ton. I recommend getting Rapid Firecannon first, but after it, you can easily get Statikk Shiv, should you want.

MERCURIAL SCIMITAR Mercurial Scimitar is the defensive item that you might want to get against hard CC. If they have a ton of knockups or suppresses, you might want to get it, as it can save you from a hard place.

THE BLOODTHIRSTER It used to be a debate whether to get this or Blade of the Ruined King, but after the nerfs to Blade of the Ruined King, Jinx's passive replaces the attack speed needed and The Bloodthirster's passive will keep you healthy even after bursts. The shield is in my opinion very good, because it can save you from enemy's mid's burst and increase your efficiency. Get this before Last Whisper if the enemies don't have much armor (explained in the explanation of Last Whisper).

LAST WHISPER Last Whisper is an item you will find yourself buying a lot. It is really a great item, especially now that its cost is reduced. The nerf to it was that it doesn't do anything to base armor anymore, which kinda hurt it as well. Get this item as soon as they have 2 or 3 major armor items in their team to keep on dealing damage them.

MORTAL REMINDER The game and the champions usually decide which Last Whisper upgrade you want to get. Mortal Reminder is far better, if they have a lot of heals ( Dr. Mundo, Soraka, Master Yi) and it really helps against enemy's heals and lifesteal. Otherwise Lord Dominik's Regards is usually better, since it allows you to shred even the tanks with 4 000 HP.

LORD DOMINIK'S REGARDS The Last Whisper upgrade you will quite likely get more than the other one. Really helps if the enemies have a lot of health. Also better, if the enemies have no heals in their team, which you could reduce easily with Mortal Reminder.

Situational Items

GUARDIAN ANGEL The real choice is to choose what defensive item to get. There are three main choices. Guardian Angel is probably the most common and works against both AP and AD champions. I get this item if the enemy has equal amounts of magical and physical damage or they have high burst which they can waste in order to achieve pretty much nothing. This item does require some cooperation from the team though, so it isn't the best choice for all situations.

ESSENCE REAVER Essence Reaver is a decent choice if you find yourself needing more attack damage and critical chance, but generally you shouldn't build it.

PHANTOM DANCER Phantom Dancer is a great choice when the enemy has an assassin that is constantly going after you and you aren't ready to build Guardian Angel due to not having enough critical chance.

This is your main summoner spell setup. It provides you with an acceptable escape ( Flash) and escape/chase/healing spell ( Heal). Both of these are the ones that most ADC get these days. Some people get Exhaust on ADC and Heal on support but I've never liked that because I want to control my Heal.

Support's Summoner Spells


Your support should always carry Flash so that they can escape or catch up to make some plays or, well, not die. The real question is whether to take Ignite or Exhaust.

When your support should take Ignite:
  • You have a pure kill lane and the enemies don't have any good assassins ( Zed, LeBlanc)
  • They have a lot of heal at bot and you should reduce that (against Soraka)
  • You are sure that you can rely on Blitzcrank's pull in order to get a kill

When your support should take Exhaust:
  • When there is a considerable threat on the opposing team ( Zed, LeBlanc)
  • When you are against heavy damage bot lane ( Draven + Leona for example)
  • When you are afraid of getting killed in an instant

(Warning, block of text incoming)

During the laning phase you should focus on either a) Farming or b) Achieving kills.

a) Farming

This is the primary way of dealing with the lane. You will focus on farming and harassing the enemy. In order to farm perfectly you MUST learn the damage you deal with Pow-Pow, the Minigun and Fishbones, the Rocket Launcher. The damages differ a bit and that can fail some last hits. Using Fishbones, the Rocket Launcher to harass and zone enemies is also a great way to achieve advantage on the lane. Try to save mana though and try not to be too aggressive if there is a chance they can kill you or force you out of lane, because that loses you farm, experience and gold.

You should try to get kills in addition to CS because that way you can get an advantage faster. One way is to wait until you are level 6 and have Super Mega Death Rocket! and try to snatch a kill from another lane. The other way is to try to get your support in a good position to apply CC and peel the enemies from you and keep them in a place with Flame Chompers!. Every time you get enemy's ADC out of the lane you usually get better advantage.

Try to keep at least the bottom tribush and dragon warded. This way you are pretty much ungankable and you have vision at the objective nearest to your lane. If you manage to score a double kill at bot lane and you are healthy, you can try to get a dragon (given that your jungler is near with his Smite ready). You shouldn't try to risk it though, it is always better to stay alive than not get the dragon as soon as possible.

b) Achieving kills

This is the super aggressive way which works against squishy targets without any proper escapes ( Sona and Ashe for example). If you can score a few kills before level 6, you will have an easy lane because these champions usually can't get behind in order to be useful before the late game. This lane requires Ignite, which your support takes, and CC ( Blitzcrank, Thresh). In order to achieve these kills your support MUST force fights as often as possible (if you have a chance to win them).

Even with kills you can't disregard farm.

After The Laning Phase

After the laning phase you want to take out objectives such as turrets, dragons and barons. Jinx is an excellent champion for teamfights. In teamfights you should try to position yourself either alongside you support, given they are not in the middle of the fight, or behind your initiator and peeler. This way you will make sure to not soak up all the damage while being able to deal plenty of it. If you happen to win a teamfight, always try to take out objectives. Getting one turret or even a dragon can win the game for you in long run.

Another thing you might want to do are skirmishes and sieges. Thanks to Fishbones, the Rocket Launcher's range, you can harass from afar and with Flame Chompers! you can apply fast hard CC. This way you'll keep enemies in place for your allies to stack up their CC on your enemies. Snatching a kill or two as a cause of skirmishes or sieges is always worth it because it gives you money and experience and sets them back.


Jinx's teamfighting potential is huge, and truth be told, her basics aren't too hard to learn. She can be a huge boost to your team even if you didn't have any idea of how to use her in teamfights or in fights in general. I will include a few screenshots later on but right now I can only explain it:

1) You should stay back. Behind your team, preferably close to your support if they are utility support ( Nami, Lulu)
2) Use Fishbones, the Rocket Launcher to deal damage when you can't use Pow-Pow, the Minigun from a safe position
3) Use Zap! to deal with people who are trying to do some plays, apply the CC on them
4) Use Flame Chompers! in order to save yourself and keep you well and alive, wasting them for a Garen or Maokai will quite likely end up as your death
5) Super Mega Death Rocket! is worth it, when there are 2 or 3 people it can hit and they have preferably lost some health already

I would like to thank few people:

MissMaw - Helped me a lot with the coding and aesthetics of the guide (also she's a really great person but shh don't tell I said that)

Foxy Riven - The tables guide helped me greatly on my adventure towards making this guide :^) Also private advice on Skype helped me a lot ;^)

jhoijhoi - The guide to making a guide :D

Vynertje - Telling me I am the best player on earth B^) (proof)

Maintained - Click on the name to find his artsy thread where you can request icons!