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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Threats & Synergies
Lucian
Lucian is overpowered at the current moment. His burst is high, his lane push higher. Try your best to outplay, but expect to be hiding under your turret a lot in lane. Best counter in ranked: ban him.
Introduction
Pros
+ High Range (700 at lvl 18, nothing to shrug off)
+ Super Hyper Mega Team Fight Potential
+ Incidentally cripples enemy team
+ Get to effectively use Runaan's Hurricane
Cons
- Difficulty escaping
- Squishy. And that's an understatement
- slightly difficult chase (until you proc Get Excited!)
- Weak lane phase compared to other champs
Runes
These grant lifesteal, which is crucial to the early game. These keep you in lane for longer which helps get you gold to get the combo. I find two works best to get you back with the needed 2550 gold. | The AD quint helps with beginning game trades and gives you a little more punch. Very useful if you intend to be aggressive from the start. | Always take Marks of dmg on Jinx. She builds a ton of speed anyway from Switcheroo! and her item build ( Wit's End, Runaan's Hurricane, etc.) The AD is far more important. | Armor Seals help alleviate some of the squishyness of Jinx. Take them to keep you alive when you inevitably make a misclick. | Same concept as the Seals. Keeps you kicking even if you fail to dodge a couple skill shots. Don't go in without them. |
To Take
If you're not taking this on Jinx you're a fool. This tangents perfectly with Super Mega Death Rocket! and it procs at the same time Blade of the Ruined King starts to fall off. Absolute, no exceptions, necessity. |
Feast has one solid purpose throughout the game; giving you life. In the early game, you need as much regen as you can get your gloved hands on. This gives you a good deal. In the late game, you'll be the fastest minion clearer on your team, guaranteed. This becomes a still solid life gainer as you clear a whole wave in two shots. Also, this is the wrong Feast. If you know how to get a Feast icon, please tell me as it bothers me to no end. |
Dangerous Game is a must take for me because it allows me to dive for that kill a little bit more safely, alongside knowledge I can escape with Get Excited!. It allows me to pick up kills without having to trade for them. |
Avoid
This is a dangerous mastery. While you outscale most other in champs (meaning you come out on top in 1v1) the entirety of the mid to late game will be everyone wanting you dead. This helps them along quite nicely. If you take it, just know you'll be dying much more easily in team fights. |
Cooldown is not a big deal on Jinx, her ult is the only ability with any real lengthy wait time, and throwing away 4 points into this would stunt her damage. Definite No-go. |
While this build does greatly aid your team overall with damage increases and Armor/Magic Resist reductions, Blade Weaving (or Spell Weaving , or Expose Weakness ) don't really work because you don't apply enough stacks of them for them to be effective enough to take a mastery point. |
Flash is a must-have summoner spell on almost every champion, ESPECIALLY Jinx. Jinx has a mediocre chase capability pre- Get Excited! so being able to flash-snag that first kill can let you run down the rest. Additionally, grants escape through flashing away or over walls. Get it, learn it, love it. Worth: 10/10 |
Heal is my preferred second for two reasons. Foremost, it's an escape. Heal heals your champion (surprise, surprise) and grants you a movement speed increase. While not as effective as Flash, it works. Second, it grants escape to your support. This helps get them out of sticky situations and prevents loss of life. Not necessary, but certainly nice. Worth: 9/10 |
Alternate Choices
Cleanse has certain major uses against champions like Morgana who have lethally long CC abilities. If you know you're up against one or more champions like this, it might be worth taking. Otherwise, not as effective and option as Heal. Worth: 7/10 |
This gives you some jumping potential when breaking out of lane and wandering. However, unless you're REALLY fed you shouldn't be wandering without your support. And if your support takes this, they lose Exhaust or Barrier or whatever else they take to keep you alive. Worth: 5/10 |
Barrier gives you a decent amount of blocking to get away. In fact, more shielding than Heal heals. However, it wears off in a mere two seconds. Meaning persistent chasers will still be on you. Worth: 6/10 |
Ignite does deal some extra burst which would be good for the early game, but my issue with this has always been how close you need to be. Jinx's basic attack range with Fishbones, the Rocket Launcher is considerably farther than ignite, and mid game, you'd have to close the distance to connect that ignite. Worth: 6/10 |
Ghost is a fairly effective break/chase. Same concept as Heal, but without the health. Worth: 7/10 |
Exhaust is good to cast on targets you're about to kill. However, typically this is reserved for the support. Pass on this for escape, since Jinx is lacking in it. Worth: 6/10 |
The Dash! |
Pew!Pew!Pew! |
The Zap! |
The Lock! |
The Big Kaboom! |
So the big idea behind the build is applying on hit effects in triple splash around the enemy team. Hence the reason for on hit effect items like Wit's End. As such, there are items in this set that many have told me "shouldn't Work." I'll go a bit more in depth as to why I took one over the other here.
Wit's End
|
VS |
The most over-hyped Item
|
A) It runs on Critical strikes. Jinx building Critical is nice, if you wanna run that way, have at it. But being the only crit item it only has a 1/5 chance of criting on the shock. And if you REALLY want a crit champ, play Ashe
B) It's damage isn't as sustained. It procs a lot, but rather inconsistently. Wit's End procs on every single attack.
C) No Team assistance. Wit's End Steals Magic Resist from it's targets. So, two rockets in, your enemies are down a lot of protection from that little red line. Mages will love the shred you put on enemy tanks, and it means that even if you get jumped, the enemy team is severely crippled vs the rest of your team.
TheAxeOnlyTopLaneBuilds
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VS |
TheThingEveryADC"Must"Build
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Is in Love with |
Braum is the hands down, no questions asked, single best support for Jinx. Quite literally every ability he has synergizes with Jinx's build so seamlessly that they're the perfect couple on bott lane. But seriously, check out the synergy.
Concussive Blows (P) |
Concussive Blows Is a powerful ability that slaps the enemy with stuns when you or Braum attack them. Jinx's Pow-Pow, the Minigun gives you hyper attack speed bonuses, allowing you to proc these stacks faster than anyone else. These allow you to be hyper aggressive even during the early game. |
Winter's Bite is a proc of Concussive Blows, plus a slow, plus damage. This is exceptionally good with Jinx for previously discussed reasons. Jinx can push victims away from minions with Fishbones, the Rocket Launcher. Meaning Winter's Bite is easy to land, which allows for chases and making kills. |
Winter's Bite (Q) |
Stand Behind Me! (W) |
Once Jinx starts killing, she starts killing fast. Get Excited! Makes her move like no other champ can compare. Stand Behind Me allows Braum to keep up for a least a little while to continue doing his support work. Futhermore, Stand Behind Me allows Jinx to dive more safely due to the bonus Armor & Magic Resist. |
Jinx's squishyness and lack of speed after Get Excited! wears off makes her vulnerable during escapes. Unbreakable allows Braum (who isn't squishy) to take the hits for her while she runs. |
Unbreakable (E) |
Glacial Fissure |
Glacial Fissure is an AoE slow. It keeps enemies clumped up in a teamfight and Fishbones, the Rocket Launcher likes the sound of that. So does the Super Mega Death Rocket!. Pop this when they're clumped up, and Jinx will tear in. |
Is Besties with |
Ok, so they have nothing in common, but Nami and Jinx are a real pair on the Fields of Justice. Nami's buffs on Jinx and lockdown's on her enemies make the two of them a terror to combat. Now, many a people say this duo is more dangerous than Jinx/ Braum. But there are some minute lapses in synergy that make this not so.
Surging Tides (P) |
Surging Tides allows Jinx to chase a smidgen better when Nmai uses abilities like Tidecaller's Blessing. This allows Jinx to more easily snag that first kill to proc Get Excited!. |
Aqua Prison is a 1.5 second stun, what's not to love? Hit the enemy with this, Jinx pews and pews until they're dead. |
Aqua Prison (Q) |
Ebb and Flow (W) |
Ebb and Flow is a strong teamfight ability. It bounces heals to your allies and hurts your opponents. However, Jinx at lvl 18 has a massive 700 range with Fishbones, the Rocket Launcher, and will be out of range of Ebb and Flow quite often. Keep this in mind. |
Now this is why Jinx and Nami became friends. Tidecaller's Blessing grants Jinx's basic attacks bonus damage and slows. This grants kill strength, chase capability, and as an on hit effect applies outward from Fishbones, the Rocket Launcher. |
Tidecaller's Blessing |
Tidal Wave |
Tidal Wave works very similarly to Glacial Fissure. It is an AoE slow that can be used to make the enemy team hug each other while the Super Mega Death Rocket! comes flying at them. Use it to clump them up. |
If you're feeling it, check out my other Mobafire guide on Kalista. Link is here.
Happy Hunting,
Theblindfish
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