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Jinx Build Guide by Theblindfish

AD Carry Glass Nuke Jinx

AD Carry Glass Nuke Jinx

Updated on January 11, 2015
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League of Legends Build Guide Author Theblindfish Build Guide By Theblindfish 21,487 Views 6 Comments
21,487 Views 6 Comments League of Legends Build Guide Author Theblindfish Jinx Build Guide By Theblindfish Updated on January 11, 2015
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Hello all. Theblindfish here with my main champion, Jinx. Jinx is a natural wrecking ball of a champion known for poking hard and killing harder. However, I constantly see enemy Jinx's running vanilla or critical builds, and not fully unlocking the power of Jinx. Hence, since those builds are merely glass cannons, I present Glass Nuke Jinx.
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Pros / Cons

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
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Runes

Runes

Precision
Press the Attack
Lethal Tempo
Phase Rush
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.
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Masteries


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.
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Spells

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
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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

The Dash!

This passive is very useful on an ADC who already is lacking in the escape department. You can dive on weak targets with the full knowledge of a speedy getaway. Additionally, this makes a running team a scared team, as picking up one kill gives serious chase power.

Pew!Pew!Pew!

This is the single most important ability on Jinx. The Minigun is your early game weapon, but use the splash on Fishbones, the Rocket Launcher to poke enemies that stand too close to their minions. The splash won't proc minion attacks, and forces the enemy champs to stay away from their minion waves. After you get Runaan's Hurricane, you'll be using Fishbones, the Rocket Launcherthe majority of the time. However, switch to Pow-Pow, the Minigun when destroying turrets. Triple Splash has high potential to hit champions and cause turret agro. It's also more dangerous to the turret because you get more Attack Speed.

The Zap!

Zap! is a powerful poke mechanic that is also your best escape and chase initiation. Works well in tangent with Fishbones, the Rocket Launcher. Use Fishbones, the Rocket Launcher to push the victims away from the minions, where they are vunerable. Then, initiate with a Zap! proc(The slow helps supports land their skillshots), switch to Pow-Pow, the Minigun and dive for the kill.

The Lock!

Flame Chompers! are a skill based stun that typically won't even be stunning. I use them for two purposes: escape and chase. If you lost a trade and are running with your pigtails between your legs, hug a wall, then toss these so that the enemy must run around them to chase. Unless they're unique little rabbits, they'll typically have to break chase. It's not a solid escape, but it's the best you've got. To chase, I wait for them to be stunned by my support, then throw them immediately behind them so there's nowhere to run. Almost guarantees a kill every time.

The Big Kaboom!

Ahh, the glorious execute. There's not a whole lot to say here, except don't miss. A good idea with this is to communicate with team members who have massive CC stuns ( Orianna) so you send this downlane when the enemy team is being forced to hug. Also, a good time to send the rocket is when they're close to 25% health. So long as they're not packing outrageous armor,it should execute anyone at 25% health.
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Items


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
So right out of the bag, I was told by my friends who play that Statikk Shiv was the best item on Jinx. And it's not bad. It's an on hit effect, deals out Magic Damage, can crit, gives attack speed, could fit right in. But here's why I don't build it.

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

VS

TheThingEveryADC"Must"Build
Black Cleaver is typically less penetrating than Last Whisper, but not by enough to ignore the benefits it grants to the rest of your team. This'll turn your top laner into a beast and make people finally fear the French even more. Once again, this allows your team to dominate fights even if you're killed, so long as you toss out two rockets.
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Team Work

There's a lot of thought and strategy that goes into duo-penta que team building. Being a strategist at heart, I commonly look for synergy of champions on a team. ADC's like Jinx are the most receptive to synergism as they naturally have a partner to work with anyway. These are some team mate concepts I've discovered work well with Jinx

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.
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Summary

I hope you all like the build, and I really hope to start seeing more On-Hit Jinx's. Don't forget to like if you did, and if not inform me why.

If you're feeling it, check out my other Mobafire guide on Kalista. Link is here.

Happy Hunting,
Theblindfish
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