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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Threats & Synergies
Caitlyn
You do not have range advantage on her early, thus she can easily poke you. Very hard opponent. You need to have support who can heal you and try to farm, because your mid/late game are much stronger.
About the author and the guide
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COACHING
QUINTS:
You can change attack speed for pure ad for ability based champs like lucian/graves. You can change it for armor if you are running health seals and you are afraid of burst from your enemies (e.g. playing vs graves).
MARKS:
I don't see any legit alternative to ad.
SEALS:
There is a lot to think about here. A lot of people take some health runes here. Health > armor early. So if you are planning early all ins go for health runes. However the longer game is going armor is getting better. If you go for full health seals consider pairing it with 1 or 2 armor quints.
GLYPHS:
Similary to seals there is a lot to think about here;) The valid possibilities are attack speed and mana regen runes. Jinx is really mana hungry champion, especially early, so if you feel you need the additional mana early just swap scaling runes to mana regen. Personally, I do not like attack speed runes here since attack speed on quints is much more efficient and magic resist on glyphs is much more efficient than attack speed. However, I see some pro players running attack speed runes here. It is definitely to be considered when you do not fear any magic damage from your enemies.
SCALING OR FLAT:
Depends on how much you will exchange before 6. Scaling runes have same numbers as flat on level 6. So if you feel you need to be more tanky after level 6 go for more scaling runes, otherwise take flat. Still, almost never take more than 4 scaling runes, unless you go for lane swap. If you are going for lane swap you can even try going full scaling runes. Other situations when you should consider going a lot or full scaling runes are:
- opponents on lane have no magic dmg, but other opponents does - take full mr per level (e.g.: jarvan support).
- opponents will play defensive lane or present no kill threat to you - take more than usual or full mr per level (e.g: soraka support)
Summing up: going full flat armor and mr is better than going scaling runes in about 80% of the cases, because a large number of lanes on soloq is decided before level 6. The reason I got some scaling runes in my rune page is that I just really really like scaling runes;)
When I started to play Jinx I had been forgetting about her passive very often, but there are many situations it can be useful:
- you are considering tower dive, but you are almost sure that after kill the turret will finish you off - maybe it won't if you consider her passive?
- you are killing the turret and you are stronger then your enemies. Check if they forgot about your passive, if they did, chase them after getting speed buff from the dead turret (don't overchase, it is one of the biggest reason of throwing games).
- with Jinx passive it is sometimes ok to go out of position when chasing kills, but you have to be sure that you get the kill, so you can run with yive
You basically need someone else to cc an enemy or an enemy who will pop out in some known by you place (fiddle after ult, mage after zhonya, someone with guardian angel after getting killed). You also need the enemy to not be blocked by any other enemies/minions. If all of this conditions are satisfied you go with e, 1 aa, w, r and 1 aa if not dead yet. It is best to do those aa with your rocket launcher since it does 110% dmg and attack speed from mingun won't help you in doing your combo. Of course if you know that you will need your minigun after combo, use it, to stack the attack speed.
Rocket launcher or minigun - it is a question
Before we answer this question lets see what are the characteristics, advantages and drawbacks of each of those two forms.
Minigun:
- big one target damage
- big lifesteal
- close range
- dangerous to use
- one of the biggest adc range in the game
- 110% dmg
- aoe auto attack!!
- slow attack speed
- costs mana
- if you are attacking at least two enemy champions at once you deal more damage with rocket launcher than with minigun! (remember that attack speed steroid applies only to base attack speed)
There is sometimes a situation when you got your rocket launcher up but there comes to a situation in which you can swap it to minigun. If you know that you will kill your enemy in 2 or less attacks in this situation do not change to minigun unless you will be using it after the kill!! This is because minigun needs time to scale its attack speed, but rocket launcher has 110% dmg - so 2 attacks with it will deal 20% more dmg than 2 attack with minigun and won't take much longer.
If you are safe to attack with minigun, but you can hit 2 or more enemies with your rocket launcher, keep your rocket launcher up.
Since Jinx's w is hard to hit without your opponent being cced the best thing to harass enemies is by abusing her rocket launcher range. Remember that it has splash damage, so in many cases you can harass your enemies by hitting minions. Moreover, remember that the best moment to harass your enemy is when he is going for a cs (enemies know that too, so if you see that opponent is doing that it is usually better to miss a cs and answer back).
Jinx is starting to become a threat at level 6. You basically need to have a support with CC (leona/sona/thresh/morgana, etc.). You w8 for your support to stun enemy, use your e, 1 aa, w, r and 1 aa if not dead yet (covered more carefully in previous section).
You have no escape so you will need to rely on your teammates peeling abilities and your positioning. You want to catch on your e as many people as possible (if you do it well you can win teamfight just by that). You also want to stack your ultimate with other AOE ultimates from your team - remember that you deal more damage the less hp your opponents have, so try to use it when enemies are already low. When you are about to die it is usually good to cast your ultimate just before dying.
In team fights usually stick to your rocket launcher, so you can stay safe - try to damage with it more than one target at a time. However, if you are dived by enemy bruiser, tank, ap carry, anyone switch to your minigun for bigger dmg over time (covered more carefully in one of previous sections).
Very nice triple kill showing Jinx's skill usage.
Jinx video guide based on a ranked game on my plat 1 smurf.
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