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Jinx Build Guide by MallisTheGreat
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Runes: Standard Rune Page
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Usual Sequence
Threats & Synergies
Jhin's early game is underwhelming compared to Jinx's. You should be able to take the lead pretty easily.
If you manage to poke her before engaging, she can be taken down pretty quickly. Even if you don't try to predict her pounces, only a sideways pounce will dodge your W spell, so you don't need to worry.
She regains mana whenever you fail your spells. Other than that, she is pretty easy to burst.
She may be able to jump on you, but your E stops her movement on the spot. After that she is pretty easy to burst (watch out for the off-meta runes of Tristana, like Hail of Blades).
Ashe may be able to poke you from afar, but if you utilise your rockets well, you should have no problem.
Generally, Jinx's early game is far better than Corki's. Later on, Jinx already has a great lead as a hypercarry, so Corki shouldn't pose a threat.
Kai'Sa has quite the burst for an ADC. Early game engage with your support. If you take the lead, botlane is yours. If you lose, you can regain the lead with a bit help of your jungler, so no big deal.
Early game, avoid being behind the ally minions. Preferably stand besides the caster minions. If MF plays Dark Harvest, engage whenever you want, if you are not low on HP. If MF plays Press the Attack, engage whenever you want, preferably with your support. Dodging her ultimate is pretty difficult, so make sure to have your flash if you try taking her on after level 6.
He can poke, but you can poke back. He can't really escape you whenever you engage, except for his ultimate being up, so care and abuse his cooldowns as much as you can.
Wouldn't personally play against Kog'Maw because of his poke potential. No big deal though, just try to dodge his pokes and block his way of escape while engaging with your E, because he doesn't have any escape.
The most Lucian can do is dash to you with his E then walk towards you while damaging you (either with basic attacks or his ultimate). Just cast your E between you two whenever he is engaging and poke him down so that he doesn't engage and you are pretty much set.
You can't kill what you can't see, he is going to engage you pretty often while he is invisible. If the enemy support is making a move or trying to engage, beware. Your W will only show his position either whenever he is invisible, so you still won't be able to fire at him.
Current meta Vayne can outburst you, even if she goes 0/7. Because of your higher range, punish her with your rockets whenever she tries to farm, then engage when she makes a mistake or overstays. Bring your jungler for help as well.
Draven's power has fallen since the last patch. If you focus on your attack speed and successful trades, you shouldn't have any problems against him. Still, beware for his level 6 spike (his ultimate deals a deceivingly large amount of damage)
On these patches, Ezreal is quite the powerful pick. He can easily dodge your skillshots, so bait his E, Arcane Shift, with your W, Zap!, and then hunt him down with your Auto Attacks. Focus on getting lots of attack speed!
Caitlyn on this patch is pretty dominant. Care because nearly all of your trades will fail against her because of her giant range. Better focus on trading with skillshots when playing against her.
Xayah can burst you down, root you while trying to escape, and dodge every skillshot with her ultimate. Engage her early game while she is around half-hp and bring your jungler to botlane often.
Soraka can heal you but she can't help you with engaging and her pokes are not as good as other supports.
Overall, Taric is a great support, but he lacks on lane presence. He may be able to save you from engaging in a difficult situation, or from a gank, but I don't think he pairs with Jinx pretty well.
Currently, Malphite is best suited for toplane. Support Malphite can't help you much until level 6, where the big CC, his ult comes around. Wouldn't recommend when other support are currently better.
He may only poke the enemies with his E. The fear is pretty much countering the use of your E, so wouldn't suggest it.
Generally, with Yuumi being constantly on you, the enemies can easily focus just you. If the Yuumi can't play perfectly, a separate support may be more effective.
Haven't seen one in years, but generally pretty cool. His AOE root can help while you bomb them with rockets.
A good Bard can help very much. Mostly because of his ultimate. Make sure you don't take too much damage till he sees an opening and slows / stuns the opponent in place for you to attack.
The disengage Queen can help you with your burst, but it makes it difficult to engage.
She lacks on strength compared to Lux and she is mostly banned.
I don't like playing with brand, because someone has to take the hits for you. You can synergise well with his stun and burst though.
If Nautilus hooks the ADC, the support is going to damage you. If Nautilus hooks the Support, the ADC is going to damage you bigtime. If you get Nautilus as a Support, you should communicate well with each other and both engage and burst the same target as fast as possible.
Helps with engaging, but early shield doesn't absorb as much damage.
I don't like playing with Pyke, because even though he gives you some gold from every kill he takes with his ultimate, you still need the gold from killing people. Otherwise, whenever he grabs an enemy, block their way with your E and he is dead.
She doesn't have as strong a CC as other laners, and her heal / shield isn't much, but she can help with bursting and poking enemies pretty well.
A good Alistar can take the damage for you and help you position yourself for engaging.
Braum can take the hits for you and dish out a quite big stun. Can recommend if you play against enemy ADCs of 4 or higher.
Taking the hits because of the taunt and lets you root them in place as well. Pretty good, would recommend if enemy support is heavily AP-based (Brand / Vel'Koz).
Significant amount of CC, can lock down a target pretty easily. Leona is a better alternative, except for her being banned.
Helps with engage and disengage, but mostly used with Lethal Tempo.
Helps with engage by rooting / slowing, dishes out great early damage to the opponents.
Poking and bursting is pretty good, helps with engaging, but lacks on tankiness. Try not to get jumped on.
For now, Tahm Kench can help with the untargetability from his W and the CC he dishes out is pretty good. There is the problem that you can no longer disengage with Tahm anymore, so he gets lower in the "Synergies" list.
Beep boop. Grabs the enemy, gets them in the air then you root them with your E. If the enemy has no means of escaping, they are pretty much dead.
Boop Beep. The opposite of Blitzcrank, engages and tanks very well and helps you lay down a significant amount of damage.
Giant heals and enhanced auto attacks, Nami helps very much with Jinx's case of auto attack engaging.
Beep Boop. Same as Blitzcrank.
I have tried a duo as Jinx / Veigar botlane. It works, but the other player must know how to play Veigar support specifically.
Zilean has his stun on bombs, dishing out quite some damage at the same time, and he can also help you come closer with his speed boost. Lastly, he can also save you if you die because of his ultimate.
Zyra synergises well with all of the ADC's in general. Her root and knockup, her poke / damage with the plants. Everything in her kit helps.
Champion Build Guide
Welcome to "The Ultimate Guide" for Jinx!
I'm HQT Ang3lShot, formerly known as MallisTheGreat and I'm mainly a Jinx main. Currently I have seen many people play the Lethal Tempo Jinx build, with questionable success, so I want to have my take on the subject!
On this guide we will learn how to:
- Dominate botlane with Jinx.
- Learn how to farm properly.
- Prepare for the upcoming tank meta.
I will try and explain my thought process through this guide!
If you liked this guide, please leave a like! If you want to add something, or if you think something could be corrected, please leave a comment!
ADC Jinx: The Normal Runes
So, the main difference with some of the guides and players is that they pick
Lethal Tempo instead of my suggested
Fleet Footwork. This is mostly because of the potential it has on teamfights, but I think my option has the same usability. For starters,
Fleet Footwork is great for regaining HP from poking and for engaging due to the speed buff after the Auto Attack.
Triumph is mostly used because you are going to kill much and dive much (as well as get dived much). Remember, Jinx is a hypercarry, so she is going to be targeted very much.
Overheal can also be used, but I tend to avoid it if I pick
Legend: Alacrity because Jinx is heavily reliable on her Attack Speed.
Legend: Bloodline can also be used, but Jinx may lack some Attack Speed that she has to replenish from items (or picking
Coup De Grace can help you pick off kills with your W or ultimate.
Cut Down can also help if you play against heavy tanks or HP building champions, like Garen or Cho'Gath.
For secondary runes, I mostly pick
Absolute Focus and
Absolute Focus is used, because late game you are mostly gonna be full HP, so you are gonna have more AD.
Gathering Storm is used, because Jinx generally is a late scaler (she needs items to function at her best), so it is gonna help with the late game AD spike.
Lethality Jinx: The Alternative Runes
For this build we will start with the all-time favourite for Lethality builds,
Dark Harvest. This is gonna help you with the damage output from your W and your Ultimate.
Next I pick
Taste of Blood. Out of your 3 choices, this is the one that is gonna help because of the HP it gives back through poking.
After this, you can either go for the
Ghost Poro or
Eyeball Collection. I mostly use
Eyeball Collection because of the takedowns you are going to have, but if you want motivation to help with warding, pick
Ultimate Hunter for the cooldown it gives on your ultimate ability, so that you can use it as often as you can. You can also pick
Ravenous Hunter for the health you are going to take back.
For secondary Runes, I mostly go for
Triumph for obvious reasons - whenever you kill someone to get back some of the health you lost.
Legend: Alacrity because Jinx still needs Attack Speed, and even in the Lethality build, you are going to use your Auto Attacks as a means of harassing.
ADC Jinx: The Usual Sequence
First, Switcheroo!. Through basic attacks, Jinx can have an insane growth of attack speed on early levels. Also, the damage from the rockets increases with each point, so it makes zoning and poking much easier.
Then, Zap!. Many think that
Jinx's main damage output is the Auto Attacks, and they are not wrong. Her W though deals an insane amount of damage as well (1.0 ad ratio), and the slow scales with each point.
Last, Flame Chompers! is a great ability for zoning and blocking the escape of the enemies, or for stopping the enemies for following you. It has a mediocre cooldown, so you don't need to upgrade it anything else than last.
This Sequence should be used against ADC's that can be dealt with high Attack Speed (namely: Draven / Ezreal / Kog'Maw…).
ADC Jinx: The Alternative Sequence
First, Zap!. As said before, her W has high damage output and a huge range. Maxing it first and focusing on Attack Speed items for early game can replace the damage output of the first sequence.
Then, Switcheroo!. You upgrade this skill alternating with your Zap!. The higher you level up, the faster you will have both at max level, so be sure to use this sequence if you know how to farm well!
Last, Flame Chompers! for the same reason as the last sequence.
This Sequence should be used if the enemy ADC's should be dealt with high-damage skillshots (namely: Xayah / Kai'Sa / Varus…)
The Lethality Jinx Sequence
First, Zap!. Lethality Jinx prides herself on dishing out HUGE damage through her skillshots. So obviously, her W should be maxed first.
Then, Switcheroo!. Even though the skillshots should be the ones dealing damage, you are still a heavily Auto-Attack reliant champion, so be sure to upgrade your Q as well.
Lastly, Flame Chompers! for the same reason as the first Sequence.
Laning Phase as Normal Jinx:
Most Junglers are going to start botside, because botlane is giving a greater leash than toplane. If so, help your jungler until the buff monster reaches around 1k (1000) HP, then leave to your lane and use your rockets to take the first three minions in one strike. After that, either push your lane to the turret and deny your enemy ADC some minions (care for the enemy jungler if he is close), or freeze your lane and poke your enemy (either support or ADC) with your rockets. On level 2, get besides your caster minions and poke the enemies with your Zap!. Either on level 2 or level 3, you will be able to engage and take the first kills.
Remember, Jinx needs a lot of gold, as her success is defined the more items she has, so remember to farm as much as you can and engage only if you are able to get a kill.
Lastly, Jinx is deceptively reliant on her mana. A big proportion of her damage should be dished out from her Zap!, so take care with your mana expenditure. If you happen to spend all your mana, harass them with your Switcheroo! on minigun state, until you get some of it back.
Laning Phase as Alternative (Lethality) Jinx:
As lethality Jinx, your aim is to dish out as much damage with your W Zap! as possible. This is pretty easy because of the high AD ratio of your Spell. Give a slightly less leash to your jungler as your ADC counterpart, and then get to your lane. Harass the enemies with your W and on level 2 or 3 engage if you can take a kill. Keep this up and try to farm as many Souls from your Dark Harvest as possible.
So you are approaching mid-game.
That is when Jinx is building her third item, in my case, Runaan's Hurricane. In that case you can either be fed, or you may have fed (in the second case, you may still be struggling with Infinity Edge or the boots, don't worry). For every case, there will be information in each spoiler.
Note for playing against Mordekaiser:
Morderkaiser's ultimate counts as CC. So, if you have a Morgana as a support, a well timed spellshield should stop his ultimate from grabbing you away. If the shield comes too early, he will pop it off with his Q. If too late, you will get on the death realm. Either dance around your Flame Chompers! until the effect comes off OR use your Quicksilver Sash or Mercurial Scimitar so you instantly return to your team.
Late game Jinx, Lethality or Normal ADC should always be the main target of the your enemies, just like in mid-game. As a hypercarry, you can damage your opponents from afar, without taking much damage yourself. REMEMBER: Do NOT stay close with your team, or else AOE spells will shred you down, and do NOT stay in front of your team, for obvious reasons. Always check your surroundings in case someone tries to poke you off, so buying Farsight Alteration can be a great solution.
Remember that in late game, Every Teamfight is Costly, so always move as a team and always have in mind the advantageous positioning of your team (unwarded brushes in jungle, fighting under turrets).
So, in retrospect:
- Jinx is heavily realiant on kills. The more kills she gets, the more money she generates.
- She has a great waveclear with her rockets. Make sure to use them often. Don't be scared of the mana per rocket and remember to use the minigun as much as possible, as well.
- She is a hypercarry. Fed or not, she can help with every teamfight, dealing lots of damage. Engage in teamfights whenever it is possible, or splitpush if you have your doubts.
Thanks for seeing my guide, hope I helped as much as possible! I know it isn't flashy yet, but I'm just starting :D