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Choose Champion Build:
-
AD Heavy
-
Zap to the top
Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Why Play Jinx

Jinx is currently one of the top ADCs in LoL, She has many Pros in her kit as well as cons and can take some experience and getting used to before you can reach her full potential. She can be a very fun champion as she has a good kit including a slow, stun, APS steroid, and a global ultimate that can lead to massive damage
Items may be reworked to comply with the new season cost changes, I am currently overlooking the build to see if dorans blade is still a good starter or if you'd be better off grabbing a longsword.

+High APS steroid with
Pow-Pow, the Minigun[/u]
+
Zap! is a very useful snipe/slow skill
+Good poke and wave clear potential with
Switcheroo!
+
Flame Chompers! is a great stun spell
+High damage ulti
+Passive is useful for quick escapes

+

+Good poke and wave clear potential with

+

+High damage ulti
+Passive is useful for quick escapes

-Difficult champion to master
-If
Flame Chompers! is in cooldown your escape is limited
-Can have early mana problems
-
Pow-Pow, the Minigun has short range
-If

-Can have early mana problems
-







The reason I choose two life steal quints is because it will help you gain back slightly more health throughout the game especially during the laning phase when your having to play slightly more defensive, then i take the final attack damage quint to slightly boost the AD that comes from the marks. For seals I take armor because as an ADC you are most likely to be fighting another ADC so being able to absorb a few extra hits from them can mean life or death. Finally for glyphs I choose 4 flat magic resist for the fact that in most games the enemy ADC will have a support that is most likely arcane, but I also take 5 scaling magic resist glyphs to make a little extra defense against that pesky AP mid later in the game.


Whenever a champion or tower 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.
This is a great passive that some people seem to think is useless, it can be used when split pushing to take down a tower (or an enemy champion) and make a quick escape. Her passive is also great for chasing down fleeing foes after you have taken one down.




Switching to her Rocket Launcher will not clear any active stacks, but they will not grant attack speed after her first attack.
ATTACK SPEED: 10 / 18.3 / 26.6 / 35 / 43.3%
TOTAL ATTACK SPEED: 30 / 55 / 80 / 105 / 130%


COOLDOWN: 0.9
RANGE: 525 (Jinx's basic range)


TOGGLE ON—FISHBONES, THE ROCKET LAUNCHER: Jinx gains bonus attack range and deals 10% AD bonus damage on her attacks, at the cost of mana per attack.
Additionally, her attacks will splash, dealing full damage to all enemies in a ~150-radius area. The bonus damage to her target and the splash damage both scale additively with critical strikes.
BONUS RANGE: 75 / 100 / 125 / 150 / 175


COOLDOWN: 0.9
RANGE: 600 (minimum)/700 (maximum)


ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting sight and slowing it for 2 seconds.
PHYSICAL DAMAGE: 10 / 60 / 110 / 160 / 210 (+ 140% AD)
SLOW: 30 / 40 / 50 / 60 / 70%


RANGE: 1500
COOLDOWN: 10 / 9 / 8 / 7 / 6
COST: 50 / 60 / 70 / 80 / 90 MANA


ACTIVE: Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing magic damage over 1.5 seconds to enemies within ~50-unit area. The 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 by any number if they remain in range.
MAGIC DAMAGE: 100 / 150 / 200 / 250 / 300 (+ 100% AP)






RANGE: 900
COOLDOWN: 24 / 22 / 20 / 18 / 16
COST: 50 MANA


ACTIVE: Jinx fires a rocket that travels in a line, exploding on the first enemy champion hit. Enemies caught in the explosion take physical damage equal to a base amount (this amount increases over the first second the rocket travels) plus a percentage of their missing health (max. 300 vs. minions and monsters[5]). The primary target of the explosion takes full damage, while nearby enemies take 80% damage.
MINIMUM PHYSICAL DAMAGE: 125 / 175 / 225 (+ 50% bonus AD)
MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 100% bonus AD)
ADDITIONAL DAMAGE: 25 / 30 / 35% of enemies' missing health






RANGE: Global
COOLDOWN: 90 / 75 / 60
COST: 100 MANA

As everyone should know items can make or break any champion no matter how overpowered they may be. For this specific build you are building AD heavy early game in order to have a high early game damage output as well as a hard hitting




This is a good starting item for Jinx so long as you don't plan on getting hit a lot you can always do the standard







Infinity edge is a good choice because the goal here is to go for high damage and rely on






This is a great item as it gives you critical and attack speed which are as we know two of Jinx's best friends keep in mind that it will also cause your rockets to crit in an area on top of making your minigun rain death upon your foes. It also gives move speed which never hurts on




Great item with a fair amount of damage and good armor penetration great for shredding through those pesky tanks armor before they know what hit them. This is a core item if the other team is building tanky, however if all of the tanks on the other team are building pure health you can go for another damage item instead of this as armor penetration will not help if they do not have armor.


This item is great for




This is always a good item for split pushing as it gives you APS, 20% crit chance, move speed, and of course that famous passive that crashes through minion waves on top of your attack speed from




Your an AD carry which means 2 things, one that you are the focus of the other team along with your friendly AP carry and 2 well your just damn squishy and have to pray you can shoot fast enough to spell vamp your way to life. This is a great way to ensure if you get blasted down you can still get back up and either make a run for it or finish what you started. If you aren't getting focused down and don't find yourself dying a lot then just save the spot for another item as GA isn't too helpful if you aren't well dying.


If you find the reason you are dying is from things such as






This can be a great item to counter stuns, slows, and other kinds of crowd control (CC) because its active effect removes them from yourself. It also gives you 60 AD and 45 MR which is always nice. However you should not get this item if you are not good at using active effects, you have to click the number/icon to remove the debuffs.


This is a good item as the AOE of your



This Item can be very good as it gives APS, AD, and spell vamp all in one but I wouldn't suggest you get it unless you are good at remembering to use those active effects. During fights one of the most useful things about this is it gives you an "extra attack" without interrupting your skill sequence/auto attacking by clicking the icon/number key and then selecting your opponent, it also has a passive which will deal 5% of the targets current health in bonus physical damage. It is a very good item for many ADCs just make sure you take full advantage of it if you choose it.


Can be fun when playing Jinx for two simple reasons. First is the fact that when you have
































there are other supports not listed that Jinx can mesh with well such as




The laneing phase can be tough early on as you have short range a whole whopping 525 where as champions such as




Remember your map awareness and be ready for friendly/enemy ganks especially if your jungler has a good form of CC. Just because your playing it safe doesn't mean you should go in and snag the kill when you get the chance, also a good way to harass your opponent from a distance is by hitting them now and again with

On a side note you can also ask your jungler if you may start taking the small gollum camp if you are on blue team. You can also ask for wolves if you are on purple. If you ever find yourself with a bit of extra money it never hurts to grab a sight ward as your support lives on an "under the bridge" budget as is.
By this point in the game you've probably gotten
Vi posting these wanted posters everywhere assuming you didn't get shut down during the laning phase (if you were just try to get caught back up if you can by farming the jungle and creeps you can find) so make sure you have some of your tanks to act as your personal bouncers. As with all ADCs you should make sure you are stacking up on that damage and shredding the opposing team from a distance with rockets and well placed minigun shots. Steal buffs if you can without getting caught (usually best if you have a partner in crime or two as you probably have low HP) and remember Red buff can be your best friend as it gives a damage over time and slow. Keep hammering away until your the unstoppable force you always dreamed of.


please feel free to leave comments/ideas on how you feel about this build and how you believe it may be even better, if you feel it isn't up to standard please leave a comment explaining why you feel so.
changed some image sizes on items/skills, removed some unnecessary photos changes to core items/descriptions. Special thanks to Janitsu.
11/23/13- Made some revisions to masteries section to comply with S4 release.
Keep leaving feedback it is much appreciated and be sure to check back often to see what revisions are made.
11/23/13- Made some revisions to masteries section to comply with S4 release.
Keep leaving feedback it is much appreciated and be sure to check back often to see what revisions are made.
demonprimevil
Jinx Guide
Jinx: Big Guns Little Patience
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