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Jinx Build Guide by ifound1dollar

ADC Jinx: The AOE Crit Goddess (Patch 10.24) (Preseason WIP)

ADC Jinx: The AOE Crit Goddess (Patch 10.24) (Preseason WIP)

Updated on November 27, 2020
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League of Legends Build Guide Author ifound1dollar Build Guide By ifound1dollar 106 12 455,414 Views 7 Comments
106 12 455,414 Views 7 Comments League of Legends Build Guide Author ifound1dollar Jinx Build Guide By ifound1dollar Updated on November 27, 2020
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Runes: consistent

1 2 3
Lethal Tempo
Legend: Alacrity
Coup de Grace

Magical Footwear
Biscuit Delivery

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


Standard Bot
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


Threats & Synergies

Threats Synergies
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
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Champion Build Guide

Jinx: The AOE Crit Goddess (Patch 10.24) (Preseason WIP)

By ifound1dollar

Hi! I'm ifound1dollar, a Diamond Vayne main in North America (spoiler: this isn't a Vayne guide). I have quite a bit of experience playing jinx, and I really enjoy making in-depth guides, so here's one for Jinx!

This is my in-depth guide to Jinx. I hope you learn a thing or two!

+Very strong late game
+AOE Crits
+High range
+2 forms of CC
+Great tower-taking potential
Jinx is arguably the strongest late game teamfighting ADC in the game, thanks to her AOE Crits and the long range that comes with them. Once late game comes around, you'll have very high Attack Damage and Critical Strike Chance, so you'll be dealing immense damage to multiple targets simultaneously. She also has 2 forms of CC, both of which help with self-peel and utility on top of her damage. Lastly, thanks to Pow-Pow's bonus Attack Speed, Jinx has quite the tower taking potential.

-Weak early game
-Somewhat Mana reliant
-Needs a good support
Jinx is very immobile, and quite useless early game. As an attack-based late game marksman, she's completely reliant on items, so before she gets them, she's barely more useful than the rift scuttler . Also, because she's so immobile and squishy, she needs a team to protect her or she'll get blown up instantly by the enemy team. Finally, she can do very little when she has no Mana because she won't be able to use Fishbones or any of her abilities, all of which are vital in teamfights.

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

This is the standard ability sequence for Jinx. You'll always want to start off with a point in Switcheroo!, as it grants the increased attack speed with Pow-Pow and the bonus range with Fishbones. Level 2 you should get a point in either Zap! if you need to farm from a distance, or Flame Chompers! if you're planning an all-in. Your third basic ability should be taken at level 3. Switcheroo! should always be maxed first, as Pow-Pow's bonus Attack Speed and Fishbones' range increase per rank. You'll usually want to max Zap! second, as the damage and slow both increase by a good amount. Flame Chompers! should be maxed last, as only the damage increases per rank. A point in Super Mega Death Rocket! should be taken at level 6, 11, and 16.

Passive: Get Excited!
Cost: None
Cooldown: None
Range: Self

Whenever an enemy Champion, turret, or inhibitor dies within 3 seconds of being damaged by Jinx, she gains 175% Movement Speed which decays over 6 seconds.

Additionally, she gains 15% Attack Speed and can exceed the Attack Speed cap for the same duration.

Jinx's passive plays an important part in her ability to teamfight and destroy enemy structures. All she needs to do is get an assist on a champion or structure in order to pop off and annihilate the enemy team. This can also be used as an effective disengaging tool.

Q: Switcheroo!
Cost: 20 Mana per rocket
Cooldown: 1s
Range: Self

TOGGLE OFF — Pow-Pow, the Minigun: Jinx's basic attacks grant bonus Attack Speed for 2.5 seconds, stacking up to 3 times to a maximum of 30/55/80/105/130%. The stacks decay one at a time when she stops attacking. If Jinx switches to her Rocket Launcher, she will lose all stacks after her first attack.

TOGGLE ON — Fishbones, the Rocket Launcher: Jinx gains 75/100/125/150/175 bonus attack range and deals bonus damage equal to 10% AD on her attacks, at the cost of Mana per attack. Additionally, her attacks will splash to nearby enemies - dealing full damage to all enemies hit. Jinx loses 25% of her bonus Attack Speed while using Fishbones.

Switcheroo! is the cornerstone of Jinx's kit, as it's what allows her to scale so well into the late game. Pow-Pow's bonus Attack Speed is immense, greatly increasing her DPS, and Fishbones range and AOE allows her to melt multiple targets while Critting on almost every attack. Be careful, though, because if you run out of Mana, you won't be able to use Fishbones.

Tip: Use Fishbones' bonus range to your advantage in the laning phase. When the enemy ADC walks up to farm, poke them with a long-ranged auto attack if you can safely do so. This damage will add up and eventually get you lane priority.

W: Zap!
Cost: 50/60/70/80/90 Mana
Cooldown: 8/7/6/5/4s
Range: 1450

Jinx fires a shock blast that deals 10/60/110/160/210 (+ 160% AD) Physical Damage and slows the first enemy hit for 30/40/50/60/70%, also granting sight for 2 seconds.

Zap!'s cast time scales down to .4 seconds (from .6), based on Attack Speed.

Though Zap! is a very telegraphed ability, it can easily be landed if used correctly, especially when paired with a support's CC. It deals quite a bit of damage thanks to it's incredibly high damage ratio, and really hits like a truck after you get some bonus Attack Damage. On top of the damage, it slows for quite a bit, which can be used as a tool to engage on enemies from a long distance.

E: Flame Chompers!
Cost: 70 Mana
Cooldown: 24/20.5/17/13.5/10s
Range: 950

Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing 70/120/170/220/270 (+100% of Ability Power) Magic Damage to nearby enemies. The champion that sets off the chomper is also rooted the same duration as well as interrupting any in-progress movement abilities from the champion. Chompers explode automatically after 5 seconds. Enemies can only take damage from one Flame Chomper per cast.

Flame Chompers! is Jinx's only form of hard CC, and her only built-in defense mechanism. It's a really useful tool in lane when paired with a support like Blitzcrank, because you can throw Flame Chompers! directly under the enemy champion that was hooked and chain CC them to death. Another important part of this ability is the fact that it stops dashes in progress. This can be an effective form of self-peel, as it can completely stop an enemy assassin or diver in their tracks.

R: Super Mega Death Rocket!
Cost: 100 Mana
Cooldown: 90/75/60s
Range: Infinite

Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing a minimum of 25/35/45 (+0.15 per bonus Attack Damage) and a maximum of 300/400/500 (+1.5 per bonus Attack Damage) Physical Damage plus 25/30/35% of the target's missing Health (max 300 damage to minions and monsters). Nearby enemies take 80% damage.

Super Mega Death Rocket! has no maximum range, and is a great way to execute enemies in a teamfight or 2v2. It's base damage is ridiculous when fully channeled, and has a very large bonus AD ratio on top of it. Unfortunately, though, it's very telegraphed thanks to it's 1.5 second channel time, so it can be easily dodged by a skilled enemy. Also, because of the channel time, you'll want to time this ability properly so you don't have to worry about being jumped on while channeling.


+10% Attack Speed
+9 Adaptive Force (5.4 AD)
+6 Armor or +8 Magic Resist



Lethal Tempo
Lethal Tempo grants you bonus Attack Speed for 3-6 seconds after damaging an enemy champion, which synergizes very well with Jinx. She benefits a lot from higher, uncapped Attack Speed, especially while using Fishbones. However, Fleet Footwork can be another viable option. Jinx has a very weak laning phase, so the sustain from this rune can help her survive in lane, but at the cost of a little less late game damage. Press the Attack is a rune that's more focused on single target damage, so Jinx can't really make much use of it. Conqueror is a rune designed for bruisers, and doesn't work well with Jinx at all.


Triumph heals you for 12% of your current Health and grants 20 bonus gold on a takedown. This can be the difference between life and death in skirmishes and teamfights, so it's always a safe option. Overheal can also be a good option, because it synergizes well with Fleet Footwork and healing supports like Soraka. Presence of Mind is a very situational rune for very specific champions that rely heavily on Mana, and Jinx isn't one of them.

Legend: Alacrity

Legend: Alacrity is almost always the best option for any marksman, as they typically rely heavily on Attack Speed. However, Legend: Bloodline is another option if you're looking for better sustain, because you won't be getting any Life Steal items until later in the game. Legend: Tenacity isn't a viable option because as a marksman, Jinx doesn't really benefit from tenacity.

Coup de Grace

Coup de Grace is a very well-rounded, consistent option for basically any carry, because it deals bonus damage to enemies below 40% Health. Cut Down, though, is definitely a viable option when facing tank-heavy compositions. Last Stand isn't a good option because as a marksman, you shouldn't need to be low on Health to deal more damage.



Magical Footwear
Magical Footwear grants free boots after 12 minutes (reduced by 45s per takedown), and grants a bonus 10 Movement Speed. This is a safe option for any champion who isn't running Predator, as a free 300g item is always beneficial. However, Perfect Timing can also be a good option. It can help defend against and pull off dives, or negate a champion like Zed's burst. Hextech Flashtraption is designed for playmaking champions, and won't have much use for a marksman.

Biscuit Delivery
Biscuit Delivery grants 3 Total Biscuit of Everlasting Will that heal for 10% of you missing health, which is an incredibly useful tool for any marksman with a weak laning phase. Though Future's Market can help to hit powerspikes earlier, it's really not worth paying the lending fee, so it's not a good option. Minion Dematerializer is only viable on certain champions with specific playstyles, and Jinx isn't one of them.

Cosmic Insight
The third Inspiration tree is a little lackluster for most attack-based marksmen. While Cosmic Insight can be slightly beneficial because of the reduced Summoner Spell cooldowns, it's really not a great option. Approach Velocity is basically useless, because you won't benefit much from moving faster towards movement impaired units as Jinx. Time Warp Tonic is another rune that's designed for certain champions and playstyles, and doesn't do much for Jinx.



Crit Build:
Your first item should almost always be Infinity Edge. This item is vital on any Crit champion because of the Attack Damage and 25% Critical Strike chance it grants. The most important part of this item, however, is it's passive. It causes Critical Strikes to deal 225% damage instead of 200%, which is an enormous powerspike for any Crit champion.

Runaan's Hurricane should typically be your first Zeal item. It grants 40% Attack Speed and 25% Critical Strike Chance, which are vital stats on any Crit champion, and also 9% Movement Speed. More importantly, though, is this item's passive. It causes your basic attacks to fire bolts at 2 extra enemies which deal 40% damage, apply on-hit effects, and can Critically Strike. This complements Jinx's ability to wave clear and deal consistent AOE damage.

Your third item should be your third Crit item. It'll bring you to 75% Critical Strike chance, meaning you'll Crit every 3/4 attacks, which is vital for any Crit champion. This is the point in the game where you'll need to deal as much damage as possible. Realistically, though, you can choose any of the 3 remaining Zeal items: Phantom Dancer for more survivability, Statikk Shiv for even more AOE damage, or Rapid Firecannon for the extra range.

Your choice of fourth item should always be based on the enemy team's composition. For example, if they're all building armor, you should purchase a Last Whisper and later build it into a Lord Dominik's Regards or a Mortal Reminder. Without Armor Penetration, you may wind up being useless and losing the game because you quite simply can't take down the enemy's front line. On the flip side, if you're in need of survivability, you should get a Guardian Angel for the Armor and revive, or a Maw of Malmortius (granted that you don't also have Phantom Dancer) to negate Magic Damage burst.

Your fifth and final item, similarly to your fourth item, should reflect the enemy team's composition. If you're facing a bunch of Magic Damage burst, you should buy a Maw of Malmortius, or if you're facing heavy CC, you should buy a Quicksilver Sash and build it into Mercurial Scimitar. However, if you don't have an issue with survivability and want more damage, you can pick up a Bloodthirster or a fourth Crit item to increase your damage output even more.

Berserker's Greaves should typically be your boots of choice. They're very efficient, as they grant 35% Attack Speed and 45 Movement Speed for a mere 1100g. However, there may be some very specific cases where you might need to buy defensive boots. For example, if the enemy team is full AD, a Ninja Tabi can be quite useful, but this will very seldom be the case.

I'm extremely greatful for jhoijhoi's Making A Guide, because without it, I wouldn't have been able to create this guide.

If you liked the guide, feel free to vote and/or leave a comment or suggestion!

Feel free to check out my other guides:

November 11, 2020 (Patch 10.23)
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October 28, 2020 (Patch 10.22)
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April 30, 2020
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April 30, 2020
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November 20, 2019
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November 8, 2019
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February 6, 2019
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January 24, 2019
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January 9, 2019
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December 9, 2018
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