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Jinx Build Guide by ifound1dollar

ADC platinum

Jinx: The AOE Crit Goddess (Patch 10.4) (Season 10!)

By ifound1dollar | Updated on February 22, 2020
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Runes: Late Scaling

1 2
Lethal Tempo
Legend: Alacrity
Coup de Grace

Nullifying Orb
Gathering Storm

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


Standard Bot
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


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ADC Role
Ranked #1 in
ADC Role
Win 53%
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Threats & Synergies

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Champion Build Guide

Jinx: The AOE Crit Goddess (Patch 10.4) (Season 10!)

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 because of her AOE Crits. Once late game comes around, she'll have 300+ Attack Damage and 75% Critical Strike Chance, so she'll be dealing immense damage to multiple targets at the same time. On top of her damage, she gets 700 attack range when using Fishbones. This is her only way to be useful as an immobile ADC. While using Pow-Pow, she gets increasing Attack Speed, which really helps her take down towers quickly because she can get very high Attack Speed from her kit alone. She also has 2 forms of CC, which allow her to self-peel and have some utility on top of her damage.

-Weak early game
-Somewhat Mana reliant
-Needs a good support
Jinx is very immobile, and quite useless early game. She's completely reliant on items, as her kit revolves around getting Attack Speed, Crit, and Attack Damage. Because she's so immobile, she always needs a team to allow her to deal damage, because without a team/support, she'll get jumped on and die instantly. Also, she can do very little when she has no Mana, as she won't be able to use Fishbones or any of her abilities, 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 you 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 want it's long range or Flame Chompers! if you are planning an all-in. Your final basic ability should be taken at level 3. Switcheroo! should always be maxed first, as Pow-Pow's bonus Attack Speed increases per level and so does Fishbones' range. You should almost always max Zap! second, as the damage and slow both increase by a good amount, while Flame Chompers! root duration doesn't change. A point in Super Mega Death Rocket! should be taken at level 6, 11, and 16. Flame Chompers! should be maxed last, as only the damage increases per rank.

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

Get Excited!: Whenever an enemy Champion, turret, inhibitor, or Epic Monster 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 has to do is be a part of killing a single enemy champion or structure and she'll instantly pop off and melt the whole enemy team. It 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; 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 is what allows her to melt multiple targets while Critting on almost every attack. Beware, though - you need to keep an eye on your Mana, as you won't be able to use Fishbones without it.

Tip: Use Fishbones' bonus range to your advantage in the laning phase. When the enemy ADC walks up to farm, hit them with an auto attack. It will eventually add up and make your laning phase much easier.

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

Zap!: 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 hit when paired with a support with strong CC. It's damage is immense because of it's incredibly high damage ratio, and even more so after getting a B. F. Sword. On top of that, it's slow becomes very strong after just a few points in the ability, and really helps Jinx stick to her targets.

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

Flame Chompers!: 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 over 1.5 seconds 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 is especially useful when paired with a support like Blitzcrank, because you can throw Flame Chompers! right under the enemy champion that was hooked to effectively chain CC. A very important part of this ability is the fact that it stops dashes in progress. What this means is it's a great way to stay alive when getting ganked by champions like Kha'Zix or Vi, because it can stop them in their tracks.

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

Super Mega Death Rocket!: Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing a minumum 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 damage is ridiculous when charged up, and has a very large bonus AD ratio. Unfortunately, it's very telegraphed and can be easily dodged by an enemy that's paying close attention. On top of that, you're stuck channeling for 1.5 seconds upon using the ability, leaving you vulnerable. It's a good idea to use this right after a teamfight to execute enemies without worrying 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. This synergizes very well with Jinx, as she greatly benefits from higher, uncapped Attack Speed, especially while using Fishbones. Fleet Footwork is another option. Jinx has a very weak laning phase, so the sustain from this rune can help her survive in lane, at the cost of a little less late game damage. Press the Attack deals damage only to a single champion after 3 basic attacks, which doesn't synergize with her kit late game, as she deals primarily AOE damage. Conqueror is a rune designed for bruisers, and therefore 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 is another option, because can be useful when running Fleet Footwork or when paired with a healing support like Soraka. Presence of Mind is a very niche option. It can be useful when you're getting a lot of kills and are using a lot of abilities, but it's not very consistent.

Legend: Alacrity

Out of the 3 'Legend' options, Legend: Alacrity is the best option for any marksman, as they rely heavily on Attack Speed. Legend: Bloodline is another option, because you don't get any Life Steal items until later in the game. Legend: Tenacity isn't a viable option because as a marksman, Jinx doesn't rely on tenacity.

Coup de Grace

Coup de Grace is a very well-rounded, consistent option for basically any carry. The bonus damage to enemies below 40% Health will always have use in every game, and the stats on takedown are a nice touch. However, Cut Down is definitely a viable option when facing tanky champions, but it falls off a bit late game when you have Armor Penetraton. Last Stand grants quite a bit of bonus damage, but it's very inconsistent. As a marksman, you shouldn't rely on being low Health to deal damage.



Nullifying Orb
Nullifying Orb can really help when facing poke supports and/or heavy Magic Damage comps. It provides a Magic Damage shield when you fall below a Health threshold, which can be the difference between life and death. Manaflow Band doesn't really have any use on Jinx because she doesn't usually hit enemies directly with abilities, and doesn't rely much on Mana. Nimbus Cloak is useless on Jinx as it grants her Movement Speed that she can't utilize while channeling her ult.

Absolute Focus
Absolute Focus can be useful on Jinx because she's able to safely deal damage at all points in the game while above 70% Health. Celerity causes Movement Speed bonuses to be 10% more effective on you. This isn't very useful on Jinx, as she doesn't really benefit from slightly increased Movement Speed. Transcendence isn't a very good rune for Jinx because she's not cool-down reliant.

Gathering Storm
Gathering Storm is crucial for any late game champion. It grants infinitely stacking adaptive stats, which becomes very strong after 30 minutes. Scorch isn't very useful on any marksman because it's designed for champions that poke with abilities. Waterwalking is a very underwhelming rune and shouldn't be taken.

Crit Build:
Your first item should 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 7% 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 damage to multiple enemy champions simultaneously.

Your third item needs to be your final Crit item. It'll bring you to 75% Critical Strike chance, meaning you'll Crit on 3 out of 4 basic attacks, which is vital for any Crit champion. This is the point in the game where you'll need to shred the enemy team, so you'll need to Crit as much as possible. Realistically, though, you can choose any of the 3 remaining Zeal items: Phantom Dancer for more survivability, Statikk Shiv for more waveclear, or Rapid Firecannon for the extra range.

Your fourth item should always reflect the enemy team's composition. For example, if they're all building armor, you should purchase a Lord Dominik's Regards or even a Mortal Reminder if they have a lot of healing. Without either of these items, you may wind up being useless and losing the game because you quite simply can't take down the enemy's front line. However, if the enemy team can easily burst you down, 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 definitely buy a Maw of Malmortius. If you're facing heavy CC, you should buy a Quicksilver Sash and build it into Mercurial Scimitar. However, if you don't have a big problem with survivability and you want more damage, you can pick up a Bloodthirster or Stormrazor to really hit like a truck.

Berserker's Greaves should typically be your boots of choice. They're very efficient, as they grant 45% Attack Speed and 45 Movement Speed for a mere 1100g. However, there may be some cases where you might need to buy defensive boots. For example, if the enemy team has multiple physical attack-based champions, a Ninja Tabi can turn out to be quite useful. But, if the enemy team has a lot of CC, you can pick up a Mercury's Treads to negate a good chunk of it.

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 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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League of Legends Build Guide Author ifound1dollar
ifound1dollar Jinx Guide