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Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
That's right. She doesn't care if you are a tank, adc, bruiser, or Ap carry. Jinx will kite you, and proceed to tell you who your daddy is. Its Jinx.
This is my first guide to a champion that kicks ***. I have played a ton of games with her, and I do well every time.
Note: This is my first guide, and I may have some bad habits. Explain to me why an Idea is bad and I will update the guide if your explanation is sufficient. I am willing to learn from anybody willing to make sense.

I use these for some much needed defense from magic damage. The build only calls for one magic defense item, and that is really only for AP heavy teams. This is much needed.

This is a no-brainer. Protects you against lane harass and all auto attack damage. Helps to reduce minion damage.

You are an ADC and that means you need attack damage. These runes help you last hit, harass, and otherwise hold your own in lane. In combination with your quints, they also help keep you sustained, and are more efficient early game than armor penetration would be. Same goes for:


This is my personal favorite for ADC bot laners. Two lifesteal quints give you 4% lifesteal, allowing you to stack it on top of a





Max

Actually, I understated it. With a



You should definitely max





Go with the usual summoner spells.
Flash gets you away, over walls, closer, or anywhere in between.
Barrier fakes out your enemy and lets you survive a fight or duel as well as skill-shots you are unable to dodge.
Ghost useful, but with less utility than flash. You already have
Get Excited! and two high damage skill-shots, decreasing the usefulness of this spell.
Ignite this will net you kills, but only shines against other champions with high health generation. You need to stay alive, so taking this over a well timed
Barrier is not recommended.
Just don't take any other summoner spells. They are not worth it for a multiple reasons.






Just don't take any other summoner spells. They are not worth it for a multiple reasons.











Grab your
Doran's Blade and either watch/help with red buff or watch/help with blue buff. Play it safe, using Pow-Pow to last-hit and Fish-Bones to harass when the chance arises.Be careful not to run yourself out of mana using Fish-Bones. You can use
Zap! to harass and check bushes, as well as set up kills along with
Flame Chompers!. When fights happen, focus the lowest health target with Pow-Pow, when they die you can use your passive to either escape or chase the other lane opponent, possibly netting yourself a double kill.
If you are taking a lot of harass, you can pick up a
Vampiric Scepter for sustain. If one opponent leaves the lane, try your best to kill them and/or push to the turret. Jinx can take it down to half health or less on one large push, alone.
When you hit 6, do your best to harass either enemy to low health, and then finish them off with
Super Mega Death Rocket!



If you are taking a lot of harass, you can pick up a

When you hit 6, do your best to harass either enemy to low health, and then finish them off with

Push down towers, but play safe. The main goal is to get enough farm for
Infinity Edge
Phantom Dancer and
Bloodthirster. Once you have those 3 items and
Berserker's Greaves you will be dealing some major damage. Don't push out too far without good warding, and don't stray to far from a team-fight, unless split-pushing is a viable option. Even then, keep an eye on the map, if two of them go missing, or somebody that poses a considerable threat, leave immediately.




Stick with your team, unless of course, split-pushing is viable. Try to finish off your late-game items as fast as possible. Stay outside of the enemies range of sight, if a fight starts, its usually best to circle around and start with the lowest health champions first. If that isn't an option, start from the front and work your way back, picking off anyone silly enough to try and solo focus you. Use your rockets only when you have 3 stacks from Pow-Pow and need to deal Area of Effect damage, or to finish off champions from a further range. Once you have a kill or assist, you can move about freely, running and rejoining the fight with ease. This makes it possible to finish off a low health enemy and retreat, only to come back after the enemy thought you were gone.
Your ultimate can be used a variety of ways. You can stay in the back lines, and pick off a low health enemy behind their line. You can save it and fire it into a low health group of enemies, who you then rapidly kill and chase down without mercy. You can use it to get a kill on the front lines, activating your passive for further use, offensively or defensively.
If your team has to retreat, cover it for them. Toss down your
Flame Chompers! when they are off cool-down.
Use
Zap! to keep anybody from getting too close. You can use Fish-Bones to keep creeps off your towers and remain safe defending your base.
Your ultimate can be used a variety of ways. You can stay in the back lines, and pick off a low health enemy behind their line. You can save it and fire it into a low health group of enemies, who you then rapidly kill and chase down without mercy. You can use it to get a kill on the front lines, activating your passive for further use, offensively or defensively.
If your team has to retreat, cover it for them. Toss down your

Use

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