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Jinx Build Guide by TROLLing1999

AD Carry JINX- The Crazy Girl with the Bazooka and the Minigun!

AD Carry JINX- The Crazy Girl with the Bazooka and the Minigun!

Updated on November 15, 2013
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League of Legends Build Guide Author TROLLing1999 Build Guide By TROLLing1999 18,407 Views 12 Comments
18,407 Views 12 Comments League of Legends Build Guide Author TROLLing1999 Jinx Build Guide By TROLLing1999 Updated on November 15, 2013
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Intro



Hey, there! TROLLing1999 here with one more guide on an adc, this time presenting Jinx, the Loose Cannon.

Jinx is the most recent marksman in the league and at the same time one of the strongest ones. Regarding damage output, there is no enemy for her, since she has it all: burst, dps, kite and harass and mainly throughout all stages of the game. What Jinx lacks is mobility, this makes her immediately a high-risk pick, but if you manage to handle with this issue, you 'll be generously rewarded.

So...
have fun reading, i guess:P and don't forget to comment/vote.
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Pros/ Cons

PROS
  • Insane dps and burst
  • Fast wave clear
  • Strong kite and poke
  • Global ultimate
  • Good turret destroyer
CONS
  • Low mobility
  • No real escaping mechanism
  • Relatively mana dependant
  • Low base range
  • Somewhat skill cap
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Runes



Greater Mark of Attack Damage(9): AD for AA and your abilities, which means easier last hits and better trading potential.
Greater Seal of Armor(9): Armor is always great vs adcs as well as vs AD-oriented junglers.
Greater Glyph of Magic Resist(9): Most support deal completely magic damage so to reduce the incoming poke get flat MR.
Greater Quintessence of Life Steal(2): Guarantees you sustain on hit. It accompannies well with Doran's Blade.
Greater Quintessence of Attack Damage(1): Even more AD, mainly for easier last hits under turret.
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Masteries


The usual marksman 21/9/0 tree getting all physical attacks bonuses in offense. In the defense tree you can even put some points in Resistance insted of Hardiness if you face llanes with a lot of magic damage like Zyra+ Corki. Never forget Summoner's Resolve ,which gives nice a bonus to Cleanse or Barrier.
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Summoner Spells

FLASH...
Flash is a must on Jinx because she lacks both mobility and a true escape mechanism. This exposes her immediately to assasins with gap-closers. Flash will allow you to escape from sticky situations.
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...AND BARRIER

Introduced in S3 , Barrier is a great spell for every adc.It can absorb tons of damage, surprise the enemy and it's not countered by healing reduction effects. It can be used defensively or in order to join a fight stronger.
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...OR CLEANSE

Great vs high CC team/lanes. Note that you can always get a Quicksilver Sash
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Abilities

Ok...this ability gives you a great advantage after killing an enemy. You can use it to quickly reposition yourself in a teamfight, escape after a successful turret dive and of course kite an enemyy who is chasing you. Of course, you need to get a kill to activate it but this doesn't mean you must be greedy and ignore safety or farm.

This ability makes Jinx unique. It allows her to change from a short-ranged dps with Pow-Pow, the Minigun to a long range splitpusher/kiter with Fishbones, the Rocket Launcher, you just need. These two abilities are equalvient, you just know when to use each.
When to use each form


This ability is great, it brings much damage to the table while it slows for 30%-70% and grants vision of the target. You can use it in trades, to poke an enemy from safe distance, to escape/chase or even to reveal bushes. It might be slightly tricky to use cuz it's a skillshot ability.
Spoiler: Click to view


This is your ultility spell. You can you use it το limit your enemies in lane, escape from ganks, chase or even to clear waves. This ability deals magic damage and has a long cooldown so you can't rely on it to deal damage.
Spoiler: Click to view

This ability makes you a real threat. It deals tons of damage and it can be used to excecute your opponents all around the map. The fact that it deals lots of AoE damage makes it very usefull in teamfights as well. It might take some time to learn how to land it correctly but after that you'll be unstoppable.
Spoiler: Click to view
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Skill sequence


The reasons you max Q first because 1)it's the most sure source of damage and 2)that you gain double effect(both bonus range+damage and bonus AS). Then max Zap! for the burst and the long range poke and at last get Flame Chompers! because it really doesn't provide you with much damage and it is used only as an ultility spell. As always, take the points in Super Mega Death Rocket!, whenever possible.
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Items

Starting Item(s)

Doran's Blade shall be your standard start since it provides you with everything you want:AD,HP, and some on-hit sustain. It accompanies well with lifesteal Quints and healing supports.
If you're against a skillshot lane Boots and 4x Health Potions is a viavble start due to the mobility(=helps you dodge skillshots) and the sustain it gives you.
Do you want to build avery quick Vampiric Scepter? Do you prefer potions than on-hit sustain? Then Long Sword and 2x Health Potions is the right start for you.


Laning Phase


Item Sequence

Berserker's Greaves 1100
Vampiric Scepter 900
Doran's Blade 450
B. F. Sword 1300


This shall be your items during laning phase. The double Doran's Blade among with Vampiric Scepter will cover your needs in tankiness, sustain and damage. On the contrary with other marksmen upgrading your boots quickly is essential because you lack mobility. Additionally, the bonus AS will allow you to trade/kite better. Then get B. F. Sword as fast as possible for the bonus AD; now you only need to upgrade it into Bloodthirster.


Full Build


Item Sequence

Bloodthirster 3400
Statikk Shiv 2900
Last Whisper 1450
Banshee's Veil 3100
Infinity Edge 3300


This is how your full build shall look like. Bloodthirster is your 1st item because it provides you with tons of damage and lifesteal. Then I prefer to rush Statikk Shiv because it allows me to wave clear even faster and split push effectively. If you got a big lead though you'd better rush Phantom Dancer for more dueling power. Afterwards, you must get Last Whisper to counter the armor that enemies will already have built. It's high time, for some defense so that you don't melt every time an enemy reaches you, Banshee's Veil represents any of the defensive items, which are explained in the spoiler. Finally, you shall get Infinity Edge for maximum damage output, of course if you need to you can go double defense to guarantee your safety. Don't forget to upgrade your boots into Enchantment: Furor if you're ahead or Enchantment: Homeguard, in case you need to defend very often.

Your Defensive Item(s)
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Tactical Play

EARLY GAME




During early game your main focus shall be farming and specifically last hitting. Last Hitting is the procces of waiting till a minion has low hp and then making the killing blow. This way you get XP and Gold without pushing the lane and being exposed to ganks. For last hitting you shall be only in the Pow-Pow, the Minigun form and use Fishbones, the Rocket Launcher only to kite. Kiting means attacking once(or maybe twice) an enemy and then running back to safety, to do this effectively the bonus range and damage are essential. You can use fishbones in lane trades as well, cuz of the AoE damage. Another very important aspec during laning phase is to know when to get in a trade. As Jinx you can outdamage many marksmen, so whenever you see you enemy be out of position or have used his abilities don't be afraid to land Flame Chompers! in his pathway to his turret and land Zap!.


MID GAME




With Fishbones, the Rocket Launcher+ Statikk Shiv your wave clears become more than just fast, while Pow-Pow, the Minigun allows you to take down turrets quickly. These facts in companion with your good trading potential turn you immediately into a great split-pusher. So what you have to do during mid-game is pushing bot to hell, get as much minions and turrets as possible and earn gold to make your way to lategame. Note that there might be occasions where the team needs you, so don't overdo it. Also make sure it is warded and have map awareness; a couple of deaths in that time will probably destroy your late game performance. Another importtant objective during this gamephase is dragon, as it gives a team a bonus of 975 gold( 5*150+25=975). Both teams must have warded well in this area and it's possible that teamfights can happen for drake. Given that you will be split pushing bot you will usually be able to join your team in time. If not you still have Super Mega Death Rocket! to help your allies. If in the end enemies make drake, go for a turret. This will reduce the gold differnce to 225( 975-5*150=225) and it will grant you map control. Remember turrets>dragon.


TEAMFIGHTING




When teamfighting you shall stay at the backline behind your tanks/offtanks, let somebody else to initiate/go in first and ATTACK THE CLOSEST ENEMY, always priotitizing the squishiest ones if you have the opportunity. You don't have enough mobility to go in for the adc. In the beginning of the fight you want to use Fishbones, the Rocket Launcher because the AoE damage and the bonus range will allow you to deal lots of damage to multiple enemies from a safe distance. When enemies come to your face, though, switch to Pow-Pow, the Minigun because the bonus AS will help you take your target down quickly. In case you get a kill, everything becomes easy- peasy since you can easily reposition yourself with the bonus MS of Get Excited!. Otherwise stay safe and be really carefull with your moves. A dead marksman can't deal any damage. When you feel the fight is at a critical point use Super Mega Death Rocket!, it deals tons of damage! Don't forget to spamm Zap! before and during the fight and to use Flame Chompers! to catch fleeing enemies or escape.
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Synergies

Jinx generally cooperates well with strong poke supports that have some form of CC or provide mobility, to make up for the lack of it you have. Examples of this kind of supports are:
  • Sona- The strong harass as well as the sustain and mobility Sona provides, guarantee Jinx safety in lane, while being able to make minitrades very often and zone your opponent.
  • Nami- My personal favourite, Nami is just slightly better than Sona in everything, poke, trading, sustain and mobility.
  • Zyra- Ok, Zyra might not give any kind of sustain or mobility but she has probably the best harass in the game( among supports) and some nice CC. You can go both aggressive to zone and get an early lead or passively focusing on minitrades and harass.
  • Lulu- Lulu can guarantee you kills, harass the enemies and keep you safe due to her CC and the mobility/tankiness she provides.
  • Janna- Another strong poke support with high CC. She can keep you safe, help you win trades and of course lower your enemies hp due to harassing.

The 5 above are the best supps you can find for Jinx, at least in most situations. However, due to Jinx's ability to be strong during all phases of the game, there is much flexibility in your lane partner's aspect; for instance, killing supports like Leona or Thresh might be better if you have a clear advantage over your enemy.
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Outro

Ok, this is for now, thanks for reading. I hope I managed to help you through this guide

I'll try to keep this updated

Coming soon:
*Matchups
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League of Legends Build Guide Author TROLLing1999
TROLLing1999 Jinx Guide
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JINX- The Crazy Girl with the Bazooka and the Minigun!

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