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Spells:
Heal
Flash
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Thresh
Thresh Hook= Yep, you're screwed.
Ideal
Strong
Ok
Low
None
Summary, including Pros and Cons
Pros and Cons:
+ Counters lane bullies, particularly Varus, which in themselves counter-carry. This is due to her kit of high damage skillshots.
- Uses up a lot of mana in the laning phase, mostly on Rockets and her E.
+ Passive makes Jinx a great sort of "hit and run" champion. Meaning, Jinx pulls off quick kills and gets away, really fast. Useful against turrets.
- Skillshot Ultimate. It's a powerful ultimate, I agree. But it's perhaps one of the most difficult ultimates in the game to use. More or less, lining it up. Moreso because you have to hit a low health target to get anything out of it.
Other items that work well on Jinx include:
Black Cleaver- I wish people would give this item consideration on ADCs (DPSCs). The Armor Penetration combined with the normal DPS building is substantial.
Statikk Shiv- Statikk Shiv combos REALLY well with PowPow's Attack Speed buff.
I have truly no items that I can think of that most build that don't work on Jinx...
Black Cleaver- I wish people would give this item consideration on ADCs (DPSCs). The Armor Penetration combined with the normal DPS building is substantial.
Statikk Shiv- Statikk Shiv combos REALLY well with PowPow's Attack Speed buff.
I have truly no items that I can think of that most build that don't work on Jinx...
Good-
Flash- It gives clutch mobility. Exactly what Jinx needs.
Heal- Heal is viable on any squishy champion. The healing ratio is higher.
Not Ideal-
Exhaust- This actually has a small amount of viability, but should not be used.
Teleport- You really don't need this, but it could help your laning.
Barrier- It gives you defenses, sure, but you always have the Flame Chompers to protect you...
Cleanse- It's alright. It can get rid of CC, which you can get in fairly easily. There's still the Zephyr though...
Never Use-
Ignite- If you are close enough to Ignite, you are also close enough to use the minigun.
Ghost- It's called GET EXCITED! *Crazed Psychopath Sound*
Garrison- THIS IS SPECIFIC TO DOMINION.
Smite- Well, more viable than you'd think. Still utter crud, however, on Jinx.
Revive- Unreliable, therefore unviable.
Clarity AND Clairvoyance- Unviable, in every way plausible.
Flash- It gives clutch mobility. Exactly what Jinx needs.
Heal- Heal is viable on any squishy champion. The healing ratio is higher.
Not Ideal-
Exhaust- This actually has a small amount of viability, but should not be used.
Teleport- You really don't need this, but it could help your laning.
Barrier- It gives you defenses, sure, but you always have the Flame Chompers to protect you...
Cleanse- It's alright. It can get rid of CC, which you can get in fairly easily. There's still the Zephyr though...
Never Use-
Ignite- If you are close enough to Ignite, you are also close enough to use the minigun.
Ghost- It's called GET EXCITED! *Crazed Psychopath Sound*
Garrison- THIS IS SPECIFIC TO DOMINION.
Smite- Well, more viable than you'd think. Still utter crud, however, on Jinx.
Revive- Unreliable, therefore unviable.
Clarity AND Clairvoyance- Unviable, in every way plausible.
Playing Jinx is actually fairly easy, in general.
1. Using Switcheroo!- This will be a bit brief. USE THE MINIGUN AT SHORT RANGE, USE THE ROCKET AT LONG RANGE. Simple. Greatly encourage the Minigun for tower dives.
2. Using Zap!- This one is also a simple ability to use, other than lining it up. The ability slows and gives sight of the target, for a few seconds. I use it to cross-lane poke, or to chase.
3. Using Flame Chompers!- Use it as a barrier, to run in other words. Or just to make the lane safer. Either way.
4. Using Super Mega Death Rocket!!!- Use this to pin down enemies low on health when you know the trajectory to them. Or to just crossmap, if that's your big idea.
1. Using Switcheroo!- This will be a bit brief. USE THE MINIGUN AT SHORT RANGE, USE THE ROCKET AT LONG RANGE. Simple. Greatly encourage the Minigun for tower dives.
2. Using Zap!- This one is also a simple ability to use, other than lining it up. The ability slows and gives sight of the target, for a few seconds. I use it to cross-lane poke, or to chase.
3. Using Flame Chompers!- Use it as a barrier, to run in other words. Or just to make the lane safer. Either way.
4. Using Super Mega Death Rocket!!!- Use this to pin down enemies low on health when you know the trajectory to them. Or to just crossmap, if that's your big idea.
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