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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Level 1 you most likely want to take "q" first so that you can push for Level 2. Now Level 2 is dependent on your situation, it really depends on if you are going all in or not, if you are planning on fighting take "e" for the cc, but if you got Level 2 second and pushed under tower then take "w" to poke. And of course don't forget to level you "R" up Levels 6, 11, and 16.
Get Excited! Whenever a champion or tower that Jinx has dealt damage to within the last 3 seconds is killed or destroyed, she gains 175% movement speed that decays over 4 seconds. (A reset that gives speed not only on kill or assist but tower kills!!)
TOGGLE OFF — POW-POW, THE MINIGUN: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times. The stacks decay one at a time when she stops attacking with her minigun. (Great for taking turrets!!!).
TOGGLE ON — FISHBONES, THE ROCKET LAUNCHER: Jinx gains bonus attack range and deals 10% AD bonus damage on her attacks, at the cost of mana per attack. (This is a very good ability because when you level this ability higher the mor range you get!)
Zap! ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting sight and slowing it for 2 seconds. (Great for last hitting creeps from afar and also great long range poke)
Flame Chompers! ACTIVE: Jinx tosses out 3 chompers that, after an arm time of 0.7 seconds, explode on contact with enemy champions dealing magic damage over 1.5 seconds to enemies within 50-unit area. The champion that sets off the chomper is also rooted the same duration (OMG an Adc with CC, not just only cc too, you can place these chompers while on the run, Great for chase and disengage!)
Super Mega Death Rocket! ACTIVE: Jinx fires a rocket that travels in a line, exploding on the first enemy champion hit. Enemies caught in the explosion take physical damage equal to a base amount (this amount increases over the first second the rocket travels) plus a percentage of their missing health (max. 300 vs. minions and monsters [2]). The primary target of the explosion takes full damage, while nearby enemies take 80% damage. (OMG A ROCKET)
TOGGLE OFF — POW-POW, THE MINIGUN: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times. The stacks decay one at a time when she stops attacking with her minigun. (Great for taking turrets!!!).
TOGGLE ON — FISHBONES, THE ROCKET LAUNCHER: Jinx gains bonus attack range and deals 10% AD bonus damage on her attacks, at the cost of mana per attack. (This is a very good ability because when you level this ability higher the mor range you get!)
Zap! ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting sight and slowing it for 2 seconds. (Great for last hitting creeps from afar and also great long range poke)
Flame Chompers! ACTIVE: Jinx tosses out 3 chompers that, after an arm time of 0.7 seconds, explode on contact with enemy champions dealing magic damage over 1.5 seconds to enemies within 50-unit area. The champion that sets off the chomper is also rooted the same duration (OMG an Adc with CC, not just only cc too, you can place these chompers while on the run, Great for chase and disengage!)
Super Mega Death Rocket! ACTIVE: Jinx fires a rocket that travels in a line, exploding on the first enemy champion hit. Enemies caught in the explosion take physical damage equal to a base amount (this amount increases over the first second the rocket travels) plus a percentage of their missing health (max. 300 vs. minions and monsters [2]). The primary target of the explosion takes full damage, while nearby enemies take 80% damage. (OMG A ROCKET)
PROS:Jinx can stay really safe in team fight in that she has extremely long ranged abilities and auto attacks. Her passive allows her to not only chase down a won fight but kite back with your team. She gets pentas really easily :D.
CONS:MOBILITY...I mean she does have her passive, but that requires a kill/assist, What Jinx is really lacking is the ability to escape sticky situations
CONS:MOBILITY...I mean she does have her passive, but that requires a kill/assist, What Jinx is really lacking is the ability to escape sticky situations
Orianna: MY ABSOLUTE FAVORITE TO PLAY WITH. The way Orianna and jinx combo is juts heavenly, If Orianna hits a good ult Jinx can just use FishBones to damage tons of people.
Jarvan IV: pretty much the same for Orianna
Thresh: I like to have Thresh as my support because not only can you combo hook and flame chompers, but Thresh provides tremendous peel and even gives Jinx her own escape with his "W".
Braum: Not only do you get to stare as his glorious stache all lane but you get to stare at it safely, Braum provides great peel for an escapeless Jinx, His Q/Passive work very well with Jinx's long ranged autos
Jarvan IV: pretty much the same for Orianna
Thresh: I like to have Thresh as my support because not only can you combo hook and flame chompers, but Thresh provides tremendous peel and even gives Jinx her own escape with his "W".
Braum: Not only do you get to stare as his glorious stache all lane but you get to stare at it safely, Braum provides great peel for an escapeless Jinx, His Q/Passive work very well with Jinx's long ranged autos
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