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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Introduction




During the laning phase,




*Excellent damage and a great dueler
*Good siege ability
*Global finisher skill shot
*Snowballs team fights
*Hard and soft CC abilities
Cons:
*No escapes
*Susceptible to being out poked
*Goes mana heavy vs poke champs like

*Not a face-roll champion, aka: high skill cap.(is this a con?)
Runes





Damage Marks are standard: they give Jinx the damage she needs early game for last hitting minions and poking champs.
Armor Seals and Magic Resist Glyphs are also standard takes so pokes don't hurt as hard.
Life-steal Quints give Jinx some good sustain in lane, especially early game; However, mixing in Damage Quints is also encouraged.
For masteries, I take the entire AD side of the Offensive tree, except for


Make sure to talent into

The rest of the points go into the defensive tree to give Jinx some early survivability. Note the talent into












This is


Same concept goes for champions in lane or team fights: once one enemy goes down,

Another tactic is to dive into a team fight, kill a target to proc

This is what makes







Unlike most stacks, the mini-gun side of

This is a really handy toggle of


This is handy when you are being zoned by the other carry in lane as it allows

The AoE is about a 50 radius, so not crazy big, but enough to hit a minion and the ones to it's immediate left and right. Note that the AoE does full splash damage!
Be sure to max this ability first!
This is a tricky spell to work with. Its main use is in scouting brush and slowing champions. It's 1 second cast time is a challenge to deal with as anyone with half a brain can see the path of the cast long before it casts. Preferably, use this spell on champions moving directly towards or away from

On a positive note, if it does hit, it grants true-sight, meaning stealth champions! Meaning



As handy as this ability is, it doesn't scale well and is pretty expensive mana-wise early game; meaning, only level this once pre-lvl 6, then only as needed after.
This is

Conversely, this ability can be cast to prevent a weak enemy from fleeing, or to interrupt and lockdown a target.
The damage is negligible, so don't put more than 1 point into it before level 14.
This is

First, it deals a minimum of 150/200/250 (+50% AD).
The farther it goes, the more damage it does, up to a maximum of 300/400/500 (+100% AD).
It also does an additional 35% of missing HP, all as Attack Damage. Nearby enemies, to a radius of 100, receive 80% splash damage.
Level this ability at 6, 11, and 16, then prepare to

Early Focus
Item Sequence







These are your early items to get. Rush



Resist the urge to rush


Core build
Item Sequence







These are Jinx's main tools of destruction: Pure Damage and Crit Chance!




An mental picture for





A word about


6th item
Item Sequence








Here are Jinx's options for a 6th item. These are totally situational, and maybe even eccentric. My preference is for



When to get a

Other team only has 1-3 initiation spells.
When to get a

When you're team can't peel for you and you die early in team fights.


Preferred
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Much thanks to all the help pages listed in the header drop-down menus! I used all of them!
Jhoijhoi, thank you for all the help guides you have made! And your images that you so graciously share. I don't think I used them for this guide, but if you read this, thank you!
On a side note, I read this Ten Commandments of Writing a Guide by Laggermeister, and yes, I am consciously breaking #4 and #5: may doom come upon me as it may.
Note: One I figure out how to get LolReplay working again, I'll be posting some pics.
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