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

Massive 700 Range
AOE Splash damage makes for an amazing team fighter
Global AOE Ultimate...did i mention it's also an execute?
Biggest Attack speed steroid in the game
Strongest AD oriented poke champ in the game
Amazing pusher/splitpusher
Cons:
Low base attack range in Pow Pow (525)
Slower than most ranged champs
Lowest base attack speed of all Marksman
No escapes
Mediocre Duelist
Weak against assassin/high mobility champs

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.
Probably the only thing in this game that gets me giddy when it activates. This passive allows you to maneuver around teamfights after getting a kill or assist, essentially allowing you to reposition on the next target incredibly fast. This also allows you to take towers and get away before the other team has a chance to catch you. What this also does is allow you to literally do drive by tower dives. For example lets say an ezreal is dumb enough to tower hug at 50 hp along with his support who is at 100 hp. Normally you would take considerably tower damage after getting the kills and possibly even dying if something goes wrong. Well with this you can kill ezreal than run to the edge of tower range kill support and run out while only taking maybe 1-2 tower shots. However know that you must have damaged the champion or tower within 3 seconds of its death to activate passive.

MR. FISHBONES/ROCKET LAUNCHER
Jinx gains bonus attack range and deals 10% AD bonus damage on her attacks, at the cost of mana per attack.
Additionally, her attacks will splash, dealing full damage to all nearby enemies. The bonus damage to her target and the splash damage both scale additively with critical strikes.
BONUS RANGE: 75 / 100 / 125 / 150 / 175
This is what makes




POW POW/MINI-GUN
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.
ATTACK SPEED PER AUTO: 16.6 / 23.3 / 30 / 36.6 / 43.3%
TOTAL ATTACK SPEED: 50 / 70 / 90 / 110 / 130%
Pow Pow is insane because you can clean up fights with this so easily and push towers insanely fast. At rank 3 you have an attack speed steroid that matches


Zap!
After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting true sight and slowing it for 2 seconds.
PHYSICAL DAMAGE: 30 / 75 / 120 / 165 / 210 (+ 140% AD)
SLOW: 30 / 40 / 50 / 60 / 70%
A long range nuke with a slow. A solid skill for sieging and long range kiting and chasing ability. This is the one of the highest damaging non ultimate skill in the game with absurd range. Use this to poke people under tower and as a chasing tool. It is not incredibly reliable as a kiting tool when people are in range of you but enough to keep them at bay. Jinx with blue buff is one of the scariest things because she can spam this along with Mr Fishbones. You can poke people under their tower from behind walls and be completely out of reach for a response.

Flame Chompers!
Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing magic damage over 1.5 seconds to nearby enemies. The champion that sets off the chomper is also snared the same duration. Chompers explode automatically after 5 seconds. A single champion can only set off a single chomper, but can be damaged by any number if they remain in range.
MAGIC DAMAGE: 100 / 150 / 200 / 250 / 300 (+ 100% AP)
MAX MAGIC DAMAGE (3 CHOMPERS): 300 / 450 / 600 / 750 / 900 (+ 300% AP)
Use this as a brick wall between you and the frontline/assasins. These do not impede your movement so you can cast these on the run wether that be infront or behind you. As a teamfight breaks out throw these down in the path of the enemy frontline and use this to your advantage to maintain your 700 range. These are big enough to block of certain jungle entrances and pathways. When these are active the only way to avoid them is to flash or use a blink to get over them. dashes will stop and root champs after their dash is complete.

Super Mega Death Rocket!
MINIMUM PHYSICAL DAMAGE: 125 / 175 / 225 (+ 50% bonus AD)
MAXIMUM PHYSICAL DAMAGE: 250 / 350 / 450 (+ 100% bonus AD)
Probably the most exciting execute of them all and perhaps the most exciting part about jinx. For starters its Global and goes faster the farther it travels and does more damage and if that wasnt enough, it deals missing % health damage, allowing to execute targets across the map. By the way it also does AOE damage. So if a group of low health champions decide they need to hold hands and recall you can potentially kill them all. It is on a reltively short cooldown so use this to abuse an advantage lane. Try to fire it out of vision to give the least amount of reaction time possible.
Runes




Flat AD for last hitting with ease. You scale so well with AD that there is no other substitute in my opinion. This also allows you to trade easier with the other ADC early unlike Armor penetration.
Seals:
Flat Armor there is no other option. Just Armor seals
Glyphs:
I prefer Flat Magic Resist because almost every single support deals magic damage and usually can be incredibly bursty early on because supports naturally have high base values with no Magic Penetration...usually. These allow you to withstand the poke and damage from most supports. Also you can opt for scaling Magic Resist if your prefer those more.
Quintessences:
2-3 Lifesteal Quints are necessary in combination with your


Item Sequence









***Season 4 Update***
Dorans Blade is nerfed again this season giving only 8 AD and returns 3 Hp on ranged champs. Only item thats really changed in the ADC/Marksman Items...seriously this is the only major change to bot lane.
B.F. Sword
Your biggest priority in lane. If at all possible try to make this your first item when you back for the first time. If you can buy this first thing do so. It will boost your early game so much and speed up your build to your first core item.
Cant Afford B.F. Sword?
You'll have to settle for




Core:
Item Sequence











Why not

Well




Late Game Core:
Item Sequence











Defensive Items:
Item Sequence










For high CC teams and more specifically









Great for more HP to survive incoming burst and kite/chase champions with no gap closer or escape. Give you just a tad more damage.
Noob Trap Items:

I do not see the point in this item on







Once again a terrible item choice. Why? Because there is only one real time to buy this item and that is in the very beginning, and by doing so you give yourself an annoying ramp up time for muramana usually having it stacked at around 20~25 minutes. What do i mean by ramp up time? Being an ADC you naturally scale with items. However Jinx is also a caster so once you buy a Blood Thirster you have a massive spike in power. Manamune requires it to be fully stacked to become useful. BEFORE you can easily stack Manamune you have to stack it while it is still a


Unless your playing with Phreak, this item is **** on Jinx. It's somewhat useless on Jinx because you're almost never going to be able to use the Spell Blade passive effectively because of your long cool downs. Switcheroo does not activate spell blade and overall it is a waste of gold and incredibly inefficient on

VIABLE/ULTRA LATE GAME ITEMS

Runaans Hurricane
Gives a nice amount of attackspeed and a cool passive that actually procs your rocket form, giving you 3 more explosions. Im not sure if these stack but you can obliterate a bunched up team with this passive. I personally would prefer a defensive item/statik shiv over this though. But it is sill a really fun item to buy on Jinx
Item Sequence








What do these two items do?

Stats
+50% attack speed
+30% critical strike chance
+5% movement speed
Passive Unique: Your champion ignores unit collision.

Stats
+40% attack speed
+20% critical strike chance
+6% movement speed
Passive Unique Passive: Moving and attacking builds Static Charges. At 100 charges, your next attack expends the charges to deal 100 magic damage to up to 4 targets. This damage can critically strike.
Phantom dancer offers slightly more DPS than Statikk Shiv because it has 10% attack speed and crit chance. However Attack Speed is not an important stat on jinx because of Pow Pow Steroid and I am wiling to give up this 10% for the passive on




Very similiar to


Draven
Hard
Does straight up more damage then

More mobile then


Has psuedo gap closer with


This is one of the less favorable matchups for






Caitlyn
Easy
Out ranges you till rank 2

Can easily disengage from you









Vayne
Easy-Medium
Shorter Range
Potential to outduel

easily pushed and harrased out of lane

Vayne is a relatively easy matchup for









Lucian/Django

Medium-Hard
A somewhat irritating matchup especially if he has an engage support with him such as







As of Patch 3.14 poke/siege oriented comps have become incredibly strong and Jinx excels at both of these because of the assassin nerfs to



My Solo Queue Jinx stats

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