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Jinx Build Guide by EVElution

ADC Rules are made to be broken... like buildings! Or people!

ADC Rules are made to be broken... like buildings! Or people!

Updated on February 9, 2020
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League of Legends Build Guide Author EVElution Build Guide By EVElution 15 7 86,461 Views 2 Comments
15 7 86,461 Views 2 Comments League of Legends Build Guide Author EVElution Jinx Build Guide By EVElution Updated on February 9, 2020
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Runes:

Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace

Sorcery
Absolute Focus
Gathering Storm
Bonus:

+10% Attack Speed
+10 Adaptive (6 AD or 10 AP)
+5 Armor

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal


In this adc guide i will show you which runes you´ll use and how you use Jinx´s abilities and some tipps and tricks. This guide is all about the important stuff i wont explain here how you flash or heal.I have more than 500k on lucian he was my main. I main the adc role for more than 3 years now. My championpool as an adc is pretty big and i can handle all adc´s pretty well. Im not the best player overall but my tipps and tricks should help everybody that is below diamond to reach it. Especially because of my change to use attackmove on leftclick and some other stuff that i will explain ,im pretty sure you´ll learn something new here.

I'll be uploading montages from time to time and I‘ll be posting my latest video in this section.



I know what you will think now if u see the title.. either you think ´´ I dont need this i hit the enemy always with my autoattack`` or you just straight up think ´´ I dont like it , i cant play with it``.. just so you know attackmove is very important for adc´s especially for kiting so you dont walk accidently into the enemy . And i guess if you look up this guide you will be playing as an adc. Some people of you maybe already use attackmove and know how important it is. Most people will have it on the A key on the keyboard, this can be changed pretty easy. I will explain to you how to put it on the left mouse button.

Attackmove (as i sayd above) is pretty important for kiting so you dont accidently walk into the enemy, but thats not the only good thing about attackmove. Especially in teamfights you can controll better which enemy you attack and how you position yourself, you dont need to concentrate completly on hitting the right click directly on the enemy. Attackmove makes fighting in general more easy. It will be a bit weird at the beginning for people who never used attackmove or only used it on a button on the keyboard.. after like 10-20 games (please not in a ranked) you will see the improvements. I saw the improvement for myself and it was awesome.

Ok as i see you are interested in the attackmove but you maybe still think ´´ Why on the left mouse button?``. A doesnt sound that bad but if you press A you cant use your Q or W while doing the attackmove. S key would be possible too but you´ll have the same problem like with A and the other keys are just to far away from the important keys like Q W etc. So why not on left click? You only click on enemys to look up theyre stuff or to open the shop. So left click would be a good option to take care of the attackmove. If u put attackmove on left click you can put the shop on any key you want to use. And if you want to click on the minimap or skill your skills (which would be better with Ctrl+Q/W/E/R anyways) you can just use shift+leftclick ,this will work like the normal leftclick.

On the image right below you will see the directory where you can find the PersistedSettings file. You´ll find this on whatever harddrive you installed league of legends at. On this file you press right click , choose ´´open with...`` and open it with the editor. In the second image below you´ll see where you need to go.. you need to scroll down like 60% then you´ll see evtPlayerAttackMoveClick and there you type Button 1 in it like you see it on my image. Then you just save and close the file .. from now on you´ll have attackmove on the left click. You can start a custom game to try it out and be happy about it.

Picture 1


Picture 2



PROS + high movementspeed after kill/turret
+ cc(snear and slow)
+ fast attackspeed with minigun
+ aoe autoattacks and long range
+ long range sniped
+ hypercarry
- no dash or any other ability to save her
- ez to dodge her w
- ez to dodge her e
- Vulnerable to cc
- Squishy
CONS



Starting items

Doran's Blade vs Doran's Shield: The only similarity between those two items is that they give you both 80 health points. It´s more easy to farm with doran´s blade than with doran´s shield.. doran´s blade gives you 8 attack damage while the passive of the shield only gives 5 bonus damage against minions. Draven Q , the passive from Miss fortune and every other ability that scales with attack damage gets bonus damage from doran´s blade while doran´s shield only gives bonus onhitdamage against minions. With doran´s shield you have more sustain in the lane if you play passive .. with doran´s blade you sustain better if you play an aggresiv lane to benefit from the lifesteal.

Conclusion: Doran´s shield is better against lanes with twitch or heavy poke, doran´s blade is better for early all-ins with champions Blitzcrank,Tresh or Leona. Doran´s shield is better if you wanna play with an E-Girl heal/shield supporter.

Rush
perfect for poke with a strong crit at the beginning. You can kite pretty well because of the movementspeed you gain after a crit. The crit gets stronger the more crit you got. But this item is even without other crit items pretty strong.
this item is good for waveclear and hiting multiple enemys in a teamfight. It scales pretty good with crit then if the primary autoattack crits the secondarys will crit aswell. runaans is good on on hit adc´s too because the secondary hits trigger hiteffects too. You can heal alot better with lifesteal because the 40% damage per bolt will heal you too.
for adcs this item is a must have because you need the attackspeed. The only alternative would be armor boots against full ad teams or enemys with a lot of lethality but most of the time berserkers are the better choice.

Use your brain
this item is a must have in lategame because you get a free revive which can denie a failure on your part. Its only one of the last 2 items.

you can waveclear perfectly with this and it scales with crit not like rapidfire canon, so if you crit you will deal
double damage with the stattikks prog.
Should always be combine with an attackspeed crit item because it basically doubles your crit chance and its pretty good against tanks to because 15% of the damage you deal will be true damage
perfect item to poke before fight or to chase enemys because you get a lot of autoattack range if rapidfire is fully charged. You deal increased damage against your target and if you dont need waveclear rapidfire should be your go to item
You build this item as one of your last 2 items if you dont need to buy mortal reminder. You get AD and a lot of penetration Which is good against tanks or even squishies.
This item is a must have against enemys like mundo or swain with a lot of healing. Die armorpenetration is very important especially since patch 8.11 because it penetrates the complete armor not only the bonus armor. But the main reason for this item is the 40% healreduction for 5secs after any physical damage.
You need this item if the enemys have a lot of CC or AP because if your support cant protect you from a Anni/Malzahar ultimate you will be pretty much dead in lategame without this item and because the adc is very important in lategame you could lose alot of objectives because of dead. You´ll need some time to get used to this item but its worth it.
you get a lot of lifesteal and a shield which builds up just like overheal when you are fulllife. The HP you would gain just gets added as shield. You should build up the shield before a fight to increase your survivability. Its best to build this item for straight up AD/Lifesteal builds or critbuilds.



Keystone


Press the Attack
  • Press the Attack: This rune is like the W from vayne. If you hit 3 consecutive hits you deal damage based on your level (40-180 normal damage) and you will deal 8-12% more damage for 6 seconds based on your level. The 40-180 damage will be your main source of damage early game so be sure to prog your rune in trades especially against fleet footwork users. The 8-12% bonus damage for 6 seconds is pretty good for ganks and teamfights in lategame because your whole team will deal more damage to this target. The 8-12% can be pretty usefull earlygame to if you have a good damage support like Brand,Bard etc.

Lethal Tempo
  • Lethal Tempo: Lethal Tempo gives you 1,5seconds after you attack an enemy 40-100% attackspeed based on your level for 3 seconds but if you hit an enemy in between those 3 seconds you get 6 seconds. The cooldown is 6 seconds till you can activate it again. This rune ignores the 2,5 attackspeed cap. This rune is good for long trades in the laningphase. So try to keep fighting against fleet footwork or press the attack users. Supports with a lot of CC are pretty good for this to so you can fight longer. Especially in lategame this rune is pretty good because you get alot of attackspeed which ignores the attackspeed cap. The rune is very effective with onhit builds but its pretty decent with other builds to.


Fleet Footwork
  • Fleet Footwork: Fleet footwork basicly works like Statikk Shiv. When its fully charged and you attack an enemy you get some hp and movementspeed.the heal is based on your level and attack damage. Fleet footwork gives you pretty good sustain early game and even in late is this rune pretty good because it scales with your attackdamage and level and heals you even more. Try to have short trades with your enemy especially if they use press the attack. Try to use your fleet footwork prog on enemy champions because the heal is higher. Just stop fighting after you progged it so they cant prog press the attack on you. If they prog press the attack on you they basicaly won the trade. If the enemy uses fleet footwork to you can look out if he progs it on minions, if that is the case you can trade better against him because you´ll get a good heal from your fleet footwork on him. You can combine this rune pretty good with overheal because you´ll get a shield from overheal if you are fulllife.

Conclusion:normally you used on almost every adc Fleet Footwork but it got nerfed hard in 8.11 because of that i would prefer Press the Attack. Maybe Fleet Footwork will have still some use this patch but i would prefer the bonus damage from Press the Attack because 8-12% more damage from the whole team and the bonus damage after 3 autoattacks are pretty solid.

Slot 1

Overheal
  • Overheal: healing while beeing fulllife adds a shield with a value of 10% of your max hp +10 health as shieldcapacity.
    40% of your own and 300% of your teammates healing gets counted as shield. This rune is pretty nice if you use
    bloothirster or Blade of the ruined king as first item. You can combine this rune with fleet footwork too, its a good
    rune if u got a heal sup and you prefer a passiv laning phase.


Triumph
  • Triumph: This rune gives you 12% of your HP back and 20 bonus gold after a kill. This rune can save your life because those
    12% hp may save you from the second botlaner or a jungler. You can survive a ignite or a redbuff because of this too but
    remember that ignite will halfes the hp gained, you´ll only gain 6% health back. And 20 more gold are always good.

Conclusion: overheal would be good too if you got a good matchup and you got the right support but i would still prefer triumph because this rune is very strong and saves you more often than you think.


Slot 2

Legend: Alacrity
  • Legend: Alacrity: this rune gives you 3% attackspeed and for each stack additional 1,5%. You get stacks for champion,monster and minionkills.
    This rune is pretty usefull for every adc and its fully stacked pretty fast. The rune gives you up to 18% attackspeed and
    why would you ever say no to 18% attackspeed as an adc?


Legend: Bloodline
  • Legend: Bloodline: This rune basically works like the attackspeed rune but for lifesteal. It gives you 0,8% lifesteal per stack up to 8%.
    This rune is pretty good if you dont want to buy lifesteal or only pretty late. This rune works good with overheal because this lifesteal will generate a shield for you.

Conclusion: most of the time Legend: Alacrity will be better but if you want to buy lifesteal pretty late Legend: Bloodline
would be decent too.


Slot 3

Coup de Grace
  • Coup de Grace: with this rune you do 7% more damage on enemys below 40% health and you´ll gain 9 AD for 10 seconds after a kill.
    Coup de Grace is good to finish off enemys that are already low on health. Especially good on botlane because you can
    kill the second botlaner better with the ad buff after finishing the first one off.

Conclusion: Coup de Grace is the only relevant rune for adc in the current patch.


Slot 1/2

Celerity
  • Celerity: you get 3% movementspeed and ad worth 4.8% of your bonus movementspeed. This rune gets used by almost everybody who go´s in this tree then 3% movementspeed by itself are pretty worth for chasing or escaping. I really dont need to explain why movementspeed is good huh?. The additional AD you get after buying shoes or stuff is pretty neat to.


Gathering Storm
  • Gathering Storm: After 10 minutes you get 5 AD and for every additional 10 minutes this value gets raised pretty high. This rune is good for ad in lategame. This rune scales perfect and you´ll do more damage the longer the game goes on and for adc´s its pretty important to do a lot of damage lategame.


Conclusion: Stuff like Absolute Focus is not bad but Celerity and Gathering Storm are to strong to not use them on a adc.


Get Excited! (Passive)


EFFECT RADIUS: 2000

INNATE: Whenever an enemy champion, turret or inhibitor dies within 3 seconds of being damaged by Jinx, she gains 175% bonus movement speed which decays over 6 seconds.

Additionally, she gains 15% total attack speed and removes the attack speed cap for the same duration.

    coming soon...

Switcheroo! (Q)

COOLDOWN: 0.9
EFFECT RADIUS: 150
COST: 20 MANA PER ATTACK

FISHBONES: Jinx loses 25% of all of her bonus attack speed and her basic attacks cost mana but they gain bonus range, deal 10% AD bonus physical damage, and hit all enemies around the main target. All damage components can critically strike.

POW-POW: Jinx's basic attacks grant Rev'd up for 2.5 seconds, granting bonus attack speed, stacking up to 3 times.

The first Rev'd up stack is twice as potent as the others, and stacks decay one at a time when she stops attacking. Switching to Fishbones will not clear any active stacks, but they will not grant bonus attack speed after her first basic attack.

ENHANCED RANGE:
600 / 625 / 650 / 675 / 700

MAXIMUM ATTACK SPEED:
30 / 55 / 80 / 105 / 130%

    coming soon...

Zap! (W)


TARGET RANGE: 1450
COLLISION RADIUS: 40.25
SPEED: 3200
COST: 50 / 60 / 70 / 80 / 90 MANA
COOLDOWN: 8 / 7 / 6 / 5 / 4

ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy it hits, revealing and slowing them for 2 seconds.

PHYSICAL DAMAGE:
10 / 60 / 110 / 160 / 210 (+ 140% AD)
SLOW:
30 / 40 / 50 / 60 / 70%
    coming soon...

Flame Chompers! (E)

COST: 70 MANA
TARGET RANGE: 900
EFFECT RADIUS: 50
COOLDOWN: 24 / 20.5 / 17 / 13.5 / 10

ACTIVE: Jinx tosses out 3 Chompers that arm after 0.7 seconds, and explode automatically after 5 seconds. Once armed the Chompers will explode on contact with enemy champions.

Exploding Chompers deal magic damage over 1.5 seconds in 3 instances to all enemies within a small area, and champions that set them off are knocked down and rooted for the same duration.

TOTAL MAGIC DAMAGE:
70 / 120 / 170 / 220 / 270 (+ 100% AP)


    coming soon...


Super Mega Death Rocket! (R)


COST: 100 MANA
TARGET RANGE: GLOBAL
EFFECT RADIUS: 225
SPEED: 1500/2500
COOLDOWN: 90 / 75 / 60

Jinx fires a rocket that travels in a line, exploding in an area upon hitting an enemy champion. Secondary targets take 80% damage.

The explosion deals 10% - 100% (based on distance traveled) of the rocket's physical damage, though the missing health component is unaffected.

MIN. PHYSICAL DAMAGE:
25 / 35 / 45 (+ 15% bonus AD) (+ 25 / 30 / 35% of target's missing health)

MIN. SECONDARY DAMAGE:
20 / 28 / 36 (+ 12% bonus AD) (+ 20 / 24 / 28% of target's missing health

MAX. PHYSICAL DAMAGE:
250 / 350 / 450 (+ 150% bonus AD) (+ 25 / 30 / 35% of target's missing health)

«MAX. SECONDARY DAMAGE:
200 / 280 / 360 (+ 120% bonus AD) (+ 20 / 24 / 28% of target's missing health)

    coming soon...
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