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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
The Build
Introduction
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Getting Ready
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Abilities/Skills
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Item Choices
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Gameplay (Coming Soon!)
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Hello, and welcome to my ADC Jinx guide! Here, I hope to show you how I believe this particular marksman should be used, and what I think is the best way to utilize her abilities and whatnot. This is my second guide, so any feedback would be wonderful! If you enjoyed it, please leave an upvote! It always makes my day. :)
What is an ADC? Well, ADCs are essentially the champions that stay towards the back of a team and deal constant Damage per Second (DPS). They are autoattack reliant, and thus build items that benefit their raw AD. Since ADCs are typically "Glass Cannon" type of players, they'll need heavy protection from the rest of the team, as they are usually the primary target of the enemy.
Why is Jinx a viable ADC? Jinx excels mid game, where she can shred apart the enemy team with her superior Attack Speed. She can snowball very easily: A couple kills during laning phase and she can prove herself to be a terrifying force to reckon with. In addition, her skills are useful for either locking down enemy champions or chasing after them so they have no chance of escaping.
Pros + Amazing wave clear + Built-in AS steroid + Good kiting potential + Global ultimate + Easy to chase |
Strengths
Jinx's ability to clear waves quickly makes her a prime ADC for the current season. In addition, with her built-in Attack Speed buff, she deals tons of DPS even early/mid game, making it very easy to get a good start. With a technique called orb-walking, her high AS makes her kiting potential very smooth and simple. Plus, her ultimate is global, allowing her to assist her team even from across the map. If she even assists in a kill, she gains a massive speed buff, which can allow her to chase and chain kills, or escape from a dangerous situation.
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Weaknesses
Even with her mini-homeguard from her passive, Jinx lacks a reliable escape. She has a snare, but like most of her other abilities, it has a slight delay, and only stuns if the enemy walks onto it. Her early game mana hungriness can be a problem, as her Q can drain mana quickly. Going against assassins can be difficult with her lack of self peel (in contrast to for example, Ashe). Jinx is also quite difficult to use. Her abilities take careful timing and if you can't Attack Move, she can easily be pinned down. |
Cons - No reliable escape - Abilities have delays - Mana hungry - No self peel - Difficult to use |
Flash
Flash is pretty much standard on anyone. It's great for initiating, escaping, or chasing. With Jinx's lack of escape, this spell is a must take, and will probably save your life more than you could count. |
Heal
As of patch 4.5, this is the new goto summoner for ADCs. The movement speed after the activation is really good, and will allow you to kite much easier. Also, the heal can be applied to both you and your support. |
Cleanse
With Jinx's inate lack of self-peel, you can take this summoner to get rid of deadly debuffs. In addition, it can save you from CC machines, like Leona or Lulu. |
Barrier
The old goto summoner for ADCs. Gives you nice shield that can absorb a lot of damage. It can help you get away with that *tiiiny* bit of health left over. |
The flat AD makes farming early game much easier, and as an ADC, it is your job to get as much gold as possible to get items. Plus, it'll make your trades with the enemy that much more lethal. |
With the nerf to LS quints, Greater Quintessence of Attack Speed have become more popular. This actually works really well with Jinx early game, since her stacks on Pow-Pow + AS Quints gives massive amounts of DPS for trades. |
4% life steal should be enough, so take your final quint in AD. This increases your base AD, so what's not to like? |
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Offense Tree
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Defense Tree
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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. |
Useful tips
Things to note
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Range: 525 Cooldown: 1 Attack Speed: 10 / 18.3 / 26.6 / 35 / 43.3% Total Attack Speed: 30 / 55 / 80 / 105 / 130% |
Useful tips
Things to note
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Range: 75 / 100 / 125 / 150 / 175 Cooldown: 0.9 Cost: 20 Mana Per Attack |
Useful tips
Things to note
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Zap! (W) 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. |
Range: 1500 Cooldown: 10 / 9 / 8 / 7 / 6 Cost: 50 / 60 / 70 / 80 / 90 Mana Physical Damage: 10 / 60 / 110 / 160 / 210 (+ 140% AD) Slow: 30 / 40 / 50 / 60 / 70% |
Useful tips
Things to note
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Range: 900 Cooldown: 24 / 22 / 20 / 18 / 16 Cost: 50 Mana Magic Damage 100 / 150 / 200 / 250 / 300 (+ 100% AP) |
Useful tips
Things to note
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Range: Global Cooldown: 90 / 75 / 60 Cost: 100 Mana Minimum Physical Damage: 125 / 175 / 225 (+ 50% bonus AD) Maximum Physical Damage: 250 / 350 / 450 (+ 100% bonus AD) Additional Damage: 25 / 30 / 35% of enemies' missing health |
Useful tips
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Switcheroo! Zap! Flame Chompers! Super Mega Death Rocket! |
1
Q
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2
W
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3
E
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4
Q
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5
Q
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6
R
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7
Q
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8
W
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9
Q
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10
W
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11
R
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12
W
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13
W
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14
E
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15
E
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16
R
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17
E
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18
E
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R
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>
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Q
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>
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W
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>
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E
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You should max your Q, Switcheroo!, first for the bonus Attack Speed on Pow-Pow, and then the bonus range for Fishbones. Since you won't be building any AS items, you'll need the boost as soon as possible for maximum DPS. In addition, you'll need to melt towers for you team so you can push out objectives (Dragon, Towers, Teamfight/Skirmishes). Next max your W, Zap!, Since Jinx lacks any form of CC or escape, the bonus slow on this ability is crucial. Plus, it's useful for poking pre-teamfight with the additional damage with each level. Also, the slow increases from 30% all the way to 70%, which is pretty awesome for locking down fleeing enemies. Finally, by level 18, your E, Flame Chompers!, should be at max rank. The only thing that really changes with this ability is the cooldown. Since you won't be building AP, the extra damage isn't really noticeable. The root duration stays the same each level, so there's no added utility to maxing it after your Q. And of course, max your R, Super Mega Death Rocket!, whenever you can. For those who don't know already, the available levels are 6, 11, and 16. Upon leveling, it grants even more damage and the cooldown is cut down quite a bit. In addition, it does more damage per missing health, so all around, you need to get as strong as possible! |
Item Sequence
Doran's Blade is just the typical ADC startout item. It gives some sustain with the lifesteal, a little extra health, and the additional AD. It's cheap, it's useful, and you can always sell it later once the stats are no longer needed. |
Doran's Blade was nerfed with Season 4, so it only costs 440 gold now. This gives you just enough gold to buy a Health Potion. This will help with sustain in lane. Between a health pot, lifesteal quints, and the lifesteal from Doran's should keep you up and going long enough to get at least something useful once you recall. In addtion, grab a Stealth Ward to help your support in warding. As a support lover myself, you have no idea how very helpful it is! |
If you think you'll need to rush an early Vamp Scepter because of a difficult lane, you might want to start Long Sword instead. Even though it doesn't have the bonus health and lifesteal that Doran's Blade has, the lower price can allow you to get 2 extra health pots, and you'll only need another 440 gold to reach Vamp Scepter. And of course, always grab the warding trinket. |
Item Sequence
Always rush B. F. Sword if you can. It gives a lot of extra damage and makes farming so much easier. This item takes a large chunk of gold, so it's best to get before you start roaming. Plus, Jinx already has massive AS due to her Switcheroo!, so you don't need to worry about your DPS. |
Next, if you've had a fruitful time in lane and are sitting on some extra gold, get Boots. This will increase your mobility so you can kite easier. Plus, it'll help you get back to lane faster or if you're roaming, gank other lanes quicker. |
If you've been forced out of lane and you don't have enough gold for B. F. Sword, go ahead and buy Vampiric Scepter instead. It'll help you if you're having a difficult time against the enemy ADC with the lifesteal bonus and extra AD. |
Item Sequence
Once you have a lot of damage, you should probably start building Utility. I find that Phantom Dancer is the best choice for Jinx primarily for 2 major reasons. One: It gives more Crit chance and AS then Statikk Shiv. Even though the movement speed is lower, Jinx should build upon her already great Attack Speed. Two: The lack of unit collision helps Jinx with kiting. Since Jinx relies of kiting so much, it'll help if you're not running into minions or monsters or other enemies. |
Item Sequence
Statikk Shiv is cheaper than Phantom Dancer at the cost of less stats. Of course, with Jinx's amazing Attack Speed you could give up the 10% Crit and 10% AS if you would rather have the AOE passive of Shiv. I typically get this if the enemy team can't really stick to you and you can attack from farther away. |
If you're going up against some really tanky people, you can get Blade of the Ruined King for the percent health damage. This item also synergies pretty well with Jinx because of the Attack Speed buff. As said by Joxuu, "I would replace defensive item with BotRRK, but never would replace BT." So if you feel like you're really ahead, and feeling god-like, you can go double Life Steal and do more damage instead of building survivability items. |
Finally, let's say you get to full build. You're farmed up and you're sitting on a lot of gold, even after buying elixirs. What you can do is swap out your Berserker's Greaves for Zephyr instead. The movement multiplier gets you to almost the same speed as you would with boots, and the bonus Attack Speed just continues stacking. Additionally, the Tenacity passive is great for survivability, making you so much more lethal to the enemy team. |
Item Sequence
Really, really nice item on Jinx. The active allows her to escape any hard CCs and she can immediately start kiting. Since Jinx has no escape once CC'd, this item is great for her defense. |
Since you are probably the msot valuable person on your team, the enemy team will probably label you as the primary target. Since your job is to deal constant DPS, it would put a damper on your plans if you were dead. Guardian Angel is good if your team can hold off the enemy long enough for you to revive and begin being a terror again. It can only happen once every 5 minutes though, so don't get caught out! |
Early game, you main objective is to get as much farm as you can. While you are doing so, there are things you can do to get ahead of the enemy ADC, who's main objective is to also farm. These are tips that you should definitely keep in mind while farming early game. If you have any additional tips, feel free to send my a PM or leave a comment!
1. Push early game for the level advantage. If you manage to get to lane before the enemy team, starting hitting the CS to make them die faster, and of course, last hit them once they get low enough. By pushing (slow push! Not shoving!) early game, you can get level 2 before the enemy ADC and support and make a play while they're behind. This is especially good if you have a support that has a power spike at level 2 (Leona with Shield of Daybreak and Zenith Blade or Thresh with Death Sentence and Flay). Played correctly, you could probably burn a summoner or two. Or maybe if you're really, really good, you can net a kill!
2. Use A-Click. You can do this by pressing "a", and then clicking on an area. This will cause your champion to walk to that area until an enemy target comes into your attack range. This is extremely useful because you won't accidentally misclick and start walking towards the minion instead of attacking it, thus causing you to lose that CS. Also, it allows for much easier kiting, because you won't have to move your mouse around as much. Instead, you can just left-click a few times, and then throw in an A-Click to turn back and attack.
3. Poke when the enemy ADC is going for a CS. Think about it. If the enemy ADC is already attacking something, they can't attack you as well. So you can get free harass on them. When you see that your creeps are low and you can see the enemy ADC coming up kill it, you can in turn auto attack them. They will then have to make a split second choice: Autoattack you instead of the creep and miss the CS, or go ahead and go for the CS and take free harass.
4. Facilitate ganks. If you're jungler is about to go in for a gank, make sure to pay attention and help him/her out! Once they go in, make sure you throw down your Flame Chompers! to block off any escape routes, and the root should be more than enough to get you a kill. However in contrast, if you were not paying attention, and you did not help out in the gank, your jungler will probably end up dying. Not only will this give the enemy a kill and gold, you'll lose tremendous map pressure since your roaming entity will have died. This opens up chances for every other lane to start pressuring and the enemy jungler to start forcing objectives. So tl;dr, always assist your jungler when they go in otherwise you might lose Dragon, towers, teammates, and gold.
5. Start getting objective control. Once you hit level 6, you should definitely start looking for Dragon control. Call your jungler once if you've gotten some kills bottom or if you noticed the jungler is far away (for example, in top lane for a gank or if they're dead because of a failed gank.) and won't be able to contest it. The global gold is huge, and will deny the enemy from getting it for the next 6 minutes.
These are ideal matchups, meaning all players were playing at their best. All games are situational, however, and a lot of things boil down to just skill level. The following should give you a general idea of what you're going up against, but is not there to hold your hand as you go through laning phase. Still working on this section, so the support synergies aren't up yet.
Easy
Ashe
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Medium
Caitlyn
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Hard
Corki
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Easy/Medium
Draven
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Hard
Ezreal
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Medium/Hard
Graves
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Medium
Jinx
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Easy
Kog'Maw
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Hard
lucian
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Easy/Medium
Miss Fortune
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Medium
Sivir
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Hard
Tristana
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Medium/Hard
Twitch
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Hard
Varus
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Easy/Medium
Vayne
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In conclusion, Jinx is an incredibly strong ADC with amazing teamfight presence due to her built-in Attack Speed steroid. Like all ADCs, she required heavy protection and peel from her team in order to do her job in dealing constant DPS. She can not only function as a health shredder, but she can also melt towers very quickly. She can be mana hungry, so her early game presence isn't nearly as noticeable as her mid/late game. However once fed, she becomes a psychopath you will learn to fear.
And that's it for my Jinx ADC guide! It isn't quite done yet, but I'll be adding the Gameplay soon for the extra information. If you enjoyed my guide, please leave an Upvote! I love feedback, so if you have any suggestions as to what I can do to improve, please tell me! If you have any objections to my build/reasoning, let me know! I'll be more than happy to hear your side of the argument. If my logic is wrong, please do not hesitate to correct me! I want this guide to be as accurate as possible, and I will update it if I end up agreeing with you!
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