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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
Introduction
Hello and welcome to my first build ever; my build on Jinx, the Loose Cannon.
First of all, you should know, she's crazy (but not as bad as her sister). She's an AD Carry with weapons of varying sizes, and she loves to blow things up.As for me personally, I'm not THAT great at League. At the moment, haven't played ranked yet. However, I still share my builds and my success I've gotten from them. You can find me on League with summoner name "BioDannz".
Anywho, let's get started.
Pros
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Cons
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- GET EXCITED! -
Grants a huge boost of movement speed after killing a champion or destroying a turret, allowing you to chase/escape with relevant ease.
- SWITCHEROO! -
Switches Jinx in between Fishbones, the Rocket Launcher and Pow-Pow, the Minigun. Max this first and foremost.
Fishbones, the Rocket Launcher - Use Fishbones for clearing minion waves and long distance pokes, but use sparingly; Fishbones consumes mana per shot, and will leave you without mana to perform other abilities.
Pow-Pow, the Minigun - Gets a ridiculous attack speed boost as it fires, capping out in stacks after three stacks and deteriorating over time. Use this when champions are close in order to get the most damage in a small amount of time.
- ZAP! -
A poke with huge range that slows the target. Can use to check bushes as well. Very powerful, useful for sniping enemies. Grab this first for powerful slow-pokes (no pun intended) that may result in first bloods. Max this as a close second.
- FLAME CHOMPERS! -
Jinx's only escape ability. Use these to block off escape routes behind you, to block escape routes in front of the enemy, and to discourage advancement in general. They deal magic damage that does not stack, so max it last.
- SUPER MEGA DEATH ROCKET! -
A giant global ranged rocket launcher, similar to Ezreal and Ashe's ult, except with differences. Super Mega Death Rocket! is very effective against enemies running away with low health, or lo-and-behold, a bunch of low health enemies all grouped together because they think they are safe from you. As with all ults, max when you can.
IGNITE is good for finishing off champions who are walking away with low health and need just that extra nudge. Ignite isn't the best choice for Jinx due to the fact that you are able to neutralize fleeing enemies with your Super Mega Death Rocket!. Also, it requires a short range to activate, and Jinx is best at a distance.
FLASH is a necessity of most champions, ESPECIALLY for Jinx. Since her only escape is Flame Chompers!, which sometimes aren't the most reliable thing, Flash is necessary to escape the trouble you will most definitely get yourself into.
BARRIER can be useful to avoid damage that could have otherwise have been crippling. However, since it has such a small time span (lasting 2 seconds), you have to be sure to activate it at the absolute right time, when you are going aggressive and taking the most damage.
CLEANSE is not as helpful on Jinx, due to her poor escape skills in the first place. However, it is effective against champions that have a large amount of crowd-control.
Runes
- GREATER MARK OF ATTACK DAMAGE x9 -
Should be pretty much self-explanatory. You're playing an attack damage carry champion; you need attack damage boosts.
- GREATER SEAL OF ARMOR x9 -
Since an ADC is usually a very squishy champion with not a lot of health or armor, the least you can do for yourself is give yourself SOME protection.
- GREATER GLYPH OF MANA REGENERATION x9-
This should help to counter-balance mana consumption from Fishbones, the Rocket Launcher or Zap!
- GREATER QUINTESSENCE OF LIFE STEAL x2 -
Since this build is all around getting health from the damage you do, make sure your runes reflect this with some life steal.
- GREATER QUINTESSENCE OF ATTACK DAMAGE -
Once again. Attack damage, for the ADC. You know... Super simple stuff.
Phantom Dancer Heavy attack speed and critical strike chance. Oh, and no unit collision. That's a nice little tidbit too. Ninja Tabi With all the attack speed you're going to be getting from Phantom Dancer, Blade of the Ruined King, and stacks from Pow-Pow, the Minigun, I find that it would be alright to allow for a little bit more thickening of Jinx's armor. Last Whisper Attack damage and armor penetration |
The Bloodthirster Life steal and attack damage that fit this build perfectly. This is a necessity item. Blade of the Ruined King Even more life steal and damage. Life is good. Even a little bit of attack speed too. Because, ya know... Why not? Infinity Edge Strong attack damage, critical strike, and a boost on critical strike damage. This will make you a death machine. |
IF AGAINST HEAVY ABILITY POWER CHAMPS
Maw of Malmortius
Not only do you get additional attack damage based on your missing health, but also a temporary shield from magic damage if a magic attack would've been fatal.
DEFENSIVE ITEMS
First of all, you need someone bot with you. Blitzcrank, Nidalee, Sona, Nami, Thresh, Zyra and Leona all fit Jinx very well.
BLITZCRANK is incredibly useful as a support with his Rocket Grab, pulling the enemy close while dealing damage, especially when combo-ed with Flame Chompers!, means that they're not going anywhere.
NIDALEE's Javelin Toss has the same range as Jinx's Zap!, which means that combining them is lots of damage and some slow to help capture the kill, all done over a long range. Her Primal Surge also heals you and gives you a temporary attack speed boost.
SONA is a huge help with all of her abilities.
Hymn of Valor grants temporary AD and AP while also hurting enemy champs.
Aria of Perseverance grants temporary armor/magic resist and heals, allowing for strong lane sustain.
Song of Celerity increases your movement speed, allowing you to chase champs or to get to your lane faster.
Her ultimate Crescendo is a giant stun that does magic damage.
NAMI can be useful as long as the person knows how to land Aqua Prison. It's stun can be immediately followed by Flame Chompers! for even longer snare, and easy kills. She can also heal you with Ebb and Flow.
THRESH is incredibly useful, especially since he is a ranged support. His Death Sentence deals AP while pulling enemy champions toward him, allowing for kills. Also, his Dark Passage allows Jinx another possible escape, since her only one(s) are Flame Chompers! and Flash.
ZYRA is able to snare enemies with her Grasping Roots, as well as scout bushes with her Rampant Growth. Not to mention all the plants she's going to be growing everywhere are going to help out a lot. Her ultimate Stranglethorns is a giant AoE and stun, and it increases attack speed of all her nearby plants.
LEONA is a complete stun machine. Most of her abilities Shield of Daybreak, Eclipse, Zenith Blade, and her ultimate Solar Flare have a stun involved within it. Coupled with her tankiness and aggressive support style, it matches well with Jinx's aggressive blow stuff up style.
Early Game
Early game is all about farming. Jinx has a small range, so it's not always wise to harass those who may have the ability to shoot you from farther away (such as Caitlyn with a range of 650, compared to Jinx's 525). You may be able to get a few pokes now and again with Zap! and Fishbones, the Rocket Launcher, but your biggest priority is farming minions. Farming is easily done in a couple ways. You can:
- Finish off large crowds of minions with splash damage from Fishbones, the Rocket Launcher, but be careful of mana consumption
- Last hit minions with Pow-Pow, the Minigun, which works exceptionally well when under the turret due to the attack speed boosts.
When taking out turrets, always switch to Pow-Pow, the Minigun, as it's attack speed bonus will have more damage per second and allow for more damage on the enemy turret.
When taking out champions, use Zap! and Fishbones, the Rocket Launcher to inflict damage on turret huggers. Use Pow-Pow, the Minigun if they get closer then you'd like, so you can have the maximum DPS (damage per second). You can also use Fishbones, the Rocket Launcher and Zap! to force them to retreat from farming your minions, allowing you to gain a gold and experience advantage while they scurry back to base.
When running away from champions, you can use Flame Chompers! to root them in place for just enough time to sneak away a bit further. If they're still advancing and you are at a relatively safe distance, poke them with Zap! to slow them down from chasing you and inflict damage at the same time.
Work with your support at all times. Communication is best for knowing when your lane team is ready to set off a line of comboes that will result in some kills.
Mid/Late Game
This is around the time that it comes time for teamfights to erupt. When it comes to teamfights, it is not wise to stick Jinx in the middle surrounded by many people who would do anything to eliminate the enemy team's adc. Instead, stick to the outsides of the fight, picking off champions who get close in a one vs. one style. Occasionally, a group poke with Fishbones, the Rocket Launcher can be useful for harming multiple enemy champions, but don't use it constantly; you will be low on mana if they decide that you're next.
If you're at base coming late towards a fight, shooting Super Mega Death Rocket! into a cluster of enemies that are medium/low health will not only help your teammates, but if a teammate gets a kill within 3 seconds of the rocket hitting home, Get Excited! will kick in, and you will be able to speed that much quicker towards the fight.
- December 27, 2013 - Reflected on early comments, did some research
- Changed build main spells from Ignite and Flash to Barrier and Flash
- Changed around items, such as Executioner's Calling and Black Cleaver to Phantom Dancer and Last Whisper
- Explained multiple sections in greater detail - December 26, 2013 - Created and published "The Unchallenged Anarchist"
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