Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Pandemonium Jinx
-
Fishbones Frenzy/ Machine Mini
Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Get Excited! (PASSIVE)
Jinx Passive Ability
A Little Bit About Myself
- About The Author -
Hey guys and some girls *winks*. I'm David (Ign "Watermélon"). My highest elo in Season 3 so far is Platinum Division IV (SEA Region). I've only played Jinx since recently, but she has replaced my main range AD,

- Content Disclaimer -
This guide is based on my experience on Jinx and my play style. Everything here is tried and used by yours truly, Watermélon. This guide may not be up to your standard as I'm just like everyone else, a fan and lover of League of Legends. So if that's a problem to you, feel free to read another guide :)
- What's In This Guide? -
In this guide, I'll try my best in explaining and giving detailed explanations. Teaching you tips and tricks and even some spoiler and secret on the way! You can also spot some Fun Facts and Trivia about Jinx!


Jinx's role in League Of Legends is known as a

Passable Pros

-Great wave clear thanks to

-Passive enables you to get in and out of fights quickly
-

-Lunatic Attack Speed when Minigun is fully ramped
-Global Ultimate
Critical Cons

-Short ranged when using Minigun
-Difficult to master
-No escape mechanics
-Snare grenades have long cooldowns
Best Choices
Undoubtedly the best summoner spell for 90% of every champion. Enables you to close gaps, flash through wall which makes it a must have for squishy champions.
Arguably one of the best summoner spells in the game for non-specific survivability.
Barrier often catches people by surprise. Helps you to kite better and turn the tables around when executed nicely.
Really useful when playing against supports like
Blitzcrank,
Thresh. Removes debuffs like
Exhaust,
The Box.
"Super Mega High Ranked and Legendary Choices Even Chuck Norris Will Cry" (Try Em!)
Really useful for Jinx, no? Reveals an area you like and use your ultimate,
Super Mega Death Rocket!
Must I even tell you how useful this is? Smite the minion infront of you and quickly use
Zap! They wouldn't even see it coming!
Spoiler: Click to view

Undoubtedly the best summoner spell for 90% of every champion. Enables you to close gaps, flash through wall which makes it a must have for squishy champions.

Arguably one of the best summoner spells in the game for non-specific survivability.


Really useful when playing against supports like




"Super Mega High Ranked and Legendary Choices Even Chuck Norris Will Cry" (Try Em!)

Really useful for Jinx, no? Reveals an area you like and use your ultimate,


Must I even tell you how useful this is? Smite the minion infront of you and quickly use


Runes






8x




9x



2x Greater Quintessence of life steal and 1x


Zaptos Build
Fishbones Frenzy
There's a huge discussion between maxing
Switcheroo! first and
Zap!. If you look at the damage perspective,
Zap! wins
Switcheroo! hands down. For example, if we only take 100 AD into account on Jinx and she's only lvl 6, ignoring all armor penetration, armor on the champion and blah blah blah,
Switcheroo! deals 110 damage to that champion as it deals 110% of your AD. As for
Zap!, you deal 110+(140% AD) which is 250. But if you look at it in another perspective,
Switcheroo! pwn hard! The attack speed bonus given by the
Pow-Pow, the Minigun is so fast that you can even ignore some attack speed item at the start.
Switcheroo! lets you clear wave really fast while
Zap! can only help you get one minion every 8 seconds, provided that you are really so desperate just for a minion. So after reading that explanation, ask yourself: Do I wanna play as a sniper? hiding in bushes with my TRG-21 and snipe my enemies and possibly get a kill or would I want to focus on farming?
Spoiler: Click to view
Explanation: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.
Spoiler: Click to view
Pow-pow, The Minigun
Explanation: 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.
Switching to her Rocket Launcher will not clear any active stacks, but they will not grant attack speed after her first attack.
If you plan on maxing this first, you can ignore some attack speed items at the start as the attack speed bonus given is insane.
Fishbones, The Rocket Launcher
Explanation: 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 to nearby enemies - dealing 110% AD to all enemies within ??-radius area. The bonus damage to her target and the splash damage both scale with critical strikes.
Spoiler: Click to view
Zap!
Explanation: 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.
Spoiler: Click to view
The pictures above are some pretty standard and good place for you to
Zap!
Flame Chompers!
Explanation: 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 rooted the same duration. Chompers explode automatically after 5 seconds.
Spoiler: Click to view
In picture 1, 2, 3, 4, you can see how i placed my
Flame Chompers! You would want to put behind them or where you think they would back off. While in picture 5 and 6, I used my
Flame Chompers! to close the escape route and forced the
Shen bot to taunt back to me.
Super Mega Death Rocket
Explanation: Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing Physical Damage plus a percentage of the target's missing health. Nearby enemies take 80% damage.
Spoiler: Click to view
Like
Enchanted Crystal Arrow, Jinx super mega death rocket can be used in your lane or globally. In picture 1 and 2, I used my ultimate to hit
Xin Zhao which was at Top. With good map awareness and timing, You too can also get easy kills which benefits you in late game. In picture 3 and 4, I gave
Shen a chance to escape just so I can blast him with my rocket.
Area Checking!
Flame Chompers! when used together with
Zap! gives you some OP C-C-C-Combo!
People often use
Zap! to check brush and dragon or sometimes even
baron nashor
. Personally I feel it's a bad way to check or scout an area with it. No doubt you can
Zap! the Dragon and get vision on it. But what if, the opponent is doing it? Will you try to steal it? If so, would you use your
Super Mega Death Rocket! to blast at it and only have a piece of luck to successfully steal it?

![]()

![]()
![]()
![]()

As you can see, when you place down your
Flame Chompers!, it gives vision bigger than
Zap!. In addition, your
Zap! is up which can help you to steal buffs and Dragon. Even if you miss, you only wasted <100 mana and only need to wait for <10 seconds. Now which do you think makes more sense?
Spoiler: Click to view
Fishbones Frenzy
There's a huge discussion between maxing












Explanation: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.


Explanation: 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.
Switching to her Rocket Launcher will not clear any active stacks, but they will not grant attack speed after her first attack.
If you plan on maxing this first, you can ignore some attack speed items at the start as the attack speed bonus given is insane.

Explanation: 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 to nearby enemies - dealing 110% AD to all enemies within ??-radius area. The bonus damage to her target and the splash damage both scale with critical strikes.


Explanation: 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.

The pictures above are some pretty standard and good place for you to


Explanation: 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 rooted the same duration. Chompers explode automatically after 5 seconds.

In picture 1, 2, 3, 4, you can see how i placed my




Explanation: Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing Physical Damage plus a percentage of the target's missing health. Nearby enemies take 80% damage.

Like



Area Checking!


People often use











doran blade A standard start item for almost all AD Champions. Follow by a
Health Potion and all your
runes
and
masteries
, you're able to sustain in lane just fine. But when facing against Champions like
Ezreal or
Corki, or you're just lacking in confidence, a
Long Sword and 3x
Health Potion can also be taken into consideration.
b.f. sword Is the first item you would want to go/aim for, follow by
Boots. But if you're having trouble farming or enemy's AD Champion is harassing you too much, you can buy a
Vampiric Scepter and
Boots instead.
First core item as a Jinx. When fully stacked, gives 100 AD and 18% Lifesteal. With this, you can poke harder and stay in lane longer.
Upgrade your
Boots into this for some extra Attack Speed.
I choose
Last Whisper as my second core item because that extra 40 AD at only 2300 gold works really well. Plus! It ignores 35% of enemy's armor, making
Zap! hit like a truck.
This will be your 3rd core item, because when you managed to get this item, your
Switcheroo! should already be maxed. When
Pow-Pow, the Minigun is fully ramped, your AS should be 2.00+, letting you shoot twice per second. The unique passive given by phantom dancer lets you walk through creeps, making your escapes and pokes easier. No need to flame at those ******ed minions again for blocking you :D
This is truly needed but only in mid game or late game. The critical strike damage synergies really well with your
Fishbones, the Rocket Launcher because it can proc Critical Strikes.
After getting 5 Offensive items, wouldn't it be fair giving the defensive item a chance?
Guardian Angel is recommend so you can turn the tides around.
Warmog's Armor can also be taken into account if you have really good positioning.
Spoiler: Click to view







b.f. sword Is the first item you would want to go/aim for, follow by



















No doubt she has better range than you do (625), but in late game, when you're on



She is easy to harass as she doesn't have any spells to help her dodge your










Ezreal's





Never try to trade with





Jinx's disadvantage is that she cannot poke Varus with her Zap through minion waves, and is outranged by Varus' Q, but she has marginally better range than Varus with




Kog's












Jinx's lack of hard escapes is also helped by Nami's passive,









Most importantly is communication. A good communication with a



What is Last Hitting?
The ability to last hit is a fundamental skill of an experienced and conscientious player. Landing the killing blow on an enemy minion or neutral monster not only awards you Experience and Gold, vital towards buying items and leveling up, but also allows you to Farm safely without Pushing your lane. Creep Score (commonly referred to as CS) is often used as a measure of how successful one is whilst laning. Focusing on last hitting can be referred to as Farming.



In picture 1, is known as the safe zone. You're not too pushed out which means the Jungler is unlikely to gank you. Even if he tries, you're near your tower.
In picture 2, is known as the medium zone. You can be ganked if you do not ward your tribush. Warding the tribush and the lane bush closest to you can reduce the chances of getting ganked.
In picture 3, is known as the danger zone. You're too pushed out which makes you a nice choice for an enemy's Jungler to gank you. Try last hitting and play a bit passive so that you'll always stay in the safe-normal zone.

Warding
Before I continue writing about Mid Game, I want to emphasize on
warding
. It's already Season 4, a
support
is only limited to 3
Stealth Ward and 1
Vision Ward. Before you start flaming your support because you got killed and in a lack of vision, try helping your support ward. getting a
Stealth Ward is still better than getting none. With your trinket, you literally have 2 steal ward. Use your ward to ward up some crucial area and you might just save your butt. Here are some good place to ward.



Mid Game/Teamfights
Before I continue writing about Mid Game, I want to emphasize on










Mid Game/Teamfights
FyGDavid
Jinx Guide
▄︻̷̿┻̿═━一Volatile Brand Of Pandemonium 80% co
You must be logged in to comment. Please login or register.