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Jinx Build Guide by TMA zRevenger

War Machine Jinx

By TMA zRevenger | Updated on March 17, 2019

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Runes: My Jinx Runes

1 2 3
Legend: Alacrity
Cut Down

Absolute Focus
Gathering Storm

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


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ADC Role
Ranked #1 in
ADC Role
Win 54%
Get More Stats

Ability Order Ability order

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

War Machine Jinx

By TMA zRevenger
Chapter 1 - About me!


I played Jinx a lot since i started playing this game, she's always been one of my favourite champions so i decided to learn how to play her well, after a long road I'm now near 600k points on her, meanwhile I learned a lot of things that I'd like to share with you!
Chapter 2 - Basics Back to Top


Jinx is an high burst hypercarry with a lot of executing potential from all side of the maps, that potential lowers her ability to escape, leaving her with her E: Flame Chompers! , and her W: Zap!
Chapter 3 - Synergies and Counters Back to Top


Jinx synergizes really well with champions with a lot of CC to chain with her E: Flame Chompers! . An example is a champion like Thresh , which his abilities he can pull the enemies in really easily and lowers their ability to escape. Another thing to keep in mind is the ability of the support to keep her alive, due to her low escape chance in her kit. She needs abilities like Thresh's lantern or Morgana's spell shield to stay alive.


CC is a weakness too, if Jinx doesn't have a support that synergizes with her, laning phase and also teamfights will be really hard.
Chapter 4 - Runes Back to Top



For Jinx I would recommend going with Precision , having Conqueror as keystone. To continue you should get Triumph , that can be changed with Overheal in case you don't have a great synergy with the champion yet. After that you should go into Legend: Alacrity and at last into either Cut Down if they have 2 or more tanks or Coup de Grace if they don't.


For your secondary runes you should choose Sorcery , getting Absolute Focus and Gathering Storm .


At last for your rune shards I'd recommend you to get Attack Speed, Adaptive Force and Armor
Chapter 5 - Summoners Back to Top


On Jinx you'll want to get the default adc summs, there isn't much to say here, just get Flash and Heal .
Chapter 6 - Items Back to Top


To start your lane, you should get Doran's Blade and an Health Potion , of course Wards .


In your first backs your goal should be getting a B.F. Sword , Boots of Speed and a Zeal .


As soon as you have your early items you should upgrade your Boots of Speed into Berserker's Greaves , your Zeal into Runaan's Hurricane and your B.F. Sword into an Infinity Edge in this order.


4th ITEM

Now onto the 4th item, since you have built your main items you should now continue with your build based on the enemy team and how you're playing. If you're not stomping/snowballing there are 2 possibilities:
  • If the enemy team has a lot of CC build a Quicksilver Sash into a Mercurial Scimitar
  • If the enemy team has a lot of ad and/or and high burst get a Stopwatch into a Guardian Angel
If you are stomping/snowballing instead, go for a Bloodthirster

5th ITEM

For the 5th I always get a Rapid Firecannon to increase my range, attack speed and critical hit.

6th ITEM

Finishing off with the 6th you have 2 categories with a total of 5 choices:

Aggressive items
  • If you need a lot of armor penetration against that ******** Sion that your Yasuo fed you should get Lord Dominik's Regards
  • Instead if you need some heal reduction for that boring Soraka against you or the Vladimir that your "OTP" Zed inted to, get an Executioner's Calling into a Mortal Reminder .

Defensive items
  • If the enemy team has a lot of CC build a Quicksilver Sash into a Mercurial Scimitar
  • If the enemy team has a lot of ad and/or and high burst get a Stopwatch into a Guardian Angel
  • If the enemy team has a lot of magic damage burst, with champions like LeBlanc get an Hexdrinker and upgrade it into a Maw of Malmortius .


Chapter 7 - Abilities Back to Top


Jinx's passive is Get Excited!, every time a champion or turret dies within 3 seconds from Jinx's last hit on them she gains decaying movement speed and attack speed, that can also surpass the 2.50 limit!
Jinx's Q is Switcheroo!, with this ability you can switch between your Minigun (Pow-Pow) pow-pow and your Rocket Launcher (Fishbones) fishbones. Using your Pow-Pow when you attack you gain stacks of Rev'd Up gaining attack speed, stacking up to 3 time. Using your Fishbones you sacrifice attack speed to gain range and damage.
Jinx's W is Zap!, with this ability you fire a bullet that deals a lot of damage and slows the enemy!

Jinx's E is Flame Chompers!, with this ability you throw 3 grenades that root enemy champions.

Jinx's R is Super Mega Death Rocket!, with this ability you shoot a rocket that has a global range. It has a base damage (with of course a scaling) and it's damage increases based on the target's missing health. It also deal 80% area damage to enemies around it's explosion


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18