Jinx Build Guide

Mid Jinx

Uploader Desgasm
Updated 3 years ago
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Armor Penetration (+2.56 armor penetration)
Skill Order
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Jinx is a highly mobile Marksmen that excels in the mid lane, or in the bot lane. This guide will focus her ability to handle her own in the middle lane. [title][center]Pros and Cons[/center][/title] [highlight]Pros:[/highlight] -Medium-long range -Not super mana-costly -Global AoE ulti that does %Missing HP damage -High burst -Decent sustain with Lifesteal -Quick wave clear -Excellent for taking stray turrets/objectives [highlight]Cons:[/highlight] -No escape -Her Rocket Launcher takes mana per attack -Medium-long cooldowns -Easily poked down early game [imgext=http://i.imgur.com/TlO9hlO.jpg]

My name is Desgasm. [imgext=http://i.imgur.com/cCGxoEc.png] I have been in the League community for a year now. I'm currently working my way to Platinum at the moment. If you don't want to take advice from me because of my lower elo, then you don't have to read what I have to say (: I have played Jinx a lot on the Public Beta Environment (PBE). This guide will get more and more accurate, as she is released.

[imgext=http://i.imgur.com/c7ldGIH.png] Note: The early attack speed bonus from [imgsmall=skills/jinx/q.png] and the early damage from a starting [imgsmall=items/dorans-blade.png] makes Armor Penetration Quintessences very strong. [title]Marks:[/title] [highlight]Greater Mark of Attack Damage:[/highlight] The only viable choice for Jinx. Any other would not be as beneficial. [title]Seals:[/title] [highlight]Greater Seal of Armor:[/highlight] Armor seals are the best Seals in the game, regardless of champion. Use them, even if you don't think you need them. As an Attack Damage Carry, your base armor is low. [title]Glyphs:[/title] [highlight]Greater Glyph of Magic Resist:[/highlight] Base Magic resist is ideal for any mid laner. Although the meta has changed a bit, and AD mids are more popular then before. If your up against an AD mid, Then either take Greater [highlight]Glyph of Scaling Magic Resist[/highlight] or [highlight]Greater Glyph of Armor[/highlight] if up against a Heavy AD team. [title]Quintessences:[/title] [highlight]Greater Quintessence of Armor Penetration:[/highlight] As explained previously, Armor penetration is slightly beneficial when starting [imgsmall=items/dorans-blade.png]. The early Attack speed buff from Jinx's [imgsmall=skills/jinx/q.png] and early Doran's Blade damage, and Armor Penetration just tops it off.

[title][img=skills/jinx/p.png] Passive: Get Excited![/title] 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. [title]Explanation:[/title] Strong utility passive. Utility meaning it's useless unless you use it right, or when you need to. A good Jinx knows when he/she can make good use out of it. This passive has no cooldown in between each effect, but does not stack. [title][img=skills/jinx/q.png] Q: Switcheroo![/title] Toggle off�Pow-Pow, the minigun: 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. Bonus Attack Speed: 16.6 / 23.3 / 30 / 36.6 / 43.3% Total Bonus Attack Speed: 50 / 70 / 90 / 110 / 130% Toggle on�Fishbones, the rocket launcher: 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, dealing full damage to all nearby enemies. The bonus damage to her target and the splash damage both scale additively with critical strikes. Cooldown: 1 Cost: 20 mana per attack Bonus Range: 75 / 100 / 125 / 150 / 175 [title]Explanation:[/title] Pretty straight forward. Jinx has 2 basic attacking modes. On her minigun, Pow-Pow, she gains attack speed per consecutive attack, up to a cap of 3. The stacks are quickly lost if not attacking. When she activates [imgsmall=skills/jinx/q.png] she switches to her Rocket Launcher, Fishbones. Fishbones has bonus range, bonus damage, AoE attacks, but cost mana per attack, and the attack speed buff from Pow-Pow does not effect Fishbones. The AoE splash from Fishbones can critically strike as well. [title][img=skills/jinx/w.png] W: Zap![/title] Active: 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. Range: 1500 Cooldown: 10 / 9 / 8 / 7 / 6 Cost: 45 / 55 / 65 / 75 / 85 mana Physical Damage: 30 / 75 / 120 / 165 / 210 (+ 140% AD) Slow: 30 / 40 / 50 / 60 / 70% [title]Explanation:[/title] This is Jinx's main source of damage. When combined with [imgsmall=skills/jinx/e.png], it is easy to land, and deals tons of damage. It also has a scaling slow, and revealing effect. I max this first. [title][img=skills/jinx/e.png] E: Flame Chompers![/title] Active: 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. A single champion can only set off a single chomper, but can be damaged by any number if they remain in range. Range: 900 Cooldown: 24 / 22 / 20 / 18 / 16 Cost: 50 mana Magic Damage: 100 / 150 / 200 / 250 / 300 (+ 100% AP) [title]Explanation:[/title] Pretty unique skill. (Note these will damage minions and monsters, but only after they expire.). 3 man root if landed correctly. Sets up a lot of killing potential for you and your team, and has no cast time, so they are easy to use when running away. [title][img=skills/jinx/r.png] R: Super Mega Death Rocket![/title] Active: Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing Magic Damage plus a percentage of the target's missing health. Nearby enemies take 80% damage. Range: Global Cooldown: 90 / 75 / 60 Cost: 100 mana Minimum Damage: 125 / 175 / 225 (+ 50% bonus AD) Max Damage: 250 / 350 / 450 (+ 100% bonus AD) Additional Damage: 25 / 30 / 35% of enemies' missing health [title]Explanation:[/title] Probably the most fun I've ever had with an Ultimate. Launching this thing across the map and securing kills is really exciting. The damage on this is extremely high late game. You would want to save it for 2-4 medium-low enemies clump up. Makes an easy set of kills. Plus the animation for the explosion is cool :)

[center][img=skills/jinx/r.png]>[img=skills/jinx/w.png]>[img=skills/jinx/q.png]>[img=skills/jinx/e.png][/center] Explanation: Take a point in your ult whenever possible. Maxing W > Q? Yes. I find that maxing your W first increases your burst damage a lot more then maxing Q. Save your E for last, as it does the least amount of damage, and an early point is as effective as it'll get.

[img=items/infinity-edge.png]: Critically striking is essential for a Jinx to be truly effective. Her [imgsmall=skills/jinx/q.png] begs for you to build critical strike. Bonus attack speed? Fantastic, more crits. Bonus splash effect? Fantastic, more crits. There's no reason to not have [imgsmall=items/infinity-edge.png]. Pretty much the most important item to get for Jinx. [img=items/statikk-shiv.png]: The Statikk Shiv is extremely useful on Jinx. Again, her [imgsmall=skills/jinx/q.png] practically begs you to build it. Extra attack speed buff = more [imgsmall=items/statikk-shiv.png] shocks. Splash damage attack? That's going to fucking hurt. Not only those reason, but your wave clear is already insane, and this just makes it better. I'd put this on my essential list. [img=items/the-bloodthirster.png]: Pretty straight forward. Tons of damage right? Your [imgsmall=skills/jinx/w.png] has a 140% AD ratio. In other words, build a lot of attack damage. Not only that, but the life steal is useful on any Attack Damage based champion, for sustain. No reason to miss out on all that damage. [img=items/blade-of-the-ruined-king.png]: Meh. I really like this item, but it's really expensive, and keep in mind all the other things you're building. I mean, if you could fit this in your build quickly, go for it. It's very very strong on Jinx. Her Pow-Pow loves it. [img=items/youmuus-ghostblade.png] This item is great. Critical strikes? Check. Bonus attack speed and movement speed, making you almost impossible to pick off or 1v1? Check. Armor Pen? Check. This item is just great in every way. It's a shame it's almost a dead item, but I love it. [img=items/frozen-mallet.png]: Need HP? Perfect item. Keeps Jinx dealing a lot of damage, and being able to take a little more. Plus the slow on her attacks is useful to land a [imgsmall=skills/jinx/w.png] or [imgsmall=skills/jinx/r.png] [img=items/trinity-force.png]: I'm not going to smash the Trinity Force, but i just don't see it as very effective item for Jinx. I mean sure, It's a great item, but she has almost no benefit to the extra AP or Spellblade. There are just better items. especially for the cost. [img=items/tear-of-the-goddess.png] No. Just stop. [img=items/phantom-dancer.png]: If you're getting a statikk shiv already, I don't recommend this. It's a great item, but I prefer Statikk shiv. And I don't recommend getting both. [img=items/mercurial-scimitar.png] Of course, if you need it. Very useful active, especially for mid laning.

If you have any question, please write them below. THIS GUIDE IS GOING TO BE UPDATED REGULARLY. I need to talk to some more people when the champion is released for more accuracy.

Comments coming soon!
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