Jinx Build Guide

Crazy is the New Sexy

Updated 3 years ago
  • 1
    Greater Mark of Critical Chance (+0.93% critical chance)
  • 8
    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 Life Steal (+1.5% Life Steal.)
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

Hey all! I'm Our Dear Leader, a NA player floating around diamond 4-5 player and have been playing since the end of season 1. This will be a simple but effective guide for you if you just want a grasp of the ropes on Jinx, and if it gets popular enough I might make it more in depth! [highlight]So why play Jinx?[/highlight] [.]Unique playstyle [.]Strong laning phase [.]Amazing at split pushing [.]Hypercarry lategame due to [imgsmall=skills/jinx/q.png] [.]Great animations and particles [highlight]Why you should be wary of Jinx[/highlight] [.]Steep learning curve [.]Laugh comparable to [imgsmall=champ/lux.png] and [imgsmall=champ/lulu.png] [.]No innate escape mechanisms other than [imgsmall=skills/jinx/e.png] which is not as effective as other escapes [imgext=http://i.imgur.com/0Kt8Ol3.jpg] Unfortunately, Jinx is banned out most of the time in ranked but I managed to get lucky and had a couple of Jinx games in a row. [imgext=http://i.imgur.com/hdVtssN.jpg] Eventually, I got more Jinx games with my build and this is how it turned out

[imgext=http://i.imgur.com/mWyn5o9.jpg] The runes are standard too, attack reds for better early game, armor yellows because they're the most effective, MR blues for the support damage, and lifesteal quints. Why lifesteal quints? Most of the marksmen these days are running lifesteal quints with a Doran's blade, and in order to keep up with the sustain that they have over long laning phases, it's imperative to run lifesteal quints too. [highlight]Why not 2 lifesteal quints and 1 flat attack damage quint? [/highlight] [.]This is personal preference, the extra AD quint helps last hit caster minions under turret, but the lifesteal quint is more useful overall. Personal preference. [highlight]Why a critical chance rune?[/highlight] [.]Again, personal preference. The chances that you get a critical hit that changes an exchange is slim, but sometimes it's nice to hope.

[title][img=skills/jinx/p.png] Passive: Get Excited![/title] [title]Explanation:[/title] Although this doesn't seem like the greatest passive, it is a VERY GOOD passive when used effectively. In mid and late game teamfights, the movement speed you get from killing someone is amazing for chasing or getting away, and it resets every time you get an assist on kill on a turret / champion. [title][img=skills/jinx/q.png] Q: Switcheroo![/title] [title]Explanation:[/title] This is the most satisfying skill to use if you use it correctly. At rank 5, the shark gun has one of the longest ranges, and is amazing for waveclear and sieging turrets. The attack speed steroid you get from her mini gun is super effective to push down turrets when no one is around. In lane, you can harass with shark gun and then switch back to minigun for CSing. [title][img=skills/jinx/w.png] W: Zap![/title] [title]Explanation:[/title] This is a great spell for chasing down champions. The relatively low cooldown allows you to stick on any stragglers, but it can be hard to hit since the enemy can see where it's going before it hits. Paired with [imgsmall=skills/jinx/p.png], you can chase people to the ends of the earth. Keep in mind of the cast time, as it's relatively easy to dodge. [title][img=skills/jinx/e.png] E: Flame Chompers![/title] [title]Explanation:[/title] This spell is basically Jinx's escape mechanism. It can stun up to 3 targets, but it takes time for it to set up and the stun is short. I would practice using this spell to get used to it, as you could miss the stun by a split second if you don't. [title][img=skills/jinx/r.png] R: Super Mega Death Rocket![/title] [title]Explanation:[/title] Who doesn't like the name Super Mega Death Rocket? It's not even in its final form! But in all seriousness, this ultimate is solid for her kit. There's a cast time unlike Ashe's crystal arrow, so you need to be careful when you aim. In a 2v2 situation, I would refrain from using it until around the end, because you can do more damage auto attacking. However, if they're low enough and you trust your aiming abilities, go for it. Lastly, there's always the sniping potential. Like Ezreal and Ashe ultimates, it makes for an amazing skillshot.

[img=skills/jinx/r.png]>>[img=skills/jinx/q.png]>>[img=skills/jinx/w.png]>>[img=skills/jinx/e.png] Hm. There seems to be a lot of debate between maxing her [imgsmall=skills/jinx/q.png] and her [imgsmall=skills/jinx/w.png]. Honestly, I prefer maxing her Q over her W. On paper, W seems like the better ability to max because of the increase in base damage, and Q would be better for late game team fight steroids. However, in lane, landing a W is very hard against skilled players. It does not go through minions, and only hits ONE target. This means it can brush a minion and hit the minion instead. Maxing Q is better because it increases the attack steroid of your minigun, and the range of your shark. The increased range means that you can harass with it effectively, unlike your W. Maxing [imgsmall=skills/jinx/e.png] last is standard too, because Q and W give you much more chase and kill potential. However, if you want a lower cooldown for your escape, you can take one or two points in this. At level 1, the cooldown for E is 24 seconds. Max [imgsmall=skills/jinx/r.png] at 6, 11, and 16. You always max your ultimate whenever you can because it gains so much from levelling it.

[highlight]First Item[/highlight] [img=items/dorans-blade.png] This is currently the preferable first item to start with. The bonus attack damage and health makes it good to trade in lane with. Also, with lifesteal quints and the Doran's blade, you can sustain in lane very well. [highlight]Early:[/highlight] [img=items/dorans-blade.png][img=items/bf-sword.png][img=items/berserkers-greaves.png][img=items/vampiric-scepter.png][img=items/sight-ward.png] If you can buy the B.F. sword, buy it. If you don't have the 1550 gold, the Doran's blade gives you better laning phase and vampiric scepter gives better sustain in lane. Again, WARDS SAVE LIVES. Buy them. It's completely worth the 75 gold you spend. [highlight]Mid:[/highlight] [img=items/infinity-edge.png][img=items/last-whisper.png][img=items/phantom-dancer.png] OR [img=items/statikk-shiv.png] The infinity edge and static shiv/phantom dancer compliment well with Jinx because of her attack speed steroid and ability to AoE crit with [imgsmall=skills/jinx/q.png]. Adding a last whisper to this deadly combo means that you can also destroy people with armor, since the 40% penetration will neutralize it. [highlight]Why not Bloodthirster first?[/highlight] First, we have to consider what Bloodthirster brings over Infinity Edge: [.]Cheaper price [.]Earlier power spike once completing it [.]Better lane sustain [.]Higher attack damage In that case, why do I prefer Infinity edge? [.]Critical chance. This is really hard to pass up on Jinx. With her innate auto attack steroid, she'll be hitting crits much more often than others who have just completed the Infinity Edge. Also, the chance to AoE crit is too good to pass up. [.]Is the bonus attack damage worth it? The shark mode doesn't scale with attack damage, it stays at 110%. Also, the only skills that scale off of attack damage is [imgsmall=skills/jinx/w.png] and[imgsmall=skills/jinx/r.png], and since you're not maxing Zap, I don't think it's enough to justify the Bloodthirster. [highlight]Static shiv or Phantom Dancer?[/highlight] [.]Static shiv is better early/mid game because of the damage it provides and the pushing power that the passive provides. [.]Phantom dancer is better late game as a marksman because of the stats that it provides compared to Static Shiv. The magic damage from Static Shiv is useless end game compared to the extra stats you get. [highlight]Late:[/highlight] [img=items/blade-of-the-ruined-king.png] OR [img=items/the-bloodthirster.png] [img=items/mercurial-scimitar.png] OR [img=items/guardian-angel.png] [highlight]BotRK or Bloodthirster?[/highlight] Like I stated above, this is a personal preference but I normally choose BotRK since the passive is triggered with the minigun's bonus attack speed and the active gives me a mini escape. [highlight]Mercurial Scimitar or Guardian Angel?[/highlight] This is dependent on the enemy team composition. If there is a lot of crowd control, I would stick with the scimitar. However, if they have assassins like [imgsmall=champ/zed.png] or [imgsmall=champ/ahri.png] I would go with the guardian angel since it protects you even if you get blown up.

[highlight]What to do during laning phase:[/highlight] [.]Harass with [imgsmall=skills/jinx/q.png] shark mode. The range and the AoE can hit both the marksman and support [.]Don't farm with shark mode unless you're trying to push; it consumes mana and pushes the creep wave unintentionally. [.]When you're exchanging, try to make sure you have 3 stacks from the minigun up, it makes trading much more effective [highlight]What to be wary of:[/highlight] [.]Jinx's escape potential; if you don't have a great support to peel for you when the jungler ganks, BE CAREFUL. Jinx is immobile at early levels, and if you don't have flash you will probably end up dead. [.]Landing [imgsmall=skills/jinx/w.png]; once people get used to playing against Jinx, they will hide behind the creeps to dodge the skill shot. It is also much easier to dodge due to its long cast time [.]Champions with a dash/teleport ability like Ezreal, Lucian, and Graves will create trouble for Jinx's [imgsmall=skills/jinx/e.png]. It's hard to land it due to its short set up time.

[highlight]What to do during mid game fights:[/highlight] [.]During midgame team fights and dragon fights, you should stay in shark mode before the fights start. The increased range reduces the chance that you'll get caught out, since you don't need to go up to auto. [.]Switch to minigun mode whenever you can during the fight. The minigun gives bonus attack speed, and deals more damage than the shark gun for the cost of range. [.]Look for resets. Jinx's passive is really useful for getting in and out of teamfights, and you can seize the opportunity if you see stragglers. Paired with [imgsmall=skills/jinx/w.png], no one can escape. [highlight]Utilize your objective control[/highlight] [.]Take quick dragons. The attack speed from minigun can kill the dragon very quickly as long as you don't get the dragon attack speed slow debuff. [.]Backdoor and take turrets quickly! Again, the attack speed from minigun can be used on turrets. Attacking the turrets retains the buff, so this is very effective when taking down turrets. [.]Siege turrets with your team. If you max [imgsmall=skills/jinx/q.png] first, your range will be close to 700 when you and your team start to siege turrets. The ridiculous range from shark mode means that you can destroy turrets easily without putting yourself in harm. Literally no one else has this long of a sustained range during mid game, Kogmaw range doesn't last forever and Tristana doesn't have the levels yet.

You are a hyper carry monster. The attack speed steroid in minigun mode is one the of strongest, almost comparable to Tristana's. Also, her range is ridiculous in shark mode, which gives her a Caitlyn-esque feel. [highlight]Points to keep in mind[/highlight] [.]You're still really immobile. It doesn't matter how fed you are if you're dead. Keep track of your flash timer, since this is your only true escape. If champions like Jarvan 4 jump on you when you don't have flash, you're gonna have a bad time. [.]Make sure you're still in shark mode. At this point, you'll have 700 range and can siege super efficiently. Also, the AoE critical chance doesn't hurt. [.]Remember, objectives over kills. This isn't a thing solely for Jinx, but late game in general. As a marksman, you have the most potential to take down objectives, so utilize it!

[highlight]What should I do during teamfights?[/highlight] [.]Stay in shark mode until someone gets close to you. If the enemy front line tries to dive onto you, switch to minigun mode and shred them. [.]DO NOT TRY TO KILL THE BACKLINE. Sure, the backline does the most damage but what good is it if you die from the front line? Shoot the closest target, as the marksman is the most effective for killing the front line. [.]Save your [imgsmall=skills/jinx/e.png]. Do not harass with it, use it to peel for yourself. Jinx already lacks mobility, you don't want to put yourself at a bigger risk. [.]Your straggler killing potential is amazing. Between your [imgsmall=skills/jinx/r.png], [imgsmall=skills/jinx/w.png], and [imgsmall=skills/jinx/p.png] you can catch anybody at the end of teamfights. Use your W to check bushes, since it gives vision.

Currently in the meta, Jinx is considered a top ban or pick. Will there be a nerf in the foreseeable future? Perhaps. Either way, her eccentric personality, taunts, and dances make her a fun champion to play even if you aren't very good at her. Go out there and play with the crazies! Work in progress, PM me suggestions or leave it in the comments :)

Comments coming soon!
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