[b]Introduction to Myself:[/b] I am WildWang and I am a Diamond 1 ADC on the North America Server. I peaked at Diamond 1 99LP and I've competed on several high Challenger Teams. I was recently in the Challenger Series Summer Play-In 2 on Overwhelming Passion. I am a versatile ADC Player and I strongly believe that Jinx is one of the strongest ADC's currently. [img=http://i.imgur.com/oYQB6aX.png] [b]Introduction to Jinx:[/b] Jinx is one of the strongest ADC's since the 4.11 Patch. She excels in every part of the game, but is more dominant in the Early and Late Game. With her use of Rockets, which grant her range, and a Machine Gun, which grants her Attack Speed and her crowd-control kit, she is one of the more versatile ADC's of the game. I hope you enjoy reading this guide, and it makes you a much stronger Jinx player. [img=http://i.imgur.com/eaLWit7.png] [b]Pros:[/b] - Can snowball easily - Versatile Kit (Slow, Execution, Snare, Rockets/Machine Gun) - Can either shred enemy or nuke from long range - Excels in all parts of game, but particularly in Early/Late Game - Does exceedingly well on current patch - High Damage Nukes (W, Zap and R, Super Mega Deathrocket) [b]Cons:[/b] - Lack of gap-closer - Improper use of Q (Switcheroo) can result in failure to play champion successfully - Needs core items to get going (relies on Attack Damage/Attack Speed) Jinx is a champion with few faults and many benefits. She can be utilized in both Solo Queue and Competitive Play as she features high dominance in Solo Queue and offers a high damage, high utility kit which is especially strong in Competitive Play. [b]Acronyms That Will Be Used in Guide:[/b] IE : Infinity Edge CS: Creep Score/Creeps (minions) BT: The Bloodthirster BOTRK: Blade of the Ruined King MS: Mercurial Scimitar/Movement Speed AD: Attack Damage ADC: Attack Damage Carry AP: Ability Power MR: Magic Resist AS: Attack Speed HP: Health Points CC: Crowd Control [b]My Social Media:[/b] www.twitch.tv/WildWang www.facebook.com/LeagueOfWang www.twittter.com/WildWangLoL https://www.youtube.com/channel/UCUx1Xc5PWiNdrTucSInEavw
A common misconception is that people believe that Zap! (w) is stronger than Switcheroo (Q), which is why people max W before Q. I strongly believe that Switcheroo is stronger than Zap! because it provides Attack Range and Attack Speed which are 2 crucial abilities on an AD Carry. Maxing Zap! only lowers the cooldown and increases the damage. As an AD Carry, your main priority in teamfights should be to Auto-Attack other champions instead of throwing a Zap! every 5 seconds, which is why I believe Switcheroo! (Q) should be the priority. I max Zap! (W) after because it provides poke damage and is a heavy nuke which allows Jinx to kite effectively, but also siege effectively. I prioritize Flame Chompers! (E) after as it provides a small amount of damage, but enough crowd control to let Jinx kite well. I max Super Mega Death Rocket (R) whenever possible as it's a massive nuke that can proc Jinx's Passive (Get Excited) easily.
Jinx is especially dominant in the Early Game. Her Attack Speed Buff with Machine Gun and Long Range Nuke (Rockets/Zap!) allow her to harass the enemy laner. The Laning Phase is explained for most champion match-ups, but doesn't include supports. In the Laning Phase, usually the Support facilitates the Laning Phase and does the most work in it, although you have to pull your own weight. For Jinx, heavy CC supports compliment her. If you get a heavy CC support such as Leona, Thresh, Morgana, when they land a CC ability, follow through with Traps and make sure to chain it, so they get snared just as the CC comes off. Follow your crowd control with a Zap! + Ult depending, or just Auto-Attack. Level 1, Jinx's primary goal should either be to push lane with Rockets or to harass her lane opponent when they go for a cs. To push lane with Jinx, You Auto-Attack the caster minions several times before finishing them off with the Machine Gun. You can also apply this to the melee minions. Once you push the lane, you should be able to harass the enemy ADC. You should always be aware of the enemy support, especially if they have high CC. If they have a high harass lane (ie. Cait + Nami), your main priority should be to push lane. Whenever you face a harass lane, I highly recommend pushing lane.
The Mid Game is the weakest point of Jinx's Game. At this point, she won't have the core items to whittle down tank's, so she'll have to rely on teammates for peel and to get the front line weaker for her. In the Mid-Game, Jinx should focus on prioritizing objectives such as; Turrets and Dragon. Mid Game is often filled with Team Fights and they'll be explained in the Team Fight Chapter. As an AD Carry with no gap closer, you should always be aware of where the enemy is and the ward coverage to ensure that you don't get caught in transitioning or while farming. Since your passive allows you to snowball easily, and your ult is a global execution. Getting picks and sieging in the Mid Game is highly recommended.
The Late Game is one of the strongest points of Jinx's Game. At this point, she'll have the majority of her core items and she wont' be able to get touched. As an AD Carry you have 2 main goals: - Survive for as long as you can since you are the most significant role. - Deal the maximum amount of damage on the best possible target while maintaining a safety margin to ensure you don't die. With Jinx, you can satisfy these 2 conditions easily because of your long range nukes (Zap and Super Mega Death Rocket) while maintaining a safe range with Rockets (Q). Your main priority in the Late Game is to stand from afar and attack turrets with your rockets. The reason why you attack the turrets with your Rockets is because it gives you a safety margin so you aren't as close to the turret thus have a lower chance of dying. However, if your team is zoning the enemy, feel free to attack the turret with your Machine Gun if you are SURE its SAFE. Team Fights at this stage, make it or break it so I will explain it in-depth in the Team Fight Guide. If you manage to stay alive after a Team Fight, DO NOT chase stray enemies. Instead focus on taking down objectives such as Turrets/Inhibitors because your Attack-Speed Buff is invaluable in taking down these objectives quickly.
Team Fights are especially crucial for ADC's. A good ADC tends to make or break a Team Fight. Team Fights and Late Game are probably the only reason why ADC's are even in the current meta and have been in the current meta for quite some time. For Jinx, Team Fight's are glorious bloody battles where you can easily snowball off of. The Late Game is one of the strongest points of Jinx's Game. At this point, she'll have the majority of her core items and she wont' be able to get touched. As an AD Carry you have 2 main goals: - Survive for as long as you can since you are the most significant role. - Deal the maximum amount of damage on the best possible target while maintaining a safety margin to ensure you don't die. These are the 2 main conditions you must look for during Team Fights. To start off a Team Fight, you want to start with Rockets. The reason why you start attacking with Rockets is because it allows you to maintain a safe distance from the battle (700 Range) and allows you to easily re-position if needed. I ONLY go in to Machine Gun after all skills that can kill me are blown or I'm kiting/dueling an individual. At the start of a Team Fight, you start with Rockets and you attack from a safe distance. You want to integrate Zap! whenever possible in between Auto-Attacks. Once enemies are low, shoot your Super Mega Death Rocket. In Team Fights its unlike that they'll dodge the Ult since its just a massive slaughter fest. However, if an enemy carry is extremely low at the beginning of a fight, use Super Mega Death Rocket to finish them off. You primarily use your ult to get a massive amount of damage off and to also proc your passive. Once your passive is proc'd, it makes it extremely easy for you to run in and out with Rockets/Machine Gun to kill priority targets. [b]To summarize: [/b] Beginning of Team Fight: Attack from distance with Rockets, Zap! and Super Mega Death Rocket when everyone is decently low, or a priority target (Carries) are low. Middle of Team Fight: When Passive is proc'd, weave in and out and attack priority target's with Rockets or Machine Gun if possible. End of Team Fight: Clean up remaining enemies, but don't chase too far. Your priority should be to end lane as you're the one who has to take down the turrets.
In Conclusion, Jinx is an extremely dominant ADC who excels in the Early and Late Game, while having a decent Mid Game. She has few counters in Lane and can be utilized in both Solo Queue and Competitive Ranked 5's. She may seem like one of the easiest ADC's to play, but to play her well is a different story. To utilize her passive, Zap!, Chompers, Switcheroo, and Ult correctly is extremely difficult, but once mastered she becomes the strongest tool in your arsenal. Hopefully you learned something from my Jinx Guide, and if you did please share with friends! Fun Fact: I beat WildTurtle with Jinx! [img=http://i.imgur.com/igk1A9Y.png] [b]My Social Media:[/b] www.twitch.tv/WildWang www.facebook.com/LeagueOfWang www.twittter.com/WildWangLoL https://www.youtube.com/channel/UCUx1Xc5PWiNdrTucSInEavw