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League of Legends Jinx Items Build, Abilities and Strategy Guide

Riot has just released a new champion for League of Legends; Jinx, the Loose Cannon, and many people still don’t know how exactly to play her. As a result, I’ve decided to write up a little primer to point you in the right direction.

There’s a bunch of little things about Jinx that aren’t apparent right away, but we’ll get into that a little later.

Jinx is classified by Riot as a Marksman (or Markswoman, depending on how you look at it). This means she does the majority of her damage through autoattacks after getting a bunch of damaging items. She is also a great poker and hypercarry, and excels at cleaning up fights.

Jinx Abilities

Passive: Get Excited
This passive is what Makes Jinx so good at cleaning up fights.

If a champion or tower that Jinx has dealt damage to within the last 3 seconds is killed or destroyed, she gains a 175% movement speed buff that decays over 4 seconds.

Remember that the window for receiving this passive proc is very short. For example if Jinx damages a champion and that champion is killed by an ally after 4 seconds, Jinx will receive an assist, but not the speed boost.

Q: Switcheroo!
This ability, paired with the passive, is what classifies Jinx as a Hypercarry. Switcheroo! is a toggle-able ability that allows Jinx to switch between a Minigun called Pow-Pow and a Rocket Launcher called Fishbones, kind of like Jayce’s Hammer/Cannon stance.

Pow-Pow the minigun offers Jinx a 16 / 23 / 30 / 36 / 43% attack speed boost that stacks three times upon auto-attacks and lasts for 2.5 seconds.

Fishbones the rocket launcher offers jinx a 75 / 100 / 125 / 150 / 175 increase in range to her auto-attacks, deals bonus damage on attacks equal to 10% of her AD and does splash damage around the target. However, it costs mana per attack.

One of the cool things you can do is swap to Fishbones while you have the attack speed buff from Pow-Pow, do some basic attacks, then swap back to Pow-Pow before the 2.5 seconds it takes for the attack speed buff to time out are up. However, the attack speed buff does not apply to Fishbones’ basic attacks.

W: Zap!
Zap! is a straight line skillshot that damages the first target it hits, has an extremely long range at 1500 and deals 30 / 75 / 120 / 165 / 210 (+ 140% AD) damage.

It also grants sight of the target and slows it by 30 / 40 / 50 / 60 / 70% for 2 seconds.

Zap! is an effective poking tool, and the AD scaling combined with the long range and low cool-down makes it one of the safest tools for doing so. It has a short channel time and your opponent can see the path the projectile will take ahead of time, giving them a chance to dodge it.

E: Flame Chompers
This ability basically throws out three mines at the targeted location that damages and snare any enemy that steps on one of them. It’s similar to a Caitlyn trap, but with three of them, and they also don’t last nearly as long.

The Chompers deal 100 / 150 / 200 / 250 / 300 (+ 100% AP) in a small area of effect when triggered and root the target for 1.5 seconds.

R: Super Mega Death Rocket!
This ability can be compared to an Ashe ultimate. It is a line skill-shot that can travel across the map explodes on the first champion it hits. It deals a large amount of damage based on your AD, the distance the rocket travels, and the amount of health the target it hits is missing.

This ability also deals splash damage, and additional enemies will take 80% of the damage the primary target takes.

Ability Sequence
I feel that Jinx’s Q is her best ability, and needs to be maxed immediately.

As it ramps up, it will boost your trading in lane, by giving you additional attack speed, range and splash damage. Range is king on Marksmen, which is one of the reasons Caitlyn, Kog’Maw, Twitch and Tristana are so highly valued.

After the Q, max out the E. Maxing Zap! next will lower the cooldown on the ability. This is also the point where teamfights and sieges begin, so having a 1500 range poking ability on a 6 second cooldown will be vital.

Flame Chompers is a one point wonder. It scales off AP as well, which you will not be building. As her main utility spell, get a point in this early, around level 3 so you have some defense against ganks (Jinx has no other escape tools). Max this last.

As for the Ultimate, you will be leveling this at levels 6, 11 and 16.

Jinx Item Builds

Jinx is a late game monster, as such you should build appropriate items. Start with a Doran’s Blade for good trades in lane as well as a little bit of sustain from the passive.

There are other options, such as a Longsword + 2 pots and Boots + 4 pots. However neither of these items give you the mixture of stats you get from the Dorans Blade.

From the Dorans you should purchase either a bf sword if you managed to farm enough for it, or at least Berserkers Grieves and maybe even a second Doran’s Blade if you feel like the lane is going to be a long one.

Your first major item should be either a Bloodthirster or an Infinity Edge. After that build a Phantom Dancer. The next major item should be a Bloodthirster or Infinity Edge (whichever one you didn’t get before).

Next up is a Last Whisper, as at this point they’ll start building some armor against you. For your final item you should get something defensive, I recommend either a Guardian Angel or Mercurial Scimitar.

The first will give you an extra life, and the second can save you if you get caught by CC.

Jinx ADC Tips and Strategy

In lane, you should focus on farming up for your items as you will most likely outscale your opponent as the game goes on. This is unless you have an aggressive kill-lane support such as a Blitzcrank or a Leona.

Zap! is still a good option for harass but is kind of easy to dodge. Try to time Zap! just as one of their minions dies, then you can try to shoot the ability through the gap created in the minion line and snipe someone.

In the mid game out need to be careful for your positioning.

When farming a wave safely use Pow-Pow, but when in a siege situation the extra range from Fishbones is really useful. If you’re taking down a turret use Pow-Pow, as the attack speed bonus will shred through the tower like it’s made of paper.

Use Zap! for poke during sieges and save Flame Chompers in case you get initiated on. It’s the closest thing you have to an escape tool. Once their people start dying you can go ham, as the buff from your passive will let you chase down anyone.

During the chaos of a teamfight, if the other 9 players are clumped up and you’re a little by yourself, switch to fishbones to deal Area of Effect damage to their entire team.

In the late game you are even more vital to your team’s success.

Remember to stay safe, and when a teamfight starts don’t listen to any of that baloney about ‘Focusing their carries’. That’s a job for an assassin and divers.

They will so want to focus you, so no matter how low their squishy is, you will attack whatever is closest to you rather than walk past their tank who will CC lock you so fast it’ll make your head spin.