All Guides Jinx Guides Jinx, A Comprehensive Guide [Patch 6.7]
2 years ago

Jinx Statistics for Sayu

Author's performance with Jinx compared to the ranked average.

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score


  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top


4.png is your standard spell that is taken on most, if not all champions. Allows surprise initiates, gap-closing, juking and is an all-round versatile spell. I would not recommend going without 4.png.


7.png is a spell that grants 30% movement speed upon cast to both you and a nearby/targeted ally. Since you're laning with a partner at bottom lane, this can be used for several purposes such as catching up to targets, escaping ganks and baiting enemies. Highly recommended summoner spell.


21.png p̶r̶o̶v̶i̶d̶e̶s̶ ̶a̶ ̶2̶-̶s̶e̶c̶o̶n̶d̶ ̶s̶h̶i̶e̶l̶d̶ ̶o̶n̶ ̶y̶o̶u̶r̶ ̶c̶h̶a̶m̶p̶i̶o̶n̶.̶ ̶A̶l̶t̶h̶o̶u̶g̶h̶ 7.png i̶s̶ ̶u̶s̶u̶a̶l̶l̶y̶ ̶t̶a̶k̶e̶n̶ ̶o̶v̶e̶r̶ ̶21.png i̶n̶ ̶t̶h̶e̶ ̶c̶u̶r̶r̶e̶n̶t̶ ̶m̶e̶t̶a̶,̶ 21.png ̶c̶a̶n̶ ̶s̶t̶i̶l̶l̶ ̶b̶e̶ ̶v̶i̶a̶b̶l̶e̶ ̶w̶h̶e̶n̶ ̶a̶g̶a̶i̶n̶s̶t̶ ̶s̶u̶p̶p̶o̶r̶t̶s̶ ̶w̶h̶i̶c̶h̶ ̶t̶a̶k̶e̶ ̶14.png, ̶m̶o̶s̶t̶ ̶u̶s̶u̶a̶l̶l̶y̶ 412_64.png a̶n̶d̶ ̶89_64.png. ̶O̶n̶l̶y̶ ̶t̶a̶k̶e̶ ̶t̶h̶i̶s̶ ̶s̶p̶e̶l̶l̶ ̶i̶n̶ ̶c̶e̶r̶t̶a̶i̶n̶ ̶m̶a̶t̶c̶h̶-̶u̶p̶s̶.̶

Barrier has been unused and isn't really too viable since Season 4. Strongly advise against taking this Summoner spell whenever possible.


1.png removes all CC instantly (besides suppressions) and grants CC reduction for a short time after its use. This spell can be extremely useful against high CC champions such as 33_64.png111_64.png201_64.png412_64.png25_64.png89_64.png etc.

New Runes Back to Top

Masteries Back to Top

Ferocity Tree

Fury vs Sorcery - Fury take precedence over Sorcery. You're not a caster AD, meaning that more damage will be coming from your auto attacks.

Double Edged Sword vs Feast - Due to the importance of the AD Carry role in this season, keeping alive in teamfights is of utmost importance. Thus, Feast is taken over Double Edged Sword.

Vampirism vs Natural Talent - Due to the nerf on sustain in Season 6, having extra life gain in lane is really important, thus taking Vampirism over flat damage is more important.

Bounty Hunter vs Oppressor - Both viable on Jinx. However I believe Oppressor is better due to the fact that you can proc the Mastery yourself with Flame Chompers! and Zap!.

Battering Blows vs Piercing Thoughts - Armor Pen > Magic Pen on AD Champions.


Warlord's Bloodlust vs Fervor of Battle - There is a lot of debate over which is better. Here are my thoughts for both. Warlord's Bloodlust is indeed extremely strong, and can provide a ton of sustain in teamfights, however having Fervor of Battle in the laning phase allows for a lot of extra damage with poke auto attacks. Furthermore, by switching to your Fishbones rockets for harrass, you add an extra 10% to the damage that you deal. Pow-Pow will ramp up to 10 Fervor stacks very quickly, allowing for efficient and fast harrass to bully your opponent out of lane.

[Patch 6.1]
The buff to Warlord's Bloodlust, increasing healing in the late game synergises very well with Jinx's late game scaling. Taking it over the harrass that is provided by Fervor of Battle is more beneficial. Furthermore, receiving attack speed from your passive - Get Excited! stacks with the Warlord's Bloodlust attack speed bonus, making a strong combination.

Cunning Tree

Wanderer vs Savagery - You should have enough AD to comfortably last hit, especially with starting items such as Dorans Blade and Cull so taking Wanderer is more point efficient.

Ruinic Affinity vs Secret Stash - This depends if you know you are getting buffs or not. I usually take Affinity if I am duo-queing with a Jungler friend, otherwise the benefits of Secret Stash are really strong.

Merciless vs Meditation - You shouldn't be running out of mana. Manage your Fishbones Rockets correctly. Having an execution Mastery synergises well with Get Excited!.

Bandit vs Dangerous Game - You work well with resets, as stated above. Dangerous Game will sometimes let you survive from near death experiences like Ignite and other damage over time effects.

Masteries shown below are OUTDATED as of Patch 5.22

O̶f̶f̶e̶n̶s̶i̶v̶e̶ ̶T̶r̶e̶e̶

̶B̶u̶t̶c̶h̶e̶r̶ ̶&̶ ̶F̶e̶a̶s̶t̶:̶ ̶Y̶o̶u̶'̶r̶e̶ ̶g̶o̶i̶n̶g̶ ̶t̶o̶ ̶b̶e̶ ̶f̶a̶r̶m̶i̶n̶g̶.̶ ̶A̶ ̶l̶o̶t̶.̶ ̶T̶h̶e̶ ̶e̶x̶t̶r̶a̶ ̶d̶a̶m̶a̶g̶e̶ ̶t̶o̶ ̶m̶i̶n̶i̶o̶n̶s̶ ̶a̶l̶l̶o̶w̶s̶ ̶a̶ ̶l̶i̶t̶t̶l̶e̶ ̶e̶r̶r̶o̶r̶ ̶f̶o̶r̶ ̶l̶a̶s̶t̶ ̶h̶i̶t̶t̶i̶n̶g̶,̶ ̶w̶h̶i̶l̶e̶ ̶t̶h̶e̶ ̶F̶e̶a̶s̶t̶ ̶p̶a̶s̶s̶i̶v̶e̶ ̶g̶i̶v̶e̶s̶ ̶y̶o̶u̶ ̶s̶o̶m̶e̶ ̶l̶a̶n̶e̶ ̶s̶u̶s̶t̶a̶i̶n̶ ̶i̶f̶ ̶y̶o̶u̶'̶r̶e̶ ̶s̶t̶r̶u̶g̶g̶l̶i̶n̶g̶ ̶w̶i̶t̶h̶o̶u̶t̶ ̶t̶h̶e̶ ̶L̶i̶f̶e̶-̶s̶t̶e̶a̶l̶.̶

̶D̶a̶n̶g̶e̶r̶o̶u̶s̶ ̶G̶a̶m̶e̶:̶ ̶J̶i̶n̶x̶ ̶i̶s̶ ̶a̶ ̶c̶h̶a̶m̶p̶i̶o̶n̶ ̶w̶h̶o̶ ̶r̶e̶c̶e̶i̶v̶e̶s̶ ̶r̶e̶s̶e̶t̶s̶ ̶t̶h̶r̶o̶u̶g̶h̶ ̶k̶i̶l̶l̶s̶ ̶(̶a̶s̶ ̶w̶e̶l̶l̶ ̶a̶s̶ ̶a̶s̶s̶i̶s̶t̶s̶)̶,̶ ̶s̶o̶ ̶b̶e̶i̶n̶g̶ ̶a̶b̶l̶e̶ ̶t̶o̶ ̶r̶e̶s̶t̶o̶r̶e̶ ̶m̶i̶s̶s̶i̶n̶g̶ ̶M̶a̶n̶a̶ ̶a̶n̶d̶ ̶H̶P̶ ̶f̶r̶o̶m̶ ̶t̶h̶i̶s̶ ̶p̶a̶s̶s̶i̶v̶e̶ ̶i̶s̶ ̶a̶ ̶w̶o̶r̶t̶h̶w̶h̶i̶l̶e̶ ̶i̶n̶v̶e̶s̶t̶m̶e̶n̶t̶.̶

̶D̶o̶u̶b̶l̶e̶-̶E̶d̶g̶e̶d̶ ̶S̶w̶o̶r̶d̶:̶ ̶W̶h̶i̶l̶e̶ ̶t̶h̶i̶s̶ ̶c̶a̶n̶ ̶w̶o̶r̶k̶ ̶a̶g̶a̶i̶n̶s̶t̶ ̶y̶o̶u̶,̶ ̶i̶t̶ ̶u̶s̶u̶a̶l̶l̶y̶ ̶t̶e̶n̶d̶s̶ ̶t̶o̶ ̶f̶a̶v̶o̶u̶r̶ ̶y̶o̶u̶,̶ ̶a̶s̶ ̶a̶n̶ ̶A̶D̶ ̶C̶a̶r̶r̶y̶.̶ ̶Y̶o̶u̶ ̶s̶h̶o̶u̶l̶d̶ ̶b̶e̶ ̶a̶b̶l̶e̶ ̶t̶o̶ ̶b̶e̶ ̶i̶n̶ ̶a̶ ̶p̶o̶s̶i̶t̶i̶o̶n̶ ̶w̶h̶e̶r̶e̶ ̶y̶o̶u̶ ̶a̶r̶e̶ ̶'̶u̶n̶t̶o̶u̶c̶h̶a̶b̶l̶e̶'̶ ̶a̶n̶d̶ ̶t̶h̶u̶s̶ ̶t̶h̶e̶ ̶e̶x̶t̶r̶a̶ ̶p̶e̶r̶c̶e̶n̶t̶a̶g̶e̶ ̶d̶a̶m̶a̶g̶e̶ ̶i̶s̶ ̶b̶e̶n̶e̶f̶i̶c̶i̶a̶l̶ ̶t̶o̶ ̶t̶h̶o̶s̶e̶ ̶w̶h̶o̶ ̶c̶a̶n̶ ̶p̶o̶s̶i̶t̶i̶o̶n̶ ̶w̶e̶l̶l̶.̶

̶D̶e̶f̶e̶n̶s̶i̶v̶e̶ ̶T̶r̶e̶e̶

̶B̶l̶o̶c̶k̶ ̶&̶ ̶U̶n̶y̶i̶e̶l̶d̶i̶n̶g̶:̶ ̶I̶n̶ ̶t̶o̶t̶a̶l̶,̶ ̶p̶r̶o̶v̶i̶d̶e̶s̶ ̶a̶ ̶3̶-̶D̶a̶m̶a̶g̶e̶ ̶r̶e̶d̶u̶c̶t̶i̶o̶n̶ ̶f̶r̶o̶m̶ ̶e̶n̶e̶m̶y̶ ̶a̶u̶t̶o̶-̶a̶t̶t̶a̶c̶k̶s̶.̶ ̶P̶r̶e̶t̶t̶y̶ ̶s̶e̶l̶f̶-̶e̶x̶p̶l̶a̶n̶a̶t̶o̶r̶y̶ ̶r̶e̶a̶l̶l̶y̶.̶

̶V̶e̶t̶e̶r̶a̶n̶ ̶S̶c̶a̶r̶s̶:̶ ̶O̶n̶l̶y̶ ̶o̶n̶e̶ ̶p̶o̶i̶n̶t̶ ̶h̶e̶r̶e̶?̶!̶ ̶Y̶e̶s̶.̶ ̶Y̶o̶u̶ ̶d̶o̶n̶'̶t̶ ̶n̶e̶e̶d̶ ̶t̶h̶e̶ ̶e̶x̶t̶r̶a̶ ̶H̶P̶ ̶g̶i̶v̶e̶n̶ ̶w̶h̶e̶n̶ ̶t̶h̶e̶ ̶p̶o̶i̶n̶t̶s̶ ̶c̶a̶n̶ ̶b̶e̶ ̶m̶o̶r̶e̶ ̶u̶s̶e̶f̶u̶l̶ ̶e̶l̶s̶e̶w̶h̶e̶r̶e̶.̶

̶U̶t̶i̶l̶i̶t̶y̶ ̶T̶r̶e̶e̶

̶M̶̶̶e̶̶̶d̶̶̶i̶̶̶t̶̶̶a̶̶̶t̶̶̶i̶̶̶o̶̶̶n̶̶̶:̶̶̶ ̶̶̶A̶̶̶s̶̶̶ ̶̶̶J̶̶̶i̶̶̶n̶̶̶x̶̶̶,̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶'̶̶̶l̶̶̶l̶̶̶ ̶̶̶b̶̶̶e̶̶̶ ̶̶̶a̶̶̶b̶̶̶l̶̶̶e̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶u̶̶̶s̶̶̶e̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶r̶̶̶ ̶̶̶F̶̶̶i̶̶̶s̶̶̶h̶̶̶b̶̶̶o̶̶̶n̶̶̶e̶̶̶s̶̶̶ ̶̶̶r̶̶̶o̶̶̶c̶̶̶k̶̶̶e̶̶̶t̶̶̶s̶̶̶ ̶̶̶m̶̶̶o̶̶̶r̶̶̶e̶̶̶ ̶̶̶f̶̶̶r̶̶̶e̶̶̶q̶̶̶u̶̶̶e̶̶̶n̶̶̶t̶̶̶l̶̶̶y̶̶̶ ̶̶̶w̶̶̶i̶̶̶t̶̶̶h̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶e̶̶̶x̶̶̶t̶̶̶r̶̶̶a̶̶̶ ̶̶̶M̶̶̶a̶̶̶n̶̶̶a̶̶̶ ̶̶̶r̶̶̶e̶̶̶g̶̶̶e̶̶̶n̶̶̶e̶̶̶r̶̶̶a̶̶̶t̶̶̶i̶̶̶o̶̶̶n̶̶̶.̶̶̶̶̶

̶F̶̶̶l̶̶̶e̶̶̶e̶̶̶t̶̶̶ ̶̶̶o̶̶̶f̶̶̶ ̶̶̶F̶̶̶o̶̶̶o̶̶̶t̶̶̶:̶̶̶ ̶̶̶T̶̶̶h̶̶̶i̶̶̶s̶̶̶ ̶̶̶i̶̶̶s̶̶̶ ̶̶̶o̶̶̶p̶̶̶t̶̶̶i̶̶̶o̶̶̶n̶̶̶a̶̶̶l̶̶̶,̶̶̶ ̶̶̶i̶̶̶f̶̶̶ ̶̶̶y̶̶̶o̶̶̶u̶̶̶ ̶̶̶d̶̶̶o̶̶̶ ̶̶̶n̶̶̶o̶̶̶t̶̶̶ ̶̶̶w̶̶̶a̶̶̶n̶̶̶t̶̶̶ ̶̶̶t̶̶̶o̶̶̶ ̶̶̶t̶̶̶a̶̶̶k̶̶̶e̶̶̶ ̶̶̶t̶̶̶h̶̶̶e̶̶̶ ̶̶̶e̶̶̶x̶̶̶t̶̶̶r̶̶̶a̶̶̶ ̶̶̶M̶̶̶a̶̶̶n̶̶̶a̶̶̶ ̶̶̶r̶̶̶e̶̶̶g̶̶̶e̶̶̶n̶̶̶e̶̶̶r̶̶̶a̶̶̶t̶̶̶i̶̶̶o̶̶̶n̶̶̶.̶̶̶ ̶̶̶A̶̶̶l̶̶̶l̶̶̶o̶̶̶w̶̶̶s̶̶̶ ̶̶̶b̶̶̶e̶̶̶t̶̶̶t̶̶̶e̶̶̶r̶̶̶ ̶̶̶c̶̶̶h̶̶̶a̶̶̶s̶̶̶e̶̶̶ ̶p̶̶̶o̶̶̶t̶̶̶e̶̶̶n̶̶̶t̶̶̶i̶̶̶a̶̶̶l̶̶̶.̶̶̶ ̶

̶N̶o̶ ̶l̶o̶n̶g̶e̶r̶ ̶v̶i̶a̶b̶l̶e̶ ̶d̶u̶e̶ ̶t̶o̶ ̶c̶h̶a̶n̶g̶e̶s̶ ̶i̶n̶ ̶M̶a̶s̶t̶e̶r̶y̶ ̶T̶r̶e̶e̶ ̶[̶P̶a̶t̶c̶h̶ ̶5̶.̶1̶0̶]̶

Abilities Back to Top


Passive: Get Excited!

This Passive is what makes Jinx such a threat throughout the game. The huge 175% speed boost gained from both kills and assists lets her chase down the enemy carries and important targets. It also allows for juking potential, as well as getting away in clutch situations. Knowing when you can take kills and escape by using this passive separates the good Jinx players from the mediocre.

11.11.2015 [Patch 5.22] - Get Excited now grants stacks, granting 15% more attack speed for each stack. The duration of her passive has changed from 4 to 6 seconds.

Q Ability: Switcheroo!

This ability is simply amazing. Granting a total of 130% attack speed at Rank 5, this attack speed steroid provides Jinx so much dueling power both in the laning phase, and late game. Furthermore, each rank of this ability lets Jinx fire Fishbones rockets to a maximum range of 700, only 3 units lower than a max level Tristana. The massive range gives Jinx the versatility of long range carries such as Caitlyn and Tristana, while the Pow-Pow attack speed boost lets her duel closer ranged carries such as Graves and Quinn effectively.

30.05.15 [Patch 5.10] - Switcheroo Attack Speed:

MINI-GUN BONUS ATTACK SPEED 30/55/80/105/130% ⇒ 30/40/50/60/70%

POW-POW'S LEVELING UP Mini-gun now gains 0/2/4/6/8/10/15/20/25/30/35/40/45/50/55/60/65/70% additional attack speed based on Jinx's level

These changes mean that Jinx is not as dominant early on, but will scale even harder into the late game.

11.11.2015 [Patch 5.22] - Switcheroo Fishbones Attack Speed:
Now reduces Jinx's ATTACK SPEED by 15% while using Fishbones Rockets.

W Ability: Zap!

A long range linear skill-shot, Zap! provides a safe way to poke the enemy given there is a clear line of sight. The ability scales insanely with bonus AD, and has low bonus damage through the leveling of the skill. The slow debuff, which increases with each rank can be used to catch out enemies who are out of position and reveal them for a short time. Zap! can be used to keep those killing streaks going while your passive, Get Excited!, is active, keeping you stuck to your target for extra damage.

E Ability: Flame Chompers!

A small line effect that activates after a short 0.5 second duration. The ability snares enemy champions and deals a small amount of magic damage over time. As this ability is Jinx's only way of peeling for herself, be wary of its long cooldown. Flame Chompers! can be used very effectively in the laning phase, where they can immobilize the enemy AD Carry allowing you to get a kill, and/or trade with them without retaliation.

R Ability (Ultimate): Super Mega Death Rocket!

A global-ranged ultimate that deals a flat amount of damage, plus up to 35% of the enemy's missing health (at Rank 3). Jinx's ultimate allows for some amazing team-fights and cleanups. The execute can nab some kills at bottom lane, while the global presence allows Jinx to snipe down even some objectives such as Dragon and Baron if enemies are nearby.

30.04.15 [Patch 5.8] - Super Mega Death Rocket damage:
125/175/225 (0.5 bonus attack damage) ⇒ 25/35/45 (+0.1 bonus attack damage)

While this nerf deals significantly reduced damage at close range, the maximum damage is still the same. Now, instead of being able to shot-gun people at close range for an execute, it signifies more importance to use your Ultimate at longer ranges to ensure higher damage.

Items Back to Top

Starting Items

    Standard Start
    Ideal First Back and 2nd Back
    Ideal First Item + base damage. Runaan's can be taken in place of Firecannon
    Now has a bigger payout of 350 gold, up from 300 since patch 6.2.

Core Items

    Standard Full Build
    Can be taken when low on money for PD, or if looking for extra AOE burst damage.
    Can be taken early if you have high kill participation
    Strong Synergy with rockets. now has crit which makes it even stronger than last season

Situational Items

    If there is a pesky assassin on your tail, Replace Mercurial Scimitar for this
    Take in place of Bloodthirster if enemies have a high HP pool
    Since 5.1 Infinity Edge nerf, PD is a good Shiv substitute in the late game due to higher critical chance
    Grants EXTRA range on autos. good for poke and seige
    Stops healing. Good vs high sustain champions
    Now a good replacement due to stats. can be used in place of mercurial scimitar

Standard Build Path [PRESEASON 6]

After much testing, 1055.png has proven to be a much better starting item on almost all AD Carries.

1083.png T̶a̶k̶e̶n̶ ̶o̶v̶e̶r̶ ̶ 1055.png ̶d̶u̶e̶ ̶t̶o̶ ̶t̶h̶e̶ ̶e̶x̶t̶r̶a̶ ̶g̶o̶l̶d̶ ̶i̶t̶ ̶g̶i̶v̶e̶s̶.̶ ̶A̶l̶t̶h̶o̶u̶g̶h̶ ̶i̶t̶ ̶d̶o̶e̶s̶ ̶n̶o̶t̶ ̶g̶r̶a̶n̶t̶ ̶h̶e̶a̶l̶t̶h̶,̶ ̶p̶o̶s̶i̶t̶i̶o̶n̶i̶n̶g̶ ̶a̶n̶d̶ ̶a̶b̶i̶l̶i̶t̶y̶ ̶t̶o̶ ̶d̶o̶d̶g̶e̶ ̶s̶h̶o̶u̶l̶d̶ ̶b̶e̶ ̶s̶u̶f̶f̶i̶c̶i̶e̶n̶t̶ ̶e̶n̶o̶u̶g̶h̶ ̶d̶u̶r̶i̶n̶g̶ ̶l̶a̶n̶i̶n̶g̶ ̶p̶h̶a̶s̶e̶.̶

3031.png Building this item early is still somewhat strong, however, building it first isn't ideally cost-efficient. Dueling and poking with this item deals a high amount of damage even in the early game.

3046.png Stops you from taking too much damage in 1v1 scenarios. Also helps you kite through minions. Getting Attack Speed early is more important due to the Fishbones -15% Attack Speed nerf. Coupled with 3812.png you will become effectively more tanky due to flat damage reduction values.

3036.png Basically Season 5 Last Whisper, but with the added effect of being able to deal extra damage to people who have a higher total HP pool than you.

3033.png Also Season 5 Last Whisper, but taken situationally to reduce enemy healing and regeneration against sustain champions.

3094.png Really strong for seige and poking as the energised hit scales off base attack range (meaning that Fishbones will have a huge increase). Taken in place of 3046.png when you're generally safe from dives and engage champions. Keep in mind that less Critical Chance will be granted.

3812.png Good item in duel scenarios. Allows your Life-Steal to catch up to your diminishing health bar to survive stronger attacks by granting a 12% damage reduction. Often bought with 3046.png.

3139.png Is a 3140.png with damage attached to it. It also grants 10% Life-Steal which synergises well with 3072.png to regain health and a shield quicker. Can actually be bought earlier in the game now.

3508.png Wow, Essence Reaver is a good item now. Can be used as a secondary source of Critical Chance. Not taken as core due to the wasted stat of Cooldown Reduction as most of your damage comes from auto-attacks. If bought, take in place of 3139.png.

3153.png See Above (In Situational Tab)

3072.png Grants 20% Life-Steal and a shield to stay alive longer. Good as a primary Life-Steal item and damage tool.

S̶t̶a̶n̶d̶a̶r̶d̶ ̶B̶u̶i̶l̶d̶ ̶P̶a̶t̶h̶ ̶[̶S̶e̶a̶s̶o̶n̶ ̶5̶]̶

3031_32.png Gives a ton of AD and enhances your critical strikes. Having this item really early can lead to some unexpected damage and turn the tides of battles.

3087_32.png With the extra crit-able magic damage, you should be able to take out chunks of the enemy's health bars. Rushing this straight after your 3031_32.png allows for 250% damage Shiv procs.

3035_32.png Ignoring 35% of armour lets you shred tanks. Coupled with your attack speed and percentage damage from 3153_32.png, enemies stacking health will be downed in no time.

3153_32.png The active on this item lets you kite your opponents with ease. It also enhances your auto-attacks so that you deal a percentage of their current health on-hit.

3139_32.png Basically a 3140_32.png  with AD. If you're good with positioning, take this, otherwise I would recommend taking 3026_32.png instead.

3046_32.png Switching out your 3087_32.png from the mid-game to transition to the PD gives better overall stats for a loss of AOE splash critical damage. Because of the 5% Critical Chance nerf of 3031_32.png in Patch 5.1, it's worth making the switch.

3342_32.png Provides vision from a large distance away and gives persistent vision on any found enemies. Take this trinket over a 3340_32.png after the laning phase as getting within warding distance from a brush can lead to some unpleasant deaths.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Alistar
  • Annie
  • Ashe
  • Bard
  • Blitzcrank
  • Braum
  • Caitlyn
  • Corki
  • Draven
  • Ezreal
  • Graves
  • Janna
  • Jhin
  • Jinx
  • Kalista
  • Kindred
  • Kog'Maw
  • Leona
  • Lucian
  • Lulu
  • Miss Fortune
  • Morgana
  • Nami
  • Quinn
  • Sivir
  • Sona
  • Soraka
  • Tahm Kench
  • Taric
  • Thresh
  • Tristana
  • Twitch
  • Varus
  • Vayne



  • Can be annoying to lane against as he blocks most of your skillshots (Zap! and your Super Mega Death Rocket!)
  • His Triumphant Roar can provide a ton of sustain for the enemy AD Carry.
  • Be wary of his engage range (Headbutt + Pulverise)



  • Can be devastating if Annie is able to land a surprise stun on you, so always be ready to flash out of range.
  • Can be beaten by poking down prior to engages.
  • This lane is highly dependent on your own support champion.



  • Low mobility allows you to easily land your Zap! and Flame Chompers!, netting you easy kills.
  • Caution her level 6 engage, as when coupled with aggressive supports can lead to chain CC.
  • Can be annoying to run away from due to her persistent slow.



  • Bard's strength in lane is heavily dependant on the skill level of his player.
  • Watch out of standing behind minions as his Cosmic Binding can easily catch you off guard.
  • Be wary of Magical Journey ganks, as well as being baited into a bush filled with Caretaker's Shrines as this can easily turn the tides of fights.
  • Try to aggress on the enemy AD carry if Bard roams away from them.



  • This is a skill matchup. Depending on how well you are able to dodge and predict hooks, this lane can either be hell or very easy.
  • Rather than using 4.png after getting grabbed, use it before to dodge it initially.
  • Having an 'Anti-Blitzcrank' support such as 412_64.png or 25_64.png can be extremely helpful.



  • Sticks to you like glue and can allow the enemy AD Carry to stun you with their own auto-attacks.
  • Can block your skill-shots (Super Mega Death Rocket!) and thus denying kills.
  • Has a hard engage ultimate at level 6, with a massive slow, giving the enemy laner ample time to inflict tons of damage on you.



  • Although you will be out-ranged initially, Caitlyn is not an overly difficult lane. Poke her frequently with Zap! if she is away from minions, or with your Fishbones Rockets if she is standing behind them.
  • Careful of being low HP around an enemy Caitlyn as her ultimate can easily take you down.
  • You scale much harder into late-game.
  • Careful of her 'Headshot' passive. It now ignores 50% of bonus armor, including those from runes.

  • [Patch 5.22] Caitlyn's Passive now scales with critical strike chance, her traps are stored like Teemo's Noxious Trap, and she has increased Headshot range on targets that are hit by 90 Caliber net and snared by Yordle Snap Trap.
  • Simply put, Caitlyn is just stronger in every way, besides the fact that her Passive no longer penetrates armor.
  • Play more cautiously and try to scale into later game.



  • Although Corki is able to poke you with his Phosphorus Bomb pre-6, you shouldn't have much trouble trading with your Fishbones Rockets.
  • At 6, with a proper opportunity, you should be able to take a kill on him as your kill potential with your ultimate is stronger than his.
  • Be wary of his Valkyrie, as it can allow him to catch up to you quite quickly as well as escape your skillshots if timed correctly.

  • [Patch 5.22] Corki now deals 50% damage as Physical and 50% as Magic damage with his autoattacks.
  • His ultimate, Missile Barrage is now stronger in comparison to pre [Patch 5.22]. Dodging these is essential.
  • Valkyrie now has a special use - Special Package which deals a significant amount of burn damage over a large area (similar to Rumble Ultimate). Hard to deal with due to immobile nature of Jinx.



  • Draven's damage really shines early with his Spinning Axes. Avoid making trades when possible as he will most likely deal more damage than you.
  • If you manage to land your Flame Chompers! on him, make sure to hit a Zap! or a few auto-attacks to harrass.
  • Draven can be taken down with quite some ease if he is CC'ed.
  • Avoid 1v1 scenarios as he has better duelling potential than you.



  • Dodge, dodge, dodge. Make sure you can avoid his Mystic Shots.
  • Stay behind minions to negate most of his damage
  • Only engage fully when his Arcane Shift is down.
  • Do not Recall in obvious places when low HP.



  • Graves can be quite a tanky, yet bursty AD Carry. If you want to at least go even with him in trades, make sure you land some Fishbones Rockets on him before going in fully.
  • Be careful of his level 6 burst, as Collateral Damage can deal tons of damage.
  • Aim your skillshots carefully. Quickdraw can be used to dodge them.

  • [Patch 5.22] After the changes, Graves is extremely strong. His Q, End of the Line explodes in a fashion similar to Vel'Koz's Plasma Fission. You have time to react to its explosion, so try to avoid it.
  • Grave's auto attacks must be reloaded between shells and between clips. Use those times to harass him.
  • Getting up close is a sure death due to his extremely high burst damage.
  • His ultimate can be used like Caitlyn's 90 Caliber Net to escape, so be wary of him dodging your skills with it.



  • Currently a very strong champion in the S4 meta. Her Eye of the Storm gives a bucket-load of AD to her carry, while her peel makes it extremely difficult to duel without an advantageous initiation.
  • Avoid trades as the AD from the shield and damage soaking make it hard to win trades.
  • CC'ing Janna will leave you vulnerable to the enemy AD Carry's attacks, while CC'ing the AD Carry will leave you vulnerable to Janna's own Crown Control. Call your jungler if you are having trouble.
  • Janna is now not as strong at making reactive plays [Patch 5.17], this is because of a reduction in her Q width at minimum cast times. This should give a little more room for error when trading and forcing engages.



  • Although immobile, Jhin dishes out a lot of damage. His ability to immobilize and snare targets makes Jinx a sitting duck for his barrage of powerful autoattacks.
  • Avoid standing near low HP minions to avoid getting hit by Dancing Grenade, as the cumulative damage multiplier can cause large amounts of harass.
  • Dodging shots from Jhin's Curtain Call in the late game is extremely important. If he lands one, the other shots have a very high chance of hitting due to the slow.
  • Be careful trying to clear his Captive Audience traps as a Deadly Flourish snare after the reveal can easily lead to your death.




Play Ranked.



  • Extremely high mobility makes landing skill-shots difficult.
  • Use Fishbones to effectively harass without too much mana loss.
  • Avoid chase scenarios as Kalista can easily catch opponents with her Martial Poise passive as well as her Fate's Call ultimate.
  • As of Patch 5.13, Kalista is now quite weak in laning phase due to her lower AD and inability to use Q in mid-jump.



  • A strong dualist and able to weave in and out of fights with her Dance of Arrows, fighting Kindred within Wolf's Frenzy is almost a guaranteed loss.
  • Mounting Dread applies a 70% slow and deals a percentage of your maximum HP as physical damage, so try to avoid confrontations when marked.
  • Use coordination with your support to engage on Kindred when she uses Wolf's Frenzy as her Dance of Arrows will then have a long cooldown outside of the zone.



  • Kog'Maw shines in the late-game where his Bio-Arcane Barrage allows him to burn through tanks and destroy squishies. Abuse his poor early-game to slow down his progress toward this stage.
  • Run from him when he dies. (Should be super easy with your passive)
  • He has low mobility, so a hard engage from supports such as 89_64.png and 201_64.png would be very effective.

  • [Patch 5.22] Huge buffs for Kog'Maw this patch. Keeping a time on Bio-Arcane Barrage cooldown is highly necessary. Avoid trading when he has this up as he attacks extremely quickly (applying on-hits).
  • Kog'Maw's R, Living Artillery now deals double damage when his target is between 50 and 25% HP, and TRIPLE damage when his target is below 25% HP. Get those happy feet on and be ready to DODGE.



  • Laning against a Leona can be extremely annoying. Her Zenith Blade lets her catch up to you, while her Eclipse and Solar Flare provide supplementary magic damage and burst potential for her AD Carry.
  • Be very aware in this lane. Keep the bushes warded and try to keep out of range of her Zenith Blade.
  • Poke her when her Zenith Blade is on cooldown as she can not retaliate. 



  • A very mobile, short-ranged AD Carry, you should be able to trade with him at a distance.
  • If he gets close to you, he will almost always out-trade you with his Light-Slinger passive.
  • Run sideways, not forward and backward to avoid tanking The Culling.
  • You how heavily outscale him with an increase in his Mana costs and cooldowns to The Culling. [Patch 4.19]
  • Can now engage quickly with help of his support due to Movement Speed change on Ardent Blaze. [Patch. 5.16]



  • Can deal a lot of magic damage poke, while providing a ton of utility for the enemy AD Carry.
  • Although she deals damage, she can be taken down easily as she is quite squishy.
  • Careful of tower-diving when she is level 6, as her ultimate can bait you into a false sense of security.


Miss Fortune

  • Can make trades very well with Double Up in lane, so avoid hiding behind minions.
  • High AA damage modifier from Impure Shots can damage you more than you can to her in the early game.
  • Aim for CS'sing and scaling. Try to avoid giving up early kills.
  • Becomes a Medium to Easy matchup past laning phase.
  • Try not to get caught in Make It Rain, as a follow up with Bullet Time is almost always lethal due to the high slow percentage.



  • The Queen of Supports, Morgana can bind you for 3 whole seconds (feels like an eternity). Taking 1.png is a viable option to have an opportunity to 'get out of jail free'.
  • Slow her with Zap! when she is channeling her ultimate and run out of the tether range.
  • Playing a sustain support into her is preferable, as most hard engages will be countered by her Black Shield.



  • Her Aqua Prison must be dodged if you want to survive this lane. 
  • Try to hard engage on Nami as her sustain makes poking almost useless.
  • Tidal Wave at level 6 lets Nami slow you and your support, so always be prepared for her engages.



  • Let's be honest. Who plays Quinn?

  • [PATCH 5.22] Alright, Quinn may actually become viable now due to Marksman changes.
  • Harrier makes her harrass strong should you get in range for Valor to mark you. Abuse your range to win trades.
  • Quinn's Q, Aerial Assault is now a line-skillshot that applies her passive, Harrier on you when hit. Being able to dodge this is quite crucial in winning lane against her.



  • Short attack range makes her easy to poke.
  • Make sure her spell-shield is down before using your Super Mega Death Rocket!.
  • Can be snared while her movement speed buff from her ultimate is up.
  • As of Patch 5.15, her ultimate no longer grants 60% MS at all ranks, instead having 40% at level 6, making laning a little easier.



  • Although Sona has a ton of poke and sustain, she can be easily shut down with a slow from Zap! or a snare from Flame Chompers!
  • Don't take too much damage from her Hymn of Valor by moving back when she walks toward you.
  • Be prepared to 4.png away from her Crescendo engages.
  • Now having a stronger early game, (Patch 5.3) she will be harder to kill in the laning phase, due to a larger HP pool.



  • Now has a massive Silence field and Snare. Be cautious of standing near it. Soraka's new lane sustain is massive, but her heals are at the expense of her own HP. 
  • Avoid her Starcall (now a skillshot) to prevent her from endless healing.
  • Having your support taking 14.png can be extremely beneficial in gaining kill potential.


Tahm Kench

  • Extremely annoying harass using Devour on minions and spitting them out at you.
  • Can coordinate ganks with the jungler onto your lane at level 6.
  • All-ins work more effectively than harass as Thick Skin will absorb a lot of damage by healing him over time.
  • Be wary of his ability to save his AD Carry, avoid being baited and keep timer on his Devour cooldown.



  • Can become a real wall between you and the enemy AD Carry. Make trades when his Shatter is on cooldown to maximize damage on him.
  • His Imbue (heal) has an outrageous mana cost, so poking him down to infinity is a viable option to kick him out of lane.
  • His stun can lead to your death. Just don't get too close, or be sure that your own support can zone the enemy AD Carry.



  • Like Blitzcrank, the difficulty of laning against Thresh lies in your own ability to dodge skillshots.
  • PREDICT his Death Sentences, and use 4.png preemptively if necessary. Better a 4.pngless Jinx than a dead one.
  • Be wary of ganks through Thresh's Dark Passage. Ward thoroughly.



  • An AD Carry that scales just as hard as you do into the late-game. This lane is fairly even as you can both trade quite fairly.
  • Highly dependent on your own and their own support.
  • Be wary of Tristana's Rocket Jump resets after she gets a kill.
  • Her Explosive Shot deals increasingly more damage if you are hit by AA's in succession after being tagged.



  • Twitch is a champion that requires time to ramp up in strength. Denying his early-game CS with poke can delay that spike.
  • Don't give Twitch the opportunity to sneak up on you as you will probably lose the trade/die.
  • He out-ranges you with his ultimate on.



  • Low mobility, high range AD Carry. Varus' damage is very good throughout the game. However, his lack of mobility makes him a sitting duck for CC abilities.
  • Do not get hit by his Tendril of Corruption as the snare lasts for 2 seconds.
  • Don't use your 7.png on the Desecrated Ground from his Hail of Arrows as it cuts your healing.



  • She can wreck you late-game. Do not duel her once she has her 3153_32.png unless you are very ahead.
  • Have a 2043_32.png on you to reveal her in her Final Hour stealth.
  • You out-range her. Use that to your advantage.

You and Your Support Back to Top

12_64.png Alistar

Synergy: Medium
  • A wall between you and the enemy AD Carry, Cow is able to soak up a ton of damage and CC the enemy very easily.
  • His strength lies in his innate tankiness and ability to peel so easily for the AD Carry, something that an immobile AD Carry such as Jinx so desperately requires.
  • At level 6, with his ultimate, the 70% flat damage reduction lets him tank turrets and tower dive if you have the opportunity.
  • However, Alistar must choose to either CC the enemy or peel for the AD Carry, while other supports such as Braum can do both simultaneously.

1_64.png Annie

Synergy: Medium
  • Although Annie brings a lot of damage to the table, she isn't able to peel for you extremely well.
  • Her burst combo in lane can rack up some kills, allowing you to get ahead.
  • Her stun into snare combo from your Flame Chompers! can allow you to get away from ganks with some ease.
  • No sustain means that a bad play can lead to a loss of the lane.

201_64.png Braum

Synergy: High
  • Braum is a very versatile tank support with very good hard engage capabilities.
  • His passive, coupled with your high attack speed from the Pow-Pow minigun allows for lightning fast stuns into a snare from your Flame Chompers!
  • His ultimate is able to slow a whole team, allowing you to more accurately hit your ultimate.
  • As well as being able to initiate well, Braum is able to peel enemy assassins off you very effectively with both Unbreakable and his passive.

53_64.png Blitzcrank

Synergy: High
  • Blitzcrank's zoning potential and kill pressure is huge in the laning phase. His knock-up chain CC into your Flame Chompers! can easily net kills if the enemy is not careful.
  • He is able to peel for you by pulling assassins off you, as well as stopping certain channels such as 19_64.png's Infinite Duress with his Static Field.
  • He can also keep up with you when you have your Get Excited! activated by using his Overdrive!

89_64.png Leona

Synergy: High
  • Leona is the Queen of CC. Her Sunlight procs grant you a ton of extra damage, while 3 out of 4 of her active skills allow her to either lock down an enemy target or an assassin.
  • Leona's aggressive playstyle is well rewarded when played with Jinx as getting early kills can lead to a very fast snowball for you.
  • Being a tank allows her to engage fully without dying instantly, giving you opportunities to deal damage to the enemy team with your AOE Fishbones auto-attacks.

117_64.png Lulu

Synergy: Medium
  • Lulu's ability to both slow enemies and speed up allies is a great asset in lane. Her poke abilities synergize well with your Zap! and long ranged rockets. 
  • At level 6, she is able to make some saves if you are in danger, but she is unable to peel for you if a bruiser/assassin with gap-closers such as 24_64.png or 238_64.png were to jump on you.
  • She can deal with hard engage supports during the laning phase by Polymorphing the enemy AD Carry.

25_64.png Morgana

Synergy: Medium
  • Morgana is one of the most annoying supports to lane against. By setting up kills with her binds and preventing CC from hitting you with her Black Shield, she is able to simultaneously peel and create opportunities.
  • Although you are immune to CC with Morgana's Black Shield, burst champions such as 84_64.png and 55_64.png can still easily reach the back lines.

267_64.png Nami 

Synergy: Medium
  • Has lots of sustain and can provide slows and extra damage to your auto-attacks. The CC she gives works well with your own Zap! slow.
  • Aqua Prison and Tidal Wave can be used to save you from threats, while her Ebb and Flow and Tidecaller's Blessing allow her to keep you healthy to kite the enemy.
  • She is squishy, and so are you. If she is caught out, there's no one to peel for you. Thus, a dead fish and a dead AD Carry. Naomi pls.

37_64.png Sona

Synergy: Low
  • Although she provides a ton of lane sustain, Sona's kit does not work as well as other supports in conjunction with your own.
  • She is able to poke down enemies, but does not gain a hard engage until she reaches level 6.
  • Is immobile and squishy, just like you, and so if either if you are caught by hard CC, it's going to be hard for either of you to survive.

412_64.png Thresh

Synergy: High
  • It's pretty fair to say that Thresh synergises well with almost every AD Carry. His kit allows him to peel off enemy assassins (flaying 105_64.png's Urchin Strike) and his Dark Passage lets him get you out of many sticky situations.
  • Thresh's lane presence is dominating. If he lands a hook on a favourable target, such as the enemy AD Carry, your high damage output from Pow-Pow's attack speed and Fishbone's 10% damage boost allow you to rack up kill after kill (assuming he hits his Death Sentence).
  • The Box can be used to escape from enemies without gap closers, and his Flay and Dark Passage can be used to escape ganks.

Advanced Mechanics Back to Top

Here I will talk about the finer mechanics of the AD Carry role, because (let's face it) every guide here has the 'basic mechanics' in them. Mastering these mechanics can allow you to better know your role, and the game. Furthermore, by having knowledge of these mechanics, you will also be able to improve on other lanes such as mid and top.


Respect is something that a lot of lower league players struggle with because they'll say something along the lines of "Well, how can I respect my opponent when they make so many stupid plays?", and that's true. At Silver and Gold, there are a lot of stupid plays that are made, and if you don't capitalize on them, then you're just putting yourself behind. But when you start getting into those higher leagues, a lot of these 'stupid plays' are actually baits.

Respecting Support Initiate Ranges

For example, when you're up against the enemy tower, you need to respect the fact that Annie can Flash, Tibbers you, or something similar. Think ahead and try to PREDICT your enemies moves. This all comes with practice.

Above: Here I don't respect Morgana's initiation range and die as a result.

Respecting Support Damage

Respecting support damage refers to situations where you tunnel on killing a low HP target and run past a Karma, who then subsequently bursts you.

Respecting Counter Matchups

This is especially important in the higher leagues as if you try to use things such as lane momentum to win against an unfavorable matchup, you'll find that the enemy will just freeze the lane and zone you from the creeps entirely. While these strategies such as lane momentum are good for getting out of Gold and below, they aren't as good for getting to Diamond. 

Defensive Summoner Spells

Don't be afraid that you are wasting your Summoner Spells. It’s better to be safe than sorry, especially in the early game. Personally, I have tried to save my Summoners a few too many times and paid the price for it.

Flashing Key Abilities

Almost all engage skills have a wind-up time or animation. Some important skills include:
  • Thresh's Death Sentence
  • Blitzcrank's Rocket Grab
  • Ezreal's Trueshot Barrage
  • Caitlyn's Piltover Peacemaker
  • Varus' Chain of Corruption
  • Ashe's Enchanted Ice Arrow
Above: Jinx fails to preemptively predict the enemy Amumu's engage, resulting in a lost teamfight.

There is no harm in using your Flash preemptively. So use it.

Cooldown Abuse

League of Legends is a Game of INCOMPLETE Information

At any given time, you don't completely know what the opponent knows. You also don't know a lot of information that the enemy team has, for example, the jungler's position, what skills are up etc. etc. So how well you use this information can lead to you winning or losing your lane.

Above: Knowing that Riven's Broken Wings was on cooldown, Vayne turns on her despite being behind.

Changing Playstyle With Known Information

Altering the way you are playing based on what information you know the OPPONENT knows is very important. You can bait the opponents into a counter-gank very easily. For example, if you know that your opponent knows that your Flash is on cooldown, and you push up all the way to their turret, you can very easily bait a lane gank. 
The most common example of cooldown abuse is taking advantage of the fact that the enemy has no defensive Summoner Spells, and you can take advantage of this by using a 3v2 or 4v2 dive.


Attack Moving Using the Range Leash Principle

Imagine there is an invisible leash between you and the closest target. You are to stand anywhere at the border of 
this leash and attack move accordingly to keep this distance. If at any time, the leash is broken, you should use a dash/flash to reposition yourself and keep the distance. 

Above: By utilizing the range leash principal, Jinx is able to kite Amumu backward, using her passive for a timely escape.

Target Selection

Target selection is an incredibly difficult process. When team fighting, it is incredibly important to see 
who has blown cooldowns around you/is a low damage threat and thus you can ignore and walk past. In GENERAL your key targets in order should be:

ADC -> Mid  -> Support -> Tank

Champion Experience

Practicing your champion and knowing their limits is key to doing well beyond the laning phase. By having an understanding of your ranges, damage and capabilities, you'll be able to pull of more mechanically advanced techniques and be able to outplay your opponents more easily.

Below: Lucian is able to get a kill on a low HP Lux by having an understanding of the Piercing Light aiming and range mechanic.


  • Flashing/Dashing key abilities.
  • Kiting perfectly, no matter what level of HP you have left.
  • Pouncing on opportunities such as lack of Summoners, escape abilities.
  • Being able to alter your playstyle based on Summoners available. 
  • Using HP pots AND always watching at the minimap even in the most intense conflicts.

Who Am I? Back to Top

Hi, I'm Sayu (さゆ), from the Oceanic server. 

I'm a Diamond ranked ADC main (specifically Jinx) and have been playing since Season 2. I've played around 200 ranked games and over 300 normal games as Jinx in order to master her. I believe I still have a lot to learn when it comes to the best of players, but I believe I can make a difference in helping those in the lower elo.

[31/12/2015] I now have a YouTube Channel! If you'd like to come and support me, it would be appreciated!



Changelog Back to Top


Patch 4.16
13.09.14.....................Ver. 1.00 [Initial Release]
14.09.14.....................Ver. 1.10 ["You and Your Support"] Added
20.09.14.....................Ver. 1.11 [Advanced Mechanics - Respect] Added
20.09.14.....................Ver. 1.12 [Advanced Mechanics - Defensive Summoner Spells] Added
20.09.14.....................Ver. 1.13 [Advanced Mechanics - Cooldown Abuse] Added
20.09.14.....................Ver. 1.15 [Advanced Mechanics - Teamfighting] Added
21.09.14.....................Ver. 1.16 [Vayne Gif/Jinx Disrespect Morgana Picture] Added
21.09.14.....................Ver. 1.17 [No Preemptive Flash Gif] Added

Patch 4.17
27.09.14.....................Ver. 1.20 [Soraka Matchup] Updated
02.10.14.....................Ver. 1.21 [Range Leash Gif] Added

Patch 4.18
10.10.14.....................Ver. 1.30 [Janna Matchup] Added

Patch 4.19
08.11.14.....................Ver. 1.40 [Lucian Matchup]/[Janna Matchup] Updated

Patch 4.20 (Blaze It)
25.11.14.....................Ver. 1.50 [Soraka Matchup]/[Sona Matchup] Updated
28.11.14.....................Ver. 1.51 [You and Your Support] Section Updated

Patch 4.21
05.01.15.....................Ver. 1.60 [Graves Matchup] Updated
12.01.15.....................Ver. 1.61 [Corki Matchup] Edited
15.01.15.....................Ver. 1.62 [Items - Blade of the Ruined King] Edited/[Items - Bloodthirster] Added

Patch 5.1
16.01.15.....................Ver. 2.00 [Kalista Matchup] Added/[Annie Matchup] & [Sona Matchup] Updated
20.01.15.....................Ver. 2.01 [Ezreal Matchup] Edited

Patch 5.2
28.01.15.....................Ver. 2.10 [Items - Phantom Dancer] Added
07.02.15.....................Ver. 2.11 [Grammatical Errors Fixed]

Patch 5.3
12.02.15.....................Ver. 2.20 [Sona Matchup] Updated (Base Values Increase)

Patch 5.4
26.02.15.....................Ver. 2.30 [Janna Matchup] Updated (Changes to Passive)

Patch 5.5
14.02.15.....................Ver. 2.40 [Tristana Matchup] Updated/[Items - Default Build] Updated (Shivv to PD)

Patch 5.6
25.03.15.....................Ver. 2.50 Small Changes to [Twitch] & [Quinn]/ [Bard Matchup] Added

Patch 5.7
11.04.15.....................Ver. 2.60 No significant changes to AD Carry/Support this Patch

Patch 5.8
30.04.15.....................Ver. 2.70 Nerfs Applied to [Abilities - Super Mega Death Rocket] ):

Patch 5.9
15.05.15.....................Ver. 2.80 [Ashe Matchup] Changed/[Summoner Spells - Cleanse Added]

Patch 5.10
30.05.15.....................Ver. 2.90 Changes Applied to [Abilities - Switcheroo!]
03.05.15.....................Ver. 2.91 Changes to [Masteries - Utility] (Removed)

Patch 5.11
12.06.15.....................Ver. 3.00 Changes to [Caitlyn Matchup]

Patch 5.12
26.06.15.....................Ver. 3.10 No significant changes to AD Carry/Support this Patch

Patch 5.13
11.07.15.....................Ver. 3.20 [Tahm Kench Matchup] Added/ [Kalista Matchup] Changed 

Patch 5.14
23.07.15.....................Ver. 3.30 [Miss Fortune Matchup] Added

Patch 5.15
06.08.15.....................Ver. 3.40 [Sivir Matchup] Updated

Patch 5.16
20.08.15.....................Ver. 3.50 [Lucian Matchup] Updated

Patch 5.17
03.09.15.....................Ver 3.60 [Janna Matchup] Updated 

Patch 5.18
16.09.2015..................Ver 3.70 No significant changes to AD Carry/Support this Patch

Patch 5.19
10.10.2015..................Ver 3.80 No significant changes to AD Carry/Support this Patch (MF got a slight buff?!)

Patch 5.20
14.10.2015..................Ver 3.90 Kindred Released (Considered a Marksman for the matchup)
21.10.2015                      - 1 MILLION VIEWS! Thank You for the continued support!

Patch 5.21
29.10.2015.................Ver. 3.91 No significant changes to AD Carry/Support this Patch


First of all, this is a MASSIVE Patch for AD Carries. As preseason continues, the guide will constantly be updated for new changes/balances. Thank you for being patient!

11.11.2015.................Ver. 3.95
- Significant changes made to [Quinn/Graves/Corki/Kog'Maw/Miss Fortune/Caitlyn Matchups]
- Significant changes made to [Items - Infinity Edge/Essence Reaver/Phantom Dancer/Runaan's Hurricane/Statik Shiv/Last Whisper/Mercurial Scimitar]
- NEW ITEMS ADDED: [Lord Dominik's Regards/Mortal Reminder/Giant Slayer]
- Significant changes to Masteries [Ferocity/Cunning/Resolve Trees Added]

Patch 5.23
11.11.2015.................Ver. 3.96 Small changes to [Caitlyn Matchup]

Patch 5.24
29.12.2015.................Ver. 3.97 Small changes to [Miss Fortune Matchup] + Grammatical fixes
01.01.2016.................Ver. 3.98 Added [Champion Experience] to Advanced Mechanics + Lucian Gif
- Added [Items - Runaan's Hurricane]/Optimised build path in [Items] Tab

Patch 6.1
14.01.2016.................Ver. 4.00 Changes made to [Masteries]/[Items - Runaan's Hurricane]. No major changes to Champion matchups.

Patch 6.2
28.01.2016.................Ver. 4.10 Small changes made to [Items - Cull]

Patch 6.4
25.02.2016.................Ver. 4.20 Added [Jhin Matchup]

Patch 6.5
10.03.2016.................Ver. 4.30 No major changes this patch.

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