All Guides Jinx Guides [S6] Knock knock, who's there ? Jinx [6.8] (in progress) Diamond Season 2 ADC
2 years ago

Jinx Statistics for PlentiumNL

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

Introduction of Jinx

(coming soon)

95 % of the time you wanna take heal on Jinx, for the sustain, escape, for a fight.
The extra health you recieve back and the moment speed can turn around fights.

99% of the time you wanna take flash as an escape for Jinx, you of course have your Flame Chomps but you can't always count on them. If you wanna get a kill and you cant reach it with your Fishbone you can flash for it or flash over a wall to escape.

Sometimes I take the spell if they have a heavy CC comp but you can buy QSS for that also (quick silver sash)


Penta kill Jinx.png

New Runes Back to Top

Masteries Back to Top

Pretty Basic mastery tree for ADC.


5 Points on Fury, you need the attack speed

1 Point on Feast, every 25 seconds killing a minion gives you 20 health back it is a must for Jinx

5 Points into Vampirism, Jinx benefits alot from the lifesteal

1 Point in Oppressor, Combo it with your E (Flame Chompers) and it will deal tons of damage

5 Points in Battering Blows, always good to have Armor Penetration as Jinx

1 Point in Fervor of Battle, as Jinx you will hit multiple enemies in a teamfight or any fight so every auto attack deals more damage

OR If you face against a poke heavy team/botlane, take Warlod's Bloodlust. The extra sustain that you get in the lane can be very handful but most of the time you want  Fervor of Battle for the late Game power Spike.


4 Points into Wanderer, I personally prefer the 2.4% extra movement speed when you are out of combat for the fast back into the lane. The extra movement speed benefits alot when you try to escape aswell.

1 Point into Savagery, In the beginning of the game the extra auto attack damage against minions and jungle monsters can help you if you have trouble last hitting them but if you don't have any trouble take the Wanderer mastery instead.

1 Point into Secret Stash, you are receiving biscuits instead of health potions. They give you 10% more health and you instantly receive 20 health and 10 mana.

5 Points into Merciless, it increases damage to champions below 40% health.

1 Point into Dangerous Game, after every kill or assist you restore 5% of you missing Health and Mana back. This mastery and the passive of Jinx are a really good combo.

Jinx Mastery tree.png

Abilities Back to Top


Skill order

jinxR.pngjinxQ.png> jinxW.png> jinxE.png


Jinx & her abilities


Abilities Get Excited! Passive.png



Her passive is one of a kind. You can set up ganks with the jungler with it. You can destroy the turret and after gaining your passive with the jungler near you, set up your traps (Flame Chompers). You can also use it as an escape after killing the turret. You will gain 175% movement speed that decays over 6 seconds. As Jinx, you can escape very easily with it. The 15% total attack speed can havea big impact in a fight.


Jinx will first max her Q, which is her main damage skill in my opinion. Why? Switcheroo has two types of skills :




Ability Switcheroo!.png


Pow-Pow : every basic auto attack grants her extra attack speed, it stacks 3 times,  after 1.5 second it decays 1 stack. You can gain the stacks by auto attacking enemies,  minions, monsters, wards. Each point you put into your Q  will grant you 10% extra attack speed. It starts at 30 % and you will have after 5 points into your Q 70% attack speed with your Pow-Pow Skill. Switching to your Fishbones (second skill of your Q) will let you keep your stacks, BUT after 1.5 seconds the stacks will dissapear and you can get them back by switching to your Pow-Pow skill and auto attacking.


jinxQ.pngJinx's Q



When Jinx is using Fishbone, she gains bonus auto attack range and deals 10% AD bonus damage. It can also hit the surrounding enemies who are close to it. It's good when you use it and if you crit with it, the surrounding enemies will get crit.






jinxW.pngJinx's W



Ability Zap!.png


It's a long range skill which can hit easily late game up to 700-900 damage if you focus the carries with it.    
It can reveal enemies when hit, and it slows them for 2 seconds.



jinxE.pngJinx's E


Ability Flame Chompers.png


Jinx throws three chompers out that can snare people when they step into it.
After using the skill, it takes 0.7 seconsd until they can actually be snared into the chompers.
After being snared, they receive magic damage over 1.5 seconds time and they are snared for 1.5 seconds as well. After 5 seconds the skill will explode and deal damage to surrounded enemies, minions, jungle monsters...



jinxR.pngJinx's ultimate



ABility Super Mega Death Rocket!.png


Jinx fires a rocket in a line that reveals enemies while passing by. Hitting a champion reveals also the area. Enemy caught on hit can take up to 10-100% damage from her ult. You will deal more damage if your rocket travels to a long distance. Plus 35 % additional AD damge based on their MISSING HEALTH. Secondary targets take 80% of the damage.



Items Back to Top

Starting Items

    Every game you play as jinx start with this. You have everything what you need, AD, Sustain, Damage, And Vision
    After your first back you wanna try to get a B.F Sword for the early damage, If you get poked alot go for Vampiric Scepter. You go back before B.F Sword get a Pickaxe. And dont forget to buy your tier 1 boots.

Core Items

    You want to buy as jinx a Infinity edge as fast as possible to burst alot in the early mid game. You need the sustain ? get The Bloodthirster. After your first damage item upgrade your boots to the tier 2 boots.
    When im playing jinx i wanna burst alot if i want the extra damage which can chance any fight at anymoment. I take 90 % of the time Statikk Shiv for the extra burst with your Fishbones. I take Runaan's when the team has lack of wave clear. Get one of these as second
    As you're third item you wanna get Infinity edge or Bloodthirster it depends which you bought as first. If you bought infinity edge as first but The Bloodthirster as third. If you bought the Bloodthirster first buy the infinty edge as third for the burst.
    As your fourth item you wanna get armor penetration. I take most of the time Lord Dominik's Regards against tanks with alot of health. And i take Mortal Reminder against Champions who have alot of lifesteal think about Aatrox, Vladmir etc.
    I take Maw of Malmortius when the enemy team has a burst AP midlaner like lb who will focus me in a teamfight or against a AP comp to get a shield which hold magic damage. Take Mercurial Scimitar Against a Zed who will focus you once again with his annoying ult. This item is perfect to counter it. Or against a heavy CC comp example with alot of snares, stuns, slows. Guardian angel i see sometimes people building this item when they get focused playing adc, I personally think that it is not that good anymore with the latest items that there are for a escape and that you still can stay in a fight instead of reviving and dying instantly.

Situational Items

    Buy wards. Come on we live in 2k16. Everyone should buy wards in the team not only the support. At level 9 you wanna upgrade to the Farsight Alteration trinket. So you can place a ward that is one hit, But it has a big range it can save your life to see the enemies coming when you are pushing Always upgrade it at lvl 9 for free.

Matchups Back to Top

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

Synergies with Jinx on botlane (In progress) Back to Top

P = Perfect
G = Good
Not that good = NTG
Dont even try = DET

89.pngLeona support



 201.pngBraum Support



About myself Back to Top

Introduction about myself

Hello everyone my name is PlentiumNL (Everyone calls me Plentium, The NL part is that i'm from the Netherlands)
So yeah, I'm from the Netherlands from the part called Frisian. That is the English translation of Fryslân or Friesland. I am 17 years old and i live a village called Heerenveen. My Hobbies are playing League of Legends
(Otherwise it would be kinda weird to make a guide heuehuehe) Watching movies, being on the farm that i work on. I'm playing League Of Legends since late Season 2, i started to play Ashe alot at the beginning when i started. I enjoyed it playing adc, Farming, to play aggresive, lane control, making plays in teamfights. i became lvl 30 really fast early on i enjoyed playing adc alot and i became really fast really good, i started to play ranked and became end of the season diamond, was not too difficult not many people played at that time, Season 3 i was gold i started to play Vayne, Ezreal more at that time. Mid-late season 3 Jinx was released, at the beginning i did not like to play jinx or playing against her. She was too OP in the beginning i knew Riot would nerf her the next patch thats the reason why i did not play her. So after the nerf i though by myself lets try her out.
And after that first game, i was in love with her. I started to play her in ranked and i couldnt stop playing her.
She has everything what i need in a ADC, Mobility, CC, Poke, Engage, Disengage. I main jinx since season 3 and i have alot of fun playing her still to this day. Hopefully i could help other people by making this guide how to play her!

Jinx's lore Back to Top

Jinx lives to wreak havoc without a thought for consequence, leaving a trail of mayhem and panic in her wake. A manic and impulsive criminal, she despises nothing more than boredom, and gleefully unleashes her own volatile brand of pandemonium to the one place she finds dullest: Piltover. With an arsenal of deadly toys, she unleashes the brightest explosions and loudest blasts - all the better to shock and surprise the hapless authorities. Always just out of the law's reach, Jinx's favorite game is to toy with Piltover's finest - especially Vi.

Piltover had long been known as the City of Progress, a place where peace and order reigned. That serenity was challenged when a new kind of criminal arrived, the likes of whom had never been seen. This mysterious outlaw unleashed a series of warped and destructive capers that endangered the entire city, and left its people reeling from the worst crime spree in Piltover's history.

As the string of crimes without rhyme or reason hit the city, sightings of the lawbreaker emerged. Though the young woman's origins were a mystery, some saw traces of Piltover hextech in her firearms, while others described the street fashions of Zaun in her dress. Because her arrival always brought trouble with it, those who crossed her path soon gave her a name: Jinx.

Jinx's rampage escalated. Caitlyn - the sheriff of Piltover - responded by declaring a state of emergency and organizing a city-wide manhunt. In typical Jinx fashion, the criminal marked the Piltover treasury, the city's most secure building, with a direct challenge to its most abrasive officer. With a caricature of Vi's face splashed across the treasury's facade, and with a time and date of her supposed raid, Jinx was openly daring the enforcer to stop her from robbing it.

Determined to put the troublemaker behind bars, Vi watched and waited outside the treasury until Jinx's time had finally come. True to her scrawled promise, the smiling menace showed her face. Knowing this was her chance to capture the outlaw, Vi gave chase into the building's interior. She smashed through wall after wall to chase down Jinx, who giggled as she lit up the evacuated treasury with fiery explosions. Vi finally cornered the criminal inside the vault, but Jinx wasn't done just yet. With a maniacal laugh, she fired a barrage of rockets, bringing the entire building down upon them both.

When Vi finally crawled out of the ruins, the battered enforcer found no trace of Jinx. Adding insult to injury, not a single ounce of gold had been taken from the ruined vault. Instead, the criminal left a parting message to her favorite officer of the law - a challenge only now visible through the gaping opening in Piltover's skyline. The lights of the city spelled out a simple taunt: you'll never catch me. As Vi read the message, she heard the distant laughter of her new nemesis, and the city plunged into utter darkness for the very first time.

"Oh look - I'm opening my box of care! Oh wait - it's empty!"

- Jinx

Jinx patch logs since her release Back to Top

Patch Notes 3.12
222.pngJinx released

Patch Notes 3.13
Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units. Context: We feel that while Jinx's kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game.

 jinxQ.pngSwitcheroo! - Minigun
  • Total Attack Speed bonus reduced to 30/55/80/105/130% (from 50/70/90/110/130%)

Base damage reduced to 10/60/110/160/210 (from 30/75/120/165/210)
Mana cost increased to 50/60/70/80/90 (from 45/55/65/75/85)
No longer reveals stealthed units

Patch Notes 4.1
Summary: We’ve lowered Jinx’s base health but increased her health per level. We’re also standardizing Flame Chompers! arm time, reduced its damage at earlier levels and fixing a slight bug. Given all of Jinx’s other core strengths; we’re looking to reduce some of her early game laning power. Despite Flame Chompers! taking a little longer to arm – and doing less damage at early levels – Jinx can at least get excited about their increased reliability against champions who could use movement-based abilities to get over them (Vi, Lee Sin, etc).

  • Base health reduced to 462 (from 500)
  • Health per level increased to 82 (from 80)
jinxE.pngE - Flame Chompers!

Standardized arm time to 0.7 seconds (from 0.5 to 0.74 seconds)
Fixed a bug that would cause Chompers to sometimes not activate on champions dashing over them
Reduced damage at earlier levels to 80 / 135 / 190 / 245 / 300 (from 100 / 150 / 200 / 250 / 300)
Patch Notes 4.5

jinxR.pngR - Super Mega Death Rocket!

"NEW" BUGFIX: Now goes on cooldown when Jinx finishes firing, rather than when she begins firing
"NEW" BUGFIX: If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown

Patch Notes 4.21
Rules are made to be broken. Like buildings. BUT NOT CLARITY. NEVER CLARITY. "Recent updates to the way buff icons are shown have made telling what weapon Jinx is using a little chaotic (and not the kind she prefers). We've changed it so Switcheroo's icon is always the gun you're currently using, and added a flashy-toggle swirl to show you're spending mana while using Fishbones."

jinxQ.pngQ - Switcheroo!
  • SPELL ICON: Switcheroo!'s spell icon displays the gun Jinx will switch to the gun Jinx is currently using
  • TOGGLE SWIRLS!!!: When using Rockets, the ability icon will flash (like Ashe's Q) to show that Jinx is now in "mana spending mode"
4.13= Patch Notes 4.13
"We are all very excited about this change. Extremely."

Patch Notes 5.8
Super Mega Death Rocket's close-range damage has been severely reduced. "Jinx nerfs? EVERYBODY PANIC! Jinx is a champion that plays the game fast and loose, manipulating her range and using her toolbox of diverse (and colorful) explosions to control the battlefield. The only real way to stop this swiss-army-machine-gun was to get in her face, at which point she'd Super Mega Execute You At Close Range and gleefully skip away. It's worth highlighting that Super Mega Death Rocket still has that execute, which means Jinx can continue to get those mid to long range snipes but will just need to be more strategic about it, rather than just shotgunning it into the nearest baddie."

jinxR.pngR - Super Mega Death Rocket!MINIMUM DAMAGE:125/175/225 (0.5 bonus Attack Damage) 25/35/45 (+0.1 bonus Attack Damage)

Patch Notes 5.10
"In terms of objective power shifts, this reduces some of Jinx's early game strength and trades it for a bit more lategame power. Philosophically we want to continue highlighting Jinx's late, late game potential, but we were also seeing her start to crush turrets early on once she got a snowball rolling. You might call a change like this a power curve Switcheroo! but then we'd have to hit you for trying too hard."

jinxQ.pngQ - Switcheroo!

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

Patch Notes 6.1


jinxpassive.pngPassive - Get Excited!
  • TONE IT DOWN A BIT: Fixed a bug where Jinx was getting more than one passive stack after killing an inhibitor
jinxQ.pngQ - Switcheroo!
  • FREELOADER: Fixed a bug where Jinx was able to cast rockets for free when out of mana
  • LAZYBONES: Fixed a bug where Jinx was receiving less attack speed than intended from Get Excited! when using Fishbones, the Rocket Launcher
NO TAKEBACKS: Switcheroo! can no longer be cast while disabled.

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