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All Guides Jinx Guides Jinx Ultimate Guide! " How to get diamond with Jinx? "
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Jinx Statistics for EvayG

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

Value
Average
Games Played
10
6
Win %
60
46
Kills
9.0
6.2
Assists
7.5
6.9
Deaths
6.4
5.9
KA:D Ratio
2.6
2.2
Gold Earned
14.3K
12K
Creep Score
199.3
201.9
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Flash

4.png is arguably the best summoner spell in the game. Flash is a must on Jinx as it allows you to get kills, escape death, and for making plays. It is very important that this spell is available during teamfights as you may need it to re-position yourself. You can use flash offensively early game but save it for defensive play late game as your team will require your consistent DPS.


Heal


7.png A very good summoner spell on ADC's (marksman) in general as it helps keep them alive. The active heal can also be used to save a teammate when needed. The movespeed gained from this isn't very long but it can definitely save you from being killed or getting just enough movespeed to secure a kill. Fits into the meta nicely because its just so useful.

New Runes Back to Top

Masteries Back to Top

Ferocity & Cunning 

(18/12/0)


Ferocity

  • Fury - Jinx is auto attack based, the attacks speed will really help her out.
  • Double Edged Sword - Will provide more damage in exchange for taking more.
  • Vampirism - Gives extra sustain in lane and throughout the game.
  • Bounty Hunter - Insane damage late game.
  • Battering Blows - Jinx is AD based. The armour penetration would help her to deal more damage.
  • Fervor of Battle I take Fervor of Battle on Jinx because it helps to make your auto attacks deal more damage. At Level 18 with 8 stacks, your autos will do an additional 112 damage which is insane.

Cunning

  • Savagery - Will make last hitting easier in lane.
  • Secret Stash - Helps with sustain in lane.
  • Merciless - To deal Extra damage to champions which lower then 40% health.
  • Dangerous Game - Kills and assists will gain health and mana.

Abilities Back to Top

Q
E
W
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
3
8
10
12
13
E
2
14
15
17
18
R
6
11
16

jinxpassive.png 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.


jinxQ.png 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.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.


jinxW.png 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.


jinxE.png 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. In Teamfights try to make distance between you and the enemy champions, so you can deal damage on them but they can't reach you.


jinxR.png 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.

Items Back to Top

Starting Items

Core Items

    Standard Core
    Choose one
    Choose one

Situational Items

    Defensive Options
    Consumables & Vision

QUICK BUILD

If your game is just started and u want to know what u must buy, this is for you: 


1055_32.png + 2003.png + 3340.png -> 1038.png + 2043.png + 2003.png2003.png -> 3006.png ->3086.png -> 3085.png -> 3031.png -> 3072.png -> 3036.png -> 3026.png


FULL BUILD EXAMPLE 1  : 3006.png + 3085.png + 3031.png + 3072.png + 3036.png + 3026.png
       

FULL BUILD EXAMPLE 2:   3006.png + 3085.png + 3031.png + 3139.png + 3036.png 3102.png


These 2 builds are just 2 examples of what you can get, you need to diversify your build according to the game you're in 



1. Start


1055.png - Your standard start on Jinx.
2009.png - Remember your Health Potions are now this thanks to Secret Stash.
3340.png - Don't forget to buy this before you leave base, change to 3363.png at level 9.


2. First recall    1038.png


You should try to recall when you have over 1300 gold to get the B.F. sword. Your ideal recall is at about 1475 gold, so you can get 1038.png + 2003.png2003.png + 2043.png.


3. Your item choice at second recall 3006.png 3086.png


By the second recall, your first goal is to get berserker graves 3006.png. After getting your berserkers graves you want to get Runaan's Hurricane 3085.png.

Try to get 3086.png before 1043.png, it gives you more strength early on until you finish the final item.



4. Early game ( Min 15-20 ) 

Now you got 3085.png. Your next item is 3031.png.


5. Mid game build ( Min 20-40 ) 



Now you should have something like this : 3006_32.png +  3085.png  +  3031_32.png 


3139.png - I feel this is a lot better than 3072.png because it provides the almost the same damage, some lifesteal, but most importantly, the 3140.png active. In some cases you will just want to build 3140.png first and finish the rest later because as mentioned above lifesteal can be skipped.

3072.png - A great item for damage and sustain. If you feel you do not need to rely on the 3140.png active then go for this as it provides high damage and lifesteal, as well as a shield if you attack at full HP.

   3156.png - A great item to survive alot of ap burst. Examples 134.png7.png.




6. Late game build ( Min 30-50) 



Now you should have something like this :3006_32.png +  3085.png  +  3031_32.png  +  3072.png or 3156.png or 3139.png 


3036.png - 45% armour penetration + Grants up to 15% bonus physical damage against enemy champions
with greater maximum health then you.

- Choose one

3033.png - Physical damage inflicts Grievous Wounds on enemy champion champion for 5 seconds.

Grievous Wounds is a debuff that reduces all healing received by 40%.

This is great against multiple healers such as 36.png or 106.png.


7. Final build 


Final build:  3006_32.png +  3085.png  +  3031_32.png  +  3072.png or 3156.png or 3139.png  +  3033.png  or  3036.png  + 3026.png or 3102.png 


You have completed all your damage items, now its time to build something defensive to keep you alive.

3026.png - Your all round defensive item. Gives you a second life if you take lethal damage.

3102.png - This is better against magical damage and provides a spell shield.


Matchups Back to Top

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

  • Annie
    Medium
  • Ashe
    Easy
  • Bard
    Medium
  • Blitzcrank
    Medium
  • Braum
    Hard
  • Caitlyn
    Medium
  • Corki
    Hard
  • Draven
    Medium
  • Ezreal
    Medium
  • Jhin
    Hard
  • Kalista
    Easy
  • Kog'Maw
    Easy
  • Leona
    Hard
  • Lucian
    Medium
  • Lulu
    Medium
  • Miss Fortune
    Hard
  • Morgana
    Medium
  • Nami
    Medium
  • Sivir
    Medium
  • Sona
    Medium
  • Soraka
    Easy
  • Tahm Kench
    Hard
  • Taric
    Medium
  • Thresh
    Medium
  • Tristana
    Medium
  • Twitch
    Medium
  • Varus
    Easy
  • Vayne
    Medium

VS

Annie

Medium
  • 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.

VS

Ashe

Easy
  • 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.

VS

Bard

Medium
  • 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.

VS

Blitzcrank

Medium
  • 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.

VS

Braum

Hard
  • 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.

VS

Caitlyn

Medium
  • 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.

VS

Corki

Hard
  • 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.

VS

Draven

Medium
  • 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.

VS

Ezreal

Medium
  • 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.

VS

Jhin

Hard
  • 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.

VS

Kalista

Easy
  • 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.

VS

Kog'Maw

Easy
  • 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, andTRIPLE damage when his target is below 25% HP. Get those happy feet on and be ready to DODGE.

VS

Leona

Hard
  • 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. 

VS

Lucian

Medium
  • 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]

VS

Lulu

Medium
  • 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.

VS

Miss Fortune

Hard
  • 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.

VS

Morgana

Medium
  • The Queen of Supports, Morgana can bind you for 3 whole seconds. Buy a quick silver stash.
  • 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.

VS

Nami

Medium
  • 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.

VS

Sivir

Medium
  • 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.

VS

Sona

Medium
  • 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.

VS

Soraka

Easy
  • 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.

VS

Tahm Kench

Hard
  • 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.

VS

Taric

Medium
  • 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.

VS

Thresh

Medium
  • 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.

VS

Tristana

Medium
  • 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.

VS

Twitch

Medium
  • 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.

VS

Varus

Easy
  • 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.

VS

Vayne

Medium
  • 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.
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