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All Guides Jinx Guides Demolish & Dominate / Diamond Jinx Guide
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Jinx Statistics for AlmightyHoly

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

Value
Average
Games Played
36
4
Win %
50
47
Kills
8.5
6.8
Assists
6.5
7.3
Deaths
6.0
6.4
KA:D Ratio
2.5
2.2
Gold Earned
12.8K
12K
Creep Score
192.8
189.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

         There is nothing much to talk about summoner spells, It's obvious. You go with  4.png with 7.png

As an ADC (Especially with Jinx you need flash), 99% of the time you will be hard focused and you will need distance between you and the target + with 4.png you can easily dodge some skillshots,take a kill or just save your head.

   7.png Gives you (hp + movement speed) to yourself + your ally. 

You need this for sustain ( it means u can prolong your dying or dead of your teammate.)
DO NOT TAKE 21.png, it's useless, even if u have 16.png that heals you non-stop, do not take 21.png. It helps only to yourself , so in 2 v 2 bottom fights you won't be able to help your support. 

New Runes Back to Top

Masteries Back to Top

             The mastery part its really easy. You go classic 18/12/0 but instead of Fervor you go with Warlord's.

Fervor used to be the best mastery but they nerfed it few patches ago and its not the best pick for jinx right now.
Its still viable, but i prefer Warlords over Fervor.
When you have low missing health the lifesteal you get from your basic is increased and really helps you in late game with the lifesteal items. 
Deathfire Touch and Thunderlord's aren't viable, Jinx isn't based on bursting people or spamming her spells (like 202.png)so both of theese masteries are pointless.

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

        

Passive: Get Excited!    jinxpassive.png

   Jinx passive is one of the best things ever, 175% movement speed gained from kills or assists also after taking objectives (turrets & inhibitors) makes jinx abnormal carry. After each kill she continues to chase and stomps the entire enemy team so easily. It also helps you to escape or change your position during the teamfight.

Q Ability: Switcheroo!   jinxQ.png

    Don't want to bother you about the each lvl scaling and stuff like that, i will skip that and go directly to the point.
The 222.png itself rotates around jinxQ.png. It gives you 130% attack speed on max lvl that makes your Jinx being ADC on steroids. Also switching from Pow-pow (The Minigun ) to Fishbones ( The Rocket Launcher ) lowers your attack speed but gives you 700 attack range, only 3 unites lower then max level 18.png. Still you got more attack range then 51.png (Which is 650). (More about switching between Minigun and Fishbones below)

W Ability: Zap! jinxW.png

Long range skillshot, that slows 70% on max level also gives you a clear line of sight. The jinxW.pngcan be used in both ways, offensively ( as an initiation or defensively as disengage ). Also it helps your team to catch the running target and gives you assisst so you can continue to chase with your jinxpassive.png.

E Ability: Flame Chompers! jinxE.png

Jinx tosses 3 jinxE.png, that arm ( get ready ) after 0.7 sec. So it means that if u place them wrong the enemy can freely "pass" through them so u will get confused. 
So when the enemy champion makes first contact with the jinxE.png he gets rooted ( prevetend from walking ) for 1,5 sec.

R Ability (Ultimate): Super Mega Death Rocket! jinxR.png


A global-ranged ultimate that deals a flat amount of damage, plus up to 35% of the enemy's missing health (at Rank 3). Also the ulty provides awesome clean ups after the teamfight or snipes all over the map that makes you feel adrenalized and godlike :D. 





Items Back to Top

Starting Items

    Classical starting items

Core Items

    This is how the core item set should look like in the late game.

Situational Items

    Everything is the same as the previous variation but the only difference is the statikk. You take statikk when you want to have the "kind of" burst DMG as an ADC. ( You want to take down that syndra,veigar,zyra,vayne asap )
    Instead of statikk you take Firecannon, this item gives you extra range, so if you play against someone who is really fed ( syndra, veigar, annie, oriana ) you wtill want to make preassure. Also they don't have the extra range + from your Rocket launcher and the range which comes with firecannon so feel free to poke them.
    Take steraks when the enemy team got mixed dmg ( AD & AP ). It helps you to sustain the burst . Also if they got sick Ap burst and magic rez won't help you, steraks is the answer of the question.
    Simple. You take guardian angel when the team depends on you. If you die your team loses. Also you take it when you have to survive (zed,talon,syndra) when they "all in" you.
    One skillshot can end the game. Flash+tibbers, Flash+Seju's ulty, Flash+Skarner's. Take this one when you want to survive one fast unpredicted cc and have time to react.
    Take cull when you have around 500 gold at your first back. You don't need boots or dagger ( attack speed dagger ), early in the game. Or otherwise you can take cull when the lane is boring and the only thing that happens it's farming.

Also as you can see i didin't metion 3139.png, take this item whenever you get locked with chain CC like. 
-Nami's ulty namiR.png
-Seju's ulty sejuaniglacialprisonstart.png
-Lissandra's ulty lissandraR.png
-Annie's ulty infernalguardian.png
So basicly everything that stops you from attacking/moving its CC ( Crowd Control )

Matchups Back to Top

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

  • Alistar
    Medium
  • Ashe
    Easy
  • Bard
    Medium
  • Ezreal
    Medium
  • Jhin
    Hard
  • Karma
    Hard
  • Lucian
    Hard
  • Lulu
    Medium
  • Miss Fortune
    Hard
  • Nami
    Easy
  • Twitch
    Medium
  • Vayne
    Easy

VS

Alistar

Medium

Well played alistar can be tough to handle, he will deff his adc really well and can make you have some rough time on bot.

VS

Ashe

Easy

You outtrade her, bigger range, bigger dmg

VS

Bard

Medium

Bard is something between medium and hard. If played well can cause  you a lot of trouble.

VS

Ezreal

Medium

He can be anoying, just take cull and farm, you will still do better mid/late game then him

VS

Jhin

Hard

His forth basic is just outstanding + his Q W combo, Play deff early there is no chance u can outrade him.

VS

Karma

Hard

Karma is one of the hardest opponents you can get, her poke and dmg early its outstanding, you will get bullied non-stop and you will be forced to go back anormous times.

VS

Lucian

Hard

He will go all in on lvl 2 so you will end up losing your 60% of the HP. Early to mid you will have hard time taking him down, but in late its a piece of cake.

VS

Lulu

Medium

She can be really annoying early, poking with Q, giving her adc shields. You cannot do much eariler. Just keep farming and keep your anger for late. She will get oneshoted and u can laugh on her dead body. * i know i am evil * 

VS

Miss Fortune

Hard

Don't stand directly behind minions, her Q jumps over the minion she targets and deals tons of dmg ,you cannot trade her. 

VS

Nami

Easy

She will heal her adc earlier trying to hit some bubbles but nothing much. She will end up losing later cuz she cannot handle your rockets in her face.

VS

Twitch

Medium

Twitch can be tough enemy if played well. When he got you full stacked ( got 2 stacks with his twitchW.png followed up with twitchE.png ), you can end up loosing the trade.

VS

Vayne

Easy

Early she will call you bully like those one in 90's kid movies. She will hate her life so much if you play jinx correctly. Poking around freezing the lane, zoning her with your support will force vayne to curse her life and the day she started league. If you don't use your advatange earlier you will end up losing late, becouse she can oneshot you.

About the play style, what/when/where. Back to Top

So jinx is hyper type of carry. She can snowball easily and carry alone. Tons of dmg with great movement passive, makes her unstopable when she gets the first kill. 
In lane you want to farm and poke when you get the opportunity. So switching between Minigun and Rocket launcher its unnecessarily.
When you are in close range combat you want to use Minigun, u get the 130% attack speed and you just stop your enemy with your crits and dmg.
When you poke you want to use Rocket Launcher, so u get the extra dmg and the range.
You use the her W when you want to engage ( 70% slow ) or disengage when they are chasing you. Also becouse of its long range you can use W to make snipes ( clear up).
When it comes to the Flame Chompers you use them when you want to make distance between you and the enemy
Ulty is used to snipe people and for clear ups, the more it travels and the lower enemy's health the more dmg it does. You never use ulty for egange or when the target is closer to you.


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