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All Guides Jinx Guides The Loose Cannon 7.13 80% win rate.
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Jinx Statistics for Rozencrantze

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

Value
Average
Games Played
14
7
Win %
50
46
Kills
5.3
6.1
Assists
8.0
6.9
Deaths
5.9
5.9
KA:D Ratio
2.3
2.2
Gold Earned
11.6K
11.8K
Creep Score
168.6
193.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Flash and Heal are the standard ADC summoners and what you should always take on Jinx.

New Runes Back to Top

Masteries Back to Top

Feast 

6122.png I like feast with the doran's blade start. It adds to your lifesteal to start especially since I go Fervor of Battle instead of Warlords Bloodlust. 6121.png Fresh Blood is an alternative if you think you will be ok. In the current meta with Cait and Trist being OP I prefer Feast.

Vampirism

6131.png I don't build any lifesteal items other than Doran's Blade until the end if the game is still going. I like Vampirism because you start with 2% lifesteal. Combined with feast and Doran's Blade you can auto your hp back in no time. If your lane opponents aren't very pokey and you think you can manage 6134.png is good too.

Bounty Hunter

6141.png I take Bounty Hunter because 5% extra damage all the time is better than taking 1.5% extra damage in exchange for 3% damage. ADC's are usually a primary target especially among assassins. I don't want to give them any advantages. 6143.png Battle Trance is an ok alternative but I still prefer Bounty Hunter.

Fervor of Battle

6162.png Fervor of Battle is perfect for Jinx. Her Passive jinxpassive.png Get Excited! helps you stack Fervor quickly. It is the best keystone for Jinx. 





Abilities Back to Top

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

jinxpassive.png GET EXCITED! Passive

Whenever an enemy champion or structure dies within 3 seconds of being damaged by Jinx, she gains 175% bonus movement speed which decays over 6 seconds. Additionally, she gains 15% attack speed for the same duration, stacking indefinitely. 


jinxq.png Switcheroo! Q 

Effect Radius : 150 - Static Cooldown: 0.9

Max Q  first unless you can put a point in R. Toggling Q switches back and forth from Jinx's minigun Pow-Pow and her rocket launcher Fishbones.

Fishbones: 20 mana per attack. Jinx loses 25% bonus attack speed and her basic attacks cost mana (20) but they have increased range, deal 10% bonus physical damage, and hit all enemies around the main target (all damage components can critically strike). Fishbones is great for team fights when combined with 3085.png Runaan's due to its splash damage and range. If you are in a 1v1 you will always want to use your minigun, however.

Fishbones enhanced range from levels 1-5 is: 600/625/650/675/700

Pow-Pow: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times (Rev'd Up). The maximum attack speed scales with both ability rank and Jinx's level. The maximum bonus attack speed contributed by level is 0-70 (based on level)% bonus attack speed. Pow-Pow is your main weapon. It will win most fights for you especially if you are in a 1v1 or are focusing a single target in a team fight. Pow-Pow's maximum bonus attack speed from ability ranks is: 30/40/50/60/70%.

Pow-Pow grants stacks of Rev'd up. The first stack is twice as potent as the others, and stacks decay one at a time when she stops attacking. Switching to Fishbones will not clear any active stacks, but they will not grant bonus attack speed after her first basic attack.

jinxw.png Zap! W  

Target Range: 1500 - Collision Radius: 40.25 - Speed: 2300  Mana Cost: 50/60/70/80/90 - Cooldown: 10/9/8/7/6 Physical Damage: 10/60/110/160/210 (+140% AD) - Slow: 30/40/50/60/70%

Max this ability second.

After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy it hits, revealing and slowing them for 2 seconds. 

jinxe.png Flame Chompers! - 

Target Range: 900 - Effect Radius: 50 - Mana Cost: 70 - Cooldown: 24/20/20.5/17/13.5/10 
Magic Damage: 70/120/170/220/270 (+100% AP)

Max this ability third.
 
Jinx tosses out 3 Chompers that arm after 0.7 seconds, and explode automatically after 5 seconds. Once armed the Chompers will explode on contact with enemy champions.

Exploding Chompers deal magic damage over 1.5 seconds to all enemies within a small area, and champions that set them off are rooted for the same duration. 

A single champion can only set off a single Chompers and can only be damaged by one, even if they remain in range when they explode.

jinxr.png Super Mega Death Rocket! 

Target Range: Global - Effect Radius: 225 - Speed: 1500/2500 - Mana Cost: 100  
Cooldown: 90/75/60

Max this ability whenever able. (6/11/16)

Jinx fires a rocket that travels in a line, exploding in an area upon hitting an enemy champion. Secondary targets take 80% damage. Enemies caught in the explosion take 15%-150% (based on distance traveled) of the rocket's physical damage, though not the missing health component.

Min. physical damage: 25/34/45 (+15% bonus AD) (+25/30/35% of target's missing health)
Min. secondary damage: 20/28/36 (+12% bonus AD) (+20/24/28% of target's missing health)

Jinx's ultimate is what she is known for. There is nothing more satisfying than predicting where a low hp enemy champion will be on the map and hitting them from the other side of the map, in the blind.










Items Back to Top

Starting Items

    This is what I start with 100% of the time.
    Get B.F. Sword on your first back if you can. Decide whether a dagger or boots is more needed if you have the gold. I typically back with around 1450 gold. In that case, I buy the BF sword and potions.
    After you get B.F. Sword rush your Runaan's. Try and get a Zeal. If you can't get a zeal then get daggers until you can get a zeal or complete Runaan's. The daggers also go in to Beserker's greaves so you can go that route as well if you need it.
    If you get first blood and need to back I would get one of these. Decide on boots or dagger and get pots and a control ward. Personally, I would take the dagger as you are going to rush a Runaans anyways. If I get first blood I try not to back and use the gold towards the BF sword.

Core Items

    This is your core. Runaan's Hurricane into Infinity Edge into Lord Dominik's Regards. After LDR you should be unstoppable. Get Berserker's Greaves somewhere after Runaan's and before IE.
    Farsight Alteration. At level 9 pick this up. Check your team though. If all of them get this or the sweeping lense then keep your totem. I have had teams where everyone got rid of the totem. Wards win games.
    Elixir of Wrath. I usually start buying this after GA if I back with under 700 gold. It is also useful if you are going to be in a lot of team fights. It can give you the edge over the enemy carries.

Situational Items

    I usually decide on one of these depending on the state of the game. I usually don't even need bloodthirster because I do so much damage. Typically the game is over before I even get to this point.

Farming can save Jinx. Even if you die a lot early keep farming. If you see your jungler on the other side of the map take his wolves or raptors. If they are behind ask them first. Just play smart and don't chase, over extend, or walk in the enemy jungle without vision. IF you stay calm and get those first three items you will be ok. When ulting on Jinx remember to lead the enemy champ a bit if they are running away. If they run into a bush and no one is chasing them ult the bush. They are probably backing. With practice, you can time your ult to steal dragon and baron. Your ult can not kill monsters like baron or dragon so you have to hit the enemy champions and let the splash damage hit the drag/baron. Your ult can only hit enemy champions. If it misses it will sail to the end of the map. Watch your minmap though if you miss. It may hit a jungler of someone you cant see. It will reveal them for a second if you hit them.

Matchups Back to Top

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

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