- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
|E Flame Chompers!|
|R Super Mega Death Rocket!|
Passive: Get Excited!
- Get Excited!
- Jinx receives massively increased Movement Speed and stacking Attack Speed whenever she damages an enemy champion, tower, or inhibitor that is then killed or destroyed within 3 seconds.
This passive seems a bit gimmicky however it can actually be really effective in certain situations. During the lane phase, if Jinx picks up one kill she is almost guaranteed the pick up the second as when you combine this passive with the slow on her Zap! it makes it almost impossible to escape her.
- Jinx swaps weapons.
Fishbones, the Rocket Launcher: Basic attacks deal 110% Damage to Jinx's target and all nearby enemies, gain 75/100/125/150/175 range, fire 15% slower, and drain Mana.
Pow-Pow, the Minigun: Basic attacks grant bonus Attack Speed for 2.5 seconds. This effect stacks up to 3 times for a total bonus of % (bonus scales with spell rank and Jinx's level). Stacks fall off one at a time and only benefit Jinx's first attack after switching to Rocket Launcher.
- 20 Mana Per Rocket
- 1 Seconds
This ability is what makes Jinx so effective at trading in lane and what gives her a real presence in team fights. I max this either first or second because Jinx needs the extra range in team fights to survive but it also increases the attack speed gained which is Jinx's only steroid.
When laning you want to use the Rocket Launcher when you trade as you will out range the enemy carry and not take any damage in return. You can also combine this with Zap! afterwards to damage and slow the enemy meaning it is impossible for them to reach you. If the enemy does engage onto you, or you close in for the kill, then you want to switch to the Minigun as it grants you attack speed.
In team fights your maximum damage will be attained through using the Minigun but this will also put you in close proximity to whoever you are attacking. A good way of staying safe will be to use the Rocket Launcher until the enemy uses their ultimates or main crowd controls on others and then you will be safe to go into range with your Minigun. Remember that if someone dives onto you switch to the Minigun immediately to increase the lifesteal gained from Bloodthirster and increase your chances of surviving.
- Jinx fires a shock blast that deals 10/60/110/160/210 (+1.4*AD) Physical Damage to the first enemy hit, revealing it if it is not stealthed and slowing it by 30/40/50/60/70% for 2 seconds.
- 50/60/70/80/90 Mana
- 10/9/8/7/6 Seconds
Jinx's main source of damage and kill potential in lane. The best method to trade with Zap! is going to be to use your Rocket Launcher, attack the enemy carry and when they move towards you it provides you a window to Zap! them. This is the main reason why AD is so good on Jinx as it has a 1.4* ratio meaning that for every 100 AD you have, Zap! will do 140 more damage. It travels extremely quickly so it's difficult to dodge meaning that it is really up to you to hit the ability and not down to them to dodge it. I mentioned that this is her main source of kill potential in lane and that's because if you miss this ability then you are very unlikely to pick up a kill. Not only does it deal a huge amount of damage (like seriously, A LOT of damage) but it also slows the enemy which allows you to switch to Minigun and place your Flaming Chompers! in front of them. This ability combined with Jinx's Rocket Launcher is the reason she is so mana hungry so be sure to pick your trades and not constantly throw Zap! at them. Remember this item has a short delay before firing so unpredictability is important, so enemies don't dodge it
E: Flaming Chompers!
- Flame Chompers!
- Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions, rooting the target for 1.5 seconds and dealing 80/135/190/245/300 (+1*AP) Magic Damage over 1.5 seconds to nearby enemies. Chompers last for 5 seconds.
- 50 Mana
- 24/22/20/18/16 Seconds
This is your main utility ability and somewhat makes up for Jinx's lack of an escape. It works in a very similar way to Zigg's minefield and can be used in the same way as a zoning tool. This can be thrown at the direction of the jungler when they appear to gank meaning they have to walk around or at the enemy laners if they are going aggressive onto you. One tip is that if you are engaged on then place this directly on top of you or slightly ahead of you. It will mean that when the enemy jumps onto you they are immediately rooted and cannot follow up on their engagement.
R: Super Mega Death Rocket!
- Super Mega Death Rocket!
- Jinx fires a rocket that gains damage over the first second it travels. It explodes on the first enemy champion hit, dealing 25/35/45 (+0.1*AD) to 250/350/450 (+1*AD) Physical Damage plus 25/30/35% of the target's missing Health. Nearby enemies take 80% Damage.
- 100 Mana
- 90/75/60 Seconds
Really high damage ultimate, great scaling, execute and global. This is what makes Jinx so much fun to play and so deadly during the lane phase and team fights. During the lane phase, Jinx has a very poke heavy style of play with her Rocket Launcher and Zap! however once the target is around half health you can all-in with your ultimate and pick up kills easily. It will take some getting used to before you can hit every Rocket but it can be the difference between winning and losing a trade so is extremely important. One tip is to make sure you use the ultimate AFTER they have used their escapes or flashes. The Rocket travels relatively slow to start with and is not that difficult to dodge so you have a much higher chance of hitting the enemy if they have no way to jump out of the way. This is also extremely effective when you are dueling tanks during team fights as the execute deals damage based on their missing health. In general, tanks have a lot of health and so that means that your ult will actually still do a lot of damage to them. The final thing to note is that the ultimate still does 80% damage to targets around the area of impact which means that, whenever possible, it is better to use this half way through a fight on a group of enemies.
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