- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Attack Damage+2.25 attack damage
Greater Quintessence of Life Steal+2% Lifesteal.
Greater Mark of Attack Damage+0.95 attack damage
Greater Seal of Armor+1.41 armor
Greater Glyph of Magic Resist+1.34 magic resist
Greater Glyph of Mana Regeneration+0.31 mana regen / 5 sec.
Marks: These will provide you with more damage output at all stages in the game.
Seals: These will help you trade better against the enemy Marksman.
Glyphs: Magic Resist Glyphs make you tankier while Mana Regeneration helps you trade in lane more often.
Quintessences: These will provide you with a mix of damage and sustain and they're amazing when combined with a Doran's Blade start.
- Points Available: 30 / 30
FlashTeleports your champion a short distance toward your cursor's location.
BarrierShields your champion for 115-455 (depending on champion level) for 2 seconds.
Flash is currently absolutely necessary on every AD Carry in order to make plays, manage situations and escape. If the enemy has flash and you don't, expect to be outplayed. Remember that Flash has a cooldown of 300 seconds (5minutes), if the enemy AD uses this cooldown then you should be more aggressive and try to capitalize.
Barrier is really useful on Jinx. You can use it to soak up damage when you dive into a fight or bait enemies into diving you. The duration of this spell is pretty short so you need to make sure that you use it when they enemy is outputting the most amount of damage. If your support exhausts their AD, he won't put out as much damage and it will be partially wasted.
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