|Champion||Background||Strategy||Skins & Trivia|
- Jinx's strength as a marksman comes from her high scaling damage and ratios, ability to kite well with Flame Chompers! and Zap!, being able to finish off enemies with Super Mega Death Rocket!, and ability to continue the carnage (or disengage promptly) with Get Excited!.
- Flame Chompers! reveals the area it has been dropped and has a large range. Between Flame Chompers! and Zap! Jinx should never have to facecheck a bush.
- The bonus movement boost from Get Excited! is triggered with both kills and assists within 3 seconds. You can launch a Super Mega Death Rocket! at a far off teamfight to get an assist and to gain the movement speed boost you need to reach that teamfight and finish the job.
- Because Jinx lacks a spell escape, positioning in fights to get a fast kill and activate Get Excited! is critical. Remember that Fishbones damage is front-loaded, and is excellent for one or two critical shots but has much lower DPS when compared to Pow-Pow.
- As a general rule, if the enemy team is grouped up and you are at a distance, open with Zap! and a few shots from Fishbones, as well as well-placed Flame Chompers! to maintain distance. Only go into 525 range if you can get the kill quickly with Pow-Pow and escape without being locked down.
- If you find yourself surrounded by the opposing team, it is often best to try to shred one enemy down with the super-high Pow-Pow DPS, allowing you to escape with a quick Flame Chompers! and Get Excited!.
- When chasing an enemy, you can maximize your damage by efficiently orbwalking (a very helpful but somewhat difficult tactic to master where one stutter-steps away from enemies between auto-attacks) with Pow-Pow, then switching to Fishbones just as they step out of your 525 basic attack range. Your stacks will be retained, and with good orbwalking, this can net you up to three extra rocket hits without enchanted boots.
- Flame Chompers! have a delay before they are activated, so if you are chasing or are being chased by an enemy, don't throw it directly on them.
- You need to remember when you should switch between Pow-Pow and Fishbones. Using Pow-Pow with some lifesteal is useful for sustain and farming without pushing the lane too much (as the attack speed bonus can easily clear waves of minions almost as efficiently as Fishbones, and with her immense attack speed steroid, she can take down turrets very fast. Fishbones is useful for harassing, for pushing, and last hitting enemies with low health that are just out of range.
- Remember that Fishbones can critically strike, and the critical damage is applied to everyone caught in the splash radius (modified by armor, as usual). This is especially useful for clearing minion waves and to spread the damage during teamfights.
- Jinx has the highest scaling mana regen out of every champion in the game. As her cooldowns are relatively long early on and one should not be using Fishbones too often, she should not have serious mana problems later on in the game.
- Jinx as a marksman can become incredibly mobile and naturally gains attack speed as part of her passive ability on Switcheroo!, lending her best statistics to come from attack damage and critical chance. Since Jinx is built for kiting and chasing, movement speed items should be included in her build if no other fast or mobile champions are on her team.
- Note that during early game, utilizing Fishbones costs mana, but does bonus damage and splash damage. Therefore, it's more beneficial to build attack damage and armor penetration first over attack speed, as too much attack speed can drain away her mana pool relatively quickly.
- is a core damage item that Jinx needs. The critical strike chance and magnitude boost synergizes well with her innate 130% attack speed natural steroid with Pow-Pow and because the splash damage of Fishbones can critically strike. This means that you can deal a huge amount of damage to the enemy team with crit enhanced auto attacks from a distance. With , your critical-splash damage will be 275% of your AD.
- Because Fishbones doesn't have the attack speed steroid for more than one attack, and stacking critical chance dramatically increases your damage output, it is also advisable to build a . It grants much needed movement speed as well as the highest critical chance bonus of any item.
- Getting a is also a viable option, since it delivers some attack and movement speed, critical chance and the proc synergizes well with the AoE potential on her rockets.
- Jinx needs roughly 140% bonus AS to max out her attack speed including the three stacks on Pow-Pow. This can obtained with , and (or some other combination). Alternately, you could build two and a along with to achieve max attack speed and 100% (105%) crit chance.
- is statistically viable due to Jinx's high mana and mana needs, especially because of Fishbones and looks perfect for her at first glance. However, it delivers less than satisfying total damage output late game and is one of the more gimmicky options. The main advantage is you will rarely have to leave your lane early game to refill mana. If you intend to go this route, it is wise to choose another item that increases mana such as to benefit more from Awe. This route is only if you simply cannot manage your mana.
- synergizes well with both her long range on Fishbones and her attack speed steroid on Pow-Pow.
- Keep in mind that the on-hit effect only applies only to the primary target, but not Fishbones's splash effect.
- Building an early and later into a grants her the extra mobility she needs. The passive combined with Trinity Force's built in percent movement speed and Get Excited! allows Jinx to chase down or kite enemy champions if she manages to gain a kill or an assist.
- Keep in note that unless Jinx has enough cooldown reduction to spam Zap! at higher ranks, she will not fully benefit with the passive proc, and switching between Fishbones and Pow-Pow will not trigger passive, thus making on Jinx a gimmicky option.
- However hitting the target with a Zap!, then a rocket while closing the range and waiting for the cooldown, then throwing down Flame Chompers! and firing off another rocket while the enemy is rooted can result in some very high burst damage that can be repeated relatively quickly. With some life steal your enemy will likely not be able to keep up with your burst damage and heal potential.
- Despite the fact that Fishbones is not able to apply on-hit effects with its splash damage, passive is still applied because it applies on physical damage, making it a fantastic item to build on Jinx. Combined with her AoE capacity of Super Mega Death Rocket!, Jinx can effectively apply armor shred debuff on multiple enemy teammates with Fishbones. also gives her cooldown reduction that will help her spam her abilities and extra health if she needs to fight at close range with Pow-Pow.
- Similarly, if you want to build Jinx almost like a ranged AD Caster in a similar vein like Corki, Urgot, and Ezreal, consider build items like and along with and points in Intelligence or Sorcery for 40% CDR so Jinx can spam Zap! every 3.6 seconds. Keep in mind that this sacrifices some of her lategame damage potential with her Fishbones in exchange for better mid-game teamfight, poking, and utility potential.
- Having a slightly lower than average health pool for Marksman (1856 HP at level 18), building armor, magic resist or health on Jinx is highly recommended, as it will help you survive burst damage from enemy assassins. A good choice for health is the as the huge range of Fishbones will let you freely peel for yourself when being chased, but remember that only the primary target will be affected by the slow, not the ones caught in the splash damage radius.
- can accumulate stacks in the mid- and late-game very fast with her Fishbones. In addition it gives her a very strong of life-steal and a big amount of AD.
- If you bought and , a possible item choice is . As this will deliver a punishing attack speed combined with Pow-Pow. The on-hit effect will mow down minions waves and tightly clustered champions alike.
|The Howling Abyss|
|The Crystal Scar|
|The Twisted Treeline|
- Try to dodge her Flame Chompers! as they have a very long cooldown early on and are her only disengaging ability.
- When laning against Jinx, be wary of her using Fishbones as she farms, as the splash damage will hit multiple minions at a time and anyone standing near them.
- Jinx's ultimate Super Mega Death Rocket! has a global range. Avoid recalling out in the open and do not walk back to base down the middle of a lane's path.
- Because of the execute damage on Super Mega Death Rocket!, Jinx can pick up a kill relatively easily on a low health ally if you are too close. If necessary, block it early if you are healthy yourself to deny her both the kill and her passive proc.
- Jinx has immense pushing capability early on with the assistance of Pow-Pow. Focus on maintaining lane balance during the early game to shut out a potential tower loss.
- High mobility assassins such as Lee Sin and Kassadin are Jinx's biggest threats. Have such champions focus on her during teamfights.
- Positioning is important in maintaining health during a push or a team fight, as Jinx is dependent on landing her skillshots in order to deal damage. Always have tanks surrounding weaker champions or at the very least facing Jinx.
- High armor items reduce Jinx's damage output severely. and the two items it builds into are the most effective defenses, as the passive attack speed slow counters her stacking attack speed from Pow-Pow.