Skill Usage Edit
- 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. You can launch a Super Mega Death Rocket! in a far teamfight, helping for the kill, 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 vastly 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 (stutter-stepping - walking just slightly ahead of your attack range to attack so when the enemy reaches the end of it you area already attacking and can be ready without wasting basic attack time between 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 brief delay before they are activated, so if you are chasing or are chased by an enemy, don't throw it directly on the enemy. The delay is around 0.4 seconds.
- You can use the snare time of that ability to land a perfect Zap!.
- 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 our 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.
Build Usage Edit
- 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 the main damage item Jinx needs. The critical strike chance synergy well with her innate 130% attack speed natural steroid with Pow-Pow and because the splash damage of Fishbones can critically strike, it means that you can deal a huge amount of damage to the enemy team. With your critical-splash damage will be 275% of your base AD.
- Because Fishbones doesn't have the attack speed steroid for more than one attack, and stacking critical chance increases dramatically your DpS, it is also advisable to build a . It also grants the much needed movement speed as well as the very useful critical chance and lack of attack speed with a bonus minion dodger built in to one item.
- Jinx needs a bonus 140% AS to max out her attack speed with three stacks on her Pow Pow. With Bezerker's Greaves, this amounts to a Phantom Dancer and Runaan's Hurricane (or some other combination). Alternately, you could build two Phantom Dancers and a Static Shiv with Boots of Speed, coupled with Infinity Edge 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 gives a less than satisfiable total damage output late game and is one of the more gimmicky options. The main advantage is you will never 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 basic attack range Fishbones AND her attack speed steroid Pow-Pow.
- Keep in note that 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 's 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 's passive proc, and switching between Fishbones and Pow-Pow will not trigger 's passive, thus making on Jinx a very gimmicky option. However hitting the target with a Zap! then a rocket blast closing the range waiting for the cooldown then throwing some grenades from Flame Chompers! and firing off another heavy damage boosted 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 Fishbones not being able to apply on-hit effects in it's splash damage, is a good item to build on Jinx. Combined with her AoE capacity of Super Mega Death Rocket!, Jinx can effectively apply 's armor shred debuff on multiple enemy teammates by simply basic attacking with her Fishbones. also gives her cooldown reduction that will help her spam her abilities and extra health if she needs to get into close range with her 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 note that this is considered to be a very gimmicky option since it's sacrifices her lategame potential with her Fishbones in exchange for better mid-game teamfight, poking, and utility potential.
- Having one of the lowest health pool in game (1860 hp at level 18) building some armor, magic resist or health will help taking burst damage from assassins that can destroy you. A nice choice is the since the huge range of Fishbones will let you freely peel 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.
- Once and have been gained, it is recommended that is bought. As this will deliver a punishing attack speed combined with Pow-Pow. It can easily mow down minions and champion alike.
Recommended builds Edit
|The Howling Abyss|
|The Crystal Scar|
|The Twisted Treeline|
- Try to dodge her snare grenades as they are her only disengaging ability.
- When laning against Jinx, try not to stand too close to your own minions. Your opponent will hit them with their rockets, damaging you for the same amount.
- As against any global-range skillshot champ, don't stand in predictable places (just behind a turret) when teleporting back to base (from any lane) and avoid running back in a straight line.
- If forced out of lane, immediately ask for assistance: Jinx can take a tower down from full health to zero in an extremely short period, even without high damage items (if Q is maxed first).
- In teamfights, try and get your high mobilty, high damage champions like Kassadin and Ezreal to focus her down, but be wary of her snares and her fellow teammates.
- If you are on low health or if you are a squishy champion, standing behind your tank will help a lot, as most of Jinx's abilities are skillshots.
- Because of her lack of mobility, a is an effective way to counter her huge DPS. Paired with someone like Lee Sin, an assasin with huge chase potential, it becomes quite easy to kill her.