JINX STATS
Attack
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Attack Damage57 ( + 3.4 )
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Attack SpeedNaN ( +0%)
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Attack Range525
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Critical Hit Chance0 ( + 0 )
Defense
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HP630 ( + 100 )
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HP Regeneration3.75 ( + 0.5 )
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Armor26 ( + 4.7 )
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Magic Resistance30 ( + 1.3 )
Other
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Mana245 ( + 45 )
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Mana Regenration6.7 ( + 1 )
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Move Speed325
JINX SPELLS
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Get Excited!
Jinx receives massively increased Move Speed and Attack Speed whenever she helps kill or destroy an enemy champions epic jungle monster, or structure.
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Switcheroo!
- Cost: 20 Mana Per Rocket
- Range: 600
Jinx modifies her basic attacks by swapping between Pow-Pow, her minigun and Fishbones, her rocket launcher. Attacks with Pow-Pow grant Attack Speed, while attacks with Fishbones deal area of effect damage, gain increased range, but drain Mana and attack slower.
Jinx swaps weapons between Fishbones the rocket launcher and Pow-Pow the minigun.While using the rocket launcher, Jinx's Attacks deal {{ rocketdamage }} physical damage to the target and nearby enemies, gain {{ rocketbonusrange }} range, cost Mana, and scale {{ rocketaspdpenalty*100 }}% less with bonus Attack Speed.
While using the minigun, Jinx' Attacks grant Attack Speed for {{ minigunattackspeedduration }} seconds, stacking up to {{ minigunattackspeedstacks }} times (+{{ minigunattackspeedmax }}% %i:scaleAS% max). -
Zap!
- Cost: 50/60/70/80/90 {{ abilityresourcename }}
- Range: 1450
Jinx uses Zapper, her shock pistol, to fire a blast that deals damage to the first enemy hit, slowing and revealing it.
Jinx fires a shock blast that deals {{ totaldamage }} physical damage to the first enemy hit, Slows them by {{ slowpercent }}%, and reveals them for {{ slowduration }} seconds.
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Flame Chompers!
- Cost: 90 {{ abilityresourcename }}
- Range: 925
Jinx throws out a line of snare grenades that explode after 5 seconds, lighting enemies on fire. Flame Chompers will bite enemy champions who walk over them, rooting them in place.
Jinx tosses out 3 chompers that last for {{ grenadeduration }} seconds. They explode on contact with enemy champions, Rooting them for {{ rootduration }} seconds and dealing {{ totaldamage }} magic damage to nearby enemies.
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Super Mega Death Rocket!
- Cost: 100 {{ abilityresourcename }}
- Range: 25000
Jinx fires a super rocket across the map that gains damage as it travels. The rocket will explode upon colliding with an enemy champion, dealing damage to it and surrounding enemies based on their missing Health.
Jinx fires a rocket that explodes on the first enemy champion hit, dealing {{ damagefloor }} to {{ damagemax }} + {{ percentdamage }}% missing Health physical damage, gaining damage over the first second of travel time. Nearby enemies take {{ aoedamagemult*100 }}% Damage.Missing Health damage cannot exceed {{ monsterexecutemax }} against Monsters.
JINX COUNTER/TIPS
Jinx Ally Tips
- Rockets aren't always the best choice! Jinx's minigun is incredibly powerful when fully ramped up. Switch to it whenever an enemy champion gets too close.
- Jinx's rockets deal full damage to all enemies in the explosion. Use them on minions in lane to hit nearby enemy champions without drawing minion aggro.
- When a fight starts try to stay on the edge of fray by poking with rockets and Zap!. Do not run in and unload with the minigun until you feel it is safe.
- Strong against:
Jinx Enemy Tips
- Jinx's minigun takes time to ramp up. If you see her poking with rockets try to jump on her and burst her down.
- Jinx's ultimate does less damage the closer you are to her.
- Jinx's snare grenades have a long cooldown and are her primary means of protecting herself. If she misses with them she will have a hard time escaping if engaged upon.
JINX Build
JINX SUMMONER SPELLS
JINX REFORGED RUNES
Precision
Domination
JINX ABILITY ORDER
1 | 4 | 5 | 7 | 9 | ||||||||||||||
2 | 8 | 10 | 12 | 13 | ||||||||||||||
3 | 14 | 15 | 17 | 18 | ||||||||||||||
6 | 11 | 16 |
JINX ITEMS
VS ALL-IN/DIVE LANE (EX: Draven Nautilus)
VS POKE LANE (EX: ASHE KARMA)
Best recall buy if possible
Recall buy if you are poor
PICK A MYTHIC (1st item)
PICK AN ATTACK SPEED ITEM (2nd item)
FINAL CORE ITEM (3rd item)
Situational Items
Boots
KRAKEN PD
KRAKEN HURRICANE
GALEFORCE RFC (mobility dodge build)
SHIELDBOW vs burst comp
JINX SUMMONER SPELLS
JINX REFORGED RUNES
Precision
Domination
JINX ABILITY ORDER
1 | 4 | 5 | 7 | 9 | ||||||||||||||
2 | 8 | 10 | 12 | 13 | ||||||||||||||
3 | 14 | 15 | 17 | 18 | ||||||||||||||
6 | 11 | 16 |
JINX ITEMS
VS Dive Support (Rell, Ali, etc)
VS 2x Ranged / Poke (Caitlyn & Karma, etc)
Ideal First Recall (Gives AD & ATKS)
It's never worth to buy any boots but Berserkers on most ADCs right now
Into Dive/Burst/Poke Champions (Zed, Qiyana, Talon, Teemo, Syndra)
Into Skillshots such as Ornn R, Syndra E, Zac E
Default Mythic, If you don't need the other 2
Default, PD is generally a good option and is never bad
RFC is good if enemy has 3+ Range (Viktor, Syndra, Caitlyn, etc)
Runaans is good if enemy has 3-4+ Melee Characters
You only build this if your team CANNOT build anti-healing and enemy has A LOT of healing
If enemy has A LOT of Poke and/or Burst Damage
Build this if the enemy doesn't have a lot of HP/ARMOR
Build this if enemy has 2+ champions with a lot of HP/ARMOR already
Default, build this if you don't need the others
If enemy has a lot of AD Dive characters such as Jarvan IV, Zed, Talon, etc
If enemy has Mordekaiser, Malzahar, Skarner OR If the enemy has 1 CC that makes it hard to play and you don't have Cleanse
If enemy has A LOT of AP Damage
If enemy has A LOT of Range
If you didn't build LDR Earlier and enemy has mountain drakes or HP/ARMOR Items now
JINX SUMMONER SPELLS
JINX REFORGED RUNES
Precision
Domination
JINX ABILITY ORDER
1 | 4 | 5 | 7 | 9 | ||||||||||||||
2 | 8 | 10 | 12 | 13 | ||||||||||||||
3 | 14 | 15 | 17 | 18 | ||||||||||||||
6 | 11 | 16 |