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Jinx - Penta Crazy

Guide for Jinx in season 6 by challenger player.
Itemization, right abilities order, laning phase and base strategy.
5 Mar 2016

Jinx in season 6: Penta Crazy

Summoner Spells

Flash
Flash
Heal
Heal
OR
Flash
Flash
Exhaust
Exhaust

Runes

Quintessence of Attack Speed
x3
Mark of Attack Damage
x9
Seal of Armor
x9
Glyph of Magic Resist
x9

Items

START
IDEAL FIRST BUY
NEXT
FIRST
SECOND
3RD ITEM IS WHERE THERE IS FLEXIBILITY
DEFENSIVES
VS ARMOR
MIDLATE GROUP

Abilities

Jinx
Jinx
Jinx
Jinx
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18

MASTERIES

5/5
0/5
5/5
0/5
5/5
0/5
Ferocity: 18
0/5
5/5
5/5
0/5
0/5
0/5
Cunning: 12
0/5
0/5
0/5
0/5
0/5
0/5
Resolve: 0

Hello, I’m Ross an ADC main and Jinx is one of my most played and favorite champions. Her insane area of effect team fight damage in addition to her ability to focus down a single target with minigun makes Jinx a threat that can snowball a game out of control when played properly. While her damage is very high, without her passive she lacks mobility, which makes her a target that can be easily assassinated by a fed enemy. In the following paragraphs I am going to break down some of the keys to success when playing Jinx.

 

JINX: ABILITES RECAP

First, a quick summary of her kit:

  • Q: Switcheroo: Toggle between your two guns.
    • Pow-Pow (Minigun): Bonus attack speed per hit stacking up to 3 times and lasting 2.5 seconds for each stack. Should always be toggled on when focusing a single target or turret and are within a safe range. 
    • Fishbones (Rocket Launcher): -15% Attack speed but auto attacks have increased range and splash damage. 75 / 100 / 125 / 150 / 175 additional range per rank (minigun base 525). Costs 20 mana per attack, rockets work with Runaan’s. The splash damage can critical strike. Your first rocket after switching to Fishbones from Pow-Pow still benefits from your minigun attack speed bonus for an auto attack. Can be used in lane to attack a caster creep nearby your opponent when your opponent walks up to last hit a creep, dealing splash damage to them from afar. 
  • W: Zap: Relatively short cast time, very long range, but thin. Applies a decent slow and gives vision if a target is hit. Scales pretty well with AD so it can hit hard. 
  • E: Flame Chompers: Throw 3 traps in a line onto the ground that arm after a little under a second. The aiming mechanic is similar to an Anivia or Karthus wall. A trap does area of effect magic damage when someone steps on it. When the traps expire, they still do area of effect damage to champions, minions, and monsters in a small range around where the traps were, as if they procced the root.
  • R: Super Mega Death Rocket: Infinite range ult with a short cast time. Projectile speed accelerates over a short distance in addition to the rocket’s damage. This ulti does area of effect damage based on % missing health. Perfect ultimate ability for cross map snipes on recalling enemies, or for unloading tons of area of effect damage to grouped low-health enemies.

The skill order I have listed for maxing skills is pretty essential. The only potential variation is the decision between putting a point in W or E first between levels 2 and 3. W is less mana and better for poke, E has the crowd control for a 2v2 all in or to throw at your feet when running away.

 

JINX ITEMIZATON IN SEASON 6

The above tool does not allow me to display alternative build paths in the build path flowchart, so here are my necessary comments regarding itemization that I could not fit into the build path.

RUSH INFINITY EDGE OR BUILD RFC ON JINX?

The first thing I have listed is to finish Infinity Edge. While this is a good idea a lot of the time, the combine cost for IE is a bit clunky without much value, where as the combine for RFC provides you with the extra range and magic damage on hit. Since the main effect of IE comes from bonus crit damage and you have a relatively low amount of crit, it is acceptable to upgrade Zeal to RFC if you have 1,300g instead of the 1,425 for BF+Pick > IE. IE rush is still ideal with a zeal item since you have the bonus attack speed and crit from zeal.

Jinx guide 2016 by challenger

DEFENSIVE ITEM FOR JINX

The second point I would like to emphasize regarding itemization is the choice of a defensive item. In the current meta, there are a lot of things that seem to destroy an immobile ADC with little counter play. While it feels like their may not be a counter play, the true counter play is a combination of good positioning in addition to a proper build with sufficient gold. The two item core for Jinx almost always stays the same (the exception being a meta shift to Runaan’s/Statikk/PD 2nd). The flexibility comes after the 2nd item, with items hybrid offense/defense items like Maw of Malmortius, Sterak’s Gage, and QSS building into Mercurial Scimitar. Sterak’s Gage seems to be the meta choice for living through whatever absurd damage they attempt to throw your away, Maw with a concentration of AP damage on the other team, and QSS with threatening hard crowd control that must be escaped. Randuin’s Omen can be a very niche buy vs an all AD team that can make you much tankier and give you a small slow. I have GA/Banshees listed above but they are sub-par picks on marksman right now. The GA revival effect rarely matters, since you typically will just die again immediately when you spawn with 40% hp. Banshees sounds situationally decent vs heavy AP poke comps, but with the prevalence/strength of Maw right now I would say that is the go-to in that scenario.

ARMOR PENETRATION CHOICE FOR JINX

As far as Last Whisper changes, Lord Dominick’s Regards seems to be the better of the two upgrades most of the time, as it gives you a raw percentage increase of damage vs targets with more health than you, which is likely everyone if you don’t build a health item. The grievous wounds from Mortal Reminder only works on self heals, DO NOT BUY IT VS A SORAKA. Instead, buy it when you notice the other team’s Swain or Mundo seems to be getting out of control and nobody on your team decided to take ignite.

JINX BASIC STRATEGY: TIPS & TRICKS

Alright, well to be honest I’ve spent plenty of games getting one shot by fed assassins and being camped by plenty of junglers because of jinx’s immobility. The best way to play around this is by not falling behind and playing a safe farm-centric early lane phase until you buy a bit of AD. Once you have a BF sword trading with the opposing laner becomes a lot stronger. Most of your lane trades will be rocket from attacks and W, poking from max range. This is a why Jinx excels with a support like Nami or Janna, for their ability to buff her trades and keep her safe. I almost always prefer peel based supports over aggressive supports on Jinx because she does plenty of damage on her own. I wouldn’t want a support pick any more aggressive than a well-played Alistar or Thresh. Jinx’s main powerspike comes in the midgame like most marksman with Infinity Edge and Rapidfire Cannon. Majority of games can be won by farming well and safety to this stage and then grouping. Use your long range to position safety while still nuking enemy threats with your the burst from your rocket crits and ulti. Clean up team fights and rotate around the map using your minigun to quickly take down towers. Jinx’s strength comes from knowing how to cautiously rotate and teamfight as you scale into the late game. Remember, above all, to make it through early lane with solid farm or you will have hell versus almost every tank, assassin, and control mage in the game!

 

Below I have attached an images of the timing of fountain snipes for Jinx’s Super Mega Death Rocket. Credit to: Tactical_Tomato from reddit

Jinx ultimate timings blue sideJinx ultimate timings for red side 

Jinx ultimate timings for red sideJinx ultimate timings for red side

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2 COMMENTS

  1. Viru

    Jinx is probably the most fun champ in all league. That’s why i’m loving play her so much, thank you for your guide. Never seen timings for Jinx ultimate before, but dunno i will be able to use this info.

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