Scoring a takedown on a champion or structure that Jinx has damaged within the last 3 seconds grants her 150% decaying Movement Speed and 15% Total Attack Speed for 6 seconds.
While Excited, Jinx can exceed the Attack Speed cap.
Fishbones, the Rocket Launcher: Attacks cost Mana but gain
80 / 95 / 1105 / 125 range and explode to deal 110% damage to the target and enemies around it.
Pow-Pow, the Minigun: Attacks grants bonus Attack Speed for 2.5 seconds. This effect stacks up to 3 times for a total bonus of
30% / 60% / 90% / 120%.
Pow-Pow's stacks fall off one at a time and will only benefit the first attack fired from Fishbones.
Tosses out three compes that arm after a brief delay. Chompers explode on contact with enemy champions, interrupting their dashes and rooting them for 1.45 / 1.55 / 1.65 / 1.75 seconds. Enemies hit by the explosion take 70 / 140 / 210 / 280 (+100% AP) magic damage.
Chompers last for 5 seconds and will explode automatically if no champion triggers them.
Fires a mega-rocket that gains damage and speed over the first second it travels. The rocket explodes on the first enemy champion hit, dealing 25 / 35 / 45 to 250 / 350 / 450 (+15% to 150% AD) physical damage +25% / 30% / 35% of their missing health. Nearby enemies take 80% damage.
Deals a max of 500 damage to epic monsters.
Jinx is a dragon lane champion that focuses on attack damage to kill the enemy team. Jinx is not the best in terms of early game damage. The later the game goes and the more items she gets, the stronger she becomes. This is because of her insane range with her rockets from Switcheroo! and insane attack speed with her mini-gun at close range. She also has one of the best passive's in the game, Get Excited. Every time she gets a takedown she gains attack speed (exceeding the maximum attack speed limit) and a bunch of movement speed to chase down enemies and kill everyone.
When Jinx gets a takedown on a champion or structure that she has damaged within the last few seconds, she gets bonus movement and attack speed for a few seconds. This makes Jinx insanely strong and unstoppable in the late game and the attack speed can go over the cap.
This allows Jinx to swap between her weapons, Fishbones the Rocket Launcher and Pow-Pow the Minigun. Fishbone's attacks cost mana but gain long-range and explode to deal damage to the target and enemies around it. When using Fishbones, your mana goes down fast so make sure you use it at the right times (when you're at the back of team fights and want to stay away from the enemies carries).
Pow-Pow's attacks grant bonus attack speed for a few seconds. This effect stacks up to 3 times gaining more attack speed each time. Pow-Pow also has shorter range compared to Fishbones, but it's great for single target damage and when you get into 1 vs 1 situations.
Jinx fires a shock blast that deals damage to the first enemy hit, applying slow. This ability is a long-range poke and is great during laning phases and to finish off an enemy at range. Zap is also great for checking bushes, dragons or baron to see where the enemy team is if you have no vision.
Tosses out 3 chompers that arm after a brief delay. Chompers explode on contact with enemy champions, interrupting their dashes and rooting them. Chompers last for a few seconds and will explode automatically if no champion triggers them. This ability is Jinx's only crowd control and self-peel ability to help keep herself alive.
It has a long cooldown so it's best to know when to use them. Use this ability to block off the enemy's escape routes or in a choke point so the enemy can't go through. You can also use this ability as protection from melee champions. When they jump onto you, just tap the ability to throw the chompers below you and you will have a bit of time to walk away to keep your distance.
Fires a mega-rocket that gains damage and speed over the first second it travels. The rocket explodes on the first enemy champion hit, dealing damage. This ultimate is global, meaning the ability can travel across the whole map. This ultimate is a great execution tool as it does more damage if the enemy is missing more health.
Not only does this help when killing champions, this can also help when trying to steal dragons or baron, just make sure you hit a champion for it to explode.
Jinx does really well when building attack damage items and also benefits a lot from attack speed. Immortal Shieldbow is a core item for Jinx. The item gives her a lot of great base stats, and the Lifeline passive can save her when getting jumped on by bruisers and assassins. Infinity Edge is a powerful item for Jinx. It gives you a lot of single target damage that can work really well early on because if you can get an early takedown in a teamfight you can get access to her passive and start running around killing everyone.
Onto the runes, we have:
With Jinx, you will be attacking a lot at range and she can stack Lethal Tempo very easily. When Lethal Tempo is fully stacked you get a huge burst of attack speed that helps Jinx deal a lot of damage.
The only problem with this build is that there is not a lot of physical vamp to help keep Jinx alive. This is where vampirism comes in to help. As an AD Carry, you will always find yourself getting takedowns which will allow you to get more AD and vamp.
As a marksman, Jinx will always be the main focus for the enemy team to try and take down. However, Bone Plating will help Jinx take reduced damage from the first three instances of damage which can save her life.
Since Jinx doesn't have a lot of mobility. The extra movement speed you get when using a Summoner Spell can help her escape difficult situations or help her chase down enemy champion for the killing blow.
Jinx is not the best champion in the early game. You can use Jinx's rockets from Switcheroo! to try and poke down the enemy but be careful as every auto-attack will cost mana so don't waste it all at once, make sure you use the minigun to last hit minions so you can save your mana for rockets and your other abilities. You want to stay as passive as you can and try not to die so you can farm up to get your core items.
Once you reach the late game and have your core items this is where Jinx can use her Rockets at range and kill the whole team. Make sure you slow down the enemies with Zap! and when you are in trouble use Flame Chompers! to trap the enemies and escape. It's always best as an AD Carry to stay grouped with your team. You want to stay as far back from the enemies as possible and allow your front line to go in front of you to tank all the damage. Most of the time you are the main damage output, so if you are caught by yourself and die then your team is in trouble, so make sure you stay safe at all times.
Jinx is a great starter champion if you want to give Dragon Lane a try! Her abilities are really simple and she has a great play style for beginners that are just starting to play Wild Rift. If you're looking for a champion that is really strong in the late game and has the potential to solo carry team fights with good positioning then Jinx is the right champion for you!
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