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Jinx
the Loose Cannon

Jinx

Passive · Get Excited!

On takedowns of champions or structures, Jinx gains massive movement speed and attack speed.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage9
  • Durability2
  • Magic4
  • Difficulty6
  • Mobility3
  • CC8
Counters by laneEach lane has counters + tips
Top

How to play as Jinx

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Jinx

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle

How to play as Jinx

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Jinx

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid

How to play as Jinx

Mid: shove wave fast and roam to side lanes.

How to beat Jinx

Mid: watch for roams and save Flash for the next gank.

ADC
Primary

How to play as Jinx

  • Swap minigun (attack speed) vs rocket launcher (AoE + range)
  • After kill/assist passive (Get Excited) grants huge MS — chase
  • Build Infinity Edge + Runaan's Hurricane
  • Drop E (Flame Chompers) in chokes before team fight starts
  • R (Super Mega Death Rocket) snipes from anywhere — finisher
  • Lane: poke with Q-rockets then swap back to minigun for CS

How to beat Jinx

  • Engage on her before she has 3 items completed
  • Lock her down to deny the Get Excited movement speed reset
  • Pick an assassin that can blow her up quickly
  • Jinx is weak in early game — pressure her hard
  • Don't stand in front of her minigun — the range is massive
  • Watch for her E traps in bushes
Support

How to play as Jinx

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Jinx

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Strong against

No data yet

Weak against

No data yet

Abilities

Get Excited!

PC
Passive

Innate: Whenever Jinx scores a takedown against an enemy champion, epic monster, turret, or inhibitor within 3 seconds of damaging them, she gains 175% bonus movement speed decaying over 6 seconds.

Additionally, she is allowed to exceed the attack speed cap and gains a stack of Get Excited! for the same duration, stacking up to 5 times. Only takedown against enemy champion can grant stacks beyond the first.

Get Excited!: For each stack, Jinx gains 25% total attack speed, up to a maximum of 25*5%.

Switcheroo!

PC
Q

Toggle: Jinx switches between ', her minigun, and ', her rocket launcher.

Pow-Pow: Basic attacks with Pow-Pow generate a stack of 20px Rev'd up for 2.5 seconds, refreshing on subsequent attacks with Pow-Pow and stacking up to 3 times. Each stack of Rev'd up grants bonus attack speed, with all stacks beyond the first one being 50% effective. Stacks expire by one when the duration ends.

Fishbones: Basic attacks with Fishbones cost mana on-attack to deal 110% AD modified physical damage to the target and nearby enemies. The damage is affected by critical strike modifiers. While Fishbones is equipped, Jinx gains bonus range but loses 10% of her bonus attack speed.

Zap!

PC
W

Active: Jinx fires a shock blast in the target direction that deals physical damage to the first enemy it hits and standard sight and slow them for 2 seconds.

Cooldown8Range1500

Flame Chompers!

PC
E

Active: Jinx tosses out 3 Chompers centered at the target location, landing after 0.4 seconds, arming after 0.75 seconds, and exploding after 5 seconds to deal magic damage to nearby enemies.

Each Chomper explodes on contact with an enemy champion, knockdown and root them for 1.5 seconds. Enemy champions can be affected by only one Chomper.

Flame Chompers! will cast at max range if cast beyond that.

Cooldown24 to 10

Super Mega Death Rocket!

PC
Ultimate

Active: Jinx fires a massive rocket in the target direction, briefly granting sight of its surroundings and exploding upon colliding with an enemy champion. The explosion deals physical damage to nearby enemies and grants sight of the area for 2 seconds.

Super Mega Death Rocket! deals type=distance traveled% damage. This does not affect the bonus damage based on the target's missing health.

Enemies surrounding the primary target take 80% damage. The bonus damage based on the target's missing health is capped at 1200 against monsters.

Cooldown85 to 45