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Jinx

Jinx

Get Excited! P

Get Excited!

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 takedowns against enemy champions can grant stacks beyond the first.
Get Excited!: For each stack, Jinx gains 25% total attack speed, up to a maximum of 125%.
Switcheroo! Q

Switcheroo!

Cooldown: 0.9

Cost: 20 Mana

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.

Bonus Attack Speed: 15 / 28 / 40 / 53 / 65%

Attack Speed per Subsequent Stack: 8 / 14 / 20 / 26 / 33%

Maximum Attack Speed: 30 / 55 / 80 / 105 / 130%

Bonus Range: 80 / 110 / 140 / 170 / 200

Zap! W

Zap!

Cooldown: 8/7/6/5/4

Cost: 40/45/50/55/60 Mana

Range: 1450

Jinx uses Zapper, her shock pistol, to fire a blast that deals damage to the first enemy hit, slowing and revealing it.

Physical Damage: 10 / 60 / 110 / 160 / 210 (+ 140% AD)

Slow: 40 / 50 / 60 / 70 / 80%

Flame Chompers! E

Flame Chompers!

Cooldown: 24/20.5/17/13.5/10

Cost: 90 Mana

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.

Magic Damage: 70 / 120 / 170 / 220 / 270 (+ 100% AP)

Super Mega Death Rocket! R

Super Mega Death Rocket!

Cooldown: 85/65/45

Cost: 100 Mana

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.

Maximum Physical Damage: 300 / 450 / 600 (+ 155% bonus AD) (+ 25 / 30 / 35% of target's missing health)

Minimum Physical Damage: 30 / 45 / 60 (+ 16% bonus AD) (+ 25 / 30 / 35% of target's missing health)

Maximum Secondary Damage: 240 / 360 / 480 (+ 124% bonus AD) (+ 20 / 24 / 28% of target's missing health)

Minimum Secondary Damage: 24 / 36 / 48 (+ 12% bonus AD) (+ 20 / 24 / 28% of target's missing health)

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Playing the matchup

Playing as Jinx

  • 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.

Playing against Jinx

  • 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.

Lore

An unhinged and impulsive criminal from the undercity, Jinx is haunted by the consequences of her past—but that doesn't stop her from bringing her own chaotic brand of pandemonium to Piltover and Zaun. She uses her arsenal of DIY weapons to devastating effect, unleashing torrents of colorful explosions and gunfire, inspiring the disenfranchised to rebellion and resistance with the mayhem she leaves in her wake.