Passive: Get Excited! Whenever a champion or tower that Jinx has dealt damage to within the last 3 seconds is killed or destroyed, she gains 175% movement speed that decays over 4 seconds.
Q - Switcheroo! TOGGLE OFF—POW-POW, THE MINIGUN: Jinx's basic attacks grant bonus attack speed for 2.5 seconds, stacking up to 3 times. The stacks decay one at a time when she stops attacking with her minigun. TOGGLE ON—FISHBONES, THE ROCKET LAUNCHER: Jinx gains bonus attack range and deals 10% AD bonus damage on her attacks, at the cost of mana per attack.
W - Zap! ACTIVE: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit, also granting true sight and slowing it for 2 seconds.
E - Flame Chompers! ACTIVE: Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing magic damage over 1.5 seconds to nearby enemies. The champion that sets off the chomper is also rooted the same duration. Chompers explode automatically after 5 seconds. A single champion can only set off a single chomper, but can be damaged by any number if they remain in range.
R - Super Mega Death Rocket! ACTIVE: Jinx fires a rocket that travels in a line, exploding on the first enemy champion hit. Enemies caught in the explosion take physical damage equal to a base amount (this amount increases over the first second the rocket travels) plus a percentage of their missing health. The primary target of the explosion takes full damage, while nearby enemies take 80% damage.
Summoner Skills: Flash (mandatory), for obvious reasons Barrier - most ADC's use this since every second that you're able to survive longer is vital Cleanse - if you're playing against a stun-heavy lane Ignite - if you want higher kill potential and are willing to give up survivability
Runes: Quints: 2 lifesteal (4% total) and 1 AD Marks: AD Seals: Armor Glyphs: MR or Scaling MR
These are pretty much standard ADC runes, but there are some slight variations, but I do recommend having 10 -11AD from runes to allow you to be able to lasthit under the turret.
Skill Order: QEWQQR, R > Q > E > W. This is the skillorder that I use, since I feel her E is really useful and I think it's worth it for the lower cooldowns. QEWQQR, R > Q > W > E. This is the skillorder many other people use, since leveling W offers higher slow and lower cooldowns on it.
Item Build: option 1: Infinity Edge > Phantom Dancer > Last Whisper > BoTRK or BT This offers maximum amount of damage that you can deal from autoattacking. option 2: BoTRK > Infinity Edge > Phantom Dancer > Last Whisper This offers you a better earlygame duelling options, which is great since I think Jinx's main strenght is her allin. You will still get your IE and crits in time for teamfights, while gaining the additional self-defense mechanism from the BoTRK active. I think this is the more ideal itembuild based on what I've tested so far, although it does slightly less damage. option 3: Bloodthirster > Zeal > Last Whisper > finish Phantom Dancer > IE This is more of an AD Caster style build (commonly seen on Graves/Varus). I don't recommend this at all because I feel Jinx is primarily an autoattacker and the rest of her kit is perfect to let you autoattack as much as possible. She has good AD scaling on her W, but it's a skillshot that can be hard to hit.
For defensive items, you can choose among the typical ADC defensive items: Guardian Angel, Randuins Omen, Quicksilver Sash (if you need a cleanse vs a stun team) and Warmogs.
Playstyle Jinx is intended to be played as an AD Carry in the botlane, but she can work well in midlane too, and to some extent you can get away with playing her in toplane too. When playing her midlane, getting the blue buff to spam your rockets is a great benefit and allows youi to push lanes really hard. Jinx is about as strong as other ADC's in lane pre-6, and her kit is mainly useful for punishing the enemy laner for making any mistakes. Jinx works best with a support that has a stun, allowing you to set up a combo by using your Flame Chompers on the stunned target, stunning him for even longer. Once you hit level 6, her ultimate improves her allin dramatically and allows you to capitalize on enemy laners mistakes even better.
Against hard matchups in botlane: (cait+sona) Just play safe and get as much cs as safely as you can, keep your distance and don't get poked down. Wait for ganks and use your Flame Chompers and Zap to guarantee successful ganks. Against easy matchups in botlane: Keep poking the enemy adc with your rockets to harass him down. Flame Chompers has 900 range for casting, so you can use that to set up a kill once you've poked down the enemy ADC. Fight strategically and make sure to capitalise on enemy laners mistakes.
I really don't like E>W. W is way too useful to max it last and E does not need more than 1 point in my opinion. I'm not a fan of E on lvl 2 either, W damage spike is stronger and gives you kill potential with earlier lvl 2.
Also I usually build her BT -> PD/LW -> LW/PD (I'm not sure yet whether PD before LW or LW before PD) -> defensive item -> IE.
BoTRK is bad because W has a really good AD ratio.
In lane just swap weapons everytime you can get a rocket harass on the opponent, wins lane vs short ranged carries (like vayne) without any effort.
A single point into E is enough to help against ganks though. The little bit shorter cooldown does not do anything. Also you are rarely ganked before level 3, so that is no reason to get E already at lvl 2.
Regarding supports I feel like any support does fine. Jinx deals lots of damage to go with all-in supports like Leona, but can also outharass the lane opponent with range and does well with Zyra/Sona/Lulu/Janna. I think it is best to pick a support primarily based on the opponents (not only direct lane opponents, but also with regard to their dive potential in the lategame because you need enough peel in your team).
With the chompers arming so damn fast (if you hit them on the opponent it's pretty much a guaranteed root in lane, dunno how much MS is required to gtfo fast enough), playing against her feels like it's really easy for her to force a trade simply by abusing the 900 range to cut the escape route then run at them with the minigun. If they get rooted it's also a free W to the face, with a 1.4 AD ratio which really hurts at every point in the game.
Since I don't have her and don't play AD either (just a bunch of support), I'm not sure how workable it is to use an escape (and which ones) to put enough distance that even after going over the chompers the root won't let her reach you.
I've been preferring e at lvl 2 over w in almost all situations.
sure the zap does ~130 physical damage, but it still has a 10s cd which means that you're probably only going to get one of them off in the lvl 2 fight, and once the next wave arrives it's almost impossible to hit them with it unless you engage past the wave. It also takes the equivalent of ~an auto attack to shoot, meaning unless they're far away you technically lose an auto worth of damage, (~80) so really it's only boosting your damage by ~50 + the slow.
Her e, on the other hand, can basically force at least one flash if they're running away, and if your support lands a stun you can just chomper onto that to chain stun then for ~2-3 seconds and just go to town. Also, if their support and adc are near/in the brush, you can block off almost half the lane by putting it so one chomper blocks their retreat in the bush, and the other two make them have to walk really far to get out.
If they stand and fight dropping it on on top of them basically forces them to flash/stop autoing to run giving you at least 2-3 more shots from your gatling for free. On top of all that, as far as i can tell it has no cast time, so if you do it right after an auto attack you lose any damage at all from casting it. Basically they either have to run, burning flash or giving you a free 1-2 gatling hits + a rocket, or they can fight, in which case you'll have at least forced 1-2 autos to be lost because their running (assuming they're still lvl 1 as you engage so don't have any gap closers) and you can use it to split the support and adc up easily.
It also gives you a lot of zoning power at lvl 2 over their support, unless their support stays way back you can basically force a fight whenever you want by dropping your e in their bush behind him.
It's also more utility should the lvl 2 fight not go as planned, as if they hit lvl 2 first, or hit it right as you go in, you can abort by dropping chompers in front of them, and their support (and sometimes adc) can't chase you at all.
I've not experimented a huge amount, and it might be better to go w against maybe vayne or ez who can easily dodge the chompers without inconveniencing themselves, but other then that the only time I could see w being better is if you're going to save it for after they flash, to try and pick them off from low health, but given how easy it is to dodge at longer ranges that seems optimistic.
On October 12 2013 09:52 Prog wrote: Also I usually build her BT -> PD/LW -> LW/PD (I'm not sure yet whether PD before LW or LW before PD) -> defensive item -> IE.
Added a AD caster buildstyle to the post along with explanation why I don't like it.
On October 13 2013 09:16 killerdog wrote: I've not experimented a huge amoutn, and it might be better to go w against maybe vayne or ez who can easily dodge the chompers without inconveniencing themselves, but other then that the only time I could see w being better is if you're going to save it for after they flash, to try and pick them off from low health, but given how easy it is to dodge at longer ranges that seems optimistic.
I find that W is pretty easy to dodge (easier than a nida spear, its cast time is 0.2sec) and considering it shows it path during cast time, so even during standard circumstances it's hard to hit. But a Vayne or Ezrael can dodge it anytime.
I don't see any situation where you can land W but can't land E.
I don't see any situation where you can land W but can't land E.
Well W significantly outranges E, so there are probably situations where W can do something when E cant.
I'm also for maxing W as opposed to E, but I suppose you just trade damage for utility and it just depends on what you want to in lane. I don't see any more value than just putting one point in it though. The damage scales off of AP, which you won't be building, and the snare time remains constant. Whereas maxing W increases the damage based on an insane AD ratio, and the slow increases. 6 sec cd is also much more useful than 16 second cd, especially if you're focusing on poking down and then running in once you proc Get Excited.
So far she seems fairly underwhelming in plat. I can get by picking Vayne or Lucian and at the very least put the Jinx on tilt and play overly aggressive to her downfall. Pow-Pow range is only 525, Fishbones attack speed is too slow early on, her W is too slow for an immediate reaction to a gank, her E mechanic is clunky (although no cast time certainly helps), and I've had a friend complain maxing Q first does no damage.
But putting what I wrote earlier aside, Bloodthirster seems like a better item than BotRK. Her W scaling is ridiculously broken and that thing acts like an elephant tranquilizer. Jinx seems like Draven in the sense that you need to pray for a massive snowball chance to really get rolling. Nothing in her kit offers her a shot at getting to snowball by herself.
On October 13 2013 12:36 Tatari wrote: So far she seems fairly underwhelming in plat. I can get by picking Vayne or Lucian and at the very least put the Jinx on tilt and play overly aggressive to her downfall. Pow-Pow range is only 525, Fishbones attack speed is too slow early on, her W is too slow for an immediate reaction to a gank, her E mechanic is clunky (although no cast time certainly helps), and I've had a friend complain maxing Q first does no damage.
Your harass range is effectively the range that Fishbones is, which is 600+. You can easily poke Vayne/Lucian, and just switch to Pow-Pow once you're in shorter range and want to get the higher DPS:
I don't see any situation where you can land W but can't land E.
Well W significantly outranges E, so there are probably situations where W can do something when E cant.
I'm also for maxing W as opposed to E, but I suppose you just trade damage for utility and it just depends on what you want to in lane. I don't see any more value than just putting one point in it though. The damage scales off of AP, which you won't be building, and the snare time remains constant. Whereas maxing W increases the damage based on an insane AD ratio, and the slow increases. 6 sec cd is also much more useful than 16 second cd, especially if you're focusing on poking down and then running in once you proc Get Excited.
I was talking more about whether to level w or e at level 2, i see no reason to take e > w after that. It's just so good ^^
What 3rd item have you guys had the most success with so far though? So far I've found BT -> LW with atk speed boots to be the most optimal, but I have no idea whether to go PD, IE or some defensive item after that. PD feels really useful just because it lets you use your rockets in teamfights without haveing too stupidly low an attack speed, but the burst that ie adds onto your W poke is pretty big too.
Personally speaking, my personal build is BT > Shiv/PD > LW > IE > defensive item, with Zerker Greaves for the shoes.
Her W's AD scaling is too big to not abuse, and a full BT stack will turn W into what is essentially a sniper bullet, which is fantastic for sieging turrets and weakening a front line before someone dives in.
This may sound dumb as hell, but it works against low diamond teams in R5 for however much that counts...
BT -> TF -> LW or BT -> LW -> TF
Feels so much stronger than the standard ADC build. Triforce first feels extremely weak, but if you get it after BT it feels 10/10 would build again. Also maxing W seems to be the way to go with most people I've spoken to. Though they're "only" in plat so take from that what you will.
I think W max is so successful right now because players are unfamiliar with Jinx. It's always far easier to abuse skill shots when your opponents aren't used to them. Once she's more of a known quantity I think that style will die off.
W suffers from the same problems as Ezreal Q, while having several additional liabilities. You still need to maneuver around the creep wave to get your shot off, only you also have a longer casting animation, a visual guide as to its trajectory, and a higher mana cost to deal with. Unless your lane is inherently advantaged it's hard to abuse it, and if you miss Ws you'll quickly run yourself out of mana.
I recently had a Jinx vs Jinx match where my opponent maxed W. I maxed Q, and eventually just ran her over. She couldn't fight me without poking me first because I'd mow her down, and once I finished BT and I out-sustained her poke. At that point maxing W becomes a catch-22. You need to have W maxed because you can't win a fight without poking your opponent first, but you can't win a fight without poking first because you maxed W.
Quick game mechanics question, when using gatling gun, does the bonus attack speed apply from a phantom dancer/shiv apply to the %attack speed you gain from the gatling? Is it:
Because if it's the second, surely attack speed is a comparatively inefficient stat to build on her, given how low her base attack speed is, (and made even less significant a boost if she's in gatling form).
Also something to note, once you finish your first item, you absolutely shred towers with lvl 5 q gatling gun. (so lvl 7/9 if you max it first.)
I've several times taken a full health tower in lane after forcing the enemy bot lane to back once after lvl 8-9, and if they go 5 man top or mid or something, you can shove down towers soooo fast.
Both items increase your rocket dps by about the same, but IE increases the gatling dps by 45% more then a pd does, which is more then the increased cost of the IE (35%). IE also increases your w damage by 98 damage compared to pd. I guess this means pd if you're going to be sitting at the back of fights, abusing your rockets range, or if you need the item sooner (know that there will be some game deciding teamfights in the period between 2800 gold and 3800 gold.)
ignoring the 125 gold cost difference, pd+pickaxe gives 22.5% more damage from rockets then IE, while IE gives 11% more damage when using a fully charged gatling gun.
This is, of course ignoring the movement speed bonus of pd, as well as any armour pen, (as that scales both damage outputs by %)
I guess pd > IE as 3rd item in most situations (unless they're somehow unable to engage on you at all and you can just gatling all fight, or you're split pushing towers or something, IE also makes you slightly stronger in man mode 1v1's where you just stand there with gatling and try to out dps someone.)
You're calculating PD + pickaxe to IE. This isn't valid since you're calculating a finished item against an unfinished ingredient, since pickaxe on its own is definitely not cost effective compared to fnished items.
Since we can take the assumption that you will finish IE anyway, you could calculate PD + 2/9th of IE against an IE instead. I feel that would give more realistically applicable results.