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[Champion] Jinx

Forum Index > LoL Strategy
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HoMM
Profile Joined July 2010
Estonia635 Posts
Last Edited: 2013-10-13 04:06:19
October 12 2013 00:15 GMT
#1
[image loading]

Jinx, the Loose Cannon

+ Show Spoiler [Patch Notes] +
Patch 3.12 - Jinx released!

+ Show Spoiler [Stats] +
Health: 420 (+80)
Attack Damage: 50 (+3)
Health Regen: 5 (+0.5)
Attack Speed: 0.625 (+1%)
Mana: 170 (+45)
Armor: 13 (+3.5)
Mana Regen: 5 (+1)
Magic Resistance: 30 (+0)
Range: 525 (Ranged)
Movement Speed: 325


Abilities:
+ Show Spoiler +
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

Masteries: 21/9/0 , pretty much standard ADC page.

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.

+ Show Spoiler [changelog] +

13.10 - Added R > Q > W > E option to skillbuilds
13.10 - Added 3rd option - AD caster build - to the list of itembuilds.
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
Prog
Profile Joined December 2009
United Kingdom1470 Posts
October 12 2013 00:52 GMT
#2
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.
Sermokala
Profile Blog Joined November 2010
United States13849 Posts
October 12 2013 00:59 GMT
#3
E can affect both people bot and can stop jungle ganks unlike w realistically.

A more important thing is what kind of supports are good with her.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Prog
Profile Joined December 2009
United Kingdom1470 Posts
Last Edited: 2013-10-12 01:12:29
October 12 2013 01:11 GMT
#4
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).
Alaric
Profile Joined November 2009
France45622 Posts
October 12 2013 23:08 GMT
#5
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.
Cant take LMS hipsters serious.
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2013-10-13 00:31:06
October 13 2013 00:16 GMT
#6
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.
HoMM
Profile Joined July 2010
Estonia635 Posts
Last Edited: 2013-10-13 00:45:15
October 13 2013 00:33 GMT
#7
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.


Also here's a neat trick for you guys:
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
Apoptotic
Profile Blog Joined May 2013
United States137 Posts
October 13 2013 03:15 GMT
#8
On October 13 2013 09:33 HoMM wrote:

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.
SC2: Apoptotic.156 || LoL NA: DeathCapForCutíe PI: apoptotic || "There's something in my brain here that's telling me he needs to 2base all-in." "That's called a lesion."
Tatari
Profile Blog Joined January 2011
United States1179 Posts
October 13 2013 03:36 GMT
#9
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.
A fed jungler is no longer a jungler, but a terrorist.
HoMM
Profile Joined July 2010
Estonia635 Posts
October 13 2013 03:54 GMT
#10
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:

SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2013-10-13 11:03:30
October 13 2013 06:12 GMT
#11
On October 13 2013 12:15 Apoptotic wrote:
Show nested quote +
On October 13 2013 09:33 HoMM wrote:

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.
Prog
Profile Joined December 2009
United Kingdom1470 Posts
October 13 2013 11:37 GMT
#12
I think PD (or Shivv) is needed as third item to get the movement speed bonus.
HoMM
Profile Joined July 2010
Estonia635 Posts
October 13 2013 14:46 GMT
#13
I concur, if you go for that build then get PD/shiv as 3rd item and IE as 4th item.
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
Kinie
Profile Joined December 2011
United States3106 Posts
October 13 2013 19:30 GMT
#14
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.
RagequitBM
Profile Joined November 2011
Canada2270 Posts
Last Edited: 2013-10-13 20:02:33
October 13 2013 19:57 GMT
#15
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.
Twitch.tv/Ragequitbm for all the fans
Seuss
Profile Blog Joined May 2010
United States10536 Posts
October 13 2013 21:13 GMT
#16
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.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2013-10-13 21:19:07
October 13 2013 21:14 GMT
#17
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:

attack speed = (base atk seed) * (gatling bonus) * (pd bonus)
or
attack speed = (base atk speed * gatling bonus) + (base attack speed * pd bonus)

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.
Seuss
Profile Blog Joined May 2010
United States10536 Posts
October 13 2013 21:20 GMT
#18
Gatling's Attack Speed functions identically to any other source of attack speed. So basically:

Attack Speed = Base Attack Speed * (1 + Sum of all Attack Speed Bonus %s)

In this case:

Attack Speed = Base Attack Speed * (1 + Per Level Attack Speed % + Gatling Attack Speed % + PD Attack Speed %)
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2013-10-14 00:27:10
October 14 2013 00:16 GMT
#19
Quickly doing the maths on third item if you start bt + lw then,

So lets say you're level 11, maxed q, and have a bt + zerker boots + lw. (I might screw this up royally, but here goes)
+ Show Spoiler +
current dps
+ Show Spoiler +
+ Show Spoiler +

21/9/0 masteries + runes(9 marks 1 quint) + base damage (at 11) + bt(half stacks) + lw =10 + 11 + 80 + 85 + 40

current damage = 226
+ Show Spoiler +
0.625 * (1 + 0.1 (per lvl * 10) + 0.04 (masteries) + 0.2(boots) = 0.8375

attack speed rockets = 0.8375
+ Show Spoiler +
0.625 * (1 + 0.1 (per lvl * 10) + 0.04 (masteries) + 0.2(boots) + 1.3 (gatling) = 1.65

attack speed charged gatling = 1.65


dps rockets = 189
dps gatling = 372

getting PD
+ Show Spoiler +

adds 0.5 * 0.625 attack speed = 0.3125
crit increases dps by 1.00 * 0.30 = 30% increase in damage.
attack speed rockets = 1.15
attack speedcharged gatling = 1.9625

dps rockets = 1.15 * 226 * 1.3 = 338
dps charged gatling = 577

dps rockets = 1.15 * 226 * 1.3 = 338
dps charged gatling = 577
lvl 2 w = 391

Getting IE
+ Show Spoiler +

adds 70 damage, 226 + 70 = 296
crit adds 1.5 * 0.25 = 37.5% increase in damage


dps rockets = 0.8375 * 296 * 1.375 = 341
dps charged gatling = 1.65 * 296 * 1.375 = 672
lvl 2 w = 489

IE costs 35% more:
Percentage increases in damage
+ Show Spoiler +

pre item damage
dps gatling = 372
dps rockets = 89

increase from pd:
dps gatling = 205 / 372 = 55% boost
dps rockets = 149 / 189 = 79% boost

increase from ie:
dps charged gatling = 300 / 372 = 80% boost
dps rockets =152 / 189 = 80% boost



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.)

comparing pd + pickaxe to IE
+ Show Spoiler +

ie vs pickaxe+pd

pickaxe + pd dps:
dps rockets = 1.15 * (226 + 25) * 1.3 = 375
dps charged gatling = 1.9625 * (226 + 25) * 1.3 = 640

% increases

dps rockets = 186 / 189 = 98%
dps gatling = 268 / 372 = 72%


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.)
HoMM
Profile Joined July 2010
Estonia635 Posts
Last Edited: 2013-10-14 15:56:22
October 14 2013 15:55 GMT
#20
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.
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
Ghost-z
Profile Joined September 2010
United States1291 Posts
October 14 2013 17:56 GMT
#21
I haven't bought AS on Jinx until third big item (PD). Instead I build BT>IE and rely on Q for all of her early game AS. Once you get her minigun AS ramped up you can easily swap to her rocket launcher for a single shot poke then swap back to minigun without losing any stacks. It's very easy to do. Never stay in rocket launcher for more than 1 shot (2 if Ori just ulted).

I haven't been punished by the lack of AS since as long as you play safe you can charge your Q stacks on the first enemy who stands on your traps then add a W for extra CC. After that you have all 3 stacks of Q and shred any threat without full armor incredibly fast. If they did build full tank they probably don't have the dps to kill you before they die. This of course is reliant on you or your team landing some initial CC.

Silver 1
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
killerdog
Profile Joined February 2010
Denmark6522 Posts
Last Edited: 2013-10-14 21:38:54
October 14 2013 21:32 GMT
#22
On October 15 2013 00:55 HoMM wrote:
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.


But that wouldn't have much value in real terms. The reason to compare two items is to see, firstly, if one is just flat out better, and if that isn't the case, then to see which power spikes at which times. Comparing pd and ie showed that ie (when finished) was much stronger if you stuck to gatling form, so to compare the power spikes of a pd first vs an ie first build, I checked pd + pickaxe to see how strong a pd first build would be at the equivalent time to where you'd finish the ie.

You can't really use 2/9ths of an ie because the ie gets a huge spike as you finish it, so that would strongly misrepresent the power of the pd first build @ ~3800 of the way to finishing both pd and ie. how strong the pd first build is after finishing the ie is irrelevant, because that situation is identical to if you'd started pd first then gone ie.

Either way, from what I can tell even doing it the way i did, pd was still better then ie in almost all situations, (plus the movement speed from it can be huge, given how many problems she already has with getting away from being trying to kill her.) so I wouldn't really build ie first over pd ever.

I might look into going bt -> ie over bt -> lw though, like someone suggested. I'm curious as to how little armour people need for lw to be better.

On October 15 2013 02:56 Ghost-z wrote:
+ Show Spoiler +
I haven't bought AS on Jinx until third big item (PD). Instead I build BT>IE and rely on Q for all of her early game AS. Once you get her minigun AS ramped up you can easily swap to her rocket launcher for a single shot poke then swap back to minigun without losing any stacks. It's very easy to do. Never stay in rocket launcher for more than 1 shot (2 if Ori just ulted).

I haven't been punished by the lack of AS since as long as you play safe you can charge your Q stacks on the first enemy who stands on your traps then add a W for extra CC. After that you have all 3 stacks of Q and shred any threat without full armor incredibly fast. If they did build full tank they probably don't have the dps to kill you before they die. This of course is reliant on you or your team landing some initial CC.

Silver 1


The issue i've had with overly relying on q for attacks speed is if they have a team which can engage on me (say j4/renekton/lee sin/diana/pretty much anyone with a dash) then I often have to stay really far back from the teamfight at least until the first kill happens. Unless you're team can basically win the teamfight without you and you just have to mop up, being able to stand at ~650 range and rocket them is really useful. Even against teams with crap dive, it's good for those situations where you're team doesn't get a good enageg, and having no attack speed makes your rockets sooooo painfully slow.

Then again I haven't had much chance to try new builds, (really wanna try the bt -> triforce one) because everyone bans her in ranked now
drkcid
Profile Joined October 2012
Spain196 Posts
October 15 2013 11:53 GMT
#23
I think that Nami could be a great support for Jinx:
- With Jinx W/E, Nami can land her Q more easyly, giving Jinx the opportunity to get to minigun range a deal huge amounts of damage.
- When Jinx comes to minigun range and start a trade, Nami can cast W over Jinx making the combo: Jinx heal -> damage enemy -> Jinx heal (I believe that Nami`s W has the same bounce range as the Jinx minigun).
- The combination between Namis`s E and Jinx Q (rocket/minigun) can be deadly (slow+range and slow+as).
- And finally Nami's ult its great for Jinx to be agressive or for chasing (+passive).

I haven't tested it however, thanks to our EUW servers.
Just for fun
Kinie
Profile Joined December 2011
United States3106 Posts
October 15 2013 19:37 GMT
#24
On October 15 2013 20:53 drkcid wrote:
I think that Nami could be a great support for Jinx:
- With Jinx W/E, Nami can land her Q more easyly, giving Jinx the opportunity to get to minigun range a deal huge amounts of damage.
- When Jinx comes to minigun range and start a trade, Nami can cast W over Jinx making the combo: Jinx heal -> damage enemy -> Jinx heal (I believe that Nami`s W has the same bounce range as the Jinx minigun).
- The combination between Namis`s E and Jinx Q (rocket/minigun) can be deadly (slow+range and slow+as).
- And finally Nami's ult its great for Jinx to be agressive or for chasing (+passive).

I haven't tested it however, thanks to our EUW servers.


In my opinion, Nami, Soraka, and Sona are the best supports to pair with Jinx. Nami bubbles means a guaranteed W hit or some free dmg. on the enemy champ, Sona's Q pokes support Jinx's lane bullying style, and Soraka heal + silence/MP gain means you can spam W more and play aggressive.

This of course assumes you have a competent support and wards properly so you can play aggressive and not get ganked by the enemy jungler. And even if they don't, Nami bubbles give you a chance to escape, Sona heal + move speed buff helps you both run, and Soraka can silence enemy champs then heal you as you run away and throw out the E to snare the chasing enemy team.
HoMM
Profile Joined July 2010
Estonia635 Posts
October 15 2013 22:58 GMT
#25
Soraka is bad.
You can make decent use of her mana boost, but you're better off having a support who can poke on his own.
Soraka offers far less to the team than other supports do, she's immobile and has no CC. Out of all the supports that are available to picked, Soraka is not among the good ones.
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
greggy
Profile Joined October 2010
United Kingdom1483 Posts
October 15 2013 23:28 GMT
#26
On October 16 2013 04:37 Kinie wrote:
Show nested quote +
On October 15 2013 20:53 drkcid wrote:
I think that Nami could be a great support for Jinx:
- With Jinx W/E, Nami can land her Q more easyly, giving Jinx the opportunity to get to minigun range a deal huge amounts of damage.
- When Jinx comes to minigun range and start a trade, Nami can cast W over Jinx making the combo: Jinx heal -> damage enemy -> Jinx heal (I believe that Nami`s W has the same bounce range as the Jinx minigun).
- The combination between Namis`s E and Jinx Q (rocket/minigun) can be deadly (slow+range and slow+as).
- And finally Nami's ult its great for Jinx to be agressive or for chasing (+passive).

I haven't tested it however, thanks to our EUW servers.


In my opinion, Nami, Soraka, and Sona are the best supports to pair with Jinx. Nami bubbles means a guaranteed W hit or some free dmg. on the enemy champ, Sona's Q pokes support Jinx's lane bullying style, and Soraka heal + silence/MP gain means you can spam W more and play aggressive.

This of course assumes you have a competent support and wards properly so you can play aggressive and not get ganked by the enemy jungler. And even if they don't, Nami bubbles give you a chance to escape, Sona heal + move speed buff helps you both run, and Soraka can silence enemy champs then heal you as you run away and throw out the E to snare the chasing enemy team.


soraka's e doesn't snare, and she has 0 synergy with jinx besides spamming mana on her

in theory, i could see lulu/jinx to be obnoxious, sona perhaps slightly less so. real problem is dealing with mobility carries in lane and heavy dives in midgame - jinx is just better version of tristana imho
Dusty
Profile Blog Joined December 2010
United States3359 Posts
October 16 2013 05:19 GMT
#27
Jinx early-mid so good

Jinx late-endgame so bad

dat 0.625 base AS and 1% AS/lvl + no bonus AS for rockets = no hard-carry potential
FaCE_1
Profile Blog Joined December 2006
Canada6167 Posts
October 16 2013 15:37 GMT
#28
just put Vi as her support and make the other team cry.

If someone have Jynx and want to have fun, I would really like to do that tonigh for fun (I got Vi)

:D
n_n
Sermokala
Profile Blog Joined November 2010
United States13849 Posts
October 16 2013 16:12 GMT
#29
On October 16 2013 14:19 Dusty wrote:
Jinx early-mid so good

Jinx late-endgame so bad

dat 0.625 base AS and 1% AS/lvl + no bonus AS for rockets = no hard-carry potential

She has a constant 120% as steriod that doesn't cost anything for late game when she needs to hard carry. the rockets are just for poke and aoe shenanigans.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Tula
Profile Joined December 2010
Austria1544 Posts
October 16 2013 17:32 GMT
#30
On October 17 2013 01:12 Sermokala wrote:
Show nested quote +
On October 16 2013 14:19 Dusty wrote:
Jinx early-mid so good

Jinx late-endgame so bad

dat 0.625 base AS and 1% AS/lvl + no bonus AS for rockets = no hard-carry potential

She has a constant 120% as steriod that doesn't cost anything for late game when she needs to hard carry. the rockets are just for poke and aoe shenanigans.

And one of the strongest poke shots among ADCs which slows to boot. Frankly considering how strong her kit is I'm not sure if her weak base AS is weak enough. Most of the pros who streamed her are 100% sure that she will get nerfed hard (Oce, Yellowpete, Chaox so far)
Ente
Profile Joined October 2010
Germany1795 Posts
October 21 2013 23:34 GMT
#31
jinx is sooo fun, spamming her as much as I can how I skill her:

R> w(to 3) > Q >w(4/5) > e (1 point at lvl 4)
The W is really really good for lane if you want to all in (if you are only poking you could also straight up max q but I play very agressive in most of my lanes)

For items: IE, Pd or Shiv, LW, BT in most games.

She is strong throughout most of the game her lategame is insane due to having high range (honestly switching out of rocket lategame is most of the time a mistake yes your AS sucks but Range >> all lategame) I switched my opinion a bit from thinking that she is straight up OP to she is strong but not as good as corki/cait which are pretty uncontested the strongest ADs this patch. She also doesnt really get banned anymore in solo q so it seems more people share my opinion
lol acc: Entenzwerg EUW http://www.twitch.tv/Entenzwerg league of legends stream (challenger EuW)
miicah
Profile Joined February 2011
Australia2470 Posts
October 22 2013 00:20 GMT
#32
On October 16 2013 14:19 Dusty wrote:
Jinx early-mid so good

Jinx late-endgame so bad


All of my wat

She is pretty much Trist in late game.
@miicah88
ZataN
Profile Joined July 2010
New Zealand414 Posts
October 22 2013 02:51 GMT
#33
Im a fan of max Q first, IE > PD/SS > LW. fantastic for snowballing games. I generally dont like playing poke/utility style adc so im not really a fan of max W first, although it does do big burst. her tower pushing with max Q is very strong.

I think she is fine late game as long as you arent behind, as Ente said you shouldn't be changing out of rocket unless you are 1v1ing or cleaning up their team with your passive resets. if you are behind going into late game good luck.
CJ BABY | FAKER > PAWN BELIEVE IT
Dusty
Profile Blog Joined December 2010
United States3359 Posts
October 24 2013 19:33 GMT
#34
On October 22 2013 09:20 miicah wrote:
Show nested quote +
On October 16 2013 14:19 Dusty wrote:
Jinx early-mid so good

Jinx late-endgame so bad


All of my wat

She is pretty much Trist in late game.


Pretty much trist, except minus all the things that make her trist...

no constant 700 range, no knockback, no reset-able long-range dash...
HoMM
Profile Joined July 2010
Estonia635 Posts
Last Edited: 2013-10-25 19:42:29
October 25 2013 19:41 GMT
#35
On October 25 2013 04:33 Dusty wrote:
Show nested quote +
On October 22 2013 09:20 miicah wrote:
On October 16 2013 14:19 Dusty wrote:
Jinx early-mid so good

Jinx late-endgame so bad


All of my wat

She is pretty much Trist in late game.


Pretty much trist, except minus all the things that make her trist...

no constant 700 range, no knockback, no reset-able long-range dash...


Her range is 700 constantly, that isn't a problem as you become comfortable with switching to utilize each attackrange properly to achieve maximum DPS.

Trist is huge lategame since she has a better attack steroid (works at longer range and stronger) and has more mobility.

Jinx has less mobility and her survivability is more based on her CC, which is not necessarily a bad thing. This however, means that Jinx has a weakness that you can exploit in champselect - she fails against hard engage compositions. (say malph+nocturne)

In terms of lategame strength; I wouldn't say Jinx is among the top5 of lategame adc's, but she's better than the average.
SC2 Masters Protoss - LoL Diamond adc/support www.twitter.com/hommlol www.youtube.com/homm87
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