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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Jinx Bot · Ranked Solo/Duo

Jinx has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.

Primary roleRanked Solo/Duo
Champion overview
Historical referenceRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
16.16 Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Ranked Solo/Duo · Bot

Evidence-supported Jinx Bot

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Draft / Ranked opening · separate from item 1

Doran's Bow

400 gold

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

1
First item

Hexoptics C44

2,800 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

2
Boots

Berserker's Greaves

1,100 gold

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

3
Core

Runaan's Hurricane

2,650 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

4
Late

Infinity Edge

3,500 gold

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

5
Flexible

Lord Dominik's Regards

3,300 gold

Keeps a reviewed late option after the prior-patch cross-check; move or replace it only when its stated match problem is present.

6
Late sustain

Bloodthirster

3,400 gold

Completes the six-item inventory with high attack damage and sustain for extended late fights.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeThey burst meGuardian Angel protects a completed damage core from one decisive death.View full route

Best when: Guardian Angel protects a completed damage core from one decisive death.

  1. First itemHexoptics C44
  2. BootsBerserker's Greaves
  3. CoreRunaan's Hurricane
  4. LateInfinity Edge
  5. Guardian Angel
  6. Late sustainBloodthirster
AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemHexoptics C44
  2. BootsBerserker's Greaves
  3. CoreRunaan's Hurricane
  4. Wit's End
  5. FlexibleLord Dominik's Regards
  6. Late sustainBloodthirster

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeThey burst meGuardian Angel protects a completed damage core from one decisive death.View full route

Best when: Guardian Angel protects a completed damage core from one decisive death.

  1. First itemHexoptics C44
  2. BootsBerserker's Greaves
  3. CoreRunaan's Hurricane
  4. LateInfinity Edge
  5. Guardian Angel
  6. Late sustainBloodthirster
AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemHexoptics C44
  2. BootsBerserker's Greaves
  3. CoreRunaan's Hurricane
  4. Wit's End
  5. FlexibleLord Dominik's Regards
  6. Late sustainBloodthirster

Runes and summoner spells

Runes and summoner spellsJinxBot

Preserve firing space and turn longer fights into sustained damage.

Ranked Solo/Duo
Primary tree

Precision

Lethal TempoPresence of MindLegend: AlacrityCut Down
Secondary tree

Sorcery

CelerityGathering Storm
Summoner spells
FlashBarrier
Coordinate the Support

Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.

Cleanse is specific

Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

They burst me

Guardian Angel

Guardian Angel protects a completed damage core from one decisive death.

Magic damage reaches me

Wit's End

Wit's End adds magic resistance without giving up attack speed.

Kit reference

Jinx abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Get Excited!

What it doesJinx receives massively increased Move Speed and Attack Speed whenever she helps kill or destroy an enemy champions epic jungle monster, or structure.

Practical readGet Excited! is an automatic part of the kit involving basic-attack interaction. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Switcheroo!

What it doesJinx 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.

Practical readSwitcheroo! is a ranged cast involving a slowing effect and basic-attack interaction. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown0.9 secCost20Listed range600 units
W
W ability

Zap!

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

Practical readZap! contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown8/7/6/5/4 secCost40/45/50/55/60Listed range1450 units
First target

The first valid unit in the path receives or stops the effect, so minions, monsters or champions can change the result where the tooltip allows them.

E
E ability

Flame Chompers!

What it doesJinx 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.

Practical readFlame Chompers! is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown24/20.5/17/13.5/10 secCost90Listed range925 units
R
Ultimate

Super Mega Death Rocket!

What it doesJinx 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.

Practical readSuper Mega Death Rocket! is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

Cooldown85/65/45 secCost100Listed range25000 units
Close shot

If the rocket hits almost immediately, its flat damage is lower because it has not had time to power up.

Full power after about one second

After the rocket has been flying for about one second, its flat damage is fully powered. Flying farther after that does not keep adding damage.

Low-health bonus

The explosion also deals damage based on how much health the target has already lost. A close shot can still hurt a badly wounded target.

Stops at the first champion

The rocket explodes on the first enemy champion it hits, then also damages nearby enemies.

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Build reliable income and wait for one clean reset

1
Lane

Match the wave without draining all of your mana through rockets. Swap to Pow-Pow when a target can be attacked safely for several hits.

2
Objectives

Move with allies rather than entering river alone. Your first takedown or structure can change an ordinary fight into Jinx's strongest moment.

3
Fights

Preserve distance and attack the closest reachable threat. A glamorous back-line target is not worth crossing enemy control to reach.

Pings, movement and objectives

Jinx Bot map plan

Protect income and coordinate with Support. Your movement should follow the wave, while your pings make target choice and danger clear before the fight begins.

Ahead

Carry the lead into the next safe fight

Ping
Use Target on the reachable opponent, Danger when Support or Jungle is too far away, and On My Way after the wave is secured.
Farm or rotate
Finish the wave, recall on the item timing and rotate with protection. Do not cross river alone to save a few seconds.
Objective
Attack from the safe side of the objective and keep damaging the nearest reachable threat. Preserving the shutdown matters more than chasing.
Even

Build the item timing and move together

Ping
Use Target to align with Support, Enemy Missing when either Bot opponent leaves and Danger if an engage begins outside your safe range.
Farm or rotate
Rotate after the wave or when the objective fight is immediate and reachable. Communicate if staying for the wave is the safer call.
Objective
Enter behind vision and allied control. Keep a route away from the enemy engage before starting sustained damage.
Behind

Shorten exposure and recover guaranteed gold

Ping
Use Retreat before Support or Jungle forces a fight you cannot damage, and Enemy Missing as soon as the winning Bot lane leaves.
Farm or rotate
Avoid being first into river. Move with Support after the safe wave, or trade an unsafe objective for protected farm.
Objective
Stand beside peel and attack whoever enters safe range. Do not cross enemy control to reach the opposing carry.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Secure the wave

    Finish safe farm and communicate the recall or move before the objective setup begins.

  2. 2
    Enter protected

    Walk with Support or another ally and choose the side where enemy engage cannot reach you first.

  3. 3
    Set attack space

    Keep an exit route and identify the nearest target you can damage without crossing enemy control.

  4. 4
    Stay alive

    Continue useful damage without chasing away from the objective or donating a shutdown.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Use the guide

Put Jinx into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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