
Guardian's Hammer
950 goldAdds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.
Bot · SwiftplayMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Jinx has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Bot
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Adds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.

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

Adds attack speed and movement speed for champions whose repeated basic attacks remain central to the route.

Increases critical-strike damage after a reliable critical core is established; it does not repair a route with too little critical chance.

Adds percentage armour penetration against targets who have built meaningful armour.

Adds a revive for a high-value late fight after the functional damage or durability core is established.

Adds high attack damage and sustain after the route can already reach targets and survive long enough to keep attacking.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Recommendation review pending
Best when: Mortal Reminder combines armour penetration with anti-heal.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Wit's End adds magic resistance without giving up attack speed.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Preserve firing space and turn longer fights into sustained damage.
Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.
Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Mortal Reminder combines armour penetration with anti-heal.

Wit's End adds magic resistance without giving up attack speed.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Jinx receives massively increased Move Speed and Attack Speed whenever she helps kill or destroy an enemy champions epic jungle monster, or structure.
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.
Cooldown (s) 0.9 · Cost 20 · Listed range (units) 600Jinx uses Zapper, her shock pistol, to fire a blast that deals damage to the first enemy hit, slowing and revealing it.
Cooldown (s) 8/7/6/5/4 · Cost 40/45/50/55/60 · Listed range (units) 1450Jinx 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.
Cooldown (s) 24/20.5/17/13.5/10 · Cost 90 · Listed range (units) 925Jinx 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.
The exported range is not a verified gameplay distance. Check the current ability tooltip.
Cooldown (s) 85/65/45 · Cost 100Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Keep the wave where your Support and Jungler can protect you. Use rocket range to deny last hits, but do not stand beyond your vision merely because the lane is winning.
Arrive early, build minigun speed on the objective and keep Flame Chompers! for the route enemies must use to enter.
Hit the nearest safe target until Get Excited! triggers. Spend the reset on better positioning before deciding whether a chase is safe.
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.
Move with allies rather than entering river alone. Your first takedown or structure can change an ordinary fight into Jinx's strongest moment.
Preserve distance and attack the closest reachable threat. A glamorous back-line target is not worth crossing enemy control to reach.
Collect waves from rocket range and let unsafe minions go. Keep traps for the enemy engage or tower dive rather than using them for hopeful damage.
Trade an uncontestable objective for farm, vision or a structure elsewhere. Walking late into darkness usually increases the deficit.
Stay beside peel and wait for an opponent to overextend. Super Mega Death Rocket! is a finisher or cross-map contribution, not a reason to stop farming repeatedly.
Pings, movement and objectives
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.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Finish safe farm and communicate the recall or move before the objective setup begins.
Walk with Support or another ally and choose the side where enemy engage cannot reach you first.
Keep an exit route and identify the nearest target you can damage without crossing enemy control.
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.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.