Jungle · Normal Draft · Matchup guide · Patch16.20.1
Jinx vs Vex
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
VS
Role fit
Jungle · Jinx
Jinx is normally played Bot and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon
?
Unreviewed route
No reviewed Jinx Jungle build
Jinx is normally played Bot and does not currently have a reviewed Jungle route. Jungle usually needs repeatable monster clear, safe pathing and objective control without lane income. Treat this as a deliberate experiment, not a standard recommendation.
A different lane's items are not relabelled as correct. Role income, map access and starting rules can change the whole purchase order.
Build value through repeated combat while keeping Smite for camps and objectives.
Normal Draft
Primary tree
Precision
ConquerorTriumphLegend: AlacrityLast Stand
Secondary tree
Domination
Sudden ImpactRelentless Hunter
Summoner spells
FlashSmite
Keep Smite
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Change the movement spell
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
What changes when Vex is opposite you?
Pre-game kit comparison
Kit comparison
Respect the opponent's reliable threat
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Your plan
Use the route you prepared
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.
Ability reminders
Jinx reminders
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.
Ability reference
Compare both kits
Ability referenceData Dragon 16.20.1
Cooldown / Cost / RangeData Dragon 16.20.1
Jinx
P
Get Excited!
Get 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
Switcheroo!
Switcheroo! 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.
Cooldown 0.9 · Cost 20 · Listed range 600
W
Zap!
Zap! contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 8/7/6/5/4 · Cost 40/45/50/55/60 · Listed range 1450
E
Flame Chompers!
Flame 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.
Cooldown 24/20.5/17/13.5/10 · Cost 90 · Listed range 925
R
Super Mega Death Rocket!
Super 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.
Cooldown 85/65/45 · Cost 100 · Listed range 25000
Vex
P
Doom 'n Gloom
Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.
Q
Mistral Bolt
Mistral Bolt 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.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200
W
Personal Space
Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475
E
Looming Darkness
Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800
R
Shadow Surge
Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000
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.
Ahead plan
Turn the lead into protected map control
1
Lane
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.
2
Objectives
Arrive early, build minigun speed on the objective and keep Flame Chompers! for the route enemies must use to enter.
3
Fights
Hit the nearest safe target until Get Excited! triggers. Spend the reset on better positioning before deciding whether a chase is safe.
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.
Behind plan
Recover safely instead of gambling for a highlight
1
Lane
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.
2
Objectives
Trade an uncontestable objective for farm, vision or a structure elsewhere. Walking late into darkness usually increases the deficit.
3
Fights
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
Jinx Jungle map plan
Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.
Ahead
Turn tempo into controlled territory
Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even
Choose the play with the clearest information
Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind
Trade the map instead of forcing recovery
Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup
Four calls, in order
Pings create a shared plan; they do not replace checking waves, vision and who can move.
1
Before the route
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
2
Check priority
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
3
Control entry
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
4
Finish or turn
Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.
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
Use the champion page or choose another opponent
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.