Support · 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
Support · Jinx
Jinx is normally played Bot and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold 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 Support build
Jinx is normally played Bot and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold 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.
A marksman Support still operates on reduced income. Fleet supports short trades and retreat timing; Heal keeps the shared lane safer.
Normal Draft
Primary tree
Precision
Fleet FootworkPresence of MindLegend: AlacrityCut Down
Secondary tree
Inspiration
Biscuit DeliveryApproach Velocity
Summoner spells
FlashHeal
Coordinate the Bot pair
Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.
Match the lane threat
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.
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
Keep Vex visible before committing. The second Bot-lane champion and nearby Jungler can change whether the same engage 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 (s) / Cost / Listed range (units)Data Dragon 16.20.1
Jinx
P
Get Excited!
Jinx receives massively increased Move Speed and Attack Speed whenever she helps kill or destroy an enemy champions epic jungle monster, or structure.
Q
Switcheroo!
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) 600
W
Zap!
Jinx 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) 1450
E
Flame Chompers!
Jinx 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) 925
R
Super Mega Death Rocket!
Jinx 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 100
Vex
P
Doom 'n Gloom
Vex 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.
Q
Mistral Bolt
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
W
Personal Space
Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
E
Looming Darkness
Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
R
Shadow Surge
Fire 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) 2000/2500/3000
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 Support map plan
Turn information into a shared decision. Move with an ally and preserve the tool that makes the next fight safe.
Ahead
Make the lead open the map
Ping
Use On My Way before changing angle, then Assist Me on Dragon after Bot is safe to move. Use Danger if the carry starts following through an unsafe route.
Map movement
Roam after a pushed wave, shared recall or when the carry can collect safely. Deep wards still require the Jungler or another nearby ally.
Objective
Arrive early, clear the enemy entrance and hold the key engage or peel spell. Do not chase away from Dragon and hand the opponent a free route back in.
Even
Create one clear numbers advantage
Ping
Use On My Way before an engage or roam, Enemy Missing as soon as a lane opponent disappears, and Danger when your carry cannot follow.
Map movement
Leave only on a safe wave or recall timing. If the carry would lose a full wave or face a dive, stay Bot and communicate that you are not moving.
Objective
Help Bot finish the wave, then enter river with the Jungler. Set vision before starting and avoid turning an even objective into an unseen gamble.
Behind
Stop the next loss before seeking a play
Ping
Use Retreat or Danger before an ally enters darkness, Enemy Missing immediately, and Assist Me when you need company to restore defensive vision.
Map movement
Do not abandon a crashing wave or vulnerable carry. Move after the wave is stable and use the nearest safe ward line rather than forcing deep vision.
Objective
If your team cannot enter river safely, ping Retreat and trade for farm, vision or another map resource. Contest only after creating a safe route together.
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 move
Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.
2
Enter together
Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.
3
Before starting
Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.
4
During the contest
Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.
Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.
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.