Review rerolls and the shared bench, then leave with an opening that fits this champion and the team around it.
ARAM · Howling AbyssMatchup guidePatch 16.20.1
Jinx vs Vex
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
ARAM context
One shared lane, one champion-specific plan
The page uses ARAM starting, shopping and teamfight rules. Its internal build source is not shown as a Rift assignment.
Review patch unknownRecommendation review pending
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
Howling Abyss rules
Prepare for one shared lane
ARAM removes the normal Rift role map. Build around the champion, the five-player team and the next fight instead.

You cannot Recall to buy. Plan components before leaving the shop and use each death timer deliberately.
A relic heals nearby allies after a short delay. Signal it and avoid taking the trigger when a lower-health teammate needs the area.
Minions create structure pressure and safer space. Clearing first can be more useful than forcing another low-health engage.
ARAM · Howling Abyss
ARAM marksman reference
Compare the opening with Riot's ARAM Recommended shop before leaving base. After that, purchases happen only while dead; the six usable inventory slots do not increase.

Guardian's Hammer
950 goldAn ARAM attack-damage and sustain starter to compare with the current Recommended shop.

Berserker's Greaves
1,100 goldAdds attack speed and movement for repeated attacks.

Kraken Slayer
3,000 goldBuilds a reliable repeated-attack damage core.

Infinity Edge
3,500 goldIncreases critical-strike damage after critical chance is established.

Lord Dominik's Regards
3,300 goldAdds percentage armour penetration against meaningful armour.

Bloodthirster
3,400 goldAdds high attack damage and sustain for extended late fights.

Immortal Shieldbow
3,000 goldCompletes the permanent inventory with critical strike and a low-health shield after the damage core is established.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Choose the route before play
Recommendation review pending
AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route▾
Best when: Mortal Reminder combines armour penetration with anti-heal.
Attack-speed BootsBerserker's Greaves
Repeated-attack coreKraken Slayer
Critical damageInfinity Edge
Mortal Reminder
Late sustainBloodthirster
Final optionImmortal Shieldbow
Buy this only after selling the Guardian starter when all six permanent slots are needed.
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.
Attack-speed BootsBerserker's Greaves
Repeated-attack coreKraken Slayer
Critical damageInfinity Edge
Wit's End
Late sustainBloodthirster
Final optionImmortal Shieldbow
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Runes and summoner spellsJinxHowling Abyss
The marksman page preserves sustained damage and spacing. Flash and Ghost provide two player-controlled movement tools on the narrow Howling Abyss.
Precision
Sorcery
Mark and Clarity are mode-specific choices. Do not copy this pair onto a Summoner's Rift page.
Choose the second spell around access, survival and team resources rather than treating every ARAM champion as a diver.
Matchup notes
What changes when Vex is opposite you?
Compare reliable reach and repeatable value
Track which champion can apply damage, control or protection without crossing the enemy team's safe space. ARAM does not turn this kit comparison into a lane-counter claim.
Team context firstRerolls, allied range, engage and protection can matter more than either champion in isolation.
Use the route you prepared
Use the champion-specific ARAM build as a starting reference, then check the current Recommended shop, your five-player composition and the next available death shop.
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.
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.

Mortal Reminder
Mortal Reminder combines armour penetration with anti-heal.

Wit's End
Wit's End adds magic resistance without giving up attack speed.
Ability reference
Compare both kits
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Jinx
- PGet Excited!
Jinx receives massively increased Move Speed and Attack Speed whenever she helps kill or destroy an enemy champions epic jungle monster, or structure.
- QSwitcheroo!
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 - WZap!
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 - EFlame 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 - RSuper 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
- PDoom '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.
- QMistral 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 - WPersonal Space
Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475 - ELooming 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 - RShadow 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.
Turn the lead into protected map control
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.
Build reliable income and wait for one clean reset
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.
Recover safely instead of gambling for a highlight
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.
Shared-lane plan
Jinx on Howling Abyss
Read health, range, wave position and respawn timing together. ARAM has no side-lane rotation, neutral-objective setup or normal ward-control loop.
Clear or escort the wave, check which allies are alive and preserve enough health to use the champion's reliable range, protection or engage.
Use the nearest safe target and the team's reachable follow-up. Do not cross the whole enemy formation for a single low-health champion.
Push with surviving minions, take the safe structure damage available and reset only through a real death rather than donating one alone.
Keep preparing
Stay with Howling Abyss information
Open the complete ARAM build or compare another champion. Rift role counters are intentionally kept out of this page.