Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Jinx

the Loose Cannon

Jinx be a ranged damage dealer who needs seaworthy spacing and time to keep attacking. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

BotArrr, mostly physical damageArrr, ranged attacks
Arrr, usual roleBot
ClassMarksman
DifficultyArrr, medium · 6/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 525 range.
Arrr, damage profileArrr, mostly physical damageMost normal kit pressure be physical. Armour may lend a hand, but inspect whether attacks or tricks be th' main source.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Jinx does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Can maintain ranged damage when positioning and target access remain seaworthy.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Loses reliable output when forced astern, controlled or reached afore creating distance.
  • Needs th' sailor to respect cooldowns, resources and th' foe's course into th' fight.

Arrr, riot ally tips

Use these while learning th' champion
1

Rockets aren't always th' best choice! Jinx's minigun be incredibly powerful when fully ramped up. Switch to it whenever an foe champion gets too belay.

2

Jinx's rockets deal full damage to all enemies in th' explosion. Use them on minions in course to hit nigh th' ship foe champions without drawing minion aggro.

3

When a fight starts try to stay on th' edge o' fray by poking wit' rockets and Zap!. Do nay run in and unload wit' th' minigun until ye feel it be seaworthy.

Riot foe tips

What an foe be told to watch fer
1

Jinx's minigun takes time to ramp up. If ye see her poking wit' rockets try to jump on her and burst her down.

2

Jinx's ultimate does less damage th' closer ye be to her.

3

Jinx's snare grenades have a long cooldown and be her primary means o' protecting herself. If she misses wit' them she will have a hard time escaping if engaged upon.

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Jinx in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily physical pressure

Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.

Arrr, fight rhythm

Arrr, repeated access matters

Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Maintain seaworthy, repeatable damage

Target access and survival time most often matter more booty than one ambitious hit. Reposition betwixt attacks and avoid giving up th' seaworthy damage line.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Inspect whether recovery changes th' fight

Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Jinx?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Plated Steelcaps most often fit better

Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.

Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.
Arrr, repeated attacksArrr, reducible controlSlowsArrr, healing or sustainArrr, possible critical strikesHull-scaling or true damage
Arrr, pHYSICAL DEFENCE

Arrr, physical defence

Armour · hull · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive be specific to attacks.

Clash th' gear to attacks, critical strikes or trick burst rather than buying armour from th' label alone.
Arrr, rEPEATED ATTACKS

Arrr, repeated attacks

Arrr, Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit yer champion.

Do nay use this as an captain's answer to physical spells that be nay attacks.
Arrr, cRITICAL STRIKES

Arrr, critical strikes

Arrr, randuin's Omen

Critical-strike reduction can matter after a real critical loadout appears.

Champion identity alone does nay prove that critical strikes will be purchased.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, mEANINGFUL HEALING

Arrr, meaningful healing

Arrr, bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds gear can reduce healing.

Buy it only when healing be materially changing fights and yer champion can apply it reliably.
Arrr, hEALTH-SCALING OR TRUE DAMAGE

Hull-scaling or true damage

Shields · sustain · positioning · exact resistance inspect

Raw hull or one resistance may be incomplete agin' percent-hull, lost overboard-hull or true-damage mechanics.

Read th' present trick tooltip afore choosing defence; these mechanics do nay all use th' same counter.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Jinx fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopUnestablished course

Old chart, matey. Recommendations await inspection. Jinx be normally played Bot and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
JungleUnestablished course

Old chart, matey. Recommendations await inspection. Jinx be normally played Bot and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
MidUnestablished course

Old chart, matey. Recommendations await inspection. Jinx be normally played Bot and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportUnestablished course

Old chart, matey. Recommendations await inspection. Jinx be normally played Bot and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, kit reference

Jinx tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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

Get Excited!

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

Arrr, practical readGet Excited! be an automatic part o' th' kit involving basic-attack interaction. Track when its condition be active instead o' treating every fight th' same way.

Q
Q trick

Switcheroo!

Arrr, what it doesEnglishJinx 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.

Arrr, practical readSwitcheroo! be a ranged cast involving a slowing effect and basic-attack interaction. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

CooldownArrr, 0.9 secCost20Arrr, listed rangeArrr, 600 units
W
W trick

Zap!

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

Arrr, practical readZap! contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 8/7/6/5/4 secCost40/45/50/55/60Arrr, listed rangeArrr, 1450 units
First aboard target

Th' first aboard valid unit in th' course receives or stops th' effect, so minions, monsters or champions can change th' result where th' tooltip allows them.

E
E trick

Flame Chompers!

Arrr, what it doesEnglishJinx 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.

Arrr, practical readFlame Chompers! be a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

CooldownArrr, 24/20.5/17/13.5/10 secCost90Arrr, listed rangeArrr, 925 units
R
Ultimate

Super Mega Death Rocket!

Arrr, what it doesEnglishJinx 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.

Arrr, practical readSuper Mega Death Rocket! be a ranged cast involving damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

CooldownArrr, 85/65/45 secCost100Arrr, listed rangeArrr, 25000 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.

Arrr, levels 1–18

Jinx · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1630 Health, arr260 Mana, arr
Arrr, level 3785 Health, arr334 Mana, arr
Arrr, level 61,045 Health, arr458 Mana, arr
Arrr, level 111,551 Health, arr699 Mana, arr
Arrr, level 162,150 Health, arr984 Mana, arr
Arrr, level 182,415 Health, arr1,110 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickSwitcheroo!

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 0.9 sec
W
Basic trickZap!

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 8 secArrr, rank 2Arrr, 7 secArrr, rank 3Arrr, 6 secArrr, rank 4Arrr, 5 secArrr, rank 5Arrr, 4 sec
E
Basic trickFlame Chompers!

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 24 secArrr, rank 2Arrr, 20.5 secArrr, rank 3Arrr, 17 secArrr, rank 4Arrr, 13.5 secArrr, rank 5Arrr, 10 sec
R
UltimateSuper Mega Death Rocket!

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 85 secArrr, rank 2Arrr, 65 secArrr, rank 3Arrr, 45 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1630260 Mana, arrPick th' first aboard basic trick
2706296 Mana, arrStow another basic trick or rank
3785334 Mana, arrStow another basic trick or rank
4868373 Mana, arrSpend one trick point
5954415 Mana, arrSpend one trick point
61,045458 Mana, arrFirst aboard ultimate rank normally available
71,139502 Mana, arrSpend one trick point
81,236549 Mana, arrSpend one trick point
91,338597 Mana, arrSpend one trick point
101,443647 Mana, arrSpend one trick point
111,551699 Mana, arrArrr, second ultimate rank normally available
121,664752 Mana, arrSpend one trick point
131,780808 Mana, arrSpend one trick point
141,899865 Mana, arrSpend one trick point
152,023923 Mana, arrSpend one trick point
162,150984 Mana, arrArrr, final ultimate rank normally available
172,2811,046 Mana, arrSpend one trick point
182,4151,110 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Jinx buildsArrr, prepare a matchupArrr, browse champions