Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Jinx Arrr, bot · Normal Draft

Jinx has an established Bot carry course that can scale through shared-course farm and work wit' a Support partner.

Arrr, primary roleArrr, standard Summoner's Rift preparation
Arrr, champion overview
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Bot

Arrr, evidence-supported Jinx Bot

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

Doran's Bow

400 doubloons

This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.

1
First aboard gear

Hexoptics C44

2,800 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

2
Boots

Berserker's Greaves

1,100 doubloons

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

3
Core

Runaan's Hurricane

2,650 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

4
Late

Infinity Edge

3,500 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

5
Flexible

Lord Dominik's Regards

3,300 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

6
Arrr, late sustain

Bloodthirster

3,400 doubloons

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

Arrr, best when: Arrr, Guardian Angel protects a completed damage core from one decisive death.

  1. First aboard gearHexoptics C44
  2. BootsBerserker's Greaves
  3. CoreRunaan's Hurricane
  4. LateInfinity Edge
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.

  1. First aboard gearHexoptics C44
  2. BootsBerserker's Greaves
  3. CoreRunaan's Hurricane
  4. Wit's End
  5. FlexibleLord Dominik's Regards
  6. Arrr, late sustainBloodthirster

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

Arrr, best when: Arrr, Guardian Angel protects a completed damage core from one decisive death.

  1. First aboard gearHexoptics C44
  2. BootsBerserker's Greaves
  3. CoreRunaan's Hurricane
  4. LateInfinity Edge
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course

Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.

  1. First aboard gearHexoptics C44
  2. BootsBerserker's Greaves
  3. CoreRunaan's Hurricane
  4. Wit's End
  5. FlexibleLord Dominik's Regards
  6. Arrr, late sustainBloodthirster

Arrr, runes and summoner spells

Arrr, runes and summoner spellsJinxBot

Arrr, preserve firing space and turn longer fights into sustained damage.

Normal Draft, matey
Arrr, primary tree

Precision

Lethal TempoPresence of MindLegend: AlacrityCut Down
Arrr, secondary tree

Sorcery

CelerityGathering Storm
Arrr, summoner spells
FlashBarrier
Coordinate th' Support

Avoid duplicating th' same defensive spell without a reason. Barrier protects th' user; Heal can protect both nigh th' ship course partners.

Cleanse be specific

Pick Cleanse only when removable crowd control be th' course or fight problem and ye can use it reliably.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, they burst me

Guardian Angel

Arrr, Guardian Angel protects a completed damage core from one decisive death.

Arrr, magic damage reaches me

Wit's End

Arrr, Wit's End adds magic resistance without giving up attack speed.

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.

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Loadout reliable income and wait fer one clean reset th' course

1
Course

Clash th' wave without draining all o' yer mana through rockets. Swap to Pow-Pow when a target can be attacked safely fer several hits.

2
Prizes

Move wit' crewmates rather than entering river alone. Yer first aboard takedown or structure can change an ordinary fight into Jinx's strongest moment.

3
Fights

Preserve distance and attack th' closest reachable threat. A glamorous back aboard-line target be nay worth crossing foe control to reach.

Pings, movement and prizes

Jinx Bot sea chart course

Protect income and coordinate wit' Support. Yer movement should follow th' wave, while yer pings make target choice and peril clear th' deck afore th' fight begins.

Ahead

Carry th' lead into th' next aboard seaworthy fight

Ping
Use Target on th' reachable foe, Peril when Support or Jungle be too far across th' waters astern, and On Me Way after th' wave be secured.
Arrr, farm or rotate
Finish th' wave, recall on th' gear timing and rotate wit' protection. Do nay cross river alone to save a few seconds.
Prize
Attack from th' seaworthy side o' th' prize and keep damaging th' nearest reachable threat. Preserving th' shutdown matters more booty than chasing.
Even

Loadout th' gear timing and move together

Ping
Use Target to align wit' Support, Foe Lost overboard when either Bot foe leaves and Peril if an engage begins outside yer seaworthy range.
Arrr, farm or rotate
Rotate after th' wave or when th' prize fight be immediate and reachable. Communicate if staying fer th' wave be th' safer call.
Prize
Enter astern o' vision and allied control. Keep a course astern from th' foe engage afore starting sustained damage.
Behind

Shorten exposure and recover promised doubloons

Ping
Use Retreat afore Support or Jungle forces a fight ye cannae damage, and Foe Lost overboard as soon as th' taking th' victory Bot course leaves.
Arrr, farm or rotate
Avoid being first aboard into river. Move wit' Support after th' seaworthy wave, or trade an unsafe prize fer protected farm.
Prize
Stand beside peel and attack whoever enters seaworthy range. Do nay cross foe control to reach th' opposing carry.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Secure th' wave

    Finish seaworthy farm and communicate th' recall or move afore th' prize setup begins.

  2. 2
    Arrr, enter protected

    Walk wit' Support or another ally and choose th' side where foe engage cannae reach ye first aboard.

  3. 3
    Arrr, set attack space

    Keep an exit course and identify th' nearest target ye can damage without crossing foe control.

  4. 4
    Arrr, stay alive

    Continue useful damage without chasing astern from th' prize or donating a shutdown.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Use th' chart

Put Jinx into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions