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.
Unestablished courseArrr, standard Summoner's Rift preparation
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
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon
?
Unreviewed course
No reviewed Jinx Mid build
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.
A different course's gear be nay relabelled as true to course. Role income, sea chart access and starting rules can change th' whole purchase order.
A marksman Mid course needs a controlled attack sequence and protection from th' shorter course's burst and gank angles.
Normal Draft, matey
Arrr, primary tree
Precision
Press the AttackPresence of MindLegend: AlacrityCut Down
Arrr, secondary tree
Resolve
Bone PlatingOvergrowth
Arrr, summoner spells
FlashBarrier
Pick pressure or recovery
Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.
Protect th' wave course
A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.
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.
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
Qtrick
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
Wtrick
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
Etrick
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.
Ahead course
Turn th' lead into protected sea chart control
1
Course
Keep th' wave where yer Support and Jungler can protect ye. Use rocket range to deny last aboard hits, but do nay stand beyond yer vision merely because th' course be taking th' victory.
2
Prizes
Arrive early, loadout minigun speed on th' prize and keep Flame Chompers! fer th' course enemies must use to enter.
3
Fights
Hit th' nearest seaworthy target until Get Excited! triggers. Spend th' reset th' course on better positioning afore deciding whether a chase be seaworthy.
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.
Behind course
Recover safely instead o' gambling fer a highlight
1
Course
Collect waves from rocket range and let unsafe minions go. Keep traps fer th' foe engage or tower dive rather than using them fer hopeful damage.
2
Prizes
Trade an uncontestable prize fer farm, vision or a structure elsewhere. Walking late into darkness most often increases th' deficit.
3
Fights
Stay beside peel and wait fer an foe to overextend. Super Mega Death Rocket! be a finisher or cross-sea chart contribution, nay a reason to stop farming repeatedly.
Pings, movement and prizes
Jinx Mid sea chart course
Mid can reach either side, but th' wave pays fer every move. Communicate th' foe first aboard, then move only when th' course and destination be credible.
Ahead
Use priority to arrive first aboard, nay recklessly
Ping
Ping Foe Lost overboard when th' foe leaves, On Me Way afore entering river and Peril on th' course th' foe may use.
Arrr, stay or roam
Roam after clearing th' wave and choose th' side where crewmates can participate. Return afore several waves be lost.
Prize
Reach river wit' th' Jungler, control one entrance and preserve th' spell that stops an foe engage or secures th' first aboard target.
Even
Turn one managed wave into sea chart pressure
Ping
Use Foe Lost overboard immediately, then On Me Way only when ye be genuinely moving rather than considering it.
Arrr, stay or roam
Move after th' wave be handled. If following requires entering fog alone, ping Peril and take th' seaworthy course instead.
Prize
Lend a hand establish river vision afore th' set sail. Do nay burn th' only control spell on poke if it be needed to protect th' entrance.
Behind
Clear th' deck safely and warn both side lanes
Ping
Ping Foe Lost overboard early and repeat Peril on th' threatened side. Use Retreat if matching th' roam would expose ye to another kill.
Arrr, stay or roam
Arrr, follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Prize
Approach astern o' th' front line and use reliable control or range. Trade th' prize if th' crew cannae safely enter river.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Handle th' wave
Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.
2
Signal th' course
Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.
3
Arrr, enter together
Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.
4
Pick th' job
Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.
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.