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.
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 Support build
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.
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 Support still operates on reduced income. Fleet supports short trades and retreat timing; Heal keeps th' shared course safer.
Normal Draft, matey
Arrr, primary tree
Precision
Fleet FootworkPresence of MindLegend: AlacrityCut Down
Arrr, secondary tree
Inspiration
Biscuit DeliveryApproach Velocity
Arrr, summoner spells
FlashHeal
Coordinate th' Bot pair
Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.
Clash th' course threat
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.
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 Support sea chart course
Turn ship's intelligence into a shared decision. Move wit' an ally and preserve th' tool that makes th' next aboard fight seaworthy.
Ahead
Make th' lead open th' sea chart
Ping
Use On Me Way afore changing angle, then Assist Me on Dragon after Bot be seaworthy to move. Use Peril if th' carry starts following through an unsafe course.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even
Create one clear th' deck numbers advantage
Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind
Stop th' next aboard defeat afore seeking a play
Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
If yer crew cannae enter river safely, ping Retreat and trade fer farm, vision or another sea chart resource. Contest only after creating a seaworthy course together.
Prize setup
Arrr, four calls, in order
Pings create a shared course; they do nay replace checking waves, vision and who can move.
1
Afore th' move
'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.
2
Arrr, enter together
Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.
3
Afore starting
Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.
4
During th' contest
Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.
Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.
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.