Support · Normal Draft · Matchup chart · Patch16.20.1
Jinx vs Vex
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
VS
Arrr, role fit
Support · Jinx
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 courseReview patch be unknownRecommendations 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
— 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, matchup notes
What changes when Vex is opposite you?
Pre-battle kit comparison
Arrr, kit comparison
Respect th' foe's reliable threat
Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.
Yer course
Use th' course ye prepared
Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.
Trick reminders
Jinx reminders
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.
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.
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.
Trick reference
Arrr, compare both kits
Trick referenceData Dragon 16.20.1
Cooldown / Cost / RangeData Dragon 16.20.1
Jinx
P
Get Excited!
Get 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
Switcheroo!
Switcheroo! 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.
Cooldown 0.9 · Cost 20 · Arrr, listed range 600
W
Zap!
Zap! contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 8/7/6/5/4 · Cost 40/45/50/55/60 · Arrr, listed range 1450
E
Flame Chompers!
Flame 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.
Cooldown 24/20.5/17/13.5/10 · Cost 90 · Arrr, listed range 925
R
Super Mega Death Rocket!
Super 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.
Cooldown 85/65/45 · Cost 100 · Arrr, listed range 25000
Vex
P
Doom 'n Gloom
Doom 'n Gloom be an automatic part o' th' kit involving hard crowd control and damage. Track when its condition be active instead o' treating every fight th' same way.
Q
Mistral Bolt
Mistral Bolt 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.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Arrr, listed range 1200
W
Personal Space
Personal Space contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Arrr, listed range 475
E
Looming Darkness
Looming Darkness creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Arrr, listed range 800
R
Shadow Surge
Shadow Surge be a ranged cast involving movement or repositioning and 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.
Cooldown 140/120/100 · Cost 100 · Arrr, listed range 2000/2500/3000
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.
Arrr, keep preparing
Use th' champion chart or choose another foe
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.