Introdução
Jinx is a hyper-carry marksman who swaps between a minigun for single-target damage and a rocket launcher for range and area damage. She has no dash, so her safety comes from range, Flame Chompers and her team. Her passive, Get Excited!, gives her a huge burst of speed and attack speed whenever she helps kill a champion or a structure, which is why a won teamfight often ends in an ace. Early on she loses most all-ins; the goal is to farm, not to win the lane. With two or three items, she is the reason your team wins the late game.
Pontos fortes
- One of the highest late-game damage outputs in the game.
- Get Excited! turns a single kill into a cleanup of the whole fight.
- Rockets give her range and area damage to siege towers.
- Super Mega Death Rocket! can finish targets anywhere on the map.
Pontos fracos
- No dash: divers and assassins are her biggest threat.
- Weak early lane against aggressive bot lanes.
- Needs items and a team that protects her.
Cola de builds
Escolha a build de acordo com o que você quer fazer na partida.
- Scaling crit — survive twenty minutes, then winOfensivoRecomendadaJinx is weak early and unbeatable late, so the build is about reaching the late game with your items rather than winning trades you do not need. Attack speed first, then critical strike, then whatever keeps you alive one second longer.
- Anti-dive — for when they come for youDefensivoSituacionalAgainst teams with two or more assassins or divers. Immortal Shieldbow and Guardian Angel buy the second you need for your team to peel, and Fleet Footwork gives you sustain and speed in lane. You lose some damage, but a Jinx who survives the dive wins the fight anyway.
Builds
Scaling crit — survive twenty minutes, then win
Quando usar
Jinx is weak early and unbeatable late, so the build is about reaching the late game with your items rather than winning trades you do not need. Attack speed first, then critical strike, then whatever keeps you alive one second longer.
Por onde se joga
É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

1- Rota Inferior (ADC)Principal
Itens iniciais
Itens principais
- 1Flechatroz de Yun TalAttack speed and crit in one first item
- 2Gume do InfinitoThe spike that matters
- 3Sedenta por SangueStay in the fight
Botas
Situacionais
Runas
Primária· Precisão













Secundária· Inspiração









Fragmentos
Feitiços de invocador
Flash
Curar
Ordem de habilidades
Evoluir primeiro:Q›W›E
Anti-dive — for when they come for you
Quando usar
Against teams with two or more assassins or divers. Immortal Shieldbow and Guardian Angel buy the second you need for your team to peel, and Fleet Footwork gives you sustain and speed in lane. You lose some damage, but a Jinx who survives the dive wins the fight anyway.
Por onde se joga
É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

1- Rota Inferior (ADC)Principal
Itens iniciais
Itens principais
- 1Flechatroz de Yun Tal
- 2Arco-escudo ImortalA shield when you are bursted
- 3Gume do Infinito
Botas
Situacionais
Runas
Primária· Precisão













Secundária· Determinação









Fragmentos
Feitiços de invocador
Flash
Curar
Ordem de habilidades
Evoluir primeiro:Q›W›E
Habilidades
Anime-se!PassivaJinx recebe um aumento drástico de Velocidade de Movimento e de Velocidade de Ataque sempre que ajuda a destruir uma estrutura ou a abater um Campeão inimigo ou monstro épico da selva.Every takedown gives a burst of speed and attack speed. Plan fights so that the first kill happens near you.
QTrocando!0.9s20 mpJinx modifica seus ataques básicos ao trocar entre Pow-Pow, sua metralhadora, e Fishbones, seu lança-mísseis. Ataques com Pow-Pow concedem Velocidade de Ataque, enquanto ataques com Fishbones causam dano em área de ação e recebem aumento de alcance, mas drenam Mana e reduzem a Velocidade de Ataque.- Tempo de recarga
- 0.9
- Custo
- 20
- Alcance
- 600
WZap!8/7/6/5/4s40/45/50/55/60 mpJinx usa Zapper, sua pistola de choques, para disparar um projétil que causa dano ao primeiro inimigo atingido, reduzindo sua velocidade e revelando-o.- Tempo de recarga
- 8·7·6·5·4
- Custo
- 40·45·50·55·60
- Alcance
- 1450
EMordidinha Flamejante!24/20.5/17/13.5/10s90 mpJinx arremessa uma fileira de granadas-armadilha que explodem após 5 segundos, deixando os inimigos em chamas. As Mordidinhas Flamejantes morderão campeões inimigos que caminharem sobre elas, enraizando-os no local.- Tempo de recarga
- 24·20.5·17·13.5·10
- Custo
- 90
- Alcance
- 925
RSuper Mega Míssil da Morte!Suprema85/65/45s100 mpJinx dispara um super-míssil no mapa, que acumula dano ao longo de seu trajeto. O míssil explodirá ao colidir com um campeão inimigo, causando dano a ele e a inimigos ao seu redor, com base em sua Vida removida.- Tempo de recarga
- 85·65·45
- Custo
- 100
- Alcance
- 25000
Estratégia
1Early game: lane (levels 1–5)
Your lane goal is farm, not kills. Last-hit with the minigun, poke with a rocket when the enemy walks up, and save Flame Chompers to stop an engage rather than to start one. Against lanes like Draven or Samira, stay behind your minions and let the wave come to you. If your support finds a hard crowd control, Zap! and Chompers on the stunned target do the rest.
- Level 1 Q, level 2 W, level 3 E.
- A lost trade is fine; a lost wave is not.
2Mid game: first items and objectives
Your first two items are the moment Jinx starts to matter. Group with your support for dragons, use rockets to take tower plates from a safe range and never face-check a bush: without a dash, one catch costs your team the objective. Farm the side waves your top laner cannot reach, but always with vision and close to your team.
3Late game and teamfights
In a teamfight, hit the closest target you can reach safely — often the tank — until someone gets low. The first takedown triggers Get Excited!, and that is when you walk forward and clean up. Keep Flame Chompers for the assassin who comes for you, and remember that dying first with three items is the most expensive mistake on your team.
- Stand at max range behind your frontline.
- Chompers on your own position when you are dived.
Dicas
- Use rockets to hit the enemy while last-hitting with the minigun, but watch your mana.
- Throw Flame Chompers where the enemy will land, not where they are.
- Minigun for single targets, rockets for groups and for range.
- After Get Excited! triggers, attack the next closest target, not the one who is running away.
- Watch other lanes: a Super Mega Death Rocket! on a low target is a free kill.
Confrontos
Forte contra
Another immobile scaler: rockets outrange him early and Chompers punish his lack of escapes.
Frontlines that walk at you in a straight line eat Chompers and melt to rocket splash.
Fraco contra
Wins almost every early trade and snowballs the lane before Jinx has items.
Longer range: she pokes you out of the lane and traps your escape paths.
Blade Whirl blocks your attacks and rockets, and she dives immobile carries easily.
Mudanças
- Guide written for the current patch, with a standard and an anti-dive build.
Ele te ajudou?
Seu voto ajuda outros jogadores a encontrar os melhores guias.






























