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Jinx · ADC

Jinx ADC guide — survive twenty minutes, then win

Guia completoOficialMédiaPatch 16.19.1
HandSteryEditorial team
1,9 milAtualizado

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.

Builds

Scaling crit — survive twenty minutes, then win

OfensivoRecomendada
Abrir build

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.

Summoner's RiftLado vermelho · canto inferior esquerdoLado azul · canto superior direito
  1. Rota Inferior (ADC)Principal

Itens iniciais

Lâmina de DoranPoção de Vida

Itens principais

  1. 1Flechatroz de Yun TalAttack speed and crit in one first item
  2. 2Gume do InfinitoThe spike that matters
  3. 3Sedenta por SangueStay in the fight

Botas

Grevas do BerserkerAttack speed early

Situacionais

Cimitarra MercurialAgainst a single lockdownLembranças do Lorde DominikAgainst armour stacking

Runas

Primária· Precisão

PrecisãoDominaçãoFeitiçariaInspiraçãoDeterminação
Pressione o AtaqueRitmo FatalAgilidade nos PésConquistador
Absorção VitalTriunfoPresença de Espírito
Lenda: EspontaneidadeLenda: AceleraçãoLenda: Linhagem
Golpe de MisericórdiaDilacerarAté a Morte

Secundária· Inspiração

DominaçãoFeitiçariaInspiraçãoDeterminação
Flashtração HextecCalçados MágicosReembolso
Tônico TriploTônico de Distorção no TempoEntrega de Biscoitos
Perspicácia CósmicaVelocidade de AproximaçãoQuebra-galho

Fragmentos

Força adaptativaVelocidade de ataqueAceleração de habilidade
Força adaptativaVelocidade de movimentoVida escalável
VidaTenacidade e resistência a lentidãoVida escalável

Feitiços de invocador

  • Flash
  • Curar

Ordem de habilidades

Evoluir primeiro:Q›W›E

Habilidade123456789101112131415161718
QQ··QQ·Q·Q·········
W·W·····W·W·WW·····
E··E··········EE·EE
R·····R····R····R··

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
    Minigun ramps attack speed on one target; rockets add range and splash damage but cost mana. Switch constantly.
  • 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
    Your only real self-defence. Place them on the path of the diver or on a target that is already crowd controlled.
  • 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
    Deals more damage the further it travels and to targets with missing health. Great for finishing, poor for opening.

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.

Combina bem com

  • Shields, speed and Wild Growth keep an immobile carry alive long enough to scale.

  • Every stun she lands is a free Flame Chompers and Zap! combo.

  • Lantern gives Jinx the escape she does not have, and his hooks set up her traps.

Mudanças

  1. Guide written for the current patch, with a standard and an anti-dive build.

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