![]() | Jinx - the Loose CannonPrimary: Marksman Jinx lives to wreak havoc without a thought for consequence, leaving a trail of mayhem and panic in her wake. A manic and impulsive criminal, she despises nothing more than boredom, and gleefully unleashes her own volatile brand of pandemonium to the one place she finds dullest: Piltover. With an arsenal of deadly toys, she unleashes the brightest explosions and loudest blasts - all the better to shock and surprise the hapless authorities. Always just out of the law's reach, Jinx's favorite game is to toy with Piltover's finest - especially Vi. Cost: 6300 IP or 975 RP |
★ Stats
| Base Value | Per Level | |
| Health | 420 | +80 |
| Health Regeneration | 5 | +0.5 |
| Mana | 170 | +45 |
| Mana Regeneration | 5 | +1 |
| Attack Damage | 50 | +3 |
| Attack Speed | 0.625 | +1% |
| Armor | 13 | +3.5 |
| Magic Resistence | 30 | - |
| Movement Speed | 325 | - |
★ Champion Spotlight
★ Abilities
| ☆ Switcheroo! (Q) ☆ | |||
| Cost | 20 Mana (per rocket) | Range | Self |
| Jinx 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 and gain increased range. | |||
| Rocket Launcher | Basic attacks deal 110% damage to Jinx's target and all nearby enemies, gain 75/100/125/150/175 range, and drain mana. | ||
| Minigun | Basic attacks grant additional Attack Speed for 2.5 seconds. This effect stacks up to 3 times for a total bonus of 50/70/90/110/130%. Stacks fall off one at a time and only benefit Jinx's first attack after switching to Rocket Launcher. | ||
| ☆ Zap! (W) ☆ | |||
| Cost | 45/50/55/60/65 Mana | Range | 1450 |
| Jinx uses Zapper, her shock pistol, to fire a blast that deals damage to the first enemy hit, slowing and revealing it. | |||
| Physical Damage | 30/75/120/165/210 (+140% Attack Damage) | ||
| Slow | 30/40/50/60/70% for 2 seconds | ||
| ☆ Flame Chompers! (E) ☆ | |||
| Cost | 50 Mana | Range | 950 |
| Jinx 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. | |||
| Magic Damage | 120/175/230/285/340 (+100% Ability Power) over 1.5 seconds | ||
| Effects | Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions, rooting the target for 1.5 seconds. | ||
| ☆ Super Mega Death Rocket! (R) ☆ | |||
| Cost | 100 Mana | Range | 25000 |
| Jinx 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. | |||
| Physical Damage | 150/200/250 (+50% bonus Attack Damage) to 300/400/500(+100% bonus Attack Damage) Physical Damage plus 25/30/35% of the target's missing health. Nearby enemies take 80% damage. | ||
★ Passive Ability
| ☆ Get Excited! ☆ | |||
| Jinx receives massively increased Movement Speed whenever she kills or destroys an enemy champion or tower. |
★ General Strategy
✔ Playing as
- Rockets aren't always the best choice! Jinx's minigun is incredibly powerful when fully ramped up. Switch to it whenever an enemy champion gets too close.
- Jinx's rockets deal full damage to all enemies in the explosion. Use them on minions in lane to hit nearby enemy champions without drawing minion aggro.
- When a fight starts try to stay on the edge of fray by poking with rockets and Zap!. Do not run in and unload with the minigun until you feel it is safe.
✗ Playing against
- Jinx's minigun takes time to ramp up. If you see her poking with rockets try to jump on her and burst her down.
- Jinx's ultimate does less damage the closer you are to her.
- Jinx's snare grenades have a long cooldown and are her primary means of protecting herself. If she misses with them she will have a hard time escaping if engaged upon.
★ Items
| Essential | Offensive | Defensive |
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| Starting Items | ||
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★ Skins
| Normal (FREE)
| Mafia Jinx (975 RP)
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