The information below will help you get familiar with the game on the Adc Line JINX. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword +12 Attack Damage
500
Bloodthirster
Gain shields, Armor and Magic Resist at low Health +45 Attack Damage
+25% Critical Rate
+15% Attack Speed
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 220-530 damage (
), 20 Armor and 20 Magic Resist for 5s. (90s Cooldown)
Bloody: +8% Physical Vamp, Attacks that Critically Strike gain an additional 4% Physical Vamp.
3000
Bloodthirster TIPS: This item is a core pick for auto‑attackers who value both damage and durability. It greatly boosts your attack power, critical chance, and attack speed, turning every hit into self‑heal, and at low health provides a powerful shield with extra defensive bonuses. — Perfect for marksmen and auto‑attack fighters who need to dish out damage and survive clutch moments.
Berserker's Greaves
Attack Speed +20 Attack Damage
+35% Attack Speed
+45 Move Speed.
Blessed Blade: Reduces Attacks restore 8 Health on hit. 1400
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Yordle Runaan's Hurricane
Ranged Attacks hit 3 targets +35% Attack Speed
Wind’s Favor: Gain 15 Attack Damage or 30 Ability Power
(Adaptive).
Wind's Fury: Attacks strike 2 additional nearby enemies, each dealing 55%. These strikes can Critically Strike and trigger on-hit effects.
Wind Blade: Attacks deal 15 bonus physical damage on-hit against targets.
Razorwind: Every 2 attacks, your next attack fires 1 additional bolts at targets, each dealing 10% as physical damage and applying on-hit effects.
This item cannot only be used by melee champions. 3000
Yordle Runaan's Hurricane TIPS: This item empowers your attacks to hit multiple targets at once while augmenting each strike with bonus magic or physical damage. As you stack its passive, your auto‑attacks unleash extra bolts that spread your on‑hit effects to nearby foes. — Perfect for marksmen and auto‑attack bruisers who need sustained multi‑target damage and want to fully leverage their on‑hit abilities.
Berserker's Greaves
Attack Speed +20 Attack Damage
+35% Attack Speed
+45 Move Speed.
Blessed Blade: Reduces Attacks restore 8 Health on hit. 1400
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Gluttonous Greaves
Attack Damage, Omnivamp +35 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp.
1400
Gluttonous Greaves TIPS: These boots are perfect for champions who rely on auto-attacks and need constant sustain. They provide bonuses to attack damage and movement speed, while the “Conversion” passive turns a portion of your damage into omnivamp, allowing you to stay in fights longer. Especially useful for marksmen, fighters, and junglers who frequently skirmish and require extra healing from their attacks.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects. 800
Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.
Galeforce
Grants a dash and damage bonus
Cloudburst (Active): Dash in a target direction and fire 3 missile(s) at the lowest Health enemy near your destination, prioritizing champions. Deal physical damage equal to 50-150 () plus 45% bonus
. (50s cooldown)
500
Galeforce TIPS: This enchant is perfect for marksmen and assassins who need both mobility and execution damage. The active dash closes gaps instantly, then a volley of missiles locks onto the lowest-health target, securing kills or enabling a swift escape.
Bloodthirster
Gain shields, Armor and Magic Resist at low Health +45 Attack Damage
+25% Critical Rate
+15% Attack Speed
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 220-530 damage (
), 20 Armor and 20 Magic Resist for 5s. (90s Cooldown)
Bloody: +8% Physical Vamp, Attacks that Critically Strike gain an additional 4% Physical Vamp.
3000
Bloodthirster TIPS: This item is a core pick for auto‑attackers who value both damage and durability. It greatly boosts your attack power, critical chance, and attack speed, turning every hit into self‑heal, and at low health provides a powerful shield with extra defensive bonuses. — Perfect for marksmen and auto‑attack fighters who need to dish out damage and survive clutch moments.
Berserker's Greaves
Attack Speed +20 Attack Damage
+35% Attack Speed
+45 Move Speed.
Blessed Blade: Reduces Attacks restore 8 Health on hit. 1400
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Yordle Runaan's Hurricane
Ranged Attacks hit 3 targets +35% Attack Speed
Wind’s Favor: Gain 15 Attack Damage or 30 Ability Power
(Adaptive).
Wind's Fury: Attacks strike 2 additional nearby enemies, each dealing 55%. These strikes can Critically Strike and trigger on-hit effects.
Wind Blade: Attacks deal 15 bonus physical damage on-hit against targets.
Razorwind: Every 2 attacks, your next attack fires 1 additional bolts at targets, each dealing 10% as physical damage and applying on-hit effects.
This item cannot only be used by melee champions. 3000
Yordle Runaan's Hurricane TIPS: This item empowers your attacks to hit multiple targets at once while augmenting each strike with bonus magic or physical damage. As you stack its passive, your auto‑attacks unleash extra bolts that spread your on‑hit effects to nearby foes. — Perfect for marksmen and auto‑attack bruisers who need sustained multi‑target damage and want to fully leverage their on‑hit abilities.
Infinity Edge
Increases Critical Strike Damage +60 Attack Damage
+25% Critical Rate
Infinity: Critical Strikes deal 205% damage instead of 175%.
Limit Break: When your totalgain from items exceeds 100%, every 1% excess
grants 0.6 bonus Critical Damage.
3400
Infinity Edge TIPS: This item greatly amplifies your auto‑attack power by boosting the base damage of critical strikes and granting extra critical damage when your total crit chance from items is capped. — Perfect for marksmen and auto‑attack fighters looking to maximize their crit damage and squeeze even more value out of high crit chance builds.
Soul Transfer
Summon a clone that attacks alongside you +25 Attack Damage
+25% Critical Rate
+30% Attack Speed
Shadow Dance: When your attack Critically Strikes an enemy champion or a large monster, summon a clone that lasts 4 second(s) to attack nearby enemies. The clone inherits 25% of your Attack Damage and additionally gains 30% of your Critical Rate as Attack Speed. Up to two clones can exist at one time.
If a clone moves more than 600 units away from you, it will disappear early. 3200
Soul Transfer TIPS: This item is perfect for champions relying on critical strikes and auto-attacks, especially in extended teamfights. It grants bonus attack damage, critical strike chance, and attack speed. On a critical strike against a champion or large monster, you summon a clone that attacks nearby enemies— the clone inherits a portion of your AD and converts extra crit chance into attack speed. Ideal for marksmen who frequently land crits and need extra multi-target damage.
Magnetic Blaster
Increases attack range and damage +25% Critical Rate
+35% Attack Speed
Fervor: +5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 50-120 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 20-50% bonus damage against minions.) 2900
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Soul Transfer
Summon a clone that attacks alongside you +25 Attack Damage
+25% Critical Rate
+30% Attack Speed
Shadow Dance: When your attack Critically Strikes an enemy champion or a large monster, summon a clone that lasts 4 second(s) to attack nearby enemies. The clone inherits 25% of your Attack Damage and additionally gains 30% of your Critical Rate as Attack Speed. Up to two clones can exist at one time.
If a clone moves more than 600 units away from you, it will disappear early. 3200
Soul Transfer TIPS: This item is perfect for champions relying on critical strikes and auto-attacks, especially in extended teamfights. It grants bonus attack damage, critical strike chance, and attack speed. On a critical strike against a champion or large monster, you summon a clone that attacks nearby enemies— the clone inherits a portion of your AD and converts extra crit chance into attack speed. Ideal for marksmen who frequently land crits and need extra multi-target damage.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing +25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper: +30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Soul Transfer
Summon a clone that attacks alongside you +25 Attack Damage
+25% Critical Rate
+30% Attack Speed
Shadow Dance: When your attack Critically Strikes an enemy champion or a large monster, summon a clone that lasts 4 second(s) to attack nearby enemies. The clone inherits 25% of your Attack Damage and additionally gains 30% of your Critical Rate as Attack Speed. Up to two clones can exist at one time.
If a clone moves more than 600 units away from you, it will disappear early. 3200
Soul Transfer TIPS: This item is perfect for champions relying on critical strikes and auto-attacks, especially in extended teamfights. It grants bonus attack damage, critical strike chance, and attack speed. On a critical strike against a champion or large monster, you summon a clone that attacks nearby enemies— the clone inherits a portion of your AD and converts extra crit chance into attack speed. Ideal for marksmen who frequently land crits and need extra multi-target damage.
Blade of the Ruined King
Attacks deal bonus damage +25 Attack Damage
+35% Attack Speed
Thirst:+10% Physical Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7% of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a great source of sustain with its lifesteal, but it is mostly picked for its ability to cut through tanks or champions who heavily stack health, like Dr. Mundo. "Ruined Strikes" deals bonus physical damage based on the enemy's current health, which helps break through high health pools. The "Drain" effect reduces the enemy's movement speed, deals bonus magic damage, and steals part of their speed, making it useful for maneuvering in fights and reducing the mobility of enemies.
Soul Transfer
Summon a clone that attacks alongside you +25 Attack Damage
+25% Critical Rate
+30% Attack Speed
Shadow Dance: When your attack Critically Strikes an enemy champion or a large monster, summon a clone that lasts 4 second(s) to attack nearby enemies. The clone inherits 25% of your Attack Damage and additionally gains 30% of your Critical Rate as Attack Speed. Up to two clones can exist at one time.
If a clone moves more than 600 units away from you, it will disappear early. 3200
Soul Transfer TIPS: This item is perfect for champions relying on critical strikes and auto-attacks, especially in extended teamfights. It grants bonus attack damage, critical strike chance, and attack speed. On a critical strike against a champion or large monster, you summon a clone that attacks nearby enemies— the clone inherits a portion of your AD and converts extra crit chance into attack speed. Ideal for marksmen who frequently land crits and need extra multi-target damage.
Phantom Dancer
Movement speed and attack speed +20 Attack Damage
+25% Critical Rate
+40% Attack Speed
Shadowwalk: +5% Movement Speed.
Spectral Waltz: Gain 25% Attack Speed and +7% Movement Speedfor 3s when your attack hits a champion. Attacks that Critically Strike while the bonuses are active extend their duration by 1s. Bonuses do not stack. (20s cooldown, reduced by 1s per attack).
2800
Phantom Dancer TIPS: This item provides great attack and movement speed, enabling you to kite enemies effectively. Hitting a champion grants a burst of attack and movement speed, and critical strikes while the buff is active extend its duration, helping you stay in fights longer and dodge threats. — Perfect for marksmen and auto‑attack bruisers who need mobility and speed to dominate duels.
Magnetic Blaster
Increases attack range and damage +25% Critical Rate
+35% Attack Speed
Fervor: +5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 50-120 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 20-50% bonus damage against minions.) 2900
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Magnetic Blaster
Increases attack range and damage +25% Critical Rate
+35% Attack Speed
Fervor: +5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 50-120 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 20-50% bonus damage against minions.) 2900
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Edge of Night
Blocks an enemy ability +250 Max Health
+50 Attack Damage
Gouge: +8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown) 3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Magnetic Blaster
Increases attack range and damage +25% Critical Rate
+35% Attack Speed
Fervor: +5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 50-120 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 20-50% bonus damage against minions.) 2900
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Maw of Malmortius
Converts damage from attacks into a magic shield +55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Demonbane: 20% of the damage that your attack deals, or 15% of the physical damage that your abilities deal is converted into a magic shield that absorbs up to 60-400 magic damage. The shield decays by 5% per second.
3000
Maw of Malmortius TIPS: This item is a great choice against burst mages like Vex, Syndra, and Annie, who can quickly take you down. It provides bonuses to attack damage, magic resistance, and ability haste, helping you resist magic damage. The "Demonbane" effect converts a portion of the physical damage you deal into a magic shield that absorbs magic damage, making it especially effective against both burst and sustained damage mages like Vladimir and Swain who rely on consistent damage over time.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Lethal Tempo
Attack Speed
Gain stacks of Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed the Attack Speed cap.
Each stack: increase 10-18% (Melee) or 4-13% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 50 (Melee) or 75 (Ranged) Attack Distance.
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Legend: Bloodline
Omnivamp
Gains 1% Omnivamp . Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 () less damage.
Cooldown: 30s
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Legend: Alacrity
Bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 20% Attack Speed.
Legend: Bloodline
Omnivamp
Gains 1% Omnivamp . Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
(Q) SWITCHEROO!
1s
20
Swaps weapons.Fishbones, the Rocket Launcher: Attacks cost Mana but gain 80/95/110/125 range and explode to deal 110% damage to the target and enemies around it.
Pow-Pow, the Minigun: Attacks grant bonus Attack Speed for 2.5 seconds. This effect stacks up to 3 times for a total bonus of 35/60/85/110%.
Pow-Pow's stacks fall off one at a time and will only benefit the first attack fired from Fishbones.
(W) ZAP!
8/7/6/5s
50/60/70/80
Fires a shock blast that deals 97 physical damage (10/80/150/220 + 160% ) to the first enemy hit, granting vision of it and slowing it by 30/40/50/60% for 2 seconds.
(E) FLAME CHOMPERS!
15/13/11/9s
70
Tosses out three chompers that arm after a brief delay.Chompers explode on contact with enemy champions, interrupting their dashes and rooting them for 1.45/1.55/1.65/1.75 seconds. Enemies hit by the explosion take 70 magic damage (70/140/210/280 + 100%
).
Chompers last for 5 seconds and will explode automatically if no champion triggers them.
(R) SUPER MEGA DEATH ROCKET!
50/45/40s
100
Fires a mega-rocket that gains damage and speed over the first second it travels.The rocket explodes on the first enemy champion hit, dealing 25 to 250 physical damage (25/35/45 + 15% bonus
to 250/350/450 + 150% bonus
) plus 25/30/35% of their missing health. Nearby enemies take 80% damage.
Deals a max of 500/650/800 damage to epic monsters.
We have prepared lists of champions that can really annoy you during a match with the game on the Adc JINX. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Adc JINX in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Plated Steelcaps
Reduces Physical Damage +150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 7-10% ().
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.
Guardian Angel
Revives at death +40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Randuin's Omen
Attack to heal from enemy Critical Strikes +400 Max Health
+75 Armor
Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health.
2800
Randuin's Omen TIPS: Randuin's Omen Attack to heal from enemy Critical Strikes +400 Max Health +75 Armor Countercurrent: When you are Critically Struck or take physical damage, gain 1 stack of Countercurrent. Each stack of Countercurrent grants 5% Critical Strike damage reduction. Stacks up to 4 times. Upon reaching full stacks, grants 20% bonus Movement Speed and slow resist equal to 20% plus 0.5% of bonus Health. 2800 Randuin's Omen TIPS: Pick the item if enemy team has a lot of physical damage, you need increased armor and you want to get an additional bonus to movement speed and resistance to slowdowns.. Effective against champions who deal consistent crit based damage like Jinx, Yasuo or Tryndamere.
Thornmail
Reflects damage and reduces enemy healing +200 Max Health
+75 Armor
Thorns: When struck by an enemy champion's attack, deal 20 + 6% bonus Armor + 2% bonus Health
magic damage to the attacker and inflict 50% Grievous Wounds for 3 second(s).
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects. 2700
Thornmail TIPS: This item provides a large boost to health and armor, and its “Thorns” passive reflects magic damage when hit by basic attacks, applying Grievous Wounds to reduce enemy healing. It’s ideal against multiple auto-attack or strong heal champions, and helps you soak damage for your team. Pick this up when the enemy team has many auto-attack reliant champions (e.g., Yasuo, Tryndamere, Jinx) or heavy healing (e.g., Soraka, Vladimir, Samira), and you need to absorb incoming damage.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Dead Man's Plate
Increases Movement Speed +250 Max Health
+50 Armor
Relentless: +5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 50% for 1 second. 2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Warden's Mail
Reduces enemy's Attack Speed +35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack. 1050
Frozen Heart
Reduces all nearby enemies Attack Speed +80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks. 2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown) 1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects. 800
Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Yordle Serylda’s Grudge
Armor Penetration (%) and apply slows +40 Attack Damage
+15 Ability Haste
Last Whisper: Gain +33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (25 + 5-75 () + 70% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Yordle Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Rylai's Crystal Scepter
Abilities apply slows +300 Max Health
+65 Ability Power
+7% Magic Penetration
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second. 2700
Rylai's Crystal Scepter TIPS: This item is perfect for mages who deal damage with area-of-effect abilities and want to slow down enemies. It provides bonuses to health, ability power, and magic penetration, enhancing your abilities and increasing survivability. The "Icy" effect slows enemies by 30% for 1 second when dealing damage with active abilities or empowered attacks. This makes the item an excellent choice for champions with area-of-effect damage who can control the battlefield and slow enemies, such as Lissandra or Amumu.
Iceborn Gauntlet
Attacks create a slowing field +250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD + 25% Bonus Armor
) in an area. It also creates an icy field for 2 seconds that slows enemies inside by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures. 3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Sterak's Gage
Taking damage triggers a shield +400 Max Health
Heavy Handed: +50% base Attack Damage as bonus Attack Damage.
Lifeline: Damage that puts you under 35% Health grants a shield that equal to 75% of your bonus health
that decays over 3 seconds (90s Cooldown).
Sterak's Fury: Triggering Lifeline increases size, empowers you, removes all crowd control effects on you (except Airborne), and grants 30% Tenacity for 4 seconds. 3200
Sterak's Gage TIPS: This item is perfect for champions who need survivability in team fights, especially for tanks and fighters who take frontline positions. It provides bonuses to maximum health, attack damage, and helps increase your survivability. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage, helping you survive heavy hits. "Sterak's Fury" empowers you, increases your size, removes crowd control effects (except airborne), and grants 30% tenacity for 4 seconds, allowing you to survive and continue fighting through heavy crowd control and burst damage from enemies. This item is especially useful against champions with burst damage, such as Zed and Talon, and against champions with heavy CC, like Lissandra and Nautilus.
Immortal Shieldbow
Gain a Shield and Physical Vamp when health is low +40 Attack Damage
+25% Critical Rate
+15% Attack Speed
+5% Physical Vamp
Lifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage (
) for 5 seconds. (90s Cooldown).
Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds.
3000
Immortal Shieldbow TIPS: This item is perfect for champions who need a lot of sustain in fights. It provides bonuses to attack damage, critical strike chance, attack speed, and physical vamp, helping you sustain and deal damage. The "Lifeline" effect activates when your health drops below 35%, granting a shield that absorbs damage for 5 seconds, giving you a chance to survive dangerous moments in a fight. "Buttle Furor" adds physical vamp when the shield is triggered, enhancing your sustain. This item is especially useful for champions who rely on high AD, such as Draven and Jhin, and when facing champions who deal a lot of physical damage, such as Master Yi, and Tryndamere.
Locket Enchant
Area of effect magic shield
Locket (Active): Grants a shield to yourself and nearby allied champions that each absorbs 60-330 damage for 2.5 seconds. (60s cooldown)
This effect is reduced by 50% if the target has been affected by another Locket in the last 20 seconds. 500
Locket Enchant TIPS: This enchant grants a magic shield to you and nearby allies, absorbing damage for a brief duration. The shield is ideal in large teamfights, providing extra protection and opportunities for counterplay. Perfect for tanks who frequently stand in the thick of battle and want to safeguard their team during critical moments.
Stoneplate Enchant
Shield
Stoneplate (Active): Gain a base shield that absorbs damage equal to 20% of max Health. Every 1 bonus Armor or Magic Resistance
you have increases the shield by 0.1%, up to 35%. The shield decays over 4s. (60s Cooldown) For every enemy nearby, gain an additional shield that absorbs damage equal to 5% of max Health, capped at 3 enemies. Every 1 bonus Armor
or Magic Resistance
you have increases the shield by 0.1%, up to 12%. Damage dealt is reduced by 40% for 4s.
500
Stoneplate Enchant TIPS: This enchant grants a strong shield based on your max health, further boosted by your armor and magic resist. The shield grows stronger per nearby enemy and decays over time, reducing incoming damage. — Perfect for tank initiators who need reliable mitigation to withstand initial bursts and control teamfights.
Scoring a takedown on an enemy champion, epic monster, or structure that Jinx has damaged within the last 3 seconds grants her:
140% decaying Movement Speed.
12% Total Attack Speed.
Restores 10% of missing Mana.
These effects last 6 seconds.
While Excited, Jinx can exceed the Attack Speed cap.
1s
20
Swaps weapons.Fishbones, the Rocket Launcher: Attacks cost Mana but gain 80/95/110/125 range and explode to deal 110% damage to the target and enemies around it.
Pow-Pow, the Minigun: Attacks grant bonus Attack Speed for 2.5 seconds. This effect stacks up to 3 times for a total bonus of 35/60/85/110%.
Pow-Pow's stacks fall off one at a time and will only benefit the first attack fired from Fishbones.
15/13/11/9s
70
Tosses out three chompers that arm after a brief delay.Chompers explode on contact with enemy champions, interrupting their dashes and rooting them for 1.45/1.55/1.65/1.75 seconds. Enemies hit by the explosion take 70 magic damage (70/140/210/280 + 100%
).
Chompers last for 5 seconds and will explode automatically if no champion triggers them.
50/45/40s
100
Fires a mega-rocket that gains damage and speed over the first second it travels.The rocket explodes on the first enemy champion hit, dealing 25 to 250 physical damage (25/35/45 + 15% bonus
to 250/350/450 + 150% bonus
) plus 25/30/35% of their missing health. Nearby enemies take 80% damage.
Deals a max of 500/650/800 damage to epic monsters.
Use this combo to quickly CC and burst a target.
Use (R) SUPER MEGA DEATH ROCKET!, then FLASH mid animation to shorten the cast time, buffer your (E) FLAME CHOMPERS! and (W) ZAP!. This will hide the subsequent abilities cast animation and projectiles, make it difficult for the enemy to react. Finish with more AA's.