
Marksman
Beginner Rule
Don't let Jinx freely hit targets during fights — one reset can completely change the outcome.
Jinx is a scaling marksman who becomes incredibly dangerous once she secures a takedown. She wants to use Get Excited! (Passive) to gain movement speed and clean up teamfights. Many beginners underestimate how quickly a fight can collapse after Jinx gets her first reset.
First Item – Rocket poke becomes more threatening.
Two Items – Teamfight damage increases dramatically.
Late Game – One of the strongest scaling ADCs.
Passive resets
Long-range rockets
Chompers zoning
Teamfight cleanups
QWhat it does
Swaps between minigun (Attack Speed stacks) and rocket launcher (AoE, extended range). Rockets cost mana.
How to play against
In rocket mode she has substantially more range and deals AoE damage. Back off when she switches to Fishbones.
WWhat it does
Fires a slowing bolt at the first enemy hit dealing damage and revealing it.
How to play against
Single-target slow — dodge it to deny the slow that enables her chasing.
EWhat it does
Throws a line of snare grenades. Champions who walk over them are rooted briefly.
How to play against
Don't step on the grenades. They line up in a predictable path — sidestep around them.
RWhat it does
Fires a global rocket that gains damage as it travels, exploding on the first champion hit for AoE missing-health damage.
How to play against
A map-wide execute that deals more damage the further it travels. Dodge sideways. Stay healthy in fights — low HP enables the execute.
Chompers → Rockets
Controls space and deals damage.
W → Auto Follow-Up
Starts trades safely.
Reset → Chase
Cleans up fights after takedowns.

Get Excited!: when she gets a kill or assist on a champion, tower, or inhibitor she gains a massive burst of Move Speed and Attack Speed that fades over time. She snowballs fights after kills — back away if she gets a takedown.