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Champion Guide8 min read

Best Jinx Build & Guide (2026) — League of Legends

The definitive Jinx build guide for 2026. Optimal items, runes, ability order, playstyle tips, and matchup advice backed by data from thousands of ranked League of Legends matches.

Jinx is League of Legends' Loose Cannon — a manic, explosion-obsessed marksman who ramps into an unstoppable hyper-carry through attack speed steroids, long-range rocket splash damage, and a passive that turns every takedown into a frenzied movement speed and attack speed surge. Armed with her dual weapons Pow-Pow the minigun and Fishbones the rocket launcher, Jinx plays as a scaling ADC who trades early-game weakness for one of the most devastating late-game teamfight kits in the game. She is primarily played in the bot lane as an ADC where her hyper-carry scaling, area-of-effect rocket damage, and global execute ultimate make her a teamfight monster who can single-handedly win fights once she gets rolling. Whether you're an ADC player looking for a champion who rewards farming and positioning with explosive late-game power or a player who wants a marksman with true hyper-carry potential and a game-changing passive, this guide covers everything you need to dominate with Jinx in 2026.

Jinx Overview

Jinx operates as a hyper-carry ADC who scales into one of the most dangerous late-game marksmen through her unique weapon-swapping mechanic, massive attack speed steroid, and a passive that snowballs teamfight takedowns into an unstoppable rampage. Her passive, Get Excited!, is the defining ability that makes Jinx terrifying in teamfights. Whenever Jinx scores a champion takedown or destroys a structure, she gains a massive burst of movement speed and attack speed that decays over several seconds. This passive means that once Jinx gets her first kill or assist in a teamfight, she becomes dramatically faster and attacks dramatically quicker, enabling her to chain kills as each takedown refreshes the bonus. A Jinx who gets a reset in a teamfight is one of the most dangerous champions in the game because the attack speed and movement speed bonuses let her mow down the remaining enemies before they can respond.

Switcheroo! (Q) toggles between Jinx's two weapons: Pow-Pow the minigun and Fishbones the rocket launcher. Pow-Pow grants stacking attack speed on each auto-attack, ramping up to three stacks for a massive attack speed increase. Fishbones costs mana per shot but extends Jinx's auto-attack range significantly and deals splash damage to enemies around the target based on a percentage of Jinx's total AD. Switcheroo is the core of Jinx's gameplay because it creates a constant decision between the minigun's raw single-target DPS with ramping attack speed and the rocket launcher's extended range and area-of-effect damage. In lane, Pow-Pow is used for sustained trades and last-hitting, while Fishbones pokes at extended range and pushes waves with splash. In teamfights, swapping between weapons based on enemy positioning is what separates good Jinx players from great ones.

Zap! (W) fires a long-range shock blast that damages and slows the first enemy hit. Zap is Jinx's poke and catch tool because the range is enormous and the slow is substantial, making it effective for chasing down enemies, kiting back from divers, and poking during siege scenarios. The cast time makes it punishing to use in close-range fights where Jinx should be auto-attacking instead, but at long range it's a powerful tool for checking bushes, slowing fleeing targets, and contributing damage when auto-attack range won't reach.

Flame Chompers! (E) throws a line of three snare traps that arm after a brief delay. Enemy champions who walk over an armed Chomper are rooted in place and take magic damage. Flame Chompers is Jinx's only self-peel ability and her primary tool for protecting herself from divers and engage champions. Placing Chompers defensively behind Jinx as she kites forces diving enemies to either walk through the root or path around it, buying Jinx time to DPS from range. Chompers can also be used offensively to zone enemies during objectives or chain with allied crowd control for guaranteed roots.

Super Mega Death Rocket! (R) fires a massive rocket across the entire map that explodes on the first enemy champion hit, dealing physical damage based on the target's missing health to the primary target and reduced damage in an area around them. The rocket gains damage as it travels, dealing minimum damage at close range and maximum damage at long range. Super Mega Death Rocket is one of the most impactful ultimates in the game because its global range means Jinx can execute low-health enemies anywhere on the map, its missing-health scaling makes it lethal against wounded targets, and the area-of-effect explosion can deal massive damage to grouped enemies in teamfights.

Strengths

  • Jinx's Get Excited passive turns every takedown into an attack speed and movement speed surge that lets her chain kills in teamfights, making her one of the few ADCs who becomes exponentially more dangerous with each successive kill rather than maintaining a flat power level throughout a fight — Once Jinx gets her first reset, the attack speed boost means her Pow-Pow minigun reaches max stacks nearly instantly, and the movement speed lets her chase down enemies who try to disengage. A single kill can cascade into a pentakill because each takedown refreshes the massive stat bonuses
  • Fishbones rocket launcher gives Jinx extended auto-attack range with splash damage that hits multiple enemies, making her one of the best teamfight ADCs because she can deal area-of-effect damage from safe range that other marksmen simply cannot match — While other ADCs deal single-target damage, Jinx's rockets hit the entire enemy team when they group together. A late-game Fishbones crit with Infinity Edge deals devastating splash damage to everyone near the primary target, and the extended range keeps Jinx safer than marksmen who must stand closer to deal damage
  • Super Mega Death Rocket is a global execute that can snipe kills across the entire map, providing Jinx with kill participation and gold income from anywhere and triggering Get Excited passive even from cross-map snipes to empower her in nearby skirmishes — The missing-health scaling means a well-timed rocket on a low-health enemy is nearly guaranteed to kill, and the global range means no enemy is ever truly safe after a fight. Cross-map snipes that secure kills also trigger Get Excited, meaning Jinx can get her passive reset from a kill that happened across the map
  • Pow-Pow minigun at max attack speed stacks gives Jinx some of the highest sustained single-target DPS of any marksman in the game, making her ideal for melting tanks, taking objectives, and winning extended trades against other ADCs who cannot match her raw auto-attack damage output — At three stacks, Pow-Pow's bonus attack speed is enormous, and combined with critical strike items Jinx becomes a machine gun that shreds health bars in seconds. This sustained DPS makes Jinx one of the fastest ADCs at taking Baron, Dragon, and towers

Weaknesses

  • Jinx has zero mobility abilities in her kit, relying entirely on Get Excited passive resets for movement speed, which means she is extremely vulnerable to assassins, divers, and engage champions who can close the gap before Jinx gets a takedown to trigger her passive — Champions like Zed, Camille, and Irelia can dive onto Jinx and she has no dash, blink, or movement ability to escape. Before her first takedown in a fight, Jinx is one of the most immobile and vulnerable ADCs in the game. Flame Chompers provide some peel, but they have an arm time that can be played around by quick-moving divers
  • Jinx's early laning phase is weak compared to aggressive lane-dominant ADCs, requiring her to farm safely and avoid falling behind during the first ten minutes while she scales toward her critical strike item powerspikes — Champions like Draven, Lucian, and Caitlyn punish Jinx's weak early game with aggressive trades that Jinx cannot match. Without Get Excited resets and without critical strike items, Jinx's damage is modest and her lack of mobility makes her vulnerable to early ganks and all-ins
  • Jinx is heavily item-dependent and needs at least two completed critical strike items to become a meaningful threat, meaning she falls significantly behind in impact if she loses lane or has a slow farming start — A Jinx who falls behind on gold is one of the least useful champions in the game because she has no utility, no crowd control beyond Chompers, and no base damage to contribute without items. Other ADCs like Jhin and Ashe provide utility regardless of gold, but Jinx's value is almost entirely tied to her damage output which requires expensive items
  • Fishbones rockets cost mana per shot and drain Jinx's mana pool rapidly during extended sieges and fights, forcing Jinx to manage her mana carefully or risk running out of mana at critical moments — In prolonged teamfights or siege scenarios where Jinx is firing Fishbones rockets continuously, her mana can run out surprisingly fast. Running out of mana forces Jinx to switch to Pow-Pow minigun at shorter range, which can put her in danger

Recommended Runes

Primary — Lethal Tempo (Precision)

  • Lethal Tempo — Grants ramping attack speed on consecutive auto-attacks against champions, with a bonus at max stacks that increases auto-attack range. Lethal Tempo is Jinx's optimal keystone because it synergizes perfectly with her Pow-Pow minigun stacking attack speed — combined, Jinx reaches absurd attack speed levels that let her melt targets in seconds. The max-stack range increase extends both Pow-Pow and Fishbones range, giving Jinx even more safety in extended fights. No other keystone provides as much DPS scaling for a hyper-carry ADC.
  • Presence of Mind — Restores mana on champion damage and takedowns. Presence of Mind is essential for Jinx because Fishbones rockets drain mana rapidly and Zap casts during lane poke add up. The mana restoration on takedowns is especially valuable for Jinx because she gets takedowns in clusters during teamfight resets, and the mana restoration ensures she has mana to keep firing rockets as she chains kills.
  • Legend: Alacrity — Grants stacking attack speed from champion takedowns. Legend: Alacrity provides free attack speed scaling that amplifies Jinx's Pow-Pow minigun stacking. The bonus attack speed from Alacrity stacks multiplicatively with Pow-Pow's bonus, accelerating Jinx's ramp-up time to reach maximum DPS. On a champion whose primary identity is attack speed scaling, free attack speed is the most valuable stat from the Legend row.
  • Coup de Grace — Deals bonus damage to enemies below 40% health. Coup de Grace amplifies Jinx's ability to finish kills during teamfight resets. When Jinx is chaining kills with Get Excited active, each successive target is usually already wounded from allied damage, and Coup de Grace increases Jinx's damage against these low-health targets. The execute synergy also pairs with Super Mega Death Rocket's missing-health damage for lethal snipes on wounded enemies.

Secondary — Domination

  • Eyeball Collection — Grants stacking adaptive force from champion takedowns. Eyeball Collection provides Jinx with bonus AD that scales as she participates in kills. Jinx naturally accumulates takedowns in teamfights through Get Excited resets, stacking Eyeball Collection faster than most ADCs. The free AD increases Fishbones splash damage and overall auto-attack damage in the mid and late game.
  • Treasure Hunter — Grants bonus gold on unique champion takedowns. Treasure Hunter accelerates Jinx's item scaling by providing bonus gold the first time she kills each enemy champion. Since Jinx is item-dependent and needs expensive critical strike items to come online, the bonus gold from Treasure Hunter helps her reach her two-item and three-item powerspikes faster. The gold is especially impactful when Jinx gets early kills that she can snowball into item advantages.

Recommended Item Build

Based on data from over 11,200 ranked Jinx matches tracked on dodge.gg, here's the highest winrate build path.

Early Game (0–10 min)

  • Doran's Blade — Grants attack damage, health, and omnivamp. Doran's Blade is Jinx's standard starting item because the AD improves last-hitting with both Pow-Pow and Fishbones, the health provides survivability in lane trades, and the omnivamp sustains Jinx through poke damage. The stat combination helps Jinx survive her weak early laning phase while farming toward her first item.
  • Health Potion — Restores health over time. A Health Potion provides additional lane sustain that lets Jinx stay in lane longer to farm. Extra health recovery is important because Jinx's weak early game means she often takes unfavorable trades and needs the sustain to avoid being forced to base before she can afford key components.
  • Boots — Grants movement speed. Early boots are critical for Jinx because she has no mobility abilities — the movement speed helps her dodge skillshots, position in lane, and avoid ganks. On an immobile ADC, boots are a survival purchase that prevents deaths as much as a damage item.

Core Build (10–20 min)

  • Infinity Edge — Grants attack damage and critical strike chance, with a passive that increases critical strike damage. Infinity Edge is Jinx's most important item because it amplifies the damage of every critical strike from both Pow-Pow minigun and Fishbones rockets. Fishbones splash damage can critically strike, meaning an Infinity Edge crit rocket deals devastating area-of-effect damage to grouped enemies. The raw AD increase also scales Fishbones splash damage since it deals a percentage of total AD.
  • Berserker's Greaves — Grants attack speed and movement speed. Berserker's Greaves are Jinx's optimal boot choice because attack speed is her most valuable stat. The bonus attack speed stacks with Pow-Pow's ramping attack speed and Lethal Tempo for faster ramp-up to maximum DPS. The movement speed provides the mobility that Jinx's kit lacks, helping her kite and position in fights.
  • Phantom Dancer — Grants attack speed, critical strike chance, and movement speed. Phantom Dancer is Jinx's ideal second item because the attack speed accelerates Pow-Pow's ramp-up, the critical strike chance increases her DPS and enables more frequent Fishbones crit splashes, and the movement speed provides kiting ability that Jinx desperately needs. The ghosting passive lets Jinx move through minions while kiting, preventing pathing blocks that would otherwise get her killed.

Late Game (25+ min)

  • Lord Dominik's Regards — Grants attack damage, critical strike chance, and armor penetration. Lord Dominik's Regards ensures Jinx's auto-attacks remain effective against tanks and bruisers who build armor. In the late game, frontline champions stack armor items that reduce Jinx's damage significantly without armor penetration. The critical strike chance further increases Jinx's DPS, and the armor pen makes both Pow-Pow and Fishbones effective against any target.
  • Bloodthirster — Grants attack damage, critical strike chance, and lifesteal, with a passive shield that builds from overhealing. Bloodthirster provides Jinx with sustain that keeps her at full health between fights and during prolonged teamfights. The lifesteal ensures Jinx heals through poke damage, and the overheal shield provides a buffer of extra effective health that can absorb an assassin's opening burst. On a champion with Jinx's attack speed, lifesteal converts into enormous healing per second.
  • Guardian Angel — Grants attack damage and armor, with a passive that revives on death. Guardian Angel is Jinx's insurance against assassins and divers who inevitably target her in late-game teamfights. When a diver kills Jinx, Guardian Angel revives her — and the revive can trigger in the middle of a teamfight where Jinx's team has dealt enough damage for her to clean up with Get Excited resets. The armor provides durability against physical threats, and the threat of the revive forces enemies to commit extra resources to finish Jinx.

Ability Priority

  1. Switcheroo! (Q) — Max first. Each rank increases Pow-Pow's bonus attack speed per stack and Fishbones' bonus attack range and splash damage. Maxing Q first is essential because the attack speed increase per rank on Pow-Pow is enormous, directly increasing Jinx's DPS in trades and all-ins. The Fishbones range increase also provides safer trading and wave-clear in lane. Q ranks provide the most damage per skill point by far because attack speed scaling is Jinx's primary damage multiplier.
  2. Zap! (W) — Max second. Each rank increases Zap's damage and slow percentage, making it a stronger poke and kiting tool. The increased slow percentage at max rank makes it significantly harder for enemies to chase Jinx or escape from her, and the damage increase makes W a meaningful poke ability during siege scenarios. Zap's long range makes the damage and slow increases useful throughout the mid game.
  3. Flame Chompers! (E) — Max last. A single point in Flame Chompers provides the full root duration and zone control utility, and additional ranks primarily increase the magic damage which is a small portion of Jinx's total damage output. The root duration does not increase with rank, so the peel utility is the same at rank one as at rank five. Jinx's damage budget is better invested in Q and W ranks.
  4. Super Mega Death Rocket! (R) — Level when available at 6, 11, and 16. Each rank significantly increases the base damage, the missing-health percentage damage, and the minimum and maximum damage thresholds. Curtain Call rank-ups are massive powerspikes because the missing-health scaling increase makes the rocket dramatically more lethal against wounded targets, and the base damage increase ensures the rocket threatens even targets at moderate health.

Playstyle Tips

Early Game / Laning Phase

Jinx's early game is about farming safely with Pow-Pow minigun, poking with occasional Fishbones rockets when the enemy steps into range, and avoiding all-ins against aggressive lane opponents until she completes her first critical strike item. Jinx is one of the weaker laning ADCs because she has no mobility to escape ganks and her damage without items is modest compared to early-game marksmen.

Use Pow-Pow minigun for last-hitting and short trades. Pow-Pow's stacking attack speed makes Jinx surprisingly strong in extended trades once she reaches two or three stacks, but the ramp-up time means she loses short burst trades to champions like Lucian and Draven who front-load their damage. If the enemy engages on you, stand your ground and auto-attack with Pow-Pow rather than trying to run — the stacking attack speed means Jinx's DPS increases the longer a trade goes, and disengaging wastes the attack speed stacks.

Switch to Fishbones to poke with single rockets when the enemy ADC steps forward to last-hit. The extended range lets Jinx auto-attack from outside the enemy's auto-attack range, and the splash damage can hit both the ADC and support if they're standing near each other. Be careful with mana — each Fishbones auto-attack costs mana, so use rockets sparingly for poke and wave manipulation rather than constant farming.

Place Flame Chompers defensively when you see the enemy jungler or support moving to engage. The arm time means Chompers must be placed preemptively — placing them reactively after a dive has already started is usually too late. Drop Chompers directly on your current position and kite backward over them, forcing the diving enemy to either walk through the root or path around the Chompers.

Zap is most effective as a follow-up to allied crowd control. When your support lands a root or stun, fire Zap at the locked-down enemy for guaranteed damage and a slow that extends the CC chain. Avoid using Zap as a primary poke tool in lane because the cast time roots Jinx in place and leaves her vulnerable to counterattack.

Mid Game

Mid-game Jinx with Infinity Edge is a scaling threat who contributes massive Fishbones splash damage in grouped fights, uses Zap slows and Chompers roots to peel for herself, and looks for teamfight resets with Get Excited to snowball skirmishes into aces. The mid game is where Jinx begins to transition from a weak laner into a late-game carry.

Infinity Edge transforms Fishbones rockets. A critical strike rocket with Infinity Edge deals devastating splash damage to grouped enemies, and the splash can critically strike on secondary targets. During Dragon fights and skirmishes where enemies group in tight corridors, Fishbones rockets with Infinity Edge deal far more total damage than any other ADC's auto-attacks because the area-of-effect hits multiple targets.

Position safely in mid-game fights and let your team engage before you commit. Jinx's lack of mobility means she cannot safely walk into range until the enemy's crowd control and dive abilities have been used. Wait for the initial exchange of abilities, then open fire with Fishbones rockets from maximum range. If you get a takedown and Get Excited activates, use the movement speed and attack speed surge to aggressively chase down remaining enemies.

During mid-game skirmishes, look for Super Mega Death Rocket snipes on wounded enemies who are retreating from fights across the map. Watch the minimap constantly for allied skirmishes in other lanes — a well-timed global rocket can secure a kill across the map, granting Jinx gold and triggering Get Excited even though she wasn't physically present at the fight.

Late Game

Late-game Jinx is one of the most dangerous champions in the game — a full-build hyper-carry whose Fishbones rockets deal devastating area-of-effect critical strikes, whose Get Excited passive turns a single takedown into an unstoppable rampage, and whose Super Mega Death Rocket can execute wounded targets from anywhere on the map. The late game is Jinx's moment to carry.

In teamfights, start with Fishbones rockets from maximum range to deal splash damage to grouped enemies safely. Once the frontlines collide and enemies begin taking damage, look for the first takedown opportunity — the moment Get Excited activates, Jinx transforms into a different champion. The massive attack speed and movement speed bonuses let her switch to Pow-Pow for maximum single-target DPS against whoever is closest, then chase down fleeing enemies with the movement speed surge.

Swap between weapons dynamically during fights. Use Fishbones when enemies are grouped for splash damage and when you need extra range for safety. Switch to Pow-Pow when dueling a single target or when Get Excited is active and you want maximum DPS to chain kills. The weapon swap is instant and should be used constantly based on the fight's geometry — Fishbones for clumped enemies, Pow-Pow for isolated targets.

Position so that Flame Chompers can block the most likely dive path. Before a teamfight, drop Chompers between yourself and the enemy frontline's likely engage angle. This forces divers to either eat the root or waste time pathing around it, buying you extra seconds of free DPS. In choke points around Baron and Dragon, Chompers can completely block a narrow path and root anyone who walks through.

Save Super Mega Death Rocket for the right moment in teamfights. The optimal timing is after enemies have been chunked by the initial exchange — fire the rocket at a cluster of wounded enemies to execute the lowest-health target with missing-health damage and deal area-of-effect damage to nearby enemies. Do not use the rocket at the start of fights when enemies are at full health, because the missing-health scaling deals minimal damage to healthy targets.

With full items and Get Excited active, Jinx's DPS is among the highest in the game. Use the movement speed from Get Excited to kite aggressively — move between auto-attacks to chase enemies who try to disengage, and use Zap's slow to prevent targets from escaping. Each kill refreshes Get Excited, so a teamfight that starts with one kill can cascade into a complete team wipe as Jinx chains resets with ever-increasing speed.

Matchups

Favorable

  • Kog'Maw — Kog'Maw is a fellow hyper-carry who shares Jinx's late-game scaling identity but has an even weaker laning phase. Jinx has a favorable matchup because Pow-Pow minigun out-trades Kog'Maw's short-range auto-attacks before his Bio-Arcane Barrage is active, and Flame Chompers root punishes Kog'Maw's complete lack of mobility. Jinx can bully Kog'Maw in lane with Fishbones poke from extended range and zone him with Chompers, building an item advantage that translates into a stronger mid game. Both champions scale similarly, but Jinx's stronger laning gives her a gold lead that persists through the late game.
  • Twitch — Twitch is a stealth-based marksman who relies on Ambush approaches and Spray and Pray for teamfight damage. Jinx has a favorable matchup because Twitch's extremely weak laning makes him vulnerable to Jinx's Fishbones poke and Pow-Pow extended trades. Flame Chompers placed in lane bushes catch Twitch trying to stealth approach, and Zap's slow prevents Twitch from chasing after coming out of stealth. In teamfights, Jinx's Fishbones splash damage matches Twitch's Spray and Pray AoE while having higher sustained DPS with Pow-Pow when Spray and Pray expires.
  • Varus — Varus is a poke-oriented marksman who relies on Piercing Arrow and Hail of Arrows for lane dominance but lacks mobility and sustained DPS. Jinx has a favorable matchup because Jinx outscales Varus dramatically — once Jinx completes two items, her DPS far exceeds Varus's auto-attack damage. Varus's lack of mobility makes him vulnerable to Flame Chompers roots and Zap slows, and Super Mega Death Rocket can execute a Varus who thinks he's safe at low health after using his poke rotation.

Even

  • Kai'Sa — Kai'Sa is a versatile marksman who evolves abilities for different powerspikes and can burst squishies with Killer Instinct engages. The matchup is even because Kai'Sa's Killer Instinct dash lets her close the gap on Jinx past Flame Chompers, but Jinx's Fishbones range advantage keeps her safe before Kai'Sa evolves abilities. Both champions are strong scalers who spike at two items, and the lane is usually decided by support matchup and jungle attention rather than the ADC matchup itself.
  • Tristana — Tristana is an aggressive marksman with Rocket Jump resets and Explosive Charge burst. The matchup is even because Tristana's all-in burst at level 2-3 with Explosive Charge and Rocket Jump threatens Jinx's immobile laning, but Jinx outscales Tristana in the late game with higher sustained DPS and better teamfight AoE from Fishbones. Flame Chompers can interrupt Rocket Jump mid-flight if timed correctly, which shuts down Tristana's all-in completely. The lane favors Tristana early but Jinx outperforms from two items onward.
  • Ashe — Ashe is a utility marksman with Enchanted Crystal Arrow engage and permaslow kiting. The matchup is even because Ashe's Enchanted Crystal Arrow is one of the best engage tools against immobile Jinx, but Jinx's superior DPS scaling means she wins extended teamfights when Crystal Arrow is on cooldown. Both champions lack mobility and rely on kiting, making the lane a farming matchup where both scale toward their respective strengths — Ashe's utility versus Jinx's raw damage.

Unfavorable

  • Draven — Draven is an aggressive lane-dominant ADC whose Spinning Axe empowered auto-attacks deal massive damage from level 1. Jinx struggles in this matchup because Draven's early damage vastly exceeds Jinx's Pow-Pow trades, and Draven's Blood Rush movement speed lets him chase Jinx who has no mobility to escape. If Draven gets an early kill, his Adoration stacks provide a gold snowball that puts Jinx further behind on her item scaling. Jinx must give up CS and play passively, which delays her powerspikes.
  • Lucian — Lucian is a short-trade burst ADC whose Lightslinger double-shot passive and Relentless Pursuit dash create aggressive trades that Jinx cannot match in the early game. Jinx struggles because Lucian's dash lets him dodge Flame Chompers and Zap, and his burst combo deals damage faster than Jinx can ramp up Pow-Pow stacks. Lucian's level 2 all-in with support engage is devastating against Jinx who has no escape, and early deaths delay Jinx's scaling significantly.
  • Caitlyn — Caitlyn is a long-range marksman who dominates lane with superior auto-attack range and trap control. Jinx struggles because Caitlyn's auto-attack range exceeds both Pow-Pow and early Fishbones range, meaning Caitlyn can poke Jinx without Jinx being able to trade back effectively. Caitlyn's traps zone Jinx away from CS, and Piltover Peacemaker poke through minions chunks Jinx's health while she tries to farm safely. Caitlyn's early tower pressure can take Jinx's tower before Jinx reaches her powerspikes.
Matchup Overview
Favorable
Kog'Maw
Twitch
Varus
Even
Kai'Sa
Tristana
Ashe
Unfavorable
Draven
Lucian
Caitlyn

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