- Tier
- T1
- Posizione
- #7
- Tasso vittoria
- 54.56%
- Tasso scelta
- 0.94%
Vayne è attualmente classificato T1 nei dati ARAM Mayhem. Vedi guida campione

Jinx è attualmente classificato T1 nei dati ARAM Mayhem.
Jinx the Loose Cannon
Yes, if your team can keep fights in front of her. Pick Jinx when you have at least one champion who can start or stop engages, then play behind that body and convert the first takedown into a reset chain. The tradeoff is that she is much weaker when the enemy has multiple divers and your team has no reliable peel.
Use rockets when enemies are grouped, hiding behind the wave, or you need to hit from safer range. Swap to minigun when a bruiser, tank, or objective-like frontline target is already in your face and you can stand still for a moment. Rockets cost more commitment over time, while minigun asks you to play closer and risks getting caught.
Hold Flame Chompers until the diver actually commits, not when they are just walking forward. Place them on your own retreat path or between you and the diver, then kite sideways instead of running in a straight line. If you throw them early, the enemy can wait them out and punish you while your best self-peel is gone.
Use Zap when an enemy is already slowed, rooted, forced through a narrow lane angle, or busy fighting someone else. It is best as a follow-up tool before you commit rockets, because the hit makes your next attacks easier and can force defensive movement. If you fire it raw into a mobile target, you often lose time and reveal your intent for no reward.
Use Super Mega Death Rocket to finish low-health enemies, punish recalls or retreats, or add burst when your team has already started a fight. Fire it through the main lane when opponents are clumped or when one target is trapped by crowd control. The tradeoff is simple: using it early can help start a cleanup, but missing it removes a big execute threat from the next skirmish.
Jinx wins by getting one safe takedown and turning that moment into a fast push or cleanup. In fights, focus the closest killable target instead of chasing the enemy carry through danger. The tradeoff is that disciplined target selection looks less flashy, but it keeps you alive long enough for her reset-style momentum to matter.
Before the first takedown, play patient and let your team spend enemy cooldowns. Use rockets to chip, Zap to follow crowd control, and Chompers to deny engages rather than force them. If you step up like the fight is already won, you give the enemy the exact shutdown window they need.
Play closer to your turret side, use rockets for wave control, and treat Chompers as a defensive wall instead of an engage tool. Let enemies overextend into your range before you commit minigun damage. The tradeoff is that you give up some poke pressure, but you avoid getting erased before the fight starts.
Stand far enough back that you are not hit by the first counter-engage, then follow your team’s lockdown with rockets, Zap, and ultimate. Your job is not to start the fight; it is to arrive half a second after the engage lands and make the target die. If you walk in with your initiator, you risk eating the same crowd control as them.
Use rockets to clear waves quickly and avoid standing in predictable spots after every attack. If the enemy poke is stronger than yours, wait for them to miss a key spell before stepping up for extended trades. The tradeoff is that you may lose early lane pressure, but staying healthy gives you a real chance to win the all-in later.
Hit the nearest tank when they are the only safe target, especially with minigun if they are already committed and cannot freely reach your backline. Do not waste time trying to walk around them unless your team has locked down a carry. The tradeoff is that tank hitting feels slow, but dying while chasing the backline is much worse.
Place them where the enemy wants to move, not just where they are standing. Good spots include your own escape route, the edge of a narrow lane fight, or under a target already controlled by an ally. If you throw Chompers too far forward with no follow-up, the enemy sidesteps them and you lose your best zoning tool.
Usually no, unless your specific plan is a very aggressive, coordinated follow-up with a team that can protect you after you go in. Jinx normally wants distance, vision of the fight, and time to attack, so a defensive or utility summoner setup is often easier to execute. The tradeoff is that Snowball can create surprise finishes, but one bad recast puts you exactly where enemy bruisers want you.
Prioritize augments that help her keep attacking safely, extend fights, improve sustained damage, or reward takedowns. If you are against divers, defensive or movement-focused choices can be better than pure damage because they let you actually use your damage window. The tradeoff is that greedy damage augments can carry harder when protected, but they punish you badly when the enemy can reach you.
The biggest mistake is chasing a reset before the fight is stable. Take the safe kill, reposition, then decide whether to keep firing rockets or swap to minigun for the next target. If you sprint forward after every low-health enemy, you turn Jinx’s strongest moment into an easy counter-engage.