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Jinx Guide by Áccused [Rank#5 Jinx NA, Master Tier ADC]
Hey guys, I am Áccused, currently a Master Tier ADC main on the NA server, and currently rank #5 Jinx NA. With 121 games of Jinx in SoloQ, I have a 66% W/R with a 3.77 avg KDA against high Diamonds, Masters, and Grandmaster players. Yes Jinx is a pretty straightforward ADC, but I see a lot of common mistakes made when playing her, and this guide will help you with that. A lot of these tips can be applied to other ADC's as well. ________________________________________________________________________________________________________________________________
A lot of what makes Jinx S tier right now is that most/all early-game ADC's got nerfed, making it difficult to bully scaling ADC's in lane. Of course, those champions can still give Jinx a hard time, but if they don't get ahead, Jinx will just face roll them. Although she has low kill pressure early, she can shove waves easily in rocket form, allowing her to take tower plates quickly in minigun form, which is worth more gold than kills. Also, she has a pretty good laning phase compared to most other hypercarry ADC's: reliable poke, good wave clear, and a decent power spike with just 2 items. She has a pretty flexible build path, giving her space to build a MAW, GA, Tabis, and LW items, primarily because of the Legend: Bloodline rune buff, allowing ADC's to not have to build a lifesteal item.
1. Runes/Build
Runes:
My Standard Runes (Lethal Tempo + Sorcery):
The reason for Lethal Tempo is because it just synergizes too well with her kit. Getting your passive off with Lethal Tempo at the same time + AOE Rocket Crits? Getting 1 reset off in team fights will let you destroy everything and 1v9. Triumph; pretty standard now. Synergizes well with her resets, and you usually wont build any lifesteal for a long time so it's pretty hard to get a nice overheal shield (+overheal was nerfed recently so I don't personally like going it). Bloodline; ever since they buffed this rune where you can stack it up to 12% lifesteal, it is too good not to choose on ADC's that don't have the chance to get lifesteal early like Varus (BOTRK) or Draven (BT). You probably wont be building lifesteal until your 5th or even 6th item, and with this rune, you don't even have to if you need other situational items (Lord Dominiks + Maw for example). Coup De Grace; again, pretty standard. Cut Down is an underrated rune. When I find the need to use it when against 3 + tanks/bruisers, it always does more dmg than Coup De Grace.
I have now use Sorcery as my secondary tree for multiple reasons. I find that I almost never use or even need biscuits, because I just choose to buy a refillable potion because that item is too gold efficient. Magical Footwear has been nerfed and there is a chance you get boots at 12 minutes? That is really late, and having Berserker Greaves early is really nice. You can get back to lane faster, solid Attack Speed stats letting you push the wave quickly with rockets + Lethal Tempo, allows you to easily and quickly poke with Rockets, and being an immobile ADC, having some movement is really useful to dodge abilities like a hook. Also backing with an awkward amount of gold to the point of not buying anything is never good. Yes Gathering Storm is considered gold efficient after hitting the 30 minute mark, but even without reaching 30 minutes, having the bonus AD is really nice with her 110% dmg Q's (Rockets) + IE Crits. By 20 minutes you get 14AD, meaning 35 bonus dmg on your Crits from the rune; in my opinion its worth it. On top of that I go Absolute Focus. Her range in Rocket form is longer than almost every meta ADC at the moment, so you can safely harass in rocket form and zaps (W) with Absolute Focus. Same mentality with this rune; the IE Crits double the dmg. With this rune setup also, it takes one less AA from rocket form to clear the ranged minions with a BF Sword. The power to shove quickly and get plates is really good. I choose these runes 99% of the time.
(Lethal Tempo + Inspiration): I go the same runes in the Precision Tree, but if I really think I'm going to need the little help/sustain in lane, I will go **Magical Footwear + Biscuits (**standard). I may choose this rune setup against an early game ADC such as Kalista and Lucian with a poking/healing support, because I know I won't need the extra AD from Sorcery to outscale them and may need the Biscuits from the poke and lost trades. You can also go Stopwatch instead of one of those when against a Nautilus or roaming assassins mid.
(Fleet Footwork + Inspiration): I've tried this rune setup against a completely losing lane. (against a Caitlyn/SiviEzreal + Nami/Sona/Morgana for example) and it didn't fit my playstyle personally. I personally never go Fleet Footwork on any ADC anymore. It was just nerfed way too hard too many times and the healing is too small to justify it over anything else. And no I do not find myself ever really needing the movement speed from Fleet because if you hit your W, you should always be able to chase the enemy, or with your passive.
Starting Items:
Dorans Blade + 1 potion: Standard. Choose this against all in lanes (Lucian, Kai'sa + Thresh for example)
Dorans Shield + 1 potion: Choose this against heavy poke lanes (Ezreal, maybe Caitlyn, mage supports like Vel'koz, Brand, Lux, and healing/enchanter supports like Soraka, Nami, Sona)
NOTE: If i have a healing support like Nami, Soraka or anything against another healing support, I may still go Dorans Blade instead most likely, or if I know it's a matchup I can easily win and don't need the sustain from Dorans Shield.
Build:
Infinity Edge & Berserker Greaves. Rush these two items. Massive power spike once you complete them especially if its still during laning phase. Safely poking with rocket form and getting 1 or 2 crits lets you win the lane.
If you back without enough gold for a BF or Pickaxe, you can either go Boots+Dagger or a Cull. Cull is underrated in my opinion. It basically gives you free stats and you actually earn more gold when you stack and sell it; 1 gold per stack, 350 gold when fully stacked giving you all the gold you spent on the item + 160G? when you sell it.
Runaan's Hurricane: The standard 2nd item. If you know you are going to be skirmishing vs a teamfighting comp, this is the best item to go. The AOE Crits in Rocket Form will let you easily get that first assist/kill resulting in your passive going off, maximizing your DPS.
Phantom Dancer: Choose this when you're against a fed assassin (Kha'zix, Rengar, Zed) or even a fed Bruiser (Riven, Irelia) where you know that they will get in your face. You can get Ninja Tabis on top of this and you will be pretty tanky, but you wont be doing as much damage. I usually never build anything other than AS Boots unless they're full AD/AP, or I know that I will need those defensive stats to survive. IT IS ALWAYS BETTER TO STAY ALIVE IN ORDER TO MAXIMIZE YOUR DAMAGE AND GOLD INCOME. You should always try to position where you won't need to build these items early, but build them if you have no other choice or have trouble with positioning.
RapidFire Cannon: I usually choose this when I am ahead, and I know that most of the coming fights are going to be small 2v2's/3v3's, or when I'm just sieging towers. The extra range from RFC is so good to just safely poke the enemy and proc your Lethal Tempo early, allowing you to quickly siege towers or just get a lot of damage off from a safe distance.
Statikk Shiv: No reason to ever build this item really. RFC is just so much better with the bonus range, allowing you to proc LT from a safe range then critting multiple times before anyone gets in range to attack you. You can maybe choose to build this against a really short range ADC like Vayne/Kai'sa and 4 melee champs? I would still choose RFC over Shiv.
4th Item: At this point your build should look like this: Berserker Greaves, Infinity Edge, Runaan's Hurricane, 2nd Zeal Item (Situational). Runaan's Hurricane is a CORE ITEM and it should always be incorporated into your build, regardless of your 2nd Zeal Item, and you should always try to have Double Zeal Item + IE.
5th & 6th Items: Situational. If there is nothing you really need, go Bloodthirster 5th after your 2nd Zeal item for the AD, lifesteal, and that nice shield. If you still don't need any defensive/situational items and want to maximize your damage, you can build another Infinity Edge or Essence Reaver for 100% Crit. DON'T EVER BUILD A 3RD ZEAL ITEM; A 3rd Zeal Item has diminishing returns on every ADC. You are better off building anything else with Flat Damage. Against assassins: Deaths Dance (Bleed over time helps you survive burst; Deaths Dance + PD + Tabis makes you pretty much unkillable) and/or Guardian Angel (TIP: if you are full build, and your GA is on cooldown, just sell it for another item, another lifesteal item or a defensive item; GA's stats itself aren't very good). Against Tanks: Lord Dominiks for tanks with a LOT of armor, Mortal Reminder against healing champions (Note: I always build an Executioners Calling early against heavy healing like a Soraka in lane either after BF Sword, or Infinity Edge if I'm ahead. THIS ITEM IS A MUST AGAINST A HEALING SUPPORT AND CONQUEROR CHAMPIONS WHO BUILD DEATHS DANCE/HAVE BUILT IN HEALING). Jinx's AOE damage easily lets her apply Grievous Wounds on multiple targets shutting down their healing. You can even build a Blade of the Ruined King against Tanks who just have a bunch of health and not that much armor and even Bruisers. This item is just so underrated and actually maximizes DPS on most ADC's. So if you have space in your build for this item, I highly recommend it. And of course, the last situational items are MAW and QSS/Mercurial Scimitar.
Side Notes: I almost never sell boots when full build and replace it with another item, because the Movement Speed from Get Excited (Passive) is not flat, its a % off your total Movement speed, so it will be a lot slower. However if you find yourself against a team where you don't really need to dodge anything or they just can't reach you, OR, you just need a 6th item GA because you have no way to escape, then you can sell your boots for that 6th item to maximize survivability/damage. If you come out of lane VERY behind, you can look to build a Runaan's Hurricane + BF instead of finishing your I.E. Reason for this is because if you are team fighting, you probably will end up doing more damage with BF+Hurricane with AOE rockets, as well as getting more Assists/Kills, leading to you popping your passive, and getting more gold to get your items and 1v9.
2. Tips & Tricks/Mechanics
Try using Zap (W) when your Lethal Tempo and/or Passive is on, with your minigun stacked up 3x: Your W missile speed now scales off Bonus AS. So if you stack up your minigun in lane, it will be easier for you to land your W on the enemy for poke/all in.
In laning phase, you can safely harass the enemy when they go for last hits when they stand near a ranged minion, allowing you to AA the enemy minion near them in rocket form. The splash AOE dmg from the rocket will hit them, basically giving you ~30? bonus range allowing you to AA harass without actually getting in range of AA. I use this mechanic a lot. Lets you shove and poke at the same time.
During early laning phase, your AS Bonus from minigun lasts for 2 AA's of Rocket Form. This is crucial for pushing out your lane as fast possible. You want to stack your minigun 3x, Q -> Rocket Form, AA ranged minions twice, Q -> Minigun, Repeat.
Super Mega Death Rocket's (R) maximum damage is the max range of your Zap (W). Since her R is an Execute, and with Coup de Grace, always save your ult when they are max range and are close to dying. Optimally you can try landing your Zap first guaranteeing they can't dodge your ult without blowing a flash.
You can always throw down your traps proactively making sure you are safe. Don't waste it until after the Nautilus/Alistar is already on you. The traps stop every jump/dash that isn't unstoppable but has a cast time as most of you already know, so when pushing a tower, you can just put down the traps at a jungle entrance, next to the tower when sieging, to make sure they don't jump on you securing you the objective.
When to use Rocket or Minigun Form. I got this question from one of you during my last stream and couldn't give an in-depth reason. Optimally, you want to ALWAYS have your Minigun stacked 3x. I cannot stress this enough, you lose out on so much DPS if you just stay in Rocket form and don't stack your Minigun.
Other than that, if you have anyone just chasing you down, like a BruiseTank, you probably want to primarily stay in Minigun form and just kite, and occasionally switch to Rocket with max stacks then switch back to Minigun. Reason for this is because Minigun has a shorter AA Animation, meaning you can kite a lot quicker and safer.
In team fights, you want to primarily stay in Rocket Form when chasing the enemy down, and to stay a safe range. When the enemies are close enough, then you can switch back to Minigun to stack 3x, and switch back to Rocket. Make sure you keep an eye on your mana bar. If you getting low on mana, try to stay in minigun and switch to rocket when you have to.
Keep an eye on your mana bar when teamfighting. Staying in Rocket form during team fights will make you go OOM very quickly. You want to switch back to minigun when you don't need the extra range, to stack your minigun for max AS, kiting a tank/bruiser on you, and when the enemy isn't clumped up for the AOE dmg if you are running out of mana.
3. Laning Phase:
Jinx probably has one of the best laning compared to all other hyper carry ADC's. She is she is pretty safe with her zap, chompers, and passive, has range/poke, and can clear waves quickly creating lane priority, which is an essential part of the meta right now.
Against all in lanes (Thresh + Lucian), you want to be pretty aggressive level one and abuse your range advantage, punishing the enemy ADC for every CS without missing any of your own. Make sure you auto-space correctly with your range advantage, to not take any harass back or risk getting all inned. This should result in you having a health advantage, ensuring that even if they force an early fight, you will still win the skirmish if played properly.
PUNISHING ENEMY ADC IN ROCKET FORM IS YOUR BREAD AND BUTTER. If you aren't doing this, you aren't playing Jinx to her full potential. Don't over commit and get hit by a bunch of creeps or get all inned.
You can AA the ranged minion they are standing near in rocket form allowing the AOE dmg to poke them. This allows you to poke at a slightly safer range.
2nd most important part is LANDING YOUR ZAP. Zap has a relatively short cooldown and low mana cost. You should actively look to find an angle where you can land your W.
Staying in Rocket Form or using and missing your W too frequently will make you out of mana, making Jinx pretty weak during laning phase, so always try to make sure you have a decent amount of mana.
If you do get hard engaged on in lane, whether it be you or your support, just put your traps between the enemy ADC and the target they are focusing. This way they will not be able to follow up on the support engaging on you on time unless they flash over it or walk around; pretty much a get out of jail free card.
4. Teamfighting
This is Jinx's main strength: AOE Crits in team fights. This part is pretty self explanatory. Optimally, you want to focus a group of enemies unless you see a carry out of position. Basically your goal is to help the team kill one enemy, to make your reset go off.
Even though it is mid/late game and your passive/Lethal Tempo is going off, you should still be stacking your minigun then switching back to Rocket Form whenever possible for that maximum DPS with 3.5+ Attack Speed. This is the problem I see with most Jinx players, blindly running around in Rocket Form all excited wasting their mana and being stuck with minigun, then overextending and dying.
The key to playing most immobile ADC's is knowing who/what the main threats are in teamfights. For example, if they have a fed Talon, make sure you know where he is before a teamfight because he will look to jump over a wall and kill you; put your traps right infront of you and kill him with your team first. If there is a Jax/Irelia, always stay away from their dash range and use your Zap to prevent them from getting in range, but if you know they will get on you, again just put your traps in front of you and focus them first for your reset; the way you use your traps is what makes you live or die in these scenarios. Basically you want to visualize the optimal fight, and neutralize the main threats.
5. Matchups
Most of Jinx's counters have been nerfed; this is the reason why she has had a pretty decent winrate and now she is one of the best resulting from all the buffs. However, there are champions that exploits Jinx's weakness: her immobility and weak all ins.
I will rate the matchups from 1-10. 1 being easy 10 being difficult, and how to win each match-up.
Ashe: (6/10): Ashe has a strong laning phase and reliable poke with her W (Volley). With her Q stacked 4 times, she will win almost every all-in because it gives her more DPS. Her Ult is strong against immobile ADC's like Jinx, making it easy to set up ganks/all-ins, catch in Teamfights, and forcing your enemies to build a QSS, delaying your build by 1300G.
You can win this match up by standing behind minions whenever she uses her W and poke her in Rocket Form when she goes for last hits with your range advantage.
You can also run Cleanse against her, which I would try to do. You can Cleanse the enemy ignite, and her ult, but this is preference and can be slightly greedy. When Ashe ults you, put traps in front of her so she can't follow up with her DPS. This will allow you to live, or even turn the fight.
Caitlyn: (8/10): Her most recent buff made her S Tier and is one of the best lane bullies. She outranges you in Minigun, and has more range in Rocket form until you leveled up Q to 4 (Level 8 as Jinx). She basically wins this match up in every way if she plays it correctly.
Dodge Caitlyn's Q, and do not trade when she has her Headshot (P) up. Caitlyns usually want to shove you into turret and poke you under turret with her traps. Don't let her shove into turret. You can match her push with your Rocket Form, and go for a short extended trade when you have your Lethal Tempo and her Q is on CD. Stay behind your minions so you don't get his by the full damage Q, don't blindly walk onto her trap, and don't get hit by her Net (E). You outscale her very hard, just try to survive lane and wait for a gank.
Draven: (9/10): Draven wins every ADC matchup right now. Every other early game ADC has been nerfed, making him the strongest lane bully. I permaban this champion, because as Jinx, all you have to do is win/survive laning phase, and you will be able to carry. He rushes a BT so he can sustain your poke in Rocket form making your strength useless.
If you don't ban him, you can win by safely poking him in rocket form when he goes for CS, and aim your W to where his Axe is going to land. Make sure not to get hit by his E. You can fight him when he has no Axes, which you can cause with correct wave control.
Ezreal (5/10)(8/10): This matchup all depends on how good the Ezreal is. He is probably the strongest ADC right now in the right hands. If the Ezreal is good, he will probably poke and push you out of lane with his Q+W because your are immobile. He has a cheaper and quicker item powerspike, which becomes easier with his rune, Kleptomancy. The lane becomes significantly harder once he gets his Manamune + Iceborn Gauntlet. He gets tanky, and easily pokes you down.
You can abuse him early before he gets his Sheen + Tear and poke him in rocket form when he goes for CS. Stay behind minions when fighting/trading with him.
You can also perma-shove him with rocket form, preventing him from backing, resulting in a late Tear, and you getting a gold lead from Turret Plates.
Jhin: (5/10): Jhin has a pretty good laning phase, but has obvious weaknesses. His Q+W+4th shot allows him to win almost every short trade.
Dodge his Q bounce and W. Don't trade when he has his 4th shot ready, and go aggressive after he uses his 4th shot. You slightly outrange him early in Rocket form, so poke him while he goes for CS and stay away from you minions because he will look for a Q bounce to poke you then land his W.
Kai'Sa (1/10): The easiest lane for Jinx. If the enemy picks Kai'Sa (High chance) pick Jinx.
Poke her when she goes for CS. She has a short AA range so you can get free poke off very easily, and land your Zap whenever possible. You will eventually force her out of lane, or be able to go all in.
Don't let her all in you. PTA is stronger than LT during lane, so as long as you don't let her all in you when you are both 100hp, the lane should be won.
Kalista (7/10): Kalista wins short trades as well as extended trades, especially with Hail of Blades. She can easily set up all-ins with her ult. However, at level 1-3, her all in isn't that strong because she needs to stack a lot of spears for it to be useful.
Kalista's poking with her Q and E when killing a minion requires a lot of mana, so she can't abuse it as much as she used to. You can trade with her when she has no minion to kill with her E to get it to reset, or if she messed up her E and it is on CD, then she is just useless.
Try landing your Zap on her before going for trades. Her jump and AS becomes slower when she is slowed, making her significantly weaker.
She has short AA range which you can abuse. Make sure to not get hit by her Q executing a minion stacked with spears.
Kog'Maw (7/10): Also one of the best counters against Jinx. Pretty much out DPS's Jinx and arguably every other ADC in the game if he lands his Q on you. He scales great, he can harass you back when your in Rocket Form with his W, but with more DPS/AS. He has an earlier power spike at 1 and 2 items, and can snowball that lead as well. His weakness is that he is the most immobile ADC in the game with no CC or escape and a fat hitbox.
Landing your zap on him should be pretty easy because he has such a big hitbox
Kog'Maw is probably the most immobile ADC in the game with a huge hitbox, so just try to have you jungler gank. Getting ahead as Jinx is always good.
You want to trade with him behind minions so he doesn't land his Q (Shreds MR), but avoid extended trades.
You can look to go aggressive when his W is on CD.
Lucian (7/10): Strong early game and laning phase; PTA is stronger than Lethal Tempo early. If Jinx oversteps, she can easily be punished from a quick combo. Lucian can also poke safely Q'ing through minions and using his W, while standing behind his own minions to avoid zap.
Lucian's combos/poke require a lot of mana. Whenever he uses his Q or E, you can poke/harass him in Rocket Form or with your W. He has short range, so you can harass him with Rocket form when he goes for CS. Use your traps when he tries to go for an all in. If you get slightly ahead in this match up, it becomes very easy.
Miss Fortune (9/10): Strongest lane bully right now, especially with her new build (PTA + BOTRK rush into Lethality). PTA allows her to win all ins, she has good poke with her Q, and can use her E + R on you because you are immobile.
Stay away from your ranged minions, especially the ones that are about to die, so she cant poke you with Q. A couple of those will just cause you to die or force you out of lane.
Safely poke her in Rocket form because you have the range advantage.
You can potentially win all ins, which is MF's weakness because of her passive. This mainly depends on the supports however.
Just try to survive laning phase and grab as much CS as possible. You outscale her.
Sivir (9/10): Sivir's Q (Boomerang Blade) is probably the best ability for poking of all ADC's. Short CD, high base dmg, easy to land. She can also poke you without getting in range of your AA's using her W (Ricochet), allowing her to get lane priority, and safe poke. She has a spellshield to block your zaps as well. She is very strong right now, and can easily get lane priority.
Don't use your zap on her unless you know her spellshield (E) is on CD. If you do this, you will just give her free mana allowing her to shove you in and poke you.
Make sure to dodge her Q (avoid being at max range of her Q to not get hit by both sides of it). Look to trade when it on CD. You can potentially win All-ins when her Q is on CD, and you poked her down in Rocket Form.
Stay away from the minion wave when she uses her W. Go aggressive in Rocket form when she has used all her CD's. She will eventually go OOM, allowing you to win all ins easily.
Jinx's 1st item (Infinity Edge) is stronger than Sivir's (Essence Reaver) in all ins. Essence Reaver is stronger for poking. Play around your strength and not hers.
Tristana (7/10): Trist has a strong all in, scales well, and can shove waves quickly. She has very short range early, which Jinx can easily take advantage of.
Harass her in Rocket form when she goes for CS. This is the only way you win this match up, which should be easy because of Trist's short range early.
Immediately back off when she puts her Bomb (E) on you. You will probably lose the trade and maybe even die. Go aggressive after she wastes her E.
Make sure to not overextend allowing Trist to all in you.
Stay away from your minions to avoid getting hit by her E passive. Stay away from your turret when Trist stacks her Bomb on it.
Unless you are significantly ahead, Trist usually will win all ins. Make sure to poke her down before going all in.
Twitch (5/10): Twitch is the strongest late game hyper carry right now. However, his laning phase is terrible, and he is very immobile with short AA range.
Harass in Rocket Form when he goes for CS. Only way to win the matchup.
If you don't see him, or he uses his Q, back off. He wins all ins against Jinx with this. Avoid going for long trades where he can stack his poison and use his E.
You can go aggressive when you poked him down enough and/or he wastes his E and/or Q.
If the Twitch gets ahead, just buy a lot of pinks so he can't surprise you. You can also build Tabis and/or PD allowing you to survive Ult.
Varus (6/10): Varus has a strong laning phase, with strong/reliable poke with his W + E/Q, but has a short AA range.
Harass in Rocket Form when he goes for CS. He also has a short AA range, but you outrange him and outscale him very hard.
Don't let him stack his W 3 times to pop it with his E/Q. This allows him to win short trades and all ins.
He is immobile, so you can easily land your Zap
Respect him when he hits Level 6. Unless you have the advantage, he will look for an all in.
You can take Cleanse in this matchup as well, countering the strength of his ult. Again, preference.
Vayne (2/10): Vayne isn't as strong now after her nerfs; before she was able to somewhat play against Jinx, but now the matchup is pretty easy. She is still one of the strongest late-game hyper carry ADC's, but its a lot more difficult for her to get there in this meta. She has no wave clear and short range, making it hard for her to get plates.
Harass in Rocket Form when she goes for CS. She has the shortest AA Range of all ADC's in the game, so this should be pretty easy.
Avoid all ins. PTA is stronger than Lethal Tempo
Poke with Zap. She will want to use her tumble (Q) to dodge it. Go aggressive when its on CD, making it hard for her to proc her Silverbolts (W) on you.
Xayah (8/10): Xayah is pretty strong against Jinx because she can easily harass and poke you down with her passive feathers. If you walk up to poke with rocket, she will root you with her Passive Feather + Q. Xayah also has a stronger all in and has really strong snowball potential.
Key to playing this matchup is to angle yourself so you dont get hit by her feathers or her E (root)
Harass in Rocket Form when she goes for CS, but make sure you don't stay near her feathers. You can safely poke her in Rocketform if you stay away from you minions, and abuse your range advantage. Landing your Zap makes it harder for her to get in range to stack her feathers.
If she wastes her E, you can play more aggressive because that is where all her damage comes from
You outscale and beat her with your range advantage.
________________________________________________________________________________________________________________________________ I hope this guide helps you guys with Jinx and answers any questions you had. Feedback would be very much appreciated.
Jinx Guide by Áccused - Diamond 1 ADC Main; Rank 15 Jinx NA
Hey guys, I am Áccused, currently a Diamond 1 ADC main on the NA server, new streamer, and currently rank #10 Jinx NA. I am currently aiming for Master tier or higher as well as become the best Jinx in NA . I have a 69% W/R with an avg KDA of 3.89 against high Diamonds, Masters, and even GrandMaster players. I have played her for a while now because I love hyper-carry ADC's, and since most other hyper-carries have been nerfed or aren't in a great spot right now, I chose to main her. Thanks for everyone who stopped by my stream last week! I really appreciate every single one of you, and for the feedback, motivating me to make this guide. I know she isn't a very difficult champion, but there are a lot of small tricks that will allow you to play her to her full potential. OP.GG: https://na.op.gg/summoneuserName=%C3%81ccused Stream: www.twitch.tv/LoL\_accused ________________________________________________________________________________________________________________________________
A lot of what makes Jinx S tier right now is that most/all early-game ADC's got nerfed hard, like Lucian, Caitlyn, and Kalista. Of course, those champions can still give Jinx a hard time, but if they don't get ahead, Jinx will just face roll them. She is also strong because unlike every other late-game hyper carry ADC, she has a good laning phase. Reliable poke, good wave clear, and a decent power spike with just 2 items. She also has a flexible build path, giving her space to build a MAW, GA, Tabis, and LW items, primarily because of the Legend: Bloodline rune buff, allowing ADC's to not have to build a lifesteal item.
1. Runes/Build
Runes:
My Standard Runes (Lethal Tempo + Sorcery): The reason for Lethal Tempo is because it just synergizes too well with her kit. Getting your passive off with Lethal Tempo at the same time + AOE Rocket Crits? Getting 1 reset off in team fights will let you destroy everything and 1v9. Triumph; pretty standard now. Synergizes well with her resets, and you usually wont build any lifesteal for a long time so it's pretty hard to get a nice overheal shield (+overheal was nerfed recently so I don't personally like going it). Bloodline; ever since they buffed this rune where you can stack it up to 12% lifesteal, it is too good not to choose on ADC's that don't have the chance to get lifesteal early like Varus (BOTRK) or Draven (BT). You probably wont be building lifesteal until your 5th or even 6th item, and with this rune, you don't even have to if you need other situational items (Lord Dominiks + Maw for example). Coup De Grace; again, pretty standard. However I have used Cut Down once just because the enemy team had basically 4 Tanks/Bruisers, so that is up to you. I have recently started to use Sorcery as my secondary tree for multiple reasons. I find that I almost never use or even need biscuits, because I just choose to buy a refillable potion because that item is too gold efficient. Magical Footwear has been nerfed and there is a chance you get boots at 12 minutes? That is really late, and having Berserker Greaves early is really nice. You can get back to lane faster, solid Attack Speed stats letting you push the wave quickly with rockets + Lethal Tempo, allows you to easily and quickly poke with Rockets, and being an immobile ADC, having some movement is really useful to dodge abilities like a hook. Also backing with an awkward amount of gold to the point of not buying anything is never good. I find that games now have a higher potential of lasting 30+ minutes, which is where Gathering Storm is worth more than the inspiration tree. Even without reaching 30 minutes, having the bonus AD is really nice with her 110% dmg Q's (Rockets) + IE Crits. On top of that I usually go Absolute Focus. Her range in Rocket form is longer than almost every meta ADC at the moment, so you can safely harass in rocket form and zaps (W) with Absolute Focus. With this rune setup also, it takes one less AA from rocket form to clear the ranged minions with a BF Sword. The power to shove quickly and get plates is really good. I choose these runes 100% against Kai'sa, because it is actually impossible to lose this lane if you play it correctly, and she is picked so frequently.
(Lethal Tempo + Inspiration): I go the same runes in the Precision Tree, but if I really think I'm going to need the little help/sustain in lane, I will go **Magical Footwear + Biscuits (**standard). I may choose this rune setup against an early game ADC such as Kalista, Caitlyn, or Lucian with a poking/healing support, because I know I won't need the extra AD from Sorcery to outscale them.
(Fleet Footwork + Inspiration): I have not yet ever gone this rune setup, but probably will and should if I'm in a completely terrible matchup (against a Caitlyn/SiviEzreal + Nami/Sona/Morgana for example) but that is still a maybe. I personally never go Fleet Footwork on any ADC anymore. It was just nerfed way too hard too many times and the healing is too small to justify it over anything else. And no I do not find myself ever really needing the movement speed from Fleet because if you hit your W, you should always be able to chase the enemy, or with your passive.
Starting Items:
Dorans Blade + 1 potion: Standard. Choose this against all in lanes (Lucian, Kai'sa + Thresh for example)
Dorans Shield + 1 potion: Choose this against heavy poke lanes (Ezreal, maybe Caitlyn, mage supports like Vel'koz, Brand, Lux, and healing/enchanter supports like Soraka, Nami, Sona)
NOTE: If i have a healing support like Nami, Soraka or anything against another healing support, I would still go Dorans Blade instead most likely, or if I know it's a matchup I can easily win and don't need the sustain from Dorans Shield.
Build:
Infinity Edge & Berserker Greaves. Rush these two items. Massive power spike once you complete them especially if its still during laning phase. Safely poking with rocket form and getting 1 or 2 crits lets you win the lane.
Runaan's Hurricane: The standard 2nd item. If you know you are going to be skirmishing vs a teamfighting comp, this is the best item to go. The AOE Crits in Rocket Form will let you easily get that first assist/kill resulting in your passive going off, maximizing your DPS.
Phantom Dancer: Choose this when you're against a fed assassin (Kha'zix, Rengar, Zed) or even a fed Bruiser (Riven, Irelia) where you know that they will get in your face. You can get Ninja Tabis on top of this and you will be pretty tanky, but you wont be doing as much damage. I usually never build anything other than AS Boots unless they're full AD/AP, or I know that I will need those defensive stats to survive. IT IS ALWAYS BETTER TO STAY ALIVE IN ORDER TO MAXIMIZE YOUR DAMAGE AND GOLD INCOME. You should always try to position where you won't need to build these items early, but build them if you have no other choice or have trouble with positioning.
RapidFire Cannon: I usually choose this when I am ahead, and I know that most of the coming fights are going to be small 2v2's/3v3's, or when I'm just sieging towers. The extra range from RFC is so good to just safely poke the enemy and proc your Lethal Tempo early, allowing you to quickly siege towers or just get a lot of damage off from a safe distance.
Statikk Shiv: No reason to ever build this item really. RFC is just so much better with the bonus range, allowing you to proc LT from a safe range then critting multiple times before anyone gets in range to attack you. You can maybe choose to build this against a really short range ADC like Vayne/Kai'sa and 4 melee champs? I would still choose RFC over Shiv.
4th Item: At this point your build should look like this: Berserker Greaves, Infinity Edge, Runaan's Hurricane, 2nd Zeal Item (Situational). Runaan's Hurricane is a CORE ITEM and it should always be incorporated into your build, regardless of your 2nd Zeal Item, and you should always try to have Double Zeal Item + IE.
5th & 6th Items: Situational. If there is nothing you really need, go Bloodthirster 5th after your 2nd Zeal item for the AD, lifesteal, and that nice shield. If you still don't need any defensive/situational items and want to maximize your damage, you can build another Infinity Edge or Essence Reaver for 100% Crit. DON'T EVER BUILD A 3RD ZEAL ITEM; A 3rd Zeal Item has diminishing returns on every ADC. You are better off building anything else with Flat Damage. Against assassins: Deaths Dance (Bleed over time helps you survive burst; Deaths Dance + PD + Tabis makes you pretty much unkillable) and/or Guardian Angel (TIP: if you are full build, and your GA is on cooldown, just sell it for another item, another lifesteal item or a defensive item; GA's stats itself aren't very good). Against Tanks: Lord Dominiks for tanks with a LOT of armor, Mortal Reminder against healing champions (Note: I always build an Executioners Calling early against heavy healing like a Soraka in lane either after BF Sword, or Infinity Edge if I'm ahead. THIS ITEM IS A MUST AGAINST A HEALING SUPPORT AND CONQUEROR CHAMPIONS WHO BUILD DEATHS DANCE/HAVE BUILT IN HEALING). Jinx's AOE damage easily lets her apply Grievous Wounds on multiple targets shutting down their healing. You can even build a Blade of the Ruined King against Tanks who just have a bunch of health and not that much armor and even Bruisers. This item is just so underrated and actually maximizes DPS on most ADC's. So if you have space in your build for this item, I highly recommend it. And of course, the last situational items are MAW and QSS/Mercurial Scimitar.
Side Notes: I almost never sell boots when full build and replace it with another item, because the Movement Speed from Get Excited (Passive) is not flat, its a % off your total Movement speed, so it will be a lot slower. However if you find yourself against a team where you don't really need to dodge anything or they just can't reach you, OR, you just need a 6th item GA because you have no way to escape, then you can sell your boots for that 6th item to maximize survivability/damage. If you come out of lane VERY behind, you can look to build a Runaan's Hurricane + BF instead of finishing your I.E. Reason for this is because if you are team fighting, you probably will end up doing more damage with BF+Hurricane with AOE rockets, as well as getting more Assists/Kills, leading to you popping your passive, and getting more gold to get your items and 1v9.
2. Tips & Tricks/Mechanics
Try using Zap (W) when your Lethal Tempo and/or Passive is on, with your minigun stacked up 3x: Your W missile speed now scales off Bonus AS. So if you stack up your minigun in lane, it will be easier for you to land your W on the enemy for poke/all in.
During early laning phase, your AS Bonus from minigun lasts for 2 AA's of Rocket Form. This is crucial for pushing out your lane as fast possible. You want to stack your minigun 3x, Q -> Rocket Form, AA ranged minions twice, Q -> Minigun, Repeat.
Super Mega Death Rocket's (R) maximum damage is the max range of your Zap (W). Since her R is an Execute, and with Coup de Grace, always save your ult when they are max range and are close to dying. Optimally you can try landing your Zap first guaranteeing they can't dodge your ult without blowing a flash.
You can always throw down your traps proactively making sure you are safe. Don't waste it until after the Nautilus/Alistar is already on you. The traps stop every jump/dash that isn't unstoppable but has a cast time as most of you already know, so when pushing a tower, you can just put down the traps at a jungle entrance, next to the tower, to make sure they don't jump on you securing you the objective.
When to use Rocket or Minigun Form. I got this question from one of you during my last stream and couldn't give an in-depth reason. Optimally, you want to ALWAYS have your Minigun stacked 3x. I cannot stress this enough, you lose out on so much DPS if you just stay in Rocket form and don't stack your Minigun.
Other than that, if you have anyone just chasing you down, like a BruiseTank, you probably want to primarily stay in Minigun form and just kite, and occasionally switch to Rocket with max stacks then switch back to Minigun. Reason for this is because Minigun has a shorter AA Animation, meaning you can kite a lot quicker and safer.
In team fights, you want to primarily stay in Rocket Form when chasing the enemy down, and to stay a safe range. When the enemies are close enough, then you can switch back to Minigun to stack 3x, and switch back to Rocket. Make sure you keep an eye on your mana bar. If you getting low on mana, try to stay in minigun and switch to rocket when you have to.
3. Laning Phase:
Jinx probably has the best laning compared to all other hyper carry ADC's. She is she is pretty safe with her zap, chompers, and passive, has range/poke, and can clear waves quickly which probably makes her the best ADC to carry right now.
Against all in lanes (Thresh + Lucian), you want to be pretty aggressive level one and abuse your range advantage, punishing the enemy ADC for every CS without missing any of your own. Make sure you auto-space correctly with your range advantage, to not take any harass back or risk getting all inned. This should result in you having a health advantage, ensuring that even if they force an early fight, you will still win the skirmish if played properly.
PUNISHING ENEMY ADC IN ROCKET FORM IS YOUR BREAD AND BUTTER. If you aren't doing this, you aren't playing Jinx to her full potential. Don't over commit and get hit by a bunch of creeps or get all inned.
2nd most important part is LANDING YOUR ZAP. Zap has a relatively short cooldown and low mana cost. You should actively look to find an angle where you can land your W.
Staying in Rocket Form or using and missing your W too frequently will make you out of mana, making Jinx pretty weak during laning phase, so always try to make sure you have a decent amount of mana.
If you do get hard engaged on in lane, whether it be you or your support, just put your traps between the enemy ADC and the target they are focusing. This way they will not be able to follow up on the support engaging on you on time unless they flash over it or walk around; pretty much a get out of jail free card.
4. Teamfighting
This is Jinx's main strength: AOE Crits in team fights. This part is pretty self explanatory. Optimally, you want to focus a group of enemies unless you see a carry out of position. Basically your goal is to help the team kill one enemy, to make your reset go off.
Even though it is mid/late game and your passive/Lethal Tempo is going off, you should still be stacking your minigun then switching back to Rocket Form whenever possible for that maximum DPS with 3.5+ Attack Speed. This is the problem I see with most Jinx players, blindly running around in Rocket Form all excited wasting their mana and being stuck with minigun, then overextending and dying.
The key to playing most immobile ADC's is knowing who/what the main threats are in teamfights. For example, if they have a fed Talon, make sure you know where he is before a teamfight because he will look to jump over a wall and kill you; put your traps right infront of you and kill him with your team first. If there is a Jax/Irelia, always stay away from their dash range and use your Zap to prevent them from getting in range, but if you know they will get on you, again just put your traps in front of you and focus them first for your reset; the way you use your traps is what makes you live or die in these scenarios. Basically you want to visualize the optimal fight, and neutralize the main threats.
5. Matchups
Most of Jinx's counters have been nerfed; this is the reason why she has had a pretty decent winrate and now she is one of the best resulting from all the buffs. However, there are champions that exploits Jinx's weakness: her immobility and weak all ins.
I will rate the matchups from 1-10. 1 being easy 10 being difficult, and how to win each match-up.
Ashe: (6/10): Ashe has a strong laning phase and reliable poke with her W (Volley). With her Q stacked 4 times, she will win almost every all-in because it gives her more DPS. Her Ult is strong against immobile ADC's like Jinx, making it easy to set up ganks/all-ins, catch in Teamfights, and forcing your enemies to build a QSS, delaying your build by 1300G.
You can win this match up by standing behind minions whenever she uses her W and poke her in Rocket Form when she goes for last hits with your range advantage.
You can also run Cleanse against her, which I would try to do. You can Cleanse the enemy ignite, and her ult, but this is preference and can be slightly greedy. When Ashe ults you, put traps in front of her so she can't follow up with her DPS. This will allow you to live, or even turn the fight.
Caitlyn: (7/10): One of the best lane bullies. She outranges you in Minigun, and has more range in Rocket form until you leveled up Q to 4 (Level 8 as Jinx). She basically wins this match up in every way if she plays it correctly.
Dodge Caitlyn's Q, and do not trade when she has her Headshot (P) up. Caitlyns usually want to shove you into turret and poke you under turret with her traps. Don't let her shove into turret. You can match her push with your Rocket Form, and go for a short extended trade when you have your Lethal Tempo and her Q is on CD. Stay behind your minions so you don't get his by the full damage Q, don't blindly walk onto her trap, and don't get hit by her Net (E). You outscale her very hard, just try to survive lane and wait for a gank.
Draven: (9/10): Draven wins every ADC matchup right now. Every other early game ADC has been nerfed, making him the strongest lane bully. I permaban this champion, because as Jinx, all you have to do is win/survive laning phase, and you will be able to carry. He rushes a BT so he can sustain your poke in Rocket form making your strength useless.
If you don't ban him, you can win by safely poking him in rocket form when he goes for CS, and aim your W to where his Axe is going to land. Make sure not to get hit by his E. You can fight him when he has no Axes, which you can cause with correct wave control.
Ezreal (5/10)(9/10): This matchup all depends on how good the Ezreal is. He is probably the strongest ADC right now in the right hands. If the Ezreal is good, he will probably poke and push you out of lane with his Q+W because your are immobile. He has a cheaper and quicker item powerspike, which becomes easier with his rune, Kleptomancy. The lane becomes significantly harder once he gets his Manamune + Iceborn Gauntlet. He gets tanky, and easily pokes you down.
You can abuse him early before he gets his Sheen + Tear and poke him in rocket form when he goes for CS. Stay behind minions when fighting/trading with him.
You can also perma-shove him with rocket form, preventing him from backing, resulting in a late Tear, and you getting a gold lead from Turret Plates.
Jhin: (6/10): Jhin has a pretty good laning phase, but has obvious weaknesses. His Q+W+4th shot allows him to win almost every trade.
Dodge his Q bounce and W. Don't trade when he has his 4th shot ready, and go aggressive after he uses his 4th shot. You slightly outrange him early in Rocket form, so poke him while he goes for CS and stay away from you minions because he will look for a Q bounce to poke you then land his W.
Kai'Sa (1/10): The easiest lane for Jinx. If the enemy picks Kai'Sa (High chance) pick Jinx.
Poke her when she goes for CS. She has a short AA range so you can get free poke off very easily, and land your Zap whenever possible. You will eventually force her out of lane, or be able to go all in.
Don't let her all in you. PTA is stronger than LT during lane, so as long as you don't let her all in you when you are both 100hp, the lane should be won.
Kalista (7/10): Kalista wins short trades as well as extended trades, especially with Hail of Blades. She can easily set up all-ins with her ult. However, at level 1-3, her all in isn't that strong because she needs to stack a lot of spears for it to be useful.
Kalista's poking with her Q and E when killing a minion requires a lot of mana, so she can't abuse it as much as she used to. You can trade with her when she has no minion to kill with her E to get it to reset, or if she messed up her E and it is on CD, then she is just useless.
Try landing your Zap on her before going for trades. Her jump and AS becomes slower when she is slowed, making her significantly weaker.
She has short AA range which you can abuse. Make sure to not get hit by her Q executing a minion stacked with spears.
Kog'Maw (7/10): Also one of the best counters against Jinx. Pretty much out DPS's Jinx and arguably every other ADC in the game if he lands his Q on you. He scales great, he can harass you back when your in Rocket Form with his W, but with more DPS/AS. He has an earlier power spike at 1 and 2 items, and can snowball that lead as well. His weakness is that he is the most immobile ADC in the game with no CC or escape and a fat hitbox.
Landing your zap on him should be pretty easy because he has such a big hitbox
Kog'Maw is probably the most immobile ADC in the game with a huge hitbox, so just try to have you jungler gank. Getting ahead as Jinx is always good.
You want to trade with him behind minions so he doesn't land his Q (Shreds MR), but avoid extended trades.
You can look to go aggressive when his W is on CD.
Lucian (7/10): Strong early game and laning phase; PTA is stronger than Lethal Tempo early. If Jinx oversteps, she can easily be punished from a quick combo. Lucian can also poke safely Q'ing through minions and using his W, while standing behind his own minions to avoid zap.
Lucian's combos/poke require a lot of mana. Whenever he uses his Q or E, you can poke/harass him in Rocket Form or with your W. He has short range, so you can harass him with Rocket form when he goes for CS. Use your traps when he tries to go for an all in. If you get slightly ahead in this match up, it becomes very easy.
Miss Fortune (9/10): Strongest lane bully right now, especially with her new build (PTA + BOTRK rush into Lethality). PTA allows her to win all ins, she has good poke with her Q, and can use her E + R on you because you are immobile.
Stay away from your ranged minions, especially the ones that are about to die, so she cant poke you with Q. A couple of those will just cause you to die or force you out of lane.
Safely poke her in Rocket form because you have the range advantage.
You can potentially win all ins, which is MF's weakness because of her passive. This mainly depends on the supports however.
Just try to survive laning phase and grab as much CS as possible. You outscale her.
Sivir (9/10): Sivir's Q (Boomerang Blade) is probably the best ability for poking of all ADC's. Short CD, high base dmg, easy to land. She can also poke you without getting in range of your AA's using her W (Ricochet), allowing her to get lane priority, and safe poke. She has a spellshield to block your zaps as well. She is very strong right now, and can easily get lane priority.
Don't use your zap on her unless you know her spellshield (E) is on CD. If you do this, you will just give her free mana allowing her to shove you in and poke you.
Make sure to dodge her Q (avoid being at max range of her Q to not get hit by both sides of it). Look to trade when it on CD. You can potentially win All-ins when her Q is on CD, and you poked her down in Rocket Form.
Stay away from the minion wave when she uses her W. Go aggressive in Rocket form when she has used all her CD's. She will eventually go OOM, allowing you to win all ins easily.
Jinx's 1st item (Infinity Edge) is stronger than Sivir's (Essence Reaver) in all ins. Essence Reaver is stronger for poking. Play around your strength and not hers.
Tristana (7/10): Trist has a strong all in, scales well, and can shove waves quickly. She has very short range early, which Jinx can easily take advantage of.
Harass her in Rocket form when she goes for CS. This is the only way you win this match up, which should be easy because of Trist's short range early.
Immediately back off when she puts her Bomb (E) on you. You will probably lose the trade and maybe even die. Go aggressive after she wastes her E.
Make sure to not overextend allowing Trist to all in you.
Stay away from your minions to avoid getting hit by her E passive. Stay away from your turret when Trist stacks her Bomb on it.
Unless you are significantly ahead, Trist usually will win all ins. Make sure to poke her down before going all in.
Twitch (5/10): Twitch is the strongest late game hyper carry right now. However, his laning phase is terrible, and he is very immobile with short AA range.
Harass in Rocket Form when he goes for CS. Only way to win the matchup.
If you don't see him, or he uses his Q, back off. He wins all ins against Jinx with this. Avoid going for long trades.
You can go aggressive when you poked him down enough and/or he wastes his E and/or Q.
If the Twitch gets ahead, just buy a lot of pinks so he can't surprise you. You can also build Tabis and/or PD allowing you to survive Ult.
Varus (7/10): Varus has a strong laning phase, with strong/reliable poke with his W + E/Q, but has a short AA range.
Harass in Rocket Form when he goes for CS. He also has a short AA range, but you outrange him and outscale him very hard.
Don't let him stack his W 3 times to pop it with his E/Q. This allows him to win short trades and all ins.
He is immobile, so you can easily land your Zap
Respect him when he hits Level 6. Unless you have the advantage, he will look for an all in.
You can take Cleanse in this matchup as well, countering the strength of his ult. Again, preference.
Vayne (3/10): Vayne isn't as strong now after her nerfs; before she was able to somewhat play against Jinx, but now the matchup is pretty easy. She is still one of the strongest late-game hyper carry ADC's, but its a lot more difficult for her to get there in this meta. She has no wave clear and short range, making it hard for her to get plates.
Harass in Rocket Form when she goes for CS. She has the shortest AA Range of all ADC's in the game, so this should be pretty easy.
Avoid all ins. PTA is stronger than Lethal Tempo
Poke with Zap. She will want to use her tumble (Q) to dodge it. Go aggressive when its on CD, making it hard for her to proc her Silverbolts (W) on you.
Xayah (8/10): Xayah is pretty strong against Jinx because she can easily harass and poke you down with her passive feathers. If you walk up to poke with rocket, she will root you with her Passive Feather + Q. Xayah also has a stronger all in and has really strong snowball potential.
Key to playing this matchup is to angle yourself so you dont get hit by her feathers or her E (root)
Harass in Rocket Form when she goes for CS, but make sure you don't stay near her feathers. You can safely poke her in Rocketform if you stay away from you minions, and abuse your range advantage. Landing your Zap makes it harder for her to get in range to stack her feathers.
If she wastes her E, you can play more aggressive because that is where all her damage comes from
You outscale and beat her with your range advantage.
________________________________________________________________________________________________________________________________ I hope this guide helps you guys with Jinx and answers any questions you had. Feedback would be very much appreciated! I will answer any questions you guys have and feel free to stop by my stream to watch some high-ish elo Jinx gameplay and help me climb to Masters+! I appreciate all the support from you guys that stopped by the stream last week as well, it felt awesome to have your guys support.
Celerity is too strong, especially while Stormrazor Crit procing while having accelerated AD from the Celerity bonus.
As the title suggests, and looking at statistics of the highest to lowest winrate botlaners - https://lolalytics.com/ranked/worldwide/current/platinum/plus/champions/ We can see that the champions like Quinn (Ult and Passive), Twitch (Q), Jinx (Passive), Jhin (Passive), Draven (W), Kai'sa (E), Sivir (Ult and Passive). What all of these 50+ winrate ADCs have in common is that these abilities have built in movement speed boosts that shoot the Celerity bonus stat of converting into adaptive force (in most cases AD here) way too high. Along with this, the guaranteed Stormrazor crit procing as you timeframe your bonus Celerity stats is producing way too much damage. I believe Celerity and a lot of other offensive runes should be looked at direly. You can test all of this yourself in Practice Tool to see the damage differences between Celerity snapshotting as opposed to not. We wonder why champions like Ezreal, Caitlyn, Varus, Tristana, Kalista, Kog'Maw, etc. all have under 50% win rates... Maybe because other champions get favored in terms of buffs or itemization, however, we must factor in the influence and power that runes can provide for champions and how the simple abuse of Celerity's "additional effect" is impacting the meta right now. Oh and you can throw in Heimerdinger as he gets extra MS towards his turrets, Jatt even mentioned that it's possible to do "Celerity snapshots" between your spells to do extra damage. Celerity is only one of the many runes that need tweaking in terms of lowering the damage, I'm just getting it noticed that with an item that gives a Guaranteed Critical Strike, the Celerity snapshot abuse is especially good, as title says.
Why is AD Ezreal mid bad and what AD non-assassins with mobility or CC are good at mid lane?
So I am a Lux main (400 ranked games on her). Elo is silver-gold (currently silver 2 with like gold5 mmr I think; because of the season start seems like I am playing against ex-plat a lot, but yeah, I am very bad anyways). Sometimes my team has a lot of ap, OR my team has some ap apart from me AND enemy team has a lot of tanks. Lux performs quite badly in these situations, especially if your ADC is bad (if he is good, he can use Lux's peel, but it happens rarely, and Q is still a skillshot), since her dps is quite low compared to cass's for example, and sometimes you can even see banshee's on enemy's ADC, past that moment usually you can just ff if your ADC is bad and enemy team has 11/11 towers (tho I never write /ff). Usually I dodge these games (tbh I dodge more games than I play), but I feel like maybe I can find something on midlane that counters tanky teams. So I am looking for something with AD damage at mid-lane. I dislike Varus. I feel like he cannot do much when behind. I dislike assassins. I dislike Jayce a lot. I have bad performance on melee champions. Last season I had played MF mid lane and had not bad performance with her, but she seems less strong overall right now. Rn I am thinking about AD Ezreal midlane. And I feel like he should be strong against tanky teams. But his winrate on midlane confuses me a bit ( http://www.leagueofgraphs.com/champions/stats/ezreal/middle/silver , http://lolalytics.com/champion/Ezreal/Middle/ ). Yeah I know that these sites also count AP Ezreals, but you can see that even Ezreals who buy AD items have quite bad winrate at mid lane. Now I understand why AP ez is bad at mid lane - he has no waveclear & no CC. But I feel like AD ez should have enough waveclear to defend mid tower, and if you take into accout his late-game power you should understand that his lack of CC in early ganks should not affect his winrate much, since for mid-late-game midlaners main goal in first minutes of the game is to defent tower, farm and punish enemy midlaner for roams in some form. Also note that AD ez should be very safe pick for mid lane, since he can farm safe against a lot of early game midlaners, he can either take MR runes (and buy Lucidity boots) or take CDR per lvl runes and rush mercs (40% cdr by 18 lvl with IBG) against ap midlaners, he can allow early armor item (IBG) against AD assassins, he has early vampirism and he has mobility. So why AD midlane ezreal has bad winrate? And what AD midlaners who perform well against tanks (against squishy team I would take Lux anyways) I am missing?
i've noticed more post asking for help with trist (even some people coming to the discord server for help) so i thought i'd try making some guides, starting with runes for which path you wanna take as primary, precision is a very clear winner, as for which keystone ... well that's more debatable Press the Attack (pta) is the clear winner if you wanna play her more like an assassin bot, as pta excels at single target damage. this doesn't mean that it's not viable if you want to play her as a normal adc, it's great for focusing on 1 champion at a time, rather than switching targets as you see fit Lethal Tempo (LT) on the other hand is much better if you are just wanting to attack whoever seems the juiciest/easiest at any given moment. of course this is assuming we're in a perfect world where all three of these keystones are balanced (which i feel we are getting pretty close too) Fleet Footwork (FF) gives you nice sustain especially in the laning phase. this is great for bad match ups, or if your not confident that you can live long enough to win fights. it should be noted that according to https://lolalytics.com/ranked/na/platinum/plus/champion/Tristana/runes/ FF is the best (or at least has the highest winrate) as for other options under precision triumph is your go to for it's tier, but overheal is worth thinking about, both legend alacrity and legend bloodline have their merits, and coup de grace is the most well rounded in it's teir (you should only take cut down if you against a lot of tanks) for your secondary the options are either sorcery or domination under domination sudden impact gives your burst combo a lot of extra damage. and both taste for blood and ravenous hunter give you great sustain under sorcery nullifying orb is great against ap supps (such as sona, zyra, or morgana), but it can be nice against ADC's that have a decent amount of magic damage too (such as varus, ez, and kog'maw). otherwise celerity and gathering storm is the way to go so with that information you should be able to make a good rune page for trist bot (unless you wanna try a weird/experimental build like the glacial augment one that was posted back when runes reforged was fairly new)
All Hexakill Champion Win Rates - Revenge of the supports edition
I've analyzed all available Hexakill games which had summoners in them who were Platinum+ across all Riot server regions. So far the sample size is 384,744 champions analyzed and growing. If you'd like to see a detailed analysis of items, runes, masteries, abilities and counter picks just click on the champion name.
I've analyzed all of last weeks Poro King games which had summoners in them who were Platinum+ across all Riot server regions. If you'd like to see a detailed analysis of items, runes, masteries, abilities and counter picks just click on the champion name. If this list proves popular I would love to release each weeks rotating mode stats right after the first day of results come in so that the results could be useful throughout the weekend.
Champion.gg provides League of Legends champion statistics, guides, builds, runes, masteries, skill orders and counters by role - including Win Rate, Ban Rate, Play Rate and much more! Varus' other abilities consume stacks of Blight on enemies upon damaging them to deal 3 / 3.5 / 4 / 4.5 / 5% (+2% per 100 ability power) of the target's maximum health bonus magic damage and, if they are a champion or epic monster, reduce his basic abilities' cooldowns by 12% of the maximum cooldown for each stack on the target, up to 36% per target. Varus traveled to Runeterra with the second wave of invaders, and with his crystalline bow, he assassinated enemy commanders and champions, helping the darkin defeat the mortal armies with ever greater ease. Soon after Aatrox's fall, Varus was cornered by vastayan moon-stalkers and human mages in service of a golden-armored warrior queen. Varus' other abilities consume stacks of Blight on enemies upon damaging them to deal bonus magic damage and, if they are a champion or epic monster, reduce his basic abilities' cooldowns by 12% of the maximum cooldown for each stack on the target, up to 36% per target. The bonus damage is capped at 360 against monsters. Varus Bottom Build, Runes & Counters Varus bottom has a 47.28% win rate in All Ranks on Patch 30 coming in at rank 37 of 41 and graded D+ Tier on the LoL Tierlist . Varus bottom is a strong counter to Aphelios , Senna & Xayah while Varus is countered most by Jhin , Tristana & Miss Fortune . LoL Statistics, Guides, Builds, Runes, Masteries, Skill Orders, Counters and Matchups for Varus when played ADC. Statistics include Varus's Win Rate, Play Rate and Ban Rate. Counters include who Varus ADC is Strong or Weak Against. METAsrc LoL 11.3 Kha'Zix AR URF Build Guide, best items, mythic items, runes, build order, starting items, summoner spells, boots, trinkets, counters League of Legends + ANALYTICS = LoLalytics METAsrc LoL 11.3 Karma NA ARAM Build Guide, best items, mythic items, runes, build order, starting items, summoner spells, boots, trinkets, counters Find builds, runes, counters, guides, combos and tips for all 154 League of Legends champions.
HOW TO PLAY XAYAH Build & Runes Diamond ... - YouTube
Garen 2019. Garen Parche 9.9 (Patch 9.9) Con sus Maestrías (Masteries), Runas (Runes), Objetos (Build/Items), Hechizos de Invocador (Summoners) Destello/Aplastar (Flash/Teleportación). Espero ... There were a ton of changes to ADCs this patch so let's take a look at the new builds! Streaming now - http://fb.gg/phygames Check builds here - https://lola... Diamond Xayah Gameplay Guide 0:04 Build 0:07 Runes Twitch: https://www.twitch.tv/EternalHeroLoL Discord: https://discord.gg/MYh4r2F Enjoyed? Соло/Дуо ранкеды! Голд+*ВК - vk.com/andrew_markov*Steam - http://steamcommunity.com/id/c0rpseman*Сообщения в прямом эфире ... Vayne 2020. Vayne Parche 10.5 (Vayne Patch 10.5) Con sus Runas (Runes), Objetos (Build/Items), Hechizos de Invocador (Summoners) Destello y Curar (Flash and Heal). Espero que os guste y ya haré ... Enjoy the videos and music you love, upload original content, and share it all with friends, family, and the world on YouTube. Want instant, easily-accessible, 24-7 coaching from high elo players? Then check out our website: https://www.proguides.com/ytPatch 9.16 is bringing along th...