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General Information
TitleThe Loose Cannon
Release DateOctober 10th, 2013
Cost6300 BE 975 RP
Health Mini Icon.png Health581 (+ 84)
HealthRegen Mini Icon.png HP Regen3.75 (+ 0.5)
Mana Mini Icon.png Mana245 (+ 45)
ManaRegen Mini Icon.png Mana Regen6.7 (+ 1)
MovementSpeed Mini Icon.png Movespeed325
AttackDamage Mini Icon.png Attack Dmg57 (+ 3.4)
AttackSpeed Mini Icon.png Attack Speed0.625 (+ 1%)
Range Mini Icon.png Range525
Armor Mini Icon.png Armor28 (+ 3.5)
MagicResist Mini Icon.png Magic Resist30 (+ 0.5)
Mafia JinxReleased: 2013-10-10 / 975 RP
Firecracker Jinx
Chroma Pack  (1225 RP)
Release Date: 2017-01-19
290 RP
290 RP
290 RP
Rose Quartz
290 RP
290 RP
290 RP
290 RP
Chroma Icon.png
Released: 2015-02-10 / 1350 RP
Slayer JinxReleased: 2015-11-05 / 1350 RP
Star Guardian JinxReleased: 2016-10-06 / 1820 RP
Ambitious Elf JinxReleased: 2017-12-12 / 1350 RP
Odyssey Jinx
Chroma Pack  (1110 RP)
Release Date: 2018-09-12
290 RP
290 RP
290 RP
Rose Quartz
290 RP
290 RP
Chroma Icon.png
Released: 2018-09-12 / 1350 RP


For outdated and now non-canon lore entries, click here.
  • Biography
  • Story
A manic and impulsive criminal from Zaun, Jinx lives to wreak havoc without care for the consequences. With an arsenal of deadly weapons, she unleashes the loudest blasts and brightest explosions to leave a trail of mayhem and panic in her wake. Jinx despises boredom, and gleefully brings her own chaotic brand of pandemonium wherever she goes.

No one knows for sure exactly where Jinx came from, but many urban legends and folktales have sprung up around her. Some have her as a young gang member who fell in with the wrong crowd and was either traumatized by one too many killings, suffered too much at the hands of an enemy or was simply driven insane by sump fumes. A few of the old timers in Zaun remember a young girl who might fit Jinx’s description, but the girl they speak of is a far cry from the one who became Piltover’s bane. This girl was sweet and innocent, a tinkerer with big ideas, who never quite fit in and came to a bad end. Some even whisper that Jinx isn’t even human, that she is some kind of avenging spirit of mayhem, come to wreak havoc upon Piltover in revenge for the thousands who died when Zaun sank into the earth.

Jinx made her first appearance on Roguery Night, a barely tolerated annual tradition where youthful girls and boys throughout Piltover play practical jokes on their family and neighbors. Jinx hijacked the occasion to unleash the first of many crime sprees; bridges were blocked with stampeding livestock freed from Count Mei’s menagerie, scores of roads were shut down by explosions that made them impassable, and every street sign in the city was moved and placed somewhere new. Jinx had succeeded in spreading chaos throughout the streets and bringing the city to a halt. It had been a good day.

The wardens attributed her crimes to chem-punk gangs, rounding up dozens of known troublemakers and sending them back down to Zaun. Having others get the credit for her manic schemes didn’t sit well with Jinx, and so she made sure to be seen at every future crime scene. Reports circulated of a mysterious, blue-haired Zaunite girl, but talk of her carrying chemtech explosives, a shark-mouthed launcher and a repeater gun were dismissed as preposterous. After all, how could a Zaunite chem-punk possibly obtain such lethal firearms?

The crime spree escalated in lunacy until Jinx detonated a series of explosives simultaneously throughout the city. A great many of the civic art structures erected by the Piltover clans were destroyed in fiery conflagrations that lit the sky in blazing pyrotechnics until dawn. Due to the late hour, no one was hurt, but numerous clan leaders were outraged at the sight of their great works reduced to rubble.

Jinx’s crime wave continued for weeks, with the wardens’ attempts to catch her thwarted at every turn. She tagged her crime scenes with insulting graffiti and taunting messages directed at Piltover’s newest ally in the fight against crime, Enforcer Vi. These bright pink tags finally revealed the name of Piltover’s newest troublemaker; Jinx.

With every bold crime, Jinx became ever more legendary, with people in Zaun divided as to whether she was a hero for sticking it to the Pilties or a dangerous lunatic that would bring the full force of the wardens down to the undercity. That moment came even closer when Jinx sabotaged the Sun Gate and delayed the flow of ships by several hours – costing the city’s ruling clans vast sums of lost revenue.

Having seen exactly which buttons to press, Jinx offered a challenge that couldn’t be ignored – she threatened Piltover’s money. She daubed the walls of the Ecliptic Vaults, one of Piltover’s most secure treasuries, with a caricature of Enforcer Vi, together with details of exactly when Jinx planned to rob it.

An uneasy sense of anticipation settled on Piltover and Zaun in the weeks leading up to the appointed date of Jinx’s heist. Many doubted Jinx would have the guts to show up and risk almost certain capture. When the day of the heist arrived, Vi, Caitlyn and the wardens were taking no chances and had prepared a trap for Jinx around the treasury. The clocktower bells rang at the appointed hour, but nothing happened. It seemed Jinx had chickened out, but she was one step ahead of her would-be captors.

Jinx, despite the seeming recklessness of her actions, had a plan and it had been in motion for days. She had hidden herself within a modified coin-crate at the Toll Towers of the Sun Gates and had been delivered to the vaults two days previously. Jinx was already inside, and was even now wreaking havoc, leaving her signature pink tags on every gilded wall, swinging from the chandeliers and leaving explosive surprises in every lockbox.

Hearing the cacophony from within, Vi realized what was happening, she stormed inside the building, ignoring Caitlyn’s order to go in as a team. The battle they fought tore the vaults to pieces in a back and forth chase of explosions and demolition. Eventually Jinx and Vi confronted one another in the deepest, most secure vault. No one knows what passed between them, for Vi had pursued Jinx far ahead of the others. With the two of them trapped together underground, Jinx fired her rockets into the ceiling of the vault, and the entire structure collapsed. The wardens in the upper reaches of the vault escaped before the building came down, but Vi was left trapped inside. Only by hiding in the same lockbox Jinx had used to break in was she able to avoid being crushed to death. Eventually she punched her way out from the ruins, wondering for a moment if Jinx lay dead somewhere in the ruins, only to see one last tag left in the patterns of destruction – a final taunt daring Vi to catch her. No trace of the blue-haired hellion could be found, and to add insult to injury, not a single coin had been taken from the vaults.

Jinx remains at large to this day, and is a constant thorn in Piltover’s side. Her actions have inspired copycats among the chem-punk gangs of Zaun as well as numerous satirical plays, sayings and the like throughout both cities. Her ultimate end-game (or why she is seemingly obsessed with Vi) remains a mystery, but one thing is certain; her crimes are continuing and growing in sheer audacity.

"Volatile explosives are a girl’s best friend!"

- JinxSquare.png Jinx


Jinx hated petticoats.

Corsets too, but she grinned at how she’d put the space under and within the stolen dress to good use. Her long blue braids were concealed beneath a ridiculous feathered bonnet that was the latest fashion in Piltover. Jinx sashayed between the wedding guests, keeping her smile fixed and trying not to scream at the dead-eyed people surrounding her. It took an effort of will not to grab each one by the shoulder and try to shake them awake.

Jinx had come here to get all explodey on the observatory atop Count Sandvik’s mansion, but when she’d seen there was a wedding underway... well, that was too good an opportunity for mayhem to pass it up. The count had spared no expense in making his daughter’s party a grand spectacle. The cream of Piltover society was here; the heads of the major clans, lauded hextech artificers, and even fat Nicodemus had managed to finagle an invite. The Warden-Prefect looked like an overstuffed poro in his dress uniform, chest puffed out and beady eyes ogling the sprawling buffet table. Music from a small orchestra drifted over the wedding guests, so slow and ponderous it made Jinx want to yawn. She’d take the foot-stomping, spin-around-till-it-made-you-sick music of Zaun any day.

Hexlumens fitted with rotating zoetropes and oddly-angled lenses projected spectral dancers onto the floor that pirouetted and spun to the delight of laughing children who’d never known a moment of hunger, pain, or loss. Mimes and sleight of hand artistes moved through the crowd, delighting the guests with the fingerwork of their card tricks. Jinx had seen better. The sump-snipes of the Boundary Markets would quite literally give any of these performers a run for their money.

Pictures of Piltover’s bigwigs hung on walls paneled with oak and inlaid with geometric copper fretwork. The men and women in the portraits looked down on the people below with haughty disdain. Jinx stuck her tongue out at each and every one of them as she passed, grinning as they tutted and turned away. Windows paned with colored glass patterned the mosaic floor with rainbows and Jinx skipped merrily over every bright square as she made her way to a table heaped with enough food to feed a hundred families in Zaun for a month.

A liveried waiter passed her, bearing a silver tray of fluted glasses filled with something golden and fizzy. She took one in each hand, spinning away with a grin. Flying foam stained the backs of dresses and frock coats of nearby guests and Jinx sniggered.

“Drink up,” she said and knocked back what was left in the glasses.

She bent awkwardly and set the glasses on the mosaic floor, right in the path of oncoming dancers, and burped the opening bars of Vi is a Stupid Fathead, a tune she’d only just made up. Cliques of society ladies turned to sneer at her coarseness, and Jinx covered her mouth in mock, wide-eyed embarrassment. “Sorry, I accidentally did that on purpose.”

She skipped on and helped herself to some weird looking fish-things from another waiter’s platter. She tossed them into the air and managed to catch at least one in her mouth. A few fell into her enhanced cleavage and she plucked them out with the glee of a sump-scrapper who’d found something shiny in the ooze.

“You thought you could get away from me, fishy-fishes!” she said, wagging a finger at each morsel. “Well, you were wrong.”

Jinx stuffed the food into her mouth and readjusted her dress. She wasn’t used to this much up top, and stifled a giggle at what she had stuffed down there. The hairs on the back of her neck bristled, and she looked up to see a man staring at her from the edge of the chamber. He was good-looking in a stiff sort of way and wore nice, formal clothes, but was so obviously a warden that he might as well have had a sign around his neck. She turned and pushed deeper into the throng of guests filling the chamber.

She reached the buffet table and sucked in an impressed breath as she saw the towering wedding cake; a frosted masterwork of pink fondant, whipped cream and lacework caramel. A replica of the Tower of Techmaturgy in sponge, jam, and sweet pastry. Jinx reached out, lifted a ladle from the punch bowl, and scooped out a cave in the sponge. She tipped it out onto the floor, licked the ladle clean and tossed it back onto the table. She saw a number of the guests looking at her funny and bared her teeth in her best, manic grin. Maybe they thought she was mad. Maybe they were right.

Jinx shrugged. Whatever.

She reached down into her décolletage and pulled out four chompers. She stuffed three deep into the hole she’d scooped in the cake and dropped the other in the punch bowl.

Jinx strolled along the length of the table, pulling out another two chompers and depositing them in various dishes. One went in a copper soup tureen, the other replaced the apple in the mouth of a suckling pig. Her dress was a lot looser without the additional baggage upstairs, and as she pulled down the side zipper, Jinx spotted the good-looking man she’d earlier pegged as a warden making a beeline for her through the guests.

“About time,” she said, spotting another four, gussied-up wardens, three women and a man, converging on her. “Oooh, and you brought friends too!”

Jinx reached around to the small of her back and pulled the knot securing the petticoats around her narrow waist. The bottom half of her dress sank to the floor as her corset fell away to surprised gasps of the men and women around her.

Revealed in her pink leggings, ammo-belted shorts and vest top, Jinx ripped off the bonnet and shook her hair loose. She reached down and swung Fishbones up from where it had been concealed beneath her dress, and hoisted the weapon up to her shoulder.

“Hey folks!” she yelled, leaping onto the buffet table and drawing Zapper from her thigh-holster. “Hope you’re all hungry...”

Jinx spun on her heel and fired a crackling bolt of energy down the table to the chomper in the pig’s mouth.

“‘Cause this buffet is to die for!”

The chomper exploded, draping the nearest guests in ribbons of scorched meat and fat. A chain reaction of detonations followed. The tureen blasted into the air to drench scores of guests in hot beef soup. The punch bowl blew up next, and then the climax of the detonations; the wedding cake.

The three chompers inside detonated simultaneously and the towering confection launched into the air like a rocket. It almost reached the stained glass ceiling before it arced over and nosedived back to the floor. Guests scattered as the giant cake exploded on impact, and fondant fragments flew in all directions. Screaming guests ran from the blasts, slipping and tumbling in patches of gooey cream and sizzling punch.

“Seriously folks,” said Jinx, blowing a loose strand of blue hair out of her face. “Screaming helps, not at all.”

She skipped down the ruined buffet table and fired a rocket from Fishbones that blew out the nearest window. Iron bolts from hand crossbows flashed past her to embed in the walls, but Jinx laughed as she leapt through the shattered window frame to land in the garden beyond. She rolled back to her feet and pulled up short. She’d had an escape route sort of planned out, but looking toward the Sandvik Mansion’s entrance, she saw a tall, gleaming ring-rider that looked like it’d be a ton of fun to steal.

“Now, that I gotta try...”

She slung Fishbones over her shoulder and elbowed a host of gawping Sandvik footmen out the way, settling into the disc-runner’s hand-tooled leather saddle.

“So how do you start this thing?” she said, staring at the bewildering array of ivory knobs, brass-rimmed dials and gem-like buttons on the control panel in front of her.

“Time for a little trial and error!”

Jinx hauled back on the nearest lever and hit the biggest, reddest button she could see. The machine throbbed beneath her, spooling up with a rising whine and hum of building power. Blue light spun around the outer edges of the wide disc as the main doors to the mansion slammed open. Stern voices yelled at her to stop. Like that was going to happen! The stabilizer struts retracted into the gleaming frame and Jinx whooped with manic glee as the disc-runner shot away from the mansion like a super mega death rocket.

“See ya!” she yelled over her shoulder. “Awesome party!”


Get Excited!.png Get Excited! [Passive]

Innate: Whenever a champion, tower, or inhibitor that Jinx has dealt damage to within the last 3 seconds is killed or destroyed, she gains 175% decaying Movement Speed and 15% Total Attack Speed for 6 seconds.

While excited Jinx can exceed the Attack Speed cap. Subsequent procs make Jinx even more excited, stacking the Attack Speed (max stacks: like a bajillion).

Switcheroo!.png Switcheroo! [Q]
Cost: 20 Mana per Rocket Cooldown: 0.9 second Area of Effect: 150

Toggle: Jinx swaps weapons.

Fishbones, the Rocket Launcher Basic attacks deal 110% Damage to Jinx's target and all nearby enemies, gain range, fire 15% slower and drain Mana.

Pow-Pow, the Minigun Basic attacks grant bonus Attack Speed for 2.5 seconds. This effect stacks up to 3 times. Stacks fall off one at a time and only benefit Jinx's first attack after switching to Rocket Launcher.

Max Attack Speed: 30 / 55 / 80 / 105 / 130
Bonus Range: 75 / 100 / 125 / 150 / 175
Zap!.png Zap! [W]
Cost: 50 / 60 / 70 / 80 / 90 Mana Cooldown: 10 / 9 / 8 / 7 / 6 seconds Range: 1450

Active: After a short delay, Jinx fires a shock blast that deals physical damage to the first enemy hit and slowing it for 2 seconds. Physical Damage: 10 / 60 / 110 / 160 / 210 (+160% bonus)
Slow: 30 / 40 / 50 / 60 / 70%
Flame Chompers!.png Flame Chompers! [E]
Cost: 70 Mana Cooldown: 24 / 20.5 / 17 / 13.5 / 10 seconds Range: 900 Area of Effect: 50

Active: Jinx tosses out 3 chompers that, once armed, explode on contact with enemy champions dealing magic damage over 1.5 seconds to nearby enemies. The champion that sets off the chomper is also rooted the same duration. Chompers explode automatically after 5 seconds. Enemy champions only take damage from one Flame Chomper per cast. Magic Damage: 70 / 120 / 170 / 220 / 270 (+100%)
Super Mega Death Rocket!.png Super Mega Death Rocket! [R]
Cost: 100 Mana Cooldown: 90 / 75 / 60 seconds Range: Global Area of Effect: 225

Active: Active: Jinx fires a rocket that travels in a line, exploding on the first enemy champion hit. Enemies caught in the explosion take magic damage equal to a base amount (this amount increasing over the first second the rocket travels) plus a percentage of their missing health. The primary target of the explosion takes full damage, while nearby enemies take 80 damage. Minimum Magic Damage: 25 / 35 / 45 (+15% bonus)
Maximum Magic Damage: 250 / 350 / 450 (+150% bonus)
Missing Health Damage: [+25 / 30 / 35% target's missing]

Patch History


Base health increased. Health growth decreased.

Part of the reason marksmen (notably the immobile, late-scaling ones) are struggling is low lane durability against the new aggressive champions they face.

Base Stats

HEALTH : [531] 581

Q rocket bonus damage can now crit. W damage ratio increased.

Switcheroo!.png Q - Switcheroo!

ROCKET CRIT DAMAGE : [210%] 220%
ROCKRIT Critical strikes now also double Fishbones' +10% bonus damage (total damage: 210% -> 220%) This means Stormrazor does 216% crit.

Zap!.png W - Zap!

DAMAGE RATIO : [1.4] 1.6 total attack damage


ARMOR : [32] 28
HEALTH : [515] 531
HEALTH REGEN : [1.2] 0.75

Base attack damage decreased at early levels. Passive no longer stacks, but uncaps attack speed while Jinx is Excited. Minigun's attack speed no longer scales with level but scales harder with rank.

We want to accentuate Jinx's wildcard nature by toning down her early game safety but ramping up her ability to snowball. That means upping her ability to take towers or win duels when she picks up early kills, and giving her a unique teamfight high when she gets rolling within a teamfight.

Base stats


Get Excited!.png Passive - Get Excited!

TOO EXCITED Get Excited's attack speed no longer stacks
OVER 9000 Jinx's attack speed can exceed the cap while she is Excited

Switcheroo!.png Q - Switcheroo!

MINIGUN ATTACK SPEED : [30/40/50/60/70%]
JINXED Minigun no longer gains attack speed based on Jinx's level

Flame Chompers stop in-progress movement abilities.

Giving Jinx a bit more self-sufficiency against champs who dive her.

Flame Chompers!.png E - Flame Chompers!

ANKLE BITERS Enemies rooted by Flame Chompers now have any in-progress movement abilities stopped


BASE ARMOR : [22.88] 32

W cooldown reduced.

While Jinx’s primary damage pattern (basic attacking people for days) passes muster, we want to spice up some of the other tools in her kit. We’re giving Jinx a bit more leeway to try for more bold Zaps, whether for long-range poke or mid-combat slows.

Switcheroo!.png Q - Switcheroo!

BUGFIX : Runaan’s Hurricane bolts now properly deal Fishbones’s bonus attack damage to their primary targets

Zap!.png W - Zap!

COOLDOWN : [10/9/8/7/6]
8/7/6/5/4 seconds

E cooldown reduced at later ranks.

As champion identities have grown deeper and more distinct over time, we’ve gotten more comfortable giving marksmen a splash (or three) of utility. The rise of carries like Ashe and Jhin has given us a clearer picture of what healthy teamfight utility looks like on a marksman. And so we come to Jinx. The Loose Cannon’s damage in teamfights is on-target, but she could use a bit more late-game access to the safety and/or lockdown Flame Chompers provide. Bumping up Jinx’s utility should help bring her back into the loop.

Flame Chompers!.png E - Flame Chompers!

COOLDOWN : [24/22/20/18/16] 24/20.5/17/13.5/10 seconds

E mana cost up and damage down.

We’ve toned down many of Jinx’s strongest lane opponents over the past few patches, leaving her with room to rocket back into botlane prominence. Unlike more complex projects (*cough* Kog’Maw *cough*), Jinx is simply scaling up a bit too quickly. Though the patch note here says “Flame Chompers,” it’s actually more about Jinx’s rockets. If she wants to keep feeding mana to Fishbones, she’ll need to be more careful about how often she drops her traps.

Flame Chompers!.png E - Flame Chompers!

BASE DAMAGE : [80/135/190/245/300] 70/120/170/220/270
COST : [50 mana at all ranks] 70 mana at all ranks
MOUTHGUARDS : Rnemies now only take damage from one Flame Chomper per cast, even if they’re hit by multiple explosions

R ratio increased.

Jinx is an excitable maniac who takes one kill and turns it into more. We want to amp up her ability to start the rampage by picking off a low-health target with Super Mega Death Rocket.

Super Mega Death Rocket!.png R - Super Mega Death Rocket!

MINIMUM RATIO : [0.1 bonus attack damage] 0.15 bonus attack damage
MAXIMUM RATIO : [1.0 bonus attack damage] 1.5 bonus attack damage

Rocket attacks faster at level 1, but scales worse with attack speed.

Our last round of changes to Switcheroo were targeted at differentiating Jinx’s weapons to make it clear when each should be useful. Pow-Pow’s minigun is for hyper-carry damage output at short range, while Fishbones’ rocket launcher is for poking and area damage at the cost of a significant amount of DPS uptime. We’re happy with how that’s played out, save one unintended goal: the usability of Jinxs’ level 1 rockets suffered immensely. Seeing how our previous change was about making rockets scale worse with items, we’re improving the feel and flow of Jinx’s trusty Fishbones for all of her destructive lane-bullying needs.

Switcheroo!.png Q - Switcheroo!

FISHBONES ATTACK SPEED PENALTY : [15% reduced bonus attack speed] 25% reduced bonus attack speed


Get Excited!.png Passive - Get Excited!

Tone it down a bit : Fixed a bug where Jinx was getting more than one passive stack after killing an inhibitor

Switcheroo!.png Q - Switcheroo!

freeloader : Fixed a bug where Jinx was able to cast rockets for free when out of mana
lazybones : Fixed a bug where Jinx was receiving less attack speed than intended from Get Excited! when using Fishbones, the Rocket Launcher
no takebacks : Switcheroo! can no longer be cast while disabled

Rockets root Jinx for less

Increasing Jinx’s attack frame when using Fishbones had the unintended side-effect of rooting her for longer than attacking in mini-gun, so we’re bringing it in line to make it feel like it did pre-preseason. Her attack speed is still slowed, mind you, but you’ll regain control of your movement much sooner.

Switcheroo!.png Q - Switcheroo!

FISHBONES CAST time : [.32] .28
PROC YOU LIKE A HURRICANE : Fixed a bug where Runaan’s Hurricane bolts couldn’t crit while using rockets
DEATH MACHINE FOR LIFE : Hurricane bolts are now mini-rockets while using Fishbones!

Passive's attack speed now stacks on multikills, but Rockets lose attack speed.

As you'll notice with many of our markspeople changes this patch, we're focused on pushing each one's unique identity to help them stand out from one another. In Jinx's case, her thing is getting excited and snowballing teamfights, so we're really letting her crank it up to 11 (provided she can make the plays to get there).


BASE ATTACK DAMAGE : [53.04] 58.46

Get Excited!.png Passive - Get Excited!

GETTING OUT OF HAND! Getting excited now stacks, increasing Jinx's total attack speed by 15% per stack
DURATION : [4 seconds] 6 seconds

Switcheroo!.png Q - Switcheroo!

STUPID ROCKET LAUNCHER Jinx loses 15% total attack speed while using Fishbones, the Rocket Launcher


"In terms of objective power shifts, this reduces some of Jinx's early game strength and trades it for a bit more lategame power. Philosophically we want to continue highlighting Jinx's late, late game potential, but we were also seeing her start to crush turrets early on once she got a snowball rolling. You might call a change like this a power curve Switcheroo! but then we'd have to hit you for trying too hard."
  • Switcheroo!.png Q - Switcheroo!
    • MINI-GUN BONUS ATTACK SPEED : 30/55/80/105/130% 30/40/50/60/70%
    • [NEW] POW-POW'S LEVELING UP : Mini-gun now gains 0/2/4/6/8/10/15/20/25/30/35/40/45/50/55/60/65/70% additional attack speed based on Jinx's level

Super Mega Death Rocket's close-range damage has been severely reduced.

"Jinx nerfs? EVERYBODY PANIC! Jinx is a champion that plays the game fast and loose, manipulating her range and using her toolbox of diverse (and colorful) explosions to control the battlefield. The only real way to stop this swiss-army-machine-gun was to get in her face, at which point she'd Super Mega Execute You At Close Range and gleefully skip away. It's worth highlighting that Super Mega Death Rocket still has that execute, which means Jinx can continue to get those mid to long range snipes but will just need to be more strategic about it, rather than just shotgunning it into the nearest baddie. "
  • Super Mega Death Rocket!.png R - Super Mega Death Rocket!
    • MINIMUM DAMAGE : 125/175/225 (0.5 bonus attack damage) 25/35/45 (+0.1 bonus attack damage)

Rules are made to be broken. Like buildings. BUT NOT CLARITY. NEVER CLARITY.

"Recent updates to the way buff icons are shown have made telling what weapon Jinx is using a little chaotic (and not the kind she prefers). We've changed it so Switcheroo's icon is always the gun you're currently using, and added a flashy-toggle swirl to show you're spending mana while using Fishbones."
  • Switcheroo!.png Q - Switcheroo!
    • SPELL ICON : Switcheroo!'s spell icon displays the gun Jinx will switch to ⇒ the gun Jinx is currently using
    • TOGGLE SWIRLS!!! : When using Rockets, the ability icon will flash (like Ashe's Q) to show that Jinx is now in "mana spending mode"


"We are all very excited about this change. Extremely."
  • GetExcited.jpg Passive - Get Excited!


  • SuperMegaDeathRocket.jpg R - Super Mega Death Rocket!
    • "NEW" BUGFIX: Now goes on cooldown when Jinx finishes firing, rather than when she begins firing
    • "NEW" BUGFIX: If Jinx dies while firing her Super Mega Death Rocket! it will no longer go on cooldown

Summary: We’ve lowered Jinx’s base health but increased her health per level. We’re also standardizing Flame Chompers! arm time, reduced its damage at earlier levels and fixing a slight bug.

Given all of Jinx’s other core strengths; we’re looking to reduce some of her early game laning power.

Despite Flame Chompers! taking a little longer to arm – and doing less damage at early levels – Jinx can at least get excited about their increased reliability against champions who could use movement-based abilities to get over them (Vi, Lee Sin, etc).

  • General
    • Base health reduced to 462 (from 500)
    • Health per level increased to 82 (from 80)
  • FlameChompers.jpg E - Flame Chompers!
    • Standardized arm time to 0.7 seconds (from 0.5 to 0.74 seconds)
    • Fixed a bug that would cause Chompers to sometimes not activate on champions dashing over them
    • Reduced damage at earlier levels to 80 / 135 / 190 / 245 / 300 (from 100 / 150 / 200 / 250 / 300)

Summary: Switcheroo!’s Minigun attack speed bonus has been reduced at early ranks. Zap!’s base damage has been reduced at early ranks and its mana cost has been slightly increased. Zap! also no longer reveals stealthed units.

Context: We feel that while Jinx's kit has a lot of built-in weakness in the mid and late game, her early lane dominance is so overwhelming that it distorts her overall power across the entire game. The goal here is to address Jinx’s early damage potential while trying to minimize effects on her late game.

  • Switcheroo! - Minigun
    • Total Attack Speed bonus reduced to 30/55/80/105/130% (from 50/70/90/110/130%)
  • Zap!
    • Base damage reduced to 10/60/110/160/210 (from 30/75/120/165/210)
    • Mana cost increased to 50/60/70/80/90 (from 45/55/65/75/85)
    • No longer reveals stealthed units

JinxSquare.png Jinx released.


  • 2018
  • 2013

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