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Jinx

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Jinx
Tier 2

Jinx

Anima AnimaChallenger Challenger
Stats
HealthHealth
550/990/1782
ArmorArmor
20
MRMR
20
Attack DamageAttack Damage
55/83/124
Attack SpeedAttack Speed
0.75
ManaMana
20/80
RangeRange
4
Crit ChanceCrit Chance
25

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Start a Builder plan with Jinx and recommended items.

Jinx Quick Summary

targetRole

Backline carry · Anima and Challenger

inventory_2Best Items

Guinsoo's Rageblade, Infinity Edge and Deathblade

flagWhen To Play

Play when it upgrades naturally with matching items

grid_viewPositioning

Back two rows, away from splash

Champion Strategy

sports_esports

How to play Jinx

Jinx is a 2-cost Anima and Challenger champion that usually plays as a backline damage dealer. It needs safe damage uptime, and the unit gets much better when your frontline buys enough time. Jinx appears in Anima Cashout lines, so keep copies when those boards are open.

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When to play Jinx

Consider playing around Jinx when you naturally upgrade it between Stage 2 and Stage 3 and can afford to slow roll. For items, Guinsoo's Rageblade and Infinity Edge are strong signals that Jinx can become a real carry. For team direction, it fits naturally when you are already moving toward Anima Cashout. If it stays one-star, the traits do not activate, or the items point elsewhere, treat it as a transition unit instead of forcing the line.

construction

Why these items work

Guinsoo's Rageblade, Infinity Edge and Deathblade are recommended. Guinsoo's Rageblade ramps attack speed in longer rounds, Infinity Edge increases physical burst through stronger critical strikes and Deathblade keeps attack damage high for basic attacks and physical casts. The point of the setup is to give it enough uptime to convert its damage pattern into round wins.

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Item alternatives

When the perfect setup is not available, use Red Buff, Kraken's Fury, Nashor's Tooth and Last Whisper as substitutes. For damage substitutes, match the damage type and cast tempo instead of forcing random stats. If Jinx is only a trait slot, one useful item is enough and the premium items should go to your real carry or main tank.

timeline

Early, mid, and late game

Early: a two-star Jinx can stabilize well when Anima and Challenger is already active. Mid game: decide between slow rolling for upgrades or using it as a bridge while leveling. Late game: keep it when the items and traits still point toward it; otherwise upgrade into a higher-cost carry or tank.

grid_view

Positioning tips

Place Jinx in the back two rows with a clear line to the enemy frontline. Spread it away from your other carry unless you need same-side focus fire. It starts with some mana, making the first cast timing important.

Ability

Mana
Mana20/80
Explosive Attitude
Active

Explosive Attitude

Active

Fire a barrage of 16 AS rockets in a cone, each dealing 32/49/72 AD physical damage to the first target hit.

Synergies

Anima

origin

Anima

After losing a player combat, gain 20 Tech, plus additional Tech equal to 5 times the length of your loss streak. Additionally, gain 2 Tech per Anima takedown.

Each time Animas get 100 Tech, they prototype new Anima Weapons. You can take them, or save your Tech to get more powerful weapons next time.

3

Start Researching!

6

After winning a player combat, gain loot!

Challenger

class

Challenger

Your team gains 10% Attack Speed. Challengers gain bonus Attack Speed. When their target dies, Challengers dash to a new target and increase their Attack Speed bonus by 50% for 2.5 seconds.

2

15% AS

3

28% AS

4

42% AS

5

55% AS

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