Jinx

Computed from 362,764 ranked Solo/Duo games collected through the Riot API · patch 26.21.
| Role | Win Rate | Pick Rate |
|---|---|---|
| ADC | 50.6% | 14.2% |
Jinx is banned in about 10.2% of games at this tier, one figure for the whole champion since bans happen before roles are picked. What ban rate measures.
Jinx's ADC win rate is 0.6 percentage points above an even 50% — Should I Dodge's win-probability model varies by about 4.8 percentage points of standard deviation from lobby to lobby across all ranks, purely from which champions get drawn, so this gap is smaller than that noise, not solid evidence the champion is unusually strong or weak right now.
Jinx is tracked in exactly one role at this tier scope, ADC — so there's no ambiguity below about which lane the rest of this page's per-tier, threat, and counters reporting describes.
Jinx's ADC Build
In Emerald+ games on patch 26.21, Jinx's most common ADC setup runs Flash and Ghost with Lethal Tempo, maxes Q first, and builds Yun Tal Wildarrows, Runaan's Hurricane, and Infinity Edge — 50.9% win rate over 102,889 games.
- Summoner spells
Flash + Ghost
51.9%8,737 games - Runes
Lethal Tempo + Inspiration
52.7%11,999 games - Skill priority Q > W > E 51.6%100,199 games
- Starter

Doran's Bow + Health Potion ×2
50.7%91,906 games - Boots
Gluttonous Greaves
54.2%7,953 games - First three items


Yun Tal Wildarrows → Runaan's Hurricane → Infinity Edge
60.5%4,496 games
Jinx's ADC Win Rate By Tier
| Tier | Win Rate | Pick Rate | Games | Edge (noise-widths) | Clears 0.5σ? |
|---|---|---|---|---|---|
| Iron | 50.3% | 14.3% | 34,114 | 0.04σ | No |
| Bronze | 50.0% | 14.6% | 44,089 | 0.00σ | No |
| Silver | 50.3% | 14.7% | 55,386 | 0.05σ | No |
| Gold | 50.9% | 14.6% | 62,842 | 0.16σ | No |
| Platinum | 50.8% | 13.9% | 63,892 | 0.15σ | No |
| Emerald | 51.0% | 13.2% | 48,054 | 0.21σ | No |
| Diamond | 50.3% | 12.0% | 38,939 | 0.08σ | No |
| Master | 51.0% | 9.7% | 14,518 | 0.20σ | No |
| Grandmaster | 49.7% | 6.2% | 590 | 0.04σ | No |
Jinx's ADC win rate ranges from 49.7% at Grandmaster to 51.0% at Master across the 9 of 10 ranked tiers with at least 200 games in this role — a 1.3-point spread. Measured against each tier's own noise floor, that's 0.20σ at Master and 0.04σ at Grandmaster, with neither clearing the 0.5σ bar Should I Dodge itself requires before calling a reading anything but Neutral. 1 tier under 200 games not shown.
- Power curve
- Strong late game
- Threats
- Sustained auto-attack damage
Curated reads, not measured: how we judge these
Who Counters Jinx in ADC?
Champions That Counter Jinx
| Champion | Win Rate vs Jinx | Edge (noise-widths) |
|---|---|---|
| 57.2% | 1.52σ | |
| 56.1% | 1.28σ | |
| 55.7% | 1.18σ | |
| 55.6% | 1.16σ | |
| 55.3% | 1.11σ |
Champions Jinx Counters
| Champion | Win Rate vs Jinx | Edge (noise-widths) |
|---|---|---|
| 40.9% | 1.91σ | |
| 43.0% | 1.46σ | |
| 43.3% | 1.39σ | |
| 43.4% | 1.38σ | |
| 43.4% | 1.38σ |
At most five champions are listed in each direction for Jinx: 5 listed as countering it here, 5 it counters back, with a tight, 2-point spread — none of them stand out much from the others among them — most matchups you could actually face in a real game simply aren't covered.
Our Read on Jinx
Reading the Numbers
Get a kill or help take an objective, and Jinx gets faster for a while -- that simple, visible payoff is most of why she's one of the more picked marksmen in the game, since an already-ahead lane turns into a runaway one fast. Her moderate ban rate suggests most lobbies would rather try to shut her early game down than avoid the matchup outright: she's beatable before that first reset kicks in, and teams know it.
When a Teammate Locks Jinx
If your lane or jungler can manufacture an early kill or two, a Jinx teammate turns that into a real weapon: her rocket launcher and ramping minigun only become truly dangerous once her passive speed boost is active. Ask for a support who can help force that early kill rather than one who leans purely on peel, and expect her global execute ultimate to start threatening low-health targets across the map once a fight starts going her way.
When the Enemy Has Jinx
Before she's gotten a kill, an enemy Jinx is at her weakest, so denying her that first takedown -- through vision, a disciplined lane, or simply refusing to fight when she has priority -- keeps her from ever hitting the speed boost that makes her dangerous. Once she's rolling, her long-range rocket splash and execute ultimate punish grouped, low-health targets hard, so the lobby read on her hinges on whether your team can keep her from getting that opening pick.
Last reviewed 13 October 2026