Jinx vs Heimerdinger
Build vs Heimerdinger
Build adapted to this matchup
Recommended items for Jinx: Hexoptics C44, Runaan's Hurricane, Infinity Edge, Berserker's Greaves, Lord Dominik's Regards, B. F. Sword, Yun Tal Wildarrows, Guardian Angel.
Starting items
Core build
Standard
Summoner spells
Anti CC
Other options
Power Spikes
Strength by game phase
Heimerdinger's abilities
Passive, spells and ultimate
Gain Move Speed while near allied towers and turrets deployed by Heimerdinger.
Cooldowns
Cooldowns by spell rank
| Level | Q | W | E | R |
|---|---|---|---|---|
| 3 | 1s | 11s | 11s | – |
| 6 | 1s | 11s | 11s | 1m40 |
| 9 | 1s | 10s | 11s | 1m40 |
| 11 | 1s | 9s | 11s | 1m25 |
| 16 | 1s | 7s | 11s | 1m10 |
| 18 | 1s | 7s | 11s | 1m10 |
Playing as Jinx
Tips to maximize your impact
- Poke with rockets, trade with minigun
Poke with Fishbones, the rocket launcher of Switcheroo! (Q), for its range and splash damage, then swap back to the minigun for long trades.
- Kite whoever charges you
Fire Zap! (W) to kite the bruiser running at you or catch an enemy who's fleeing: it slows and reveals the first enemy hit.
- Put your traps in their path
Throw Flame Chompers! (E) in the path of their engage or their escape: they root the champion who steps on them and last 5 seconds.
- Focus the lowest-health target
In teamfights, focus the lowest-health target first: each takedown triggers Get Excited! (passive), a big boost to attack speed and move speed.
- Save your rocket to finish
Fire Super Mega Death Rocket! (R) to finish a fleeing enemy rather than to start a fight: its damage grows with their missing health and over its first second of flight.
Playing against Heimerdinger
How to counter and exploit weaknesses
- Destroy his turrets first
Take down his turrets before you trade, with your minions' help: each H-28 G Evolution Turret (Q) builds up charge over time, then fires a stronger shot.
- Dodge the center of his grenade
Get out of the center of CH-2 Electron Storm Grenade (E): that's where it stuns, and if it hits a champion, it fully charges his nearby turrets.
- All-in after his grenade
Start your all-in or gank after CH-2 Electron Storm Grenade (E): it's his only stun, it has an 11-second cooldown, and he has no dash.
- Pull him away from his turrets
Take your trades away from his turrets: they deactivate when he moves too far from them, and Hextech Affinity (passive) speeds him up near them.
- Back off from his giant turret
Stay out of his giant turret's range for its 8 seconds: placed with UPGRADE!!! (R), it slows, deals area damage and is immune to CC.
Other Jinx matchups
Patch 16.21.1