Critical Missile
GoldWhen you Critically Strike, fire missiles dealing magic damage.
Gain
25% Crit chance.
Sthe Loose Cannon
Tier S
Scopier Weapons · Upgrade Infinity Edge
When you Critically Strike, fire missiles dealing magic damage.
Gain
25% Crit chance.
Gain 150 (melee) / 100 (ranged) Attack Range.
Gain 500 Gold.
Having Infinity Edge allows your
Critical Strike Chance to grant random
Critical Strike Damage each Attack.
Your basic Attack stacks Attack Speed on Critical Strikes.
Gain
25% Crit chance.
Attacks fire a bolt that applies
On-Hit effects at reduced strength. Gain 10% total Attack Speed.
Heal for 12% of damage done by Critical Strikes.
Gain
25% Crit chance.
Gain 250 (melee) / 150 (ranged) Attack Range.
Gain
60% Attack Speed.
Your Attacks grant you Movement Speed. Gain Attack Speed based on your Movement Speed.
Gain 75 (melee) / 50 (ranged) Attack Range.
Augment order comes from OP.GG. Runes, items and skill order below come from regular ARAM games on the same map.
Precision












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Scales into the late game
Win rate (%) by game length in minutes. Dashed line = 50%.
Muramana2.7% · 47.0%
Jinx receives massively increased Move Speed and Attack Speed whenever she helps kill or destroy an enemy champions epic jungle monster, or structure.

Jinx modifies her basic attacks by swapping between Pow-Pow, her minigun and Fishbones, her rocket launcher. Attacks with Pow-Pow grant Attack Speed, while attacks with Fishbones deal area of effect damage, gain increased range, but drain Mana and attack slower.
Cooldown: 0.9s · Cost: 20
Jinx uses Zapper, her shock pistol, to fire a blast that deals damage to the first enemy hit, slowing and revealing it.
Cooldown: 8/7/6/5/4s · Cost: 40/45/50/55/60
Jinx throws out a line of snare grenades that explode after 5 seconds, lighting enemies on fire. Flame Chompers will bite enemy champions who walk over them, rooting them in place.
Cooldown: 24/20.5/17/13.5/10s · Cost: 90
Jinx fires a super rocket across the map that gains damage as it travels. The rocket will explode upon colliding with an enemy champion, dealing damage to it and surrounding enemies based on their missing Health.
Cooldown: 85/65/45s · Cost: 100