The Loose Cannon - Zoner
2XKOJinx Guide - Moves, Combos, and Overview
Overview
Jinx is 2XKO's trap character who excels at long-range control of the fight. With fast projectiles, persisting deployables, and terrifying combo conversions with assists, she thrives in keeping the match in neutral and chipping away at the opponent's health before they every have a chance to attack her.
This guide covers everything you need to pick up Jinx in 2XKO. You'll learn the fundamentals of her neutral and zoning game, best team and Fuse synergies, and practical BnB combos.
You’ll discover how to fight against
Jinx, with detailed strategies that breakdown how to counter her barrage of zoning tools.
Strengths And Weaknesses
- Oppressive zoning that can cover the ground and air simultaneously
- Full screen projectile Assist
- Easy to understand gameplan, but also has complexity in combos
- No cross-up, and weak high/low mixup options make it hard to open up opponents
- Normal attacks feel slow and clunky
- Struggles against champs that have tools designed to beat projectiles
Unique Mechanics
Deployables
Jinx has two different deployable to go along with her projectiles:
Forward
S2 Special Chompers, &
Down
S1 Special Clappy
Both of these are powerful zoning tools in neutral, and great for pressure on the opponents wakeup.
They can also be powered up by electrocuting them with her
M Attack or with
Back
S2 Special Zap!
Electric Stun
Above
Jinx's super meter you'll see her zapper meter when it's fully charged, she can shoot an electric projectile that stuns opponents on hit.
As a single shot resource it's important not as important to try and not waste Zap. It can be used in neutral to try to punish the opponents
Dash or jump, or it can be used during a combo or after an Assist hits for an easy combo extender.
Sliding Attacks

Forward
M Attack during a
Dash causes
Jinx to slide and attack low.
Down Forward
L Attack is a literal slide across the ground. This move can be used to catch the opponent's Retreating Guard, or hit low at a range where opponents normal feel they only need to block high.
- If you attempt to use in a block string to counter Retreating Guard, make sure you cancel it into another attack, or its an easy punish on block.
It can also low profile attacks that have high hitboxes such as
Darius's
M Attack.
Neutral
In neutral,
Jinx's primary gameplan is to keep distance between her and her opponent. She has the advantage at range against everyone (other than
Teemo).
To do this, use a combination of machine gun, rocket, and both deployables.
Also remember to mix in both grounded and jumping versions of both
S1 Special and
S2 Special to cover ground and air approaches from the opponent.
- Important skill: Be ready to hit confirm
S2 Special Super off of rockets and machine gun. - Also, Anytime you hit with Pow-Pow you can combo into Zaaaapp!
Hit confirm means that you visually confirm that the first move (machine gun) successfully hit the opponent before performing the next move (
S2 Special Super).
Covering Assist
Jinx is one of the best enabler's in 2XKO.
S2 Special rocket can be used just before an assist, and if it hits, the assist can juggle > Handshake
Tag to convert into a full combo.
You can also call assist first, then fire the rocket right after to make your assist champ safe on block. From here, you can HS
Tag to continue the block pressure.
- Forward moving assists like
Vi and
Ekko are best for this particular strategy.

Mix Ups
Block Strings
Jinx's go-to block string is:
M Attack >
H Attack >
S1 Special
- Also can be started with
Dash>
Forward
M Attack - The
S1 Special is often canceled into
S2 Special
common block strings end with either
S1 Special machine gun or
S2 Special rocket. Even out a
H Attack, neither one can true block string.
Mix up
Jinx doesn't have particularly strong mix on block, most of her mix comes from assists, projectiles and deployables.
Although most champs at least have an
Air
Down
H Attack crossup,
Jinx does not. She also lacks a good crossup.
- Technically, you can use
Down
S2 Special to hop over the opponent, hit
Tag mid hop, and the assist attack will hit the opponent from behind since you made them turn to face
Jinx.
She has a decent overhead with
Down Forward
H Attack. You should only got for this mixup if you can cover with an assist that will hit right after the hammer.
If you go for the overhead without an assist and the opponent blocks, you will get punished.
Tick Throws
All of
Jinx's
L Attack variations can be used to create strike/throw mixups
An example would be:
Down Forward
L Attack >
Down
L Attack > Throw
Depending on spacing, you may need to
Dash before the Throw. Either way, this is very fast, and difficult to react to. Next, you'll see just why tick throws are so important for
Jinx

Throw Combos
Jinx can combo off of her own throws with
Down
S2 Special
The easiest route is:
- Throw >
Dash >
Down
S2 Special >
Air
S1 Special >
S2 Special Super
This makes her strike/throw mixups very scary for the opponent.
Expect opponent to jump-in while holding block as they attempt to get through your projectiles. When you see this happening, counter them with an air-to-air throw.
AirThrow >
Dash >
Down
S2 Special >
Air
S1 Special >
S2 Special
Combo Examples
S1 Super Finisher
An extended combo that works in at mid-screen and in the corner. Also introduces you to
Jinx's juggle mechanic using
Air
Down.
S2 Super Finisher
- The longer you wait while holding
S1 Special before you press
Up, the more bullets
Jinx will shoot, so waiting a second increases damage (waiting too long ends the attack)
The best part about this combo is that is builds off of
Jinx's BnB block string described in the "Mix Ups" section above.
If the opponent is blocking, you can end at the
S1 Special without holding up.
Ultimate Finisher
A deadly corner combo that utilizes
Down
S2 Special ability to hit on the ground opponents to extend the combo into an Ult finisher.
As Assist Champ
When to Forward Assist
Forward
Tag is primarily used after knockdowns for wake up pressure or to create an obstacle if your point champ is also a zoner.
Most of the time, you'll be using her other assist.
When to Back Assist
Back
Tag is literally one of the best assists in the game. It's also the only full screen projectile assist.
From across the screen, it's difficult for most opponents to punish
Jinx for coming out.
It's also really good for covering your point champ during their block strings and mixups.
Moreover, you can hit confirm off of successful rockets and convert into full combos with your point champ.
Fuse Strategy
Double Down
Double Down is very good for
Jinx because you can
Tag during her
S2 Special Super and allow your other champ to start attacking and continue the combo.
She's also good at both
Double Down Super combos and Super
Tag combo's as the Assist champ.
2x Assist
Jinx gets two rocket assists, or time to shoot a rocket, then throw out Chompers. Primarily you should be using double rocket but both of these make
2X Assist another great fuse for
Jinx.
In team's where both champs have strong Assists, or the other champ needs extra help with block pressure,
2X Assist will find a lot of value.
Freestyle
Because
Jinx doesn't have cross-ups, and her high/low mix is pretty weak, she's not the best
Freestyle user. However, being able to double Handshake
Tag is never a bad thing, so if you like the Fuse or your other champ synergizes well with it, you can definitely make it work well.
One notable bonus is that it is very easy to make her overhead hammer safe when combined with HS
Tag
Juggernaut and Sidekick
Jinx is going to have a hard time zoning and converting combos without an Assist. Therefore,
Juggernaut is not a very good Fuse for her.
Sidekick negates this weakness, and would be the better solo champ Fuse to run. Try taking someone like
Illaoi or
Blitzcrank who have hard hitting Assists that can be used to extend your combos.
Champ Synergy
Vi

Jinx machine gun > HS
Tag and the bullets will continue to fire and keep the opponent in block stun, giving
Vi time to approach, cross or mixup the opponent however she feels.
If
Vi sways through the opponent before
Jinx's rocket Assist hits, the opponent gets turned around and is forced to block the rocket backwards
Tag launcher into
Jinx is another common strategy when you get the corner so she can set up Chompy pressure on wakeup.
While
Jinx's overhead hammer is big and slow, it's amazing for catching blocking opponents during block strings with
Vi. The mental stack of tracking
Vi's attacks frees up
Jinx to sneak in the overhead, then convert to a big combo.
Even if
Vi's
Forward
Tag misses,
Jinx's rockets and machine gun will cover her, and you can HS
Tag to
Vi for further protection and pressure.
Teemo

The ultimate keep away team comes with the secret strength of tilting many opponents.
Either champ can be point, and spam projectiles and Assists. Anytime you end up landing a counter hit with Slingshot or mushrooms,
Jinx's rocket Assist can juggle and allow her to convert into a full combo.
Even though
Teemo's
Back
Tag keeps him positioned back, if you HS
Tag during
Jinx's machine gun, he still has time to run up and convert into a combo. Most of the optimal routes end with a
Tag Launcher back to
Jinx, which she can finish off with Super or
Double Down shenanigans.
The down side is that both champs share similar weakness, and can struggle to open up players with good defense and anti-zoning abilities. In these scenarios, mix up your projectile and trap usage, and go for
Teemo's
S1 Special Super >
Double Down
Tag > in neutral to let
Jinx run up and try get land a successful mixup.
Warwick

Jinx's
Back
Tag is excellent for covering
Warwick approach. Player will most often need to block the rocket, which allows
Warwick to set up his mixup games.
After a combo, her
Forward
Tag can be used for wakeup pressure. For example, a well placed Chomper can force the opponent to either wake up and block, or use getup attack. This enables
Warwick to Primal Leap during the wake up and get them with a strike/throw mix, or do nothing to bait out the getup attack.
One extra unique feature for this team is that
Warwick can proc Bloodlust by attacking his ally
Jinx's gadgets.
- The most viable method for getting free Bloodlust from this, is to use
Jinx's
Forward
Tag, then hit the Chompers with
Warwick's
Down
S2 Special and immediately Handshake
Tag before
Jinx leaves the screen. - This will cover
Warwick if he his move whiffed, and launch the Chomper forwards towards the opponent to help
Jinx start her zoning pressure.
- This will cover
They also have good synergy for combo extensions, and can combo off of each other's grabs since they both have a good move for hitting on the ground opponents.
- During
Jinx's
S1 Special Super, you can Quick
Tag to
Warwick and catch the opponent with his
S1 Special Super, even without
Double Down!
All Fuses can work similarly well with this duo, so try them all and see which fits your playstyle best.
How to Beat Jinx
Dealing with Her Block Strings
Jinx's most common block strings end with either
S1 Special machine gun or
S2 Special rocket. Even out a
H Attack, neither one can true block string.
Anytime you see her going for something like
M Attack >
H Attack >
S1 Special, you have two great options that give you a nice advantage.
- If you're ready for it, parrying the entire machine gun will give you about 1.5 bars of Super meter.
- Champs with a long reaching fast attack can get a punish here. (Ex:
Yasuo's
S1 Special Super).
- Champs with a long reaching fast attack can get a punish here. (Ex:
- If you want to wait until after she starts shooting, you can Retreating Guard instead. You'll still gain about 1/4 bar of Super meter.
Getting Passed Rockets
Only one
S2 Special rocket can be on screen at a time. This means that if you are fairly close to
Jinx and blocking rockets, she can spam them much faster than if she is shooting rockets that miss, go all the way across the screen, then waits for cooldown to end before she can shoot a second rocket.
Parrying also increases the time between rockets compared to hits and blocks. If you parry a rocket, there is a longer gap before her next so you can
Dash or jump-in without the threat of rocket.
Chompers and Clappy
Chompers! The flopping deployable, can be destroyed by melee attacks. If you have a projectile, try to find an opening to shoot it. Otherwise, you can space it out, jump over it, or wait it out.
Clappy, the flying monkey, can also be destroyed by normal attacks, so you can destroy it just before it gets in range.
- If
Jinx uses where are these moves in neutral at Mid to close range without an assist covering her you can
Dash up and punish her, because the animation is very long.

Moves with big hitboxes like
Ekko's
M Attack can destroy both in one swoop.
Countering Zap!
First off, make sure to take a mental note of when
Jinx's Zap! meter is full.
When she does have it, players will often try to frame trap you by cancelling either
S1 Special machine gun or
S2 Special rocket into Zap!
To beat this, simply wait a moment before trying to attack or
Dash after blocking either of these to see if she's going to shoot Zap! If she shoots it and you block it that's a big win for you.
Raw S2 Super
Since
Jinx players know her
S2 Special Super goes all the way across the stage and as a beam, pierces through everything, they like to try and catch you with sneaky punishes. Try to bait her
S2 Special Super, and parry the entire thing. You'll gain about two bars of Super meter, and most champs can punish
Jinx at near full screen distance on a parry.
Raw Ultimate
When
Jinx goes for a raw Ult you have a few options depending on the situation.
At mid-screen in neutral, you can mash
Dash during the start up cutscene, and you'll make it out of the blast zone. In this scenario you can also punish her.
If she does Ult as an Invincible wake up attack, then you can block the first few hits and mash throw to get an easy punish. As long as you are not at like 1HP, you'll survive and take very little chip damage before the first gap that allows you to throw.
- You can't be hit during a successful throw, and the Ult will end before your throw does.
Dive Kick
Jinx players will knowledge check you with dive kick block pressure. The most common sequence being:
Air
Down
H Attack >
Air
H Attack
If
Jinx is catching you with this or something similar, you have a free punish. After blocking the
Air
Down
H Attack dive kick, you can mash
Down
H Attack to use the universal launcher.
Even if it's a little late,
Down
H Attack always has invulnerability to aerial attacks so it will always beat the
Air
H Attack follow up.