Jinx
— ADC2 hours ago
6.67 KDA
Overall
ATop 12% of Gold players
Macro
BTop 28% of Gold players
Micro
ATop 15% of Gold players
Decisions
CTop 52% of Gold players
Itemization
STop 4% of Gold players
Click a dot to view the coaching insight
You bought
Long Sword + Doran's Blade
450g spent
Optimal buy
Pickaxe
875g
With 450g you took an inefficient Long Sword. Saving for a Pickaxe (875g) would have accelerated your Kraken Slayer spike by ~2 minutes.
You bought
Kraken Slayer components
1300g spent
Optimal buy
Kraken Slayer components
1300g
You bought
Runaan's Hurricane
2600g spent
Optimal buy
Maw of Malmortius
2800g
Enemy team had 3 AP threats. Maw would have given you a Lifeline shield against burst damage and extended your teamfight survivability significantly.
You bought
Infinity Edge
3400g spent
Optimal buy
Infinity Edge
3400g
Correct timing — you had enough crit to activate Infinity Edge's passive and your lead justified the power spike investment.
Challenger Comparison
83% of Master+ Jinx players build Maw of Malmortius 3rd against teams with 3+ AP threats. It provides a Lifeline shield, AD, and magic resist — dramatically improving teamfight survival against burst mages.
Caught in river without vision
In the 10 seconds before this death, you were roaming through the river with no ward coverage, the enemy jungler Hecarim had been off the minimap for 140 seconds, and your support had recalled. Walking through an uncontrolled area with a fed assassin jungler in the game is extremely high risk. Next time: either drop a ward before crossing, ask your jungler for a path sweep, or take the long route through your own jungle.
Caught by Blitzcrank hook while kiting
During the 22:45 skirmish, you were kiting backward but moved in a straight horizontal line for 1.8 seconds — giving the Blitzcrank a static target. His hook telegraphed for ~0.4s before it reached you. By moving diagonally or jinking left/right every 0.5 seconds you become a nearly un-hookable target. Practice this movement pattern in custom games against Rocket Grab.
Tower-dove into 3 enemies with Jinx passive down
Your Jinx passive (Get Excited!) was on cooldown — you had no movement speed steroid to escape a bad dive. The moment you crossed the enemy tower threshold with 3 enemies alive and low HP, the outcome was determined. The correct play was to stay behind your tank, let them front-line, and collect kills from max range with your rocket form active.
You recalled just before a large minion wave hit your tower. Waiting 8 more seconds would have let you clear the wave and bank with 620g — enough for Pickaxe.
You recalled immediately after the enemy bot lane was forced out, letting the wave push to their tower naturally. Clean timing that maximized your income window.
Your team was clearing vision before Baron — a 45-second window. You used it to back, buy, and rejoin with full HP. Smart use of downtime.
Your team had Baron buff and was pushing mid. You recalled when you had 40% HP, missing 35 seconds of buffed minions and two tower platings. The correct play is to respect the time limit on Baron buff and stay in the fight.
Establish early CS lead and deny enemy ADC farm
You finished laning phase with 87 CS at 10 minutes (8.7 CS/min), 18 CS ahead of the enemy ADC. Your support secured two early kills, keeping consistent pressure. Strong laning phase.
Secure Dragon Soul and create a siege setup
Your team secured two Dragons in this window and set up a solid siege against mid tower. You contributed with consistent poke and proper positioning behind your frontline.
Avoid getting caught and funnel Baron pressure into base
Despite taking Baron, your team lost two members to picks (including you at 29:18) before you could convert. The enemy team used the resets to clear the Baron buff without trading structures. Better grouping discipline would have closed the game 5 minutes earlier.
Laning Phase
Your laning phase was the strongest part of this game. The 18 CS advantage you built reflected genuine pressure rather than passive farming — you were actively denying the enemy ADC while maintaining your own income. Your auto-attack animation cancels were clean and your positioning relative to your support improved noticeably compared to your last three games. The one area to sharpen is your recall timing: you left gold on the table at the 6:30 recall by missing the incoming wave. Developing a feel for wave state before backing is the difference between a 4-game and a 5-game ADC.
Mid Game
Transitioning from laning to the mid game is where most Gold ADCs struggle, and you showed real awareness here — particularly the Dragon-after-2v2-win at 12:00. That kind of macro thinking is genuinely above your current rank. However, your death at 17:02 revealed a consistent blind spot: you move through the map at the same speed regardless of vision coverage. Against a mobile jungler with an assassination pattern, every roam through an unwarded corridor is a gamble. Start placing a ward before entering the river. It costs 75g and saves you 300g in gold lost on death.
Late Game
The late game was a mixed story. Your individual mechanics were excellent — the 28:00 Zap! to interrupt the recall was a high-level play that directly won your team the Elder Drake fight. But your team's grouping discipline after Baron was poor, and as the primary damage dealer you have influence over that. When Baron buff activates, ping your team to regroup and signal clear before the push — your support and jungler are watching you for cues on timing.
Summary
Net grade: A. You're playing above your MMR in individual mechanics and showing flashes of genuine macro awareness. The three areas holding you back are: vision discipline in river roams, Flash conservation (you burned it in a non-lethal spot), and team coordination on Baron converts. Fix the river wards first — it's the highest-leverage change and requires zero mechanical improvement. The Flash issue will self-correct as you internalize threat maps. The Baron coordination is a longer process but starts with you using your ping wheel.
Freeze Recognition Drill
⏱ 15 minLoad into Practice Tool as Jinx vs. a dummy. Set the enemy minion waves to push toward you. Practice holding the freeze at a safe distance from the tower: kill enough minions to keep the wave just outside your tower range, but don't clear the entire wave. Hold for 3 minutes without breaking the freeze once.
Trap Pre-Placement Drill
⏱ 20 minIn a custom game, practice placing Flame Chompers! in your path of retreat BEFORE entering a skirmish. Drill the muscle memory: every time you're about to fight near a river or jungle entrance, place 1–2 traps at the most likely enemy path. Do 10 fights in a row where you pre-place traps before the fight starts.
Flash Value Assessment
⏱ 10 min review per gameReview your last 5 games and write down every time you used Flash. For each usage, ask: was I below 30% HP? Did I have no allies nearby? Was I 100% going to die without it? If you answer No to any question, that was a low-value Flash. The goal: by game 5, use Flash only when all three answers are Yes.