Main
▾
Main
Level 8, No Legendaries
Rebel Emblem – 01
Rebel Emblem – 02
Irelia Hero Augment
Traits
Current



Best-in-Slot



Alt Build 1



Alt Build 2



Alt Build 3



Alt Build 4



Alt Build 5



Jinx alternates between Zap, Flame Chompers, and Death Rocket for her ability.
Zap: Deal 159/239/2700 (
) physical damage to enemies in a line and Stun them for 1/2/10 seconds.
Flame Chompers: Deal 159/239/2700 (
) physical damage to 3 1-hex circles of enemies.
Death Rocket: Fire a rocket at the center of the board that 480/720/12451 (
) physical damage to ALL enemies, reduced by 10% for each hex they are away from the epicenter.
Zap: Deal 159/239/2700 (
Flame Chompers: Deal 159/239/2700 (
Death Rocket: Fire a rocket at the center of the board that 480/720/12451 (
Current



Alt Build 1



Alt Build 2



Launch a star at target that deals 140/210/450 (
) magic damage. It bounces to the farthest enemy within 4 hexes, then bounces back to the target. This effect repeats 2/2/4 times, hitting a different enemy each time.
Current



Gain 50/50/90% Durability for 3 seconds. Over the duration, drain 50/75/225 (
) Health from the nearest 4/4/10 enemies. Then slam down, dealing 72/108/840 (
) magic damage to all enemies within 2 hexes.
Current

Chain together the nearest 4/4/20 enemies for 5 seconds, dealing 650/975/5000 (
) magic damage split between them. When one takes damage, 18/25/100% of the amount is split as bonus true damage to the others.
LeBlanc’s next 3 attacks deal 160/240/900 (
) bonus magic damage, increased by 50% for each enemy killed by the initial damage.
LeBlanc’s next 3 attacks deal 160/240/900 (
When to Play
Strategy
Tips & Tricks
- Base shell is 7 rebel units and 2 flex units. Flex unit priority: Viktor > Mel > Warwick = Ekko = Leblanc > Rumble > Elise > Nami.
- Generally reliant on early win streak or high econ portal as the comp is heavily reliant on hitting Jinx. If you miss on Jinx, SOMETIMES you can play Sentinel Academy as an alternative if you keep yourself flexible.
Openers
Rebels





Rebels




Rebel Academy





Strong Conditions
Items


Augments





Item Priority

Spatula

Spear of Shojin
Economy Strategy
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. “Stable” changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven’t 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can’t afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.