Talk:Jinx/@comment-16375310-20130929075022/@comment-4270771-20130929090629

Except if you have muramana and runanns at the same time, each extra shot from the runanns costs you mana. You'll have really powerful AOE, but you'll be draining 9% of your current mana EVERY ATTACK (+20 flat cost). I already tried that on kog'ma. You're really powerful for about 3 seconds, then you're oom even with 3k mana. Her rockets fire slowly, so she wont go oom as fast, but the same problem applies. Also not taking LW on her is an extremely bad idea, especially with low/no crits. She really doesn't need muramana, it sounds nice at first, but unless toggling her Q gets stacks (last I checked toggles don't) then she's not very good at maxing it out quickly, plus her mana costs are already pretty low.

Runann's IS very tempting on her, with the huge sync it has with her Q, giving what appears to be triple aoe bombs as well as instantly maxing her gatling stacks, but the big problem with putting it on ADC's is that it usually replaces PD/SS, making them lack crit and move speed, which is especially bad for one like her who has no instant escape. You would have to be very careful about making a runann's build with her without sacrificing a defensive item or crit/move, so I think the choice would often come down to if your team was tanky enough to play "god save the kog (jinx)". She is essentially the new kog'maw, treat her similarly in playstyle, though I would much recommend a heavy AD/crit build over kog's usual AS build.