The Builds

First, for those of you who just want a build and nothing else, here ya go.

I opted to not put photos of the upgrades here to keep the guide less cluttered. If you click on the build link above, you will be able to see every upgrade I'm referencing.

Danger Pins

Micey the Mech Pilot

Let's talking about the Autoattack Row.



Charge Upgrades

Missiles

Ok now let's actually talk about the items. Jimmy has a few upgrades I recommend picking up every single game.- Jimmy lets out a small 210 burst that has piercing and goes through walls. It's an extremely cost efficient upgrade, meaning that the amount of damage you get per solar spent is very very good. It's a great a last hit tool, helps with clear, and can also be combined with his auto attack for highly damaging combos (as will be discussed in the hidden tech section)- At the end of the a barrage of missiles, Jimmy with let out a knockback pulse centered on him that pushes people away in every direction. It also includes a .2s stun. Simply put, I think this is one of the most underrated upgrades in the game and I find it surprising I don't see every Jimmy getting it early considering how cheap and powerful it is. It auto-procs after 4 missiles are fired, but it also procs if you self-cancel missile barrage or if missile barrage gets stun-cancelled.It's knockback disengagement pretty much lets you push away an exploding Clunk, a Skolldir going for a throw, an Ayla trying to commit to you with rage, a Ksenia trying to do her auto attack combo on you, and basically any other melee attack. The knockback will straight up cancel Swiggin's anchor dive mid-animation. The stun will cancel out Froggy's tornado, Max's Scene Illumination, Ix's Psionic Bond, Yoolip's Gripping Gaze, an enemy Jimmy's Lux Charge and Missile Barrage, and Raelynn's Snipe.A few notes about some of those cancellations, any stun on knockback always cancels out anchor dive. However you have a small window of timing on this one. A lot of the times, if he's anchoring from max range, if you Micey right away it's not gonna hit him. Remember, you want your knockback to hit Swiggins, not his anchor!, if he's picked up Twister Tweeters, the explosion will automatically proc as soon as Tornado is cancelled - Keep a little bit of distance so you can avoid the damage!, it has to be Ix that gets hit with the stun, not the person tethered. And of course, a displacement already happening won't be cancelled, you have to cancel the bond before Ix decides to proc the displacement effect.if Jimmy is gazed out of Missile Barrage the knockback pulse won't occur until AFTER the Gripping Gaze ends. Watch out! A very easy way to bait out Gripping Gaze is to try to Missile Barrage in front of him and self cancel it right before you think he'll Gripping Gaze. That way, it's cancelled immediately and he barely gets any of its damage in. Better safe than sorry on this one, if you end up knocking him away before he uses Gaze, you're still not in a bad spot. Now if he gazes before you self-cancel, that's a lot worse..., Micey will cancel both of Jimmy's abilities (and proc the other Jimmy's Micey the Mech Pilot, if he bought it). Want to win vs another Jimmy? Bait his Lux Charge, immediately double tap Missile to cancel it and then Charge him., watch out for Iron Rifle, which is a CC Immunity upgrade during the arm time of Snipe. If you see a bubble or circle appear around Raelynn, then she will not be affected by knockback or stunI think two upgrades you should always buy are(Autoattack Damage) and(Lifesteal). Jimmy has incredible damage output unlocked by his damage upgrade. His lifesteal, if you're actively finding 3rd hits (as only 3rd hits proc the lifesteal), will by far outpace the amount of health you gain from regen.His 3rd upgrade is a little bit more flexible. I personally always prefer gettin, which increases his attack speed by 16% per stage whenever he's under 80% HP. A lot of people like Steel Boxing Glove, which gives him a 30% shield for 2 seconds whenever he completes an autoattack combo after using an ability, but I think attack speed is better because it's a significant DPS increase (32%) and it lets you get more lifesteals. So while shield only makes surviving easier, attack speed makes it deal more damage to enemy nauts, clear faster, and push harder on top of making survival easier. Another upgrades have fringe uses, for example Pop-Out Rattle Cage (Increased size of Rattle Wave) lets youre more easily hit squishy but speedy nauts that try to kite you, like Froggy G or Penny.Always get Danger Pins, as mentioned. There's a reason it's so good that it got its own section. Pretty much all of the Lux Charge upgrades have their uses. I would say the best one is the one I have in the linked build, but for example, Plutonium LUX Keys (speed up on charge) lets you escape more easily when you use Charge to run away. It lets you chase harder. It lets you get to team fights faster. It lets you surprise displace more effectively.Another good Charge combination isSo, Pacifier heals the amount that you shield - I like to think of it as an upgrade that gives you a staggered shield - it reduces the amount of damage you take with a delay, so you have to be able to survive the initial burst without it. But since the amount you heal is equal to how much damage was shielded, it effectively doubles the strength of the shield. For example, at base the shield is 25%. You heal the damage you shield, meaning at the end of the fight you effectively had a 50% shield. If you use Bovinian Breastmilk, which upgrades the strength of the shield 10% per stage, you end up with a 45% shield. With Pacifier, that means you effectively had a 90% shield.Sounds absurd right? Hold my beer and watch this: that's the most I've ever healed, but if you're confident and convince yourself that you can tank, for example, a Clunk Explode or a Pulse or a Derpl Nuke, getting burst heals of 1000 is not uncommon.Again, get Micey the Mech Pilot. There's a reason it's so good it got its own section.