Early

In the early game, your goals are to



Survive till the mid-game



Zap from far away to farm



Ult across the map regularly



Farm up!: Zapper Jinx does not have a good early game at all. You might be able to land a few free autos, but your ultimate objective is to survive using your rocket range and zaps.



Rely on Minigun When Possible: While Fishbone's rockets are nice for their reach and for stacking Tear, you still want to use Pow-Pow to avoid pushing the wave too much and getting partially stuck on a freeze.



Farm From Afar with Zap: Zap has an absolutely absurd range that is nearly impossible to punish. Don't fret about your mana too much; that's what the Biscuits and Teleport are for.



Punish Freezes by Going Back: If it looks like the enemy top laner is trying to freeze, just use it as a chance to go back and refill on mana. Better than them going for plates. You can easily unfreeze the wave later using Zap anyway.



Ult Liberally, Not Just to Execute: Unlike ADC Jinx, the Zapper Jinx build isn't only looking to ult for kills. Use it almost off cooldown to try to help other lanes, to gain vision of the enemy jungler, to try and stop enemies getting a plate, or even just to wound your lane opponent a little. It has a short cooldown; it'll be back up soon enough.









Mid

As the laning phase ends, you reach the peak of your power!



Zap into Zap into Zap into Zap!



Start moving around with the team



Help siege down towers



Welcome to URF: You will reach around 45% at this time, marking your first major power spike. You can now chain down foes with multiple Zaps in a row!



Complete Muramana: The constant Zaps and the constant Fishbone rockets will quickly start stacking up Manamune. Once it's complete, you hit your next major power spike, adding a huge bit of extra damage to each Zap!



Reach Level 13 for Perma-Chompers: At level 13, you hit your next major powerspike, now able to have permanent chomper uptime. While it's tough to remember, be sure to use Chompers off cooldown in the middle of chaotic teamfights! They have no cast time.



Follow Up Ally CC: Hitting an initial Zap can be pretty difficult at times, but if an ally slows or stuns a target, they should become a prime candidate for a zap chain. Zapper Jinx works best as a follow-up artillery.



Use Ult Often: Just as before, the ult is on an extremely short cooldown. Don't just save it for executes or you may find yourself not using it at all.



Avoid Autoing Much in Fights: While your autos individually hit a bit hard, your low attack speed makes it unfeasible to weave in autos at a safe range while also Zapping and Chomping and Ulting. Just rely on Zaps unless it looks like 1-3 autos will finish off a target.









Late

The role remains largely similar



ZAP INTO ZAP INTO ZAP INTO ZAP



Your pushing speed is pretty good now!



Avoid getting caught