
Reviewed for patch 7.3d

Favorable matchup
Reviewed for patch 7.3d
With no dashes, Jinx depends on keeping her distance. Samira breaks it with Wild Rush. Blade Whirl destroys enemy missiles, which is how Zap! and the rocket travel. The catch is Flame Chompers!: don't go in stepping on them.
Zap! and Super Mega Death Rocket! are the two shots Jinx uses to slow you or finish you. Blade Whirl destroys enemy missiles around you: with the whirl timed right, neither of them gets through.
Wild Rush carries you through an enemy and gives you attack speed. Jinx can't dash away: with you on top of her, all she has left is Flame Chompers! and walking backward.
Flame Chompers! root champions who walk over them. Don't use Wild Rush through the line of grenades, because they can cut your engage short: wait for them to blow up after 5 seconds, or come in from another angle.
Go in once Jinx has used Flame Chompers!: with no grenades on the ground, Wild Rush lands clean. If your support locks her down, your attacks bring you in without spending it. While the Chompers are ready, last-hit and wait.
If you're playing Jinx, throw Flame Chompers! between Samira and you before she uses Wild Rush, not after. Poke with Fishbones from max range and keep Zap! for when she has already spent Blade Whirl. If she reaches you, Get Excited! only comes with a takedown: don't count on it to escape.

Favorable matchup
Reviewed for patch 7.3d
Jinx needs time: Pow-Pow gains attack speed while she keeps firing and Get Excited! only triggers on a takedown. Lucian denies her that time with short Lightslinger trades and leaves with Relentless Pursuit before the fight drags on.
With Pow-Pow, the minigun, every Jinx attack grants her attack speed. A short trade doesn't let her build that edge; a long one does.
Lightslinger turns your next attack into a double shot every time you use an ability. Piercing Light goes through its target and reaches Jinx through her wave; followed by the double shot, the trade is over before she can answer with Fishbones.
Get Excited! gives Jinx a huge burst of movement and attack speed when she helps take down a champion, an epic monster or a structure. If you leave the trade in time with Relentless Pursuit, you never give her that boost.
From level 2, trade on every wave where Jinx walks up to last-hit. Keep an eye on your tower too: a destroyed structure also triggers Get Excited!, so don't let her push unanswered.
Playing Jinx, give up the short trade and punish the long one: once Lucian spends Relentless Pursuit, he can't leave quickly. Throw Flame Chompers! on his way out and last-hit with Fishbones from max range. Zap! cuts his chase short if he tries to follow you.

Execution matters
Reviewed for patch 7.3d
Draven against Jinx is a lane on a timer: with a support who follows up, his axes and Stand Aside hunt the kill before Jinx has her tools. Everything rides on those first levels: if the lane reaches teamfights with no lead, the pick loses its point.
Spinning Axe adds physical damage to your next attack and, if you catch it, readies another; you can hold two at once. 7.3a raised its ratio to 90-120% bonus AD, and Blood Rush grants 25-40% attack speed. With two axes and Blood Rush, the short trade is yours.
Stand Aside throws your axes, knocking aside and slowing. Jinx has no dash: if your support locks her down or the slow keeps her in place, you have time to keep hitting with your axes.
League of Draven stacks Adoration when you catch axes and kill minions, and turns it into bonus gold when you kill a champion. An early kill on Jinx is worth more than normal gold and delays her right when she needs items.
Levels 1 to 3, with your support close and the wave in a neutral spot. If Jinx gets through that phase without losing much, stop forcing the duel and play for your team's fights.
As Jinx, play levels 1 to 3 to deny the first kill: stay level with your support, let the wave reach your tower if you have to and keep Zap! to slow his Blood Rush engage. Every kill you deny is League of Draven gold he never cashes in.