Alright the early game is the easy part so let’s move into the mid game!
Stage three is an interesting time in the game as there’s all kinds of ways you can play it. As far as leveling times you can go with the standard 3-2 for six though 3-1 is fine to do if you’ve been win-streaking up to that point. It’s also possible to forgo leveling to six early and instead get up to fifty gold and then level. This is a risky play style so don’t do it if you’re already below 70 health on 3-2.
In general your goal for the mid game is to try and fast level to eight on 4-3. That means you want to be at least level seven by 4-1, preferably with fifty gold. Keep in mind this is just a soft goal, it's not always possible to hit eight on 4-3 depending on how early you leveled previously and the state of your economy up to this point of the game. Instead of leveling you may also have to roll at level seven to stabilize. If you’re below 60 health and haven’t been naturally rolling any upgrades or strong champions it’s good to roll on seven.
Also make sure to scout every few levels to check how many Jinx players there are! If there’s at least three in the lobby it may be a good idea to change your game plan from Rebels and pivot towards a different build before committing to rolling at level seven or going fast eight. The items used in Rebels do well for Cybernetics so that can be an easy pivot if need be.
Okay back to rolling. If you do roll at seven you should play the four Brawler variation as it’s less reliant on legendaries to stabilize. Otherwise you fast eight and look to play the Gangplank variation, assuming you have Guardian’s Angel for him. At this point of the game, on 4-3, you should have most of your composition filled out. Maybe not upgraded, but at least filled out. Here's what a standard six Rebels board will look like at level eight:
As far as positioning goes you can do two things with six Rebels. The standard is balling up your Rebels with Jinx in the middle. Or you can surround her in the back line with Rebels to help protect against Infiltrators. Gangplank in both cases should be a few
hexes away from your Rebels to isolate him so he will cast quickly and to help against enemy Gnars. Here's an alternative way to position with six Rebels:
Keep in mind when it comes to what side you position on depends entirely on how other players are positioned. A good tip in general is to reposition your board every round to throw off anyone scouting you. Next let's talk about four Brawlers and variations of that.
To position the four Brawler variations it’s mostly about scouting and repositioning to dodge enemy Infiltrators, Blitzcranks and Zephyrs but you can have a default position. This does depend, at level eight, what variation you’re playing. With Aurelion Sol you want Jinx in the back line with Aurelion Sol on her exposed side and Blitzcrank/Ezreal in the corner. The rest of your Brawlers will
be in the front line. Here's what positioning with four Brawlers and Jinx can look like:
If you don’t have Aurelion Sol yet and instead have Zed you will have similar positioning except Ezreal will be on Jinx’s exposed side and she’ll be more tucked into the corner.
Whichever variation you’re playing, whether it’s six Rebels or four Brawlers, scouting is your friend. Change up your positioning often to throw off other players and make sure you’re always checking for obvious threats. Remember, Jinx is your carry and the most important champion in this build, protecting her is your priority. As long as you keep that in mind you can alter your positioning however you wish, experimenting can be a great way to learn.