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Jhin Build Guide by viciousskittle

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League of Legends Build Guide Author viciousskittle

6.24| Art Requires a Certain Cruelty - In Depth Jhin Guide

viciousskittle Last updated on Yesterday
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Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
4
14
15
17
18
Ability Key E
6
11
16
Ability Key R

Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 18

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Defense: 12

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Jhin with this build

Threat
Low
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Threat Champion Notes
1
Kalista I personally hate Kalista, too much free mobility and insane damage with her W passive. When she autos you make sure to stay away from her and her lane partner, she excels in extended trades and out maneuvering you. Trade with your 4th shot ready and bounch your grenade to her because she needs to be in auto range to do most of her damage, at level 6 she can all in easily by throwing her support at you so be ready for that with some traps. Outscale and outrange her, by mid-late game you should be able to kill her in a bullet or 2, so long as you properly prepare your E and ult. Right now (patch 6.22) she is so absrudly weak it's pretty much a free win. She's bugged (passive doesn't work properly) and her damage is really damn low. When she's in meta, she's a very hard lane, however right now she's too weak to be any threat.
Guide Top

Introduction


Welcome my audience to my guide on Jhin, the Virtuoso.




Hi, I am Vicious Skittle. I am a Diamond tier ADC main on EUW whom in Seasons 4/5 peaked at Diamond 4/2 respectively. I've been playing Jhin from the moment he was released on the PBE and when the PBE was down for maintenance, I would be theorycrafting on how to best use Jhin. This guide covers the best builds and matchups for Jhin as well as all the math behind those choices and why you should fear the Virtuoso.


As I keep getting questions about flat pen, and people don't seem to read everything. HERE is a direct link to the section of the guide I cover flat pen and all you need to know about it.


Guide Top

Pros / Cons



...........
Pros


+ Strong Lane Presence
+ Satisfying Animations
+ Game changing ultimate
+ Excellent Scaling
+ Incredible range and objective control
+ Obscenely high AD
.......
.............
Cons


- Has no mobility at all
- Weak self peel, W just can't cut it
- High skill floor and ceiling
- Sluggish from low attack speed
- Ult takes getting used to
- Unique laning phase


space
So overall Jhin is a late game casterlike carry that has some lane presence thanks to Whisper and a solid mid-game thanks to his range and CC. He excels when he forces opponents to play his game. Incredible damage with Whisper and semi-reliable crits gives him similar DPS to other ADC's even without AS. However, he's one of the most immobile champions in the game and has no way to protect himself outside of well laid traps. A champion that can be picked up and played by most players, with a skill ceiling so high it's hard to see.


Guide Top

Abilities



> > >


Maxing R > Q > W > E is the best all around ability build for Jhin. The Q has an increased AD ratio per level and it's his best harass/wave-clear tool. W is great to max after Q due to its immesnse CC potential that can catch out a foe who's taken even a smidge of poke, landing it into an ultimate can secure many-a kill. Last is the Traps, the damage is too unreliable to be maxed any sooner and are more of a free vision tool than a damage dealer unless they chain in teamfights. Ultimate is ultimate and should be levelled whenever possible.




Ability Description
Whisper Death In 4 Acts: Jhin's basic attacks utilize ammunition and his attack speed cannot be improved except through leveling up. Jhin can attack 4 times before having to reload for 2.5 seconds, and automatically does so after 10 seconds of not attacking.

The final shot is a guaranteed critical strike that also deals 15 / 20 / 25% of target's missing health as bonus physical damage.

Every Moment Matters: Jhin's critical strikes deal 25% reduced damage, but grant 10% (+ 4% per 10% bonus attack speed) movement speed for 2 seconds.

Additionally, his attack damage is increased by 2% - 40% (based on level) (+ 4% per 10% critical strike chance) (+ 2.5% per 10% bonus attack speed).


My thoughts

This passive seems a lot more complicated than it actually is. Jhin can only auto attack 4 times before needing to reload, the 4th shot has 100% crit chance and also deals a % of the targets missing health as bonus damage. Also, Jhin can't gain attack speed through any means except leveling up. Instead, attack speed gives him a movement speed buff whenever you Crit. Crit chance works as normal, except every crit does 25% reduced damage. (With an Infinity Edge or Crit damage runes, you can increase the damage your crits do) So overall: you attack slow and hit hard, especially your 4th shot but you have to reload after firing said powerful shot.

The AD being increased by crit chance and attack speed, well thats a different story. Click HERE to go to the next section of the guide that covers how the multiplier works and the best way to utilize it.




Ability Description
Dancing Grenade Jhin launches a canister at the targeted enemy unit, dealing (50 / 75 / 100 / 125 / 150 (+ 30 / 35 / 40 / 45 / 50% AD) (+ 60% AP) physical damage. Dancing Grenade can bounce up to three additional units.

Cooldown: 7s/6.5s/6s/5.5s/5s
Mana Cost: 40/45/50/55/60

Each unit killed causes the subsequent bounce to deal 35% increased damage to deal up to 147.62 / 209.13 / 270.64 / 332.15 / 393.66 (+ 73.81 / 86.11 / 98.42 / 110.72 / 123.02% AD) (+ 147.62% AP) physical damage if it kills on the first 3 bounces.


My thoughts

The most simple ability in Jhin's kit, it's sort of like Bouncing Blades. However it deals more damage if you kill a target with it, so if you kill a minion with it you'll deal 35% more damage to the next bounce, and if that kills a minion that will deal 35% more of the increased damage from the last bounce. Capping out at a staggering amount of damage on the last bounce if you kill 3 things with this ability.

This is your waveclear and trading ability, prep the enemy backline by auto attacking the caster minions so they'll die to the first hit, allowing it to then do more damage to the other creeps and most likely one shotting them. The perfect scenario for this ability is to kill 3 ranged creeps with it, then for it to bounce to an enemy champion. It also has a pretty gnarly AP ratio allowing for some AP Jhin cheese, but to be honest with how much AD Jhin gets, it's pointless.

You should max this ability FIRST for its waveclear, reliable poke and the fact the AD ratio increases based on its level, unlike the other abilities.




Ability Description
Deadly Flourish Passive: Enemy champions that have been struck by Jhin's basic attacks or any allied damage, or are inside a Captive Audience Trap, are Deadly Flourish marked for 4 seconds.

Active: After a delay, Jhin fires a laser in the target direction, dealing 50 / 85 / 120 / 155 / 190 (+ 50% AD) physical damage to the first champion that it hits, and 75$ of that damage to non-champions along the way.

Cooldown: 14s
Mana Cost: 50/60/70/80/90

Champions that are marked by the passive of Deadly Flourishare rooted for 0.75s / 1s / 1.25s / 1.5s / 1.75s and Jhin gains Whispers Every Moment Matter's movement speed.


My thoughts

This ability has the longest range of any basic ability in the game. At a whopping 2,500 range (TF's Destiny is 5,500 range for comparison). It's used to create picks and lock people into your third ability, Captive Audience. What makes Deadly Flourish so nice to use, is the fact that ally champions can also mark a target for you to root, allowing you to snare a target from very far away and deal a decent chunk of damage to them at the same time.

This ability is best used in conjunction with a well placed Captive Audience allowing you to get of its massive burst damage from very far away. It's also a great all in tool allowing you to snare a target bot lane so your support can either get a free trade off or a free engage.

I max this ability SECOND. Having a 2,500 range root is so good for making mid game picks, and even with a CC heavy comp you'll just be adding more CC to it. Nothing feels quite as nice as watching a Blitzcrank hook someone and you root them just before they hit the ground after his Power Fist.




Ability Description
Captive Audience Passive - Beauty in Death: Whenever Jhin scores a takedown on an enemy champion, he summons a blooming Lotus Trap around their corpse.

Active: Jhin places a Lotus Trap on the target location that arms and stealths after a brief delay, and lasts for 2 minutes. The Lotus Trap reveals all units in an area for 4 seconds and blooms if an enemy unit walks over it.

Captive Audience uses stock and Jhin can store up to 2 charges at once. Beauty in Death does not consume charges.

Cooldown: 2s + Ammo recharge: 28s/27s/26s/25s/24s
Mana cost: 30/35/40/45/50 + 1 Charge

Blooming Lotus Traps slow all enemy units inside for 2 seconds by 35% and mark them with Deadly Flourish, after which they explode, dealing 20 / 80 / 140 / 200 / 260 (+ 120% AD) (+ 100% AP) magic damage to nearby enemy units. Non-champions and champions recently damaged by one take only 13 / 52 / 91 / 130 / 169 (+ 78% AD) (+ 65% AP) damage.


My thoughts

This ability is what lets Jhin lock down an location and give him some incredible burst. You can place down as many traps as you want, but they only last 2 minutes. Feel free to throw around traps in the bushes in your lane whenever its off cooldown as the mana cost is fairly low, and it gives a lot of zone control because if they stand on a trap and you land your Deadly Flourish along side your support, you can usually outright kill someone because of the sheer amount of damage this ability does. They can also chain reaction in teamfights as getting a kill or assist puts one on the corpse of an enemy and immedietly starts to bloom, this means if the enemy team bundle up for more than 2 seconds ( Yasuo, Malphite, Orianna wombos) you can put out some incredible AoE burst.

Try placing these all over and around the objective you plan on trying to get, when getting towers you should place them around the sides and slightly behind you allowing you fall back over them then turn a fight. Or when fighting for Drag/Baron/Rift you should place them wherever the enemy frontline plan to come from. Landing your Deadly Flourish increases the odds that an enemy stays on the blooming trap long enough for them to pop.

I max this ability LAST. Whilst the damage increase is very apparent, the utility Deadly Flourish provides is to good too pass up.



Ability Description
Curtain Call First Cast: Jhin channels for 10 seconds and fully assembles his weapon before taking aim in the target direction, revealing all Deadly Flourish marked units in a huge area and gaining the ability to reactivate Curtain Call up to four times.

Second Cast: Jhin fires a round in the target direction that stops on the first enemy champion hit, dealing 40 / 100 / 160 (+ 20% AD) to 140 / 350 / 560 (+70% AD) physical damage to all units hit and slowing them by 80% for 0.75 seconds.

Cooldown: 120s/105s/90s. Mana cost: 100

Curtain Call's damage is increased by 2.5% for every 1% of the target's missing health, and the final shot critically strikes for 200% damage, this is unaffected by the reduction of Whisper, and can be affected by Infinity Edge and Crit Damage runes.


My thoughts

Jhin's ultimate is so incredibly fun and powerful its unreal. It gives Jhin a true sniper feeling, so move over Caitlyn, your Ace in the Hole is nothing compared to this. Ok, so there are 2 ways to use this ability effectively. Either by using it before a fight starts, slowing targets allowing your team to engage and chipping the enemy team healthbars to create an unfair fight. Or by using the increased damage when enemy targets are low to execute people as they try to run.

If a target is marked by your Deadly Flourish passive, they're revealed for 4s when inside the radius of Curtain Call which allows you to get easy shots off. When you hit a target, they're revealed only breifly unless they're hit by Deadly Flourish. You have to wait about 1s between each shot, so you cant just fire all 4 in super fast succession.

I max this ability 6/11/16 (whenever I can) like 95% of other ultimates in the game.



Guide Top

Whisper



Jhin's passive, Whisper, has a lot of maths to figure out his total AD. This section covers the AD you get from the best item build paths for Jhin, for everything else on Whisper read the abilities section above as that covers the auto attacks. You shouldn't always go for the 'most AD' because it lacks effiency in other areas, but it's something to keep in mind for super late game so you know what to buy to get the most out of Whisper.

The way Whisper works, as far as Jhin getting AD at least, is attack speed and Crit chance gives an AD multiplier. Jhin also CANNOT gain attack speed outside of leveling up, instead attack speed makes his critical stikes give him a short burst of movement speed. Crit works the same as on other champions, just at a 25% reduced damage (his ult, Curtain Call is not effected by this 25% damage reduction) which can be increased as normal with an Infinity Edge or crit damage runes.

The multipliers are:
4% per 10% Crit chance
2.5% per 10% BONUS attack speed
A BASE multiplier per level


With how Whisper works in multiplying every item with themselves it's pretty hard to show the exact value of each item and how it works with the other ones you buy. The following EXAMPLE of a build will show the AD/AS the items give you, and how they will work on Jhin.

All calculations are done on assuming that Jhin is level 18, has an Elixir of Wrath active, has NO Infernal Dragons and is using my runes and masteries that are listed on the cheat sheet.




MAX: 785

Total AD: 423
Attack Speed: 70%
Crit Chance: 70%
CDR: 30%
Armour Pen: 0 | 52%
AD Multiplier: 85.5%
Every Moment Matters: 38%





So what does this mean to you? At full build Jhin will have around somewhere between 720 - 800 total AD. This will depend on if you need Armour Pen, or if you want more Crit chance etc etc. Getting an infernal Dragon is even more valuable on Jhin as this will apply to your end AD. This is also why Deathfire Touch is so strong on Jhin. Getting 700+ AD with a 0.6 Ratio on your W and Ult shots along with their base damages is just so strong. You'll be hitting for around 700 damage including DFT on a W shot (pre-mit) which is huge for a 2,500 range ability that has the potential to snare a target.

Whisper is a complicated passive, but the TLDR of it is: You AD gets multiplied based on how much Crit chance and Attack speed you buy, and your basic attacks DO NOT get sped up with your attack speed purchases.


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Masteries


In this section I'll tell you some of the ways to build Jhin's Mastery page. It's not all quite as copy/paste as other ADC's thanks to Whisper and there's a lot of debate over which is actually the best set to use.

This will go over my personal preference and compare it to pro play (specifically, Sneaky, as he's the most consistent Jhin picker)










vs

First up, 4% attack speed or 2% increased ability damage. Here I go for Sorcery . The attack speed you get from Fury is equal to 1% increased AD and 1.6% Movement speed on crit. The fact that Sorcery affects the base damages on Jhin's abilities makes it more valuable. Plus all the AD you get is also given a 2% boost on ability damage. You're not strictly wrong going for Fury as it does give the most AD, I just personally play with my abilities more than my auto attacks.





vs vs

This is a tossup between Feast and Fresh Blood . I usually go for Fresh Blood because if you trade with your 4th shot, it'll nearly always be up meaning you'll do an absurd amount of damage in a single attack. Also, if you consistently proc it (if you trade 2 times every 30 seconds at the minimum) it'll beat out Feast 's sustain on a number by number basis. That being said, some lanes you simply won't have the pressure to consistently fire off a Fresh Blood or you're taking a tonne of poke. Such as vs a Caitlyn or Ashe then I would take Feast just to keep myself topped off. Seeing as how the AD meta is now fairly Warlord's Bloodlust heavy and Jhin goes DFT 99% of the time, you're at a sustain disadvantage making Feast even more attractive. Expose Weakness is trash for Jhin, NEVER take it.





vs

Always take Vampirism because 2% lifesteal at level 1 outweighs the 3 or so AD you get instead. Natural Talent also only goes up to 10 total AD at level 18, which in my opinion is still outclassed by 2% lifesteal. Whilst Natural Talent will give you more AD to add to the Whisper multiplier fire, the lifesteal early and midgame is FAR superior, and super late game you won't notice the difference between the 2.





vs vs

Your only 2 options are either Bounty Hunter or Double Edged Sword . Bounty Hunter is great if you believe that you can kill 3 of the enemy team with relative ease (such as a weak bot lane matchup and a mid laner that has little pressure early allowing you to potentially get a pick on them) as 4.5% damage with no drawbacks is better than 5% with 2.5% increased self damage. That being said, if you NEED to snowball early or if they have a fairly tanky comp then Double Edged Sword is better as you'll have 5% increased damage from level 1. The 2.5% damage is negligible as a stiff breeze will kill you, but comparing it directly to Bounty Hunter then it gets outclassed at 3 kills. Battle Trance is an interesting "best of both worlds" Mastery and isn't awful, but due to Jhins play pattern of hit and run or "kill instantly" then you won't be staying in combat for the full 5 seconds.





vs


Always go Battering Blows . You deal mostly Physical damage so this is a no brainer. You only deal magic damage from your Captive Audience and Deathfire Touch if you take that mastery. Whereas you deal physical damage in every other situation.





vs vs

Never go Fervor of Battle , Jhin has no synergy with it. It takes 10 auto attacks to get max stacks, and if you're able to auto attack 10 times (with reloading inbetween) you're either dead or the target is dead. There is never a situation in which this keystone will work on Jhin.

Warlord's Bloodlust is the defence KING, you get an incredible amount of sustain which is beautiful if you need it. I take this against super hard enemy team comps that have sustained DPS. I'll usually be building Phantom Dancer as well for the same reason. ( Yasuo, Olaf or Dr. Mundo are examples) However, you don't always need it and shouldn't default to it. That goes to Deathfire Touch as it's what you'll be going for 95% of the time.


Deathfire Touch gives your abilities a DoT based on your Bonus AD, and because of how much AD Jhin get's... It's REALLY strong. Your Q gets 30% of your bonus AD on every target hit, your W and R get 60% on every shot. To give you a rough estimate, that's about 350 damage EVERY ULT SHOT AND EVERY W ontop of its normal damage. There is a downside however, and that is it's only noticeable super late game. You'll still be getting it most of the time because even with 2-3 items your burn is still very solid.





vs

Here you'll grab Savagery . Whilst you don't really need the 5 damage against creeps, you also don't need the 3% movement speed out of combat. The 5 damage against creeps is nice for when you're trying to shove in that level 2 power spike or when you're new to last hitting with the champion.





vs vs

Secret Stash is your go to here. Extra efficient pots is basically more value for your gold which is nice. Runic Affinity is useless because you wont consistently be getting jungle buffs, and Assassin is even worse because you'll rarely ever be alone.





vs

Merciless is your go to here, extra damage on low HP targets is beautiful for your 4th shot on Whisper and your ultimate damage. Plus, you'll be getting an Essence Reaver making the mana regen nullified as soon as you get it. I would only get Meditation on ARAM and on champions that LOVE to spam with a decent mana pool ( Jayce, Gangplank or Varus for example). Jhin is not one of those champions, so he should not get it.





vs vs

Dangerous Game all the time, every time. Bandit is a support mastery, the 3g you get from trading is pocket change for you and because you're not wanting to miss a CS the 1g on nearby minion death isn't a good thing. Bandit is only good on supports and melee champions who can regularly proc it, or Gangplank. Greenfather's Gift is interesting as it'll give you some bonus damage when you step into a bush with a short cooldown. On paper, this seems like a great mastery for laning as it gives you even MORE poke damage. However, it can be used up on minions (meaning if you step into a bush then last hit, you use the proc) and in general the 3% current HP is pretty weak early game. That being said, it's not terrible and can be nice for some early game damage spikes, but for general helpfulness throughout the game then Dangerous Game is still king.



Guide Top

Runes



Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
3

You should always take Lethality marks regardless if you build Crit or Pen. This is because, in lane lethality will scale up enough to out damage AD marks in all trades at about level 4 (or when the enemies hit level 4). So once lane is actually underway and it's not just the "push to get level 2" or "I got pushed in so I'll wait" then lethality marks are superior in nearly every scenario. That being said, if you go AD marks you're slightly strong level 3 and before, and it's not like they drop off to do nothing at level 4, they're still very potent. I recommend AD marks if you're new to the game to make last hitting easier, or if you can't afford lethality reds/don't have a spare rune page to house them.
You take armour because it's the most stat-efficient rune you can take through seals. Flat HP seals also give good stats nowadays, but armour is just straight up a better stat to take on bot lane. Both aim to make you tankier but armor is better for that when you're laning against an ADC. People argue health vs armor, and armor is better for 2 reasons. First is they're cheaper IP wise making them more accessible and second your effective health is similar to that of pure health, but your other stats like lifesteal become more effective as you have less health to refill. The difference is really small, but there is still a difference none-the-less.
You take magic resist here because again it's the most stat-efficient rune to take. With supports dealing a lot of magic damage (usually) and Thunderlord's Decree still being fairly common having a nice barrier of MR is very helpful. It also helps when the enemy mid roams, as they always seem to do against me. Other ADCs you can take things like 5 AS or 5 Mana Regen but both aren't as useful on Jhin. Mana regen becomes redundant as soon as you get an Essence Reaver and with the way Whisper works you only get about a 0.8% increase in your multiplier which is nothing in comparison to the defence you get otherwise. You can also take scaling MR if your lane isn't MR heavy, or even scaling CDR (up to 10%) if you want to totally cap CDR with an ER build.
The standard AD carry page consists of 3 attack speed quints. But I prefer to go flat AD quints instead on Jhin. This is because you get AD multipliers instead of actual attack speed, and whilst you might think "well thats great then! I get a % increase of AD instead of just a flat amount, so the more AD I get the more AS outshines flat AD!" and you wouldn't be wrong. Problem is, you need some AD to actually make that happen and even then, your multiplier only goes up by 3.7%. Which is about 4 AD every 100 extra AD. Whereas the 6.8 AD you get Flat with the quints, is also multiplied by your AS/Crit from items... All in all Flat AD quints are better in 90% of the game, and that is more than enough time to make them worth it. You can also take lifesteal quints or flat armour quints if you're feeling spicy. Lifesteal into hard lanes along with AD marks (don't take APen and Lifesteal) or Armour if you just like being fairly tanky (18 armour at level 1 makes Jhin super hard to push around).


Lethality quints are pretty bad in nearly every situation, even if going one of the 3 lethality based builds. They're not awful but AD quints are way more slot efficient and just better.

You can also play around with lifesteal quints, armour quints, scaling hp yellows, cdr blues... etc etc. Jhin has so much rune potential thanks to the fact you don't need attack speed runes at all. Play around with what suits you to find your own style of Jhin. (Hint, all Jhin styles are stylish). If you're not sure about that, just stick to the basic runes I have listed above. They're the best in every situation and to newer Jhin players.




Also, people keep recommending me crit damage runes. THESE ARE BAD. You're loading 15 AD, 24 Lethality or a mix of those stats to put into Jhin's 4th shot on both Whisper and Curtain Call. They do scale well yes, but you're be WEAKER and by a large margin until you buy crit. You'll deal more damage with 24 Lethality on your 4th shot than 32% crit damage. Not to mention every auto you don't crit, and every Q/W/E/Ult shot you land will be weaker with it. Jhin's passive is multiplicative too meaning you'll get 25% less out of your 32% making them even WORSE. Please, don't take these. Not a single pro player, or high elo Jhin player uses these consistently when trying their best to win. Just search for Jhin on op.gg and you won't find any mention of crit damage.


Guide Top

Summoner Spells



You'll pretty much always be taking Flash and Heal. Flash should be self explanitory, giving an infinite amount of offensive/defensive uses and should be taken on nearly every champion every game. There are a few exceptions to this rule, but Jhin is not.

Heal is the best defensive summoner spell for bot lane, as it directly affects your lane partner as well as yourself which gives it a huge amount of utility in the form of baiting, saving yourself or saving an ally.

The reason you want a defensive summoner on ADC is that you have a lot of DPS, so the longer you can survive, the more damage you'll put out, usually out-damaging what you'd get from Ignite. And if it can go as far as to save your life, then that's even better, as ADC's are very important to have alive for both providing DPS and taking down towers. On Jhin this is even more pronounced as you can deal a lot of damage outside of the range of Ignite making it even less useful in comparison to the swiss army knife of Heal.



Guide Top

Items



You'll want to be building like this most of the time:
/

/ /
/ / /
/ / /
/ / / /

First, get a Youmuu's Ghostblade or an Essence Reaver because they give the best stats for Jhin. Default to Essence Reaver as the lethality build is weaker in general.

Second, get your T1 boots. You'll want to upgrade them to T2 boots once you have your second item, or are in the process of making the second item idealy. If the enemy team have a lot of "run at you" champions like Olaf or Syndra then getting early swiftness might keep you safe.

Third, get your AS/Crit item if you went Essence Reaver or IE if you got Youmuu's Ghostblade.

Fourth, get Rapid Firecannon if you don't have a Zeal item, or get Infinity Edge if you have.

Fifth, get Armour pen (Mortal Reminder/Lord Doms) if the enemies are tanky. If they are not tanky, get Lifesteal (BT/Mercurial/DD).

Sixth, lastly get Armour pen if you haven't yet and the enemies are tanky. Get lifesteal if you haven't yet, and if you went GB > IE and you have 6 items, sell GB for ER. If you don't need ANY % penetration (all the enemies are squishy) then instead of selling GB for ER, keep GB and buy an ER last. You can also buy a Phantom Dancer here if they have NO tanks and you want 100% crit chance. 100% crit is pretty damn powerful, but is also very greedy.

Items

Item Sequence

Essence Reaver
3600

Youmuu's Ghostblade
2900

Rapid Firecannon
2600

Infinity Edge
3600

Lord Dominik's Regards
2700

The Bloodthirster
3700


Start with this and 1 Health Potion every game. No exceptions. Cull is bad right now and starting a Long Sword loses out on the HP/Lifesteal that DBlade gives you.

You should NEVER start with this item. Cull gives so few stats that getting it first is a terrible idea. However, if you're forced to go back with less than 900g it's better to buy a Cull than 1 Long Sword or Cull + Long Sword is better than 2 Long Swords. This is the only time you should ever buy it.

These boots are solid on Jhin thanks to the fact CDR is a great stat on him. These with an Essence Reaver and 30% extra crit gives you a nice 40% CDR. Allowing you to spam all of your abilities a lot more. More Curtain Calls, more Deadly Flourishes and more traps. All in all 40% CDR is great on Jhin. A little thing people skip over a lot, is the fact they cost 200g less than Berserker's Greaves which is nearly a whole kills worth of money. You'll be buying these if you love to spam your abilities or need the tier 2 movement ASAP. I'd get these maybe 30% of the time.

Now that these boots only give 10 bonus movement speed instead of 15, they have become mediocre. Do not buy these boots anymore by default. Berserker's Greaves give you a lot more movement speed once you crit at the 10 flat you gain from these is not worth the AS multiplier/movement speed you get from zerks. They're also worse than the Ionian Boots of Lucidity because for the same price you get 10 flat MS /slow res or 10% CDR. The CDR is going to be more valuable unless they have some absurd consistent slow. The only time I would buy these anymore is when I need the movement speed so badly early on, they have some serious slows (like Ashe) or Syndra is running at me.

The best DPS boots on every ADC, including Jhin. Giving you a phat 8% AD multiplier and a cool 12% bonus movement speed on a crit these boots give you both a lot of mobility and damage. With the boots of swiftness nerfs, these are now your best all around boot on Jhin. Once you hit 50% Crit you'll notice you can kite very well and that the missing 10 movement speed when not critting won't really be noticed.

This gives any champion with crit damage tight loins. Giving you a chunk of AD, 20% Crit chance and an increased crit multiplier it synergies incredibly well with Whisper's Death in 4 Acts 4th Shot crit. You should always be buying this item third after you get Essence Reaver and a Zeal item. It also has the benefit of affecting your ult, Curtain Call, making the 4th shot deal 250% damage instead of 200%.

You should get this item second or third. Ok so this is the best Zeal item on [Jhin]] by far. Extra range on an auto attack is great, especially if you line it up with your 4th shot. You don't need the extra damage/wavclear Shiv gives and you don't need the defence/stats PD gives. Hurricane is also bad in every situation for Jhin so that's a no go. This is your Zeal item of choice unless you NEED the defence of PD or you want to properly one shot someone with a crit shiv proc.

You should get this item second or third. Statikk Shiv is weaker than Rapid Firecannon because of the latter items utility. That being said, this item WILL deal more damage (AoE and can crit) so this for sure is higher DPS. However, usually you don't ened help with clearing waves or doing damage in a single shot so RFC is better in 95% of situations.

The bread and butter of Marksmen who use a lot of abilities. This item gives Jhin everything he wants: AD, Crit (which also increases his multiplier), CDR which scales with crit from other items and lastly mana regen when he crits. It also has a really nice build path thanks to Caulfield's Warhammer being built from Long Swords. You'll be getting this first nearly every game unless you went the lethality build, then you'll get it when you sell your lethality items for crit.

This is the big daddy of lifesteal and AD. Giving you a whopping 75 AD, 20% lifesteal and a nice fat overheal shield. This is the best lifesteal item Jhin can buy that is a 'one size fit all' solution. The AD takes on the multipliers you've gained from your crit/AS items and the lifesteal synergises well with Jhin's insane AD. You'll be getting this in probably 70% of your games, the other 30% you'll want either A Maw of Malmortius or a Sterak's Gage.

The Bloodthirster's little brother. On paper, this item seems god tier giving Jhin every single stat he wants except crit chance. Before 6.4, this item was simply a worse BT. Giving less lifesteal and no direct mitigation (the bleed doesn't actually remove any damage making it pretty bad on a champ who attacks slow so he can't lifesteal through the bleed) in exchange for 5% healing on abilities and 10% CDR. Let me tell you, it was not worth the trade off EVER. Now in 6.4, with Deadly Flourish and Curtain Call becoming single target, not only will Deathfire Touch become super strong, Death's Dance will now get a full 15% heal from every ult shot and landed W. I still think BT is better, but at least now DD is viable rather than straight trash.

Whilst The Bloodthirster gives more lifesteal and a fat shield, it doesn't have the great stats this thing does. In patch 6.9 this item and it's component Quicksilver Sash got gutted. It no longer removes Debuffs, just CC. This means it will no longer help against Zed, Trundle and Fiora all of whom can now ruin your day. I suggest to no longer buy this item and simply get a Maw for AP damage, Steraks for AD and maybe even a Guardian Angel instead. The item is still good vs pick champions such as Ahri or Morgana but it's main use was for champions like Zed.

This is your late game tank shredder, the APen on this is very high, but it only affects BONUS armour which is why it's not a 100% buy. It also increases all your physical damage based on how much more HP the enemy champion has with a 15% increase if they have 500 HP more. You'll want this when your opponents have enough HP/Armour to warrent cutting half of it off, so usually a super tank or 2 late game brusiers with 100 bonus armour each. I can't stress enough that this is situational, you don't always need bonus APen and this should ONLY be bought if you have to fight super tanks. Please check your opponents items/team comp BEFORE buying even the components to this.

With a recent buff to grievous wounds, it now works on all healing done again. This is huge, it allows Executioner's Calling and of course the Mortal Reminder to now be 100% viable against even 1 sustain based champion. If the enemy team have at least 1 of the following: Dr. Mundo, Vladimir, Volibear, Soraka, Trundle or Illaoi then buy this item. There are also tonnes of other champions with strong healing capabilities that don't warrant a full on Mortal Reminder so grab it if there is 2-3 of these sort of champions or if they're really fed. Since it would take so long to list, i'll only name a few. They are champions similar to Master Yi, Irelia and Volibear.

This is perfect against magic damage burst that isn't set up by CC, so you should buy this against the likes of LeBlanc or Kassadin. It also gives CDR. When the passive shield procs, you gain a 20 AD and 10% lifesteal/spell vamp. This is great because it only procs when you get low, meaning when it does you'll attack to get some HP back. Great synergy with itself.

This is basically a giant stat stick for Jhin. The highest amount of attackspeed that also gives crit which increases Jhin's multiplier by the most out of any other item in the game. It also gives the most increased movementspeed if you're within 500 units of an enemy and gives the ability to move through units. Lastly, it makes you take 12% less damage from the target you most recently dealt damage too so its a nice duelist item. The downside is, the 2 passives are not very good on Jhin. You're a bad duelist because of your low attack speed and mobility, and if an enemy is within 500 units of you, 7% movementspeed isn't going to help a lot. It's still the highest amount of flat AD Jhin gets from a AS/Crit item and with the cost decrease it's 100% viable now in replacement for Statikk Shiv or Rapid Firecannon. It should be built based on (you guessed it) a game by game basis. Having such staggering mobility is something Jhin would love, but that mobility and pseudo tankiness comes at the cost of burst with the Energize passives the other 2 give. I'd buy this vs Dr. Mundo another rush down tank that can chunk me. Zac, Shen, Singed, Garen, Darius and Olaf are prime candidates to buy this item against.



This paragraph covers the 3 defence items Jhin gets if he needs to survive: Sterak's Gage, Guardian Angel and Banshee's Veil.

Sterak's Gage is the counter to unstoppable burst. Giving you a small amount of base AD and a decent chunk of health. More importantly it gives you a big shield that procs if you take a certain amount of damage within a short space of time, perfect against Rengar or Talon as their burst isn't stopped effectively by Mercurial or raw armour and they deal no magic damage.

Guardian Angel is only really brought against unstoppable burst like the gage, but it's super late game and the assassin can ignore the HP/shield steraks gives. This is probably the best defence item to get if you're not sure what to buy but you know you need to live longer. Giving dual defence stats and a second life is really nice. If it's super late game and the item is on cooldown, sell it for something else until it comes back off CD.

Banshee's Veil is the counter to magic damage burst and hardcore initiation. You'll want this if the enemy has champions like Malphite or a god tier Blitzcrank as the Mercurial won't stop their initiation and usually if you get hit by one of these, you die. Buy one of these as your 5th/6th item depending on the game. Most of the time the BT/Mercurial is good enough to keep you alive.





Ok a small little "addendum" for these 2 items. Statikk Shiv is more damage than RFC, and Rapid Firecannon is more utility than shiv with its range. But there is a small point to note here, and that is these do MAGIC damage. Why is this important?

If the enemy team is building a lot of MR because you have a magic damage heavy comp (this is rare in the current meta, but still happens) it means the damage Statikk Shiv gets becomes less and less useful outside of just waveclear.

If your team has a lot of magic damage, and by the time you're finishing up your zeal item, check to see how much MR the enemy team has. If they have a decent chunk, it might be worth it to get Rapid Firecannon for the utility as the damage from Shiv vs MR'd targets will be a lot lower, and the utility will outweigh the damage.



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Supports







Jhin is played in one of 2 ways bot. Either hardcore aggression abusing your Whisper and letting your lane partner cover your weak dueling. Or playing very defensively with a full on peel support and farming up. There isn't much of an inbetween for Jhin as his weaknesses and strengths are both VERY apparant.

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Thresh, The Chain Warden
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Janna, The Storm's Fury
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Alistar, The Minotaur
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Blitzcrank, The Great Steam Golem
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Leona, The Radiant Dawn
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Soraka, The Starchild
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Braum, The Heart of the Freljord
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Brand, The Burning Vengeance
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Morgana, Fallen Angel
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Tahm Kench, The River King
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Bard, The Wandering Caretaker
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Nami, The Tidecaller
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Nautilus, The Titan of the Depths
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Sona, Maven of the Strings
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Zyra, Rise of the Thorns
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Karma, The Enlightened One
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Taric, The Shield of Valoran
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Laning Phase


This part of the game mainly is dictated by your support, as depending on who you have is how you should play. If you have a Thresh for example look to pick fights with your 4th Whisper shot or set up Deadly Flourish with a Captive Audience/ Death Sentence. If you have a passive support like a Janna then you should only look to trade if you land a bounced up Dancing Grenade and you have your 4th shot prepped and you'll be backing out before your opponenet can land an attack or two.




Most of the time, you'll want to focus on farming up, then holding onto your 4th Whisper shot until a creep is about to die and you can't waste mana on it or until you can auto attack an enemy. Properly CSing is hard on Jhin because of the fact he needs to reload every 4 shots, but thats where Dancing Grenade comes in.

After a few levels you can 'prep' the backline to ready your Dancing Grenade some bounces. As it deals more damage after each target it kills, you can attack the ranged creeps so that the grenade will kill its first and second target guaranteed, then it'll either bounce to more creeps killing them thanks to its bonus damage, or bounce to a champion and chunking them.

You'll want to try and force down the enemy tower in conjunction with getting your first item, so that when you start to go mid/top/objectives you'll have some power behind your attacks.

AVOID EXTENDED TRADES. This is because Jhin is more of a hit and run type champion in lane as he needs to reload and has low AS. Also, Warlord's Bloodlust being very common right now means that you need to either all in them and kill them in one go (great with a mage support like Zyra) or just farm it out because they out-sustain you.

Put your Captive Audience all around the lane entrances, bushes and just in generally annoying places. The mana isn't negligible in conjunction with your other abilities, so make sure to not just throw them out randomly unless you plan on going B soon or have a lot of mana to spare. Placing them in the river will slow down/reveal potential ganks. I would also put one on the exploding plant if you get enough time to throw one over the dragon pit of the wall below blue buff. It'll allow you to either pop the plant meaning they can't use it to get a sneaky gank off, or it'll be safe for 2 minutes as it'll nearly always proc when they use allowing you to run.

Look for a free Deadly Flourish if your support CCs an enemy, even more so if they step on your Captive Audience. You can win trades very hard if you manage your Whisper ammo properly and land your CC on targets about to be hit by a trap.


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Mid Game


Mid game usually starts after most people are finishing their first/second item and towers have started to drop. This is where Jhin starts to pick up because in lane you cant set up your beautiful show as easily. With Jhin you'll want to be grouping instead of split pushing as he's very vulnerable to assassins and duelist/fighters. So with this in mind you'll want to stick around the big objectives looking to start skirmishes with 5-6 people.




Killing towers isn't easy on Jhin as he can't push them down very fast because of his limited attack speed. That being said he's great at actually sieging because of his staggering range and potential for fallback traps allowing you to escape if something goes wrong. Set up Captive Audience around routes to flank you and give the places you can't trap a wide berth so you can run easily. Harass your opponents with Deadly Flourish and cleanup anyone on low HP with a Curtain Call. If you simply cant even get close to a fight because they have a fed Zed or something, then sit in the fog of war (ask the person on your team who has a sweeper to check for you) with a huge Curtain Call angle.

You can do the same around Dragon or the Rift Herald but aside from stopping your opponents getting them, or getting the herlad yourself they're not that valuable in comparison to towers or general area denial. Taking control of both jungles and side lane routes is a sure fire way to choke hold the opposing team, and Jhin is fantastic at that.



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Late game


Late game starts to roll around when ADCs can 3 shot people, tanks never seem to die and supports become CC bots. Or more accurately, around 4-5 full items on champs. Here is where teamfights start to break out all the time.




Jhin will want to do the same as he did in mid game, but will instead of wounding champions he can outright kill them with his W into ult combo. Also Whisper will really ramp up in the later levels, giving you some absurd AD allowing you to 1-2 shot enemy squishies with relative ease.

Prep traps where your team wants to fight and set up an easy Curtain Call. You can either stay around the team-fight landing Deadly Flourish's to keep people CC'd as you clean them up and then using your Curtain Call to execute, or open with the Curtain Call to mass slow a target allowing your tanks or brusiers get into range to murder their backline. Just make sure to be safe when you wind it up, an assassin can kill you faster than you can cancel the ultimate so don't do it without vision or without a nearby ally to peel.

Do your best to avoid any 1v1s, because whilst you can deal 50% of peoples hp per auto, you can't auto very often. People like Vayne or Lucian can and will still wreck you if you overstep your bounds.



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Summary


In closing, Jhin is a late game hyper carry thanks to how much raw AD he can get from Whisper and the fact his 4th auto is an execute. Both his strengths and weaknesses are very pronounced making him very all or nothing, which is a playstyle I love.

Proper early game management is difficult because of how easy it is to get forced under tower and how hard it is to properly set up Captive Audience until your Deadly Flourish roots for longer than 1s. Which can be a problem early game if your support isn't able to land auto attacks, or they're not willing too.


Thanks for reading my guide on Jhin, the Virtuoso.
Now if you don't mind, take a bow... It's your Curtain Call.



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Special Thanks




BBCode help: Janitsu. Just made everything a little cleaner.

Content help: Vapora Dark. A few sections of this guide are similar versions to his Tristana Guide because of how well written and how it's 100% applicable to this guide and any ADC guide in general.

Intro and Summary GIFs: Piccadily. Randomly stumbled across these beautiful gifs and I had to have them around my guide... So show the creator of them some love.

Jhin maths Slideshow: Mr. Mandalcio. His slideshows are always packed with information in a very easy to read format, check out all of his other works from his google+ account.


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Flat Pen Build




As ever, flat pen vs crit is a hot topic for Jhin players, and now the dust has settled they now have a place. There are now 4 ways to build Jhin, that each have their own strengths/weaknesses, playstyles and timed pressure. As ever with builds, it's the first 3 items that set everything up, with the last 2 being situational per game.

The "Standard" crit build. Going ER > RFC > IE
The "Korean Taco" build. Going GB > RFC > IE
The "Lethality" build. Going GB > DB > RFC
The "All-In" build. Going GB > IE > RFC

These names should be kind of self explanatory, I don't expect them to be dubbed but it's just easier to format the guide with names. Korean Taco is because it was "I Keep it Taco" whom showed me the Korean Variant of my all-in build. He's a high elo Jhin OTP in NA, he knows his stuff so it's a nice nod to his Jhin prowess.




So in 6.22, what happened to ghostblade? It got lethality instead of APen, lost its AS on active and its cost went down. This is an overall nerf to the item, and even bigger for Jhin as the active gave him a decent chunk of AD. However, it's still the best single item power spike. This is because Lethality is still spicy for damage. Specifically, whilst it scales with the targets level, it still gives a lot of damage.



As you can see, you have less flat pen at every stage in the game compared to before, but it's still noticeable. If you finish GB when the enemy is say level 8, you have a solid 13 flat pen. That's their armour runes + some, and if you have 14 lethality reds it can feel very potent.

What does this mean for building Jhin? It means that if you go GB, your "timer" to end the game is shorter than before, however as it costs less (and the active MS on a 45s CD is still AMAZING) it gives the full spike a little sooner. So same as before, end the game pre 25 mins GB is your friend.

Duskblade is also not the "defacto" follow after GB. It never was, I will always argue that it used to suck horribly as the all-in build before the patch was still better. However after the patch, it's very strong. True damage on an auto out of fog + ward clearing + more flat pen after level 8... It's good now. I still wouldn't go the letahlity build, because the all-in and the Korean better but if you



The All-in, Korean Tacos and Lethality


The Korean Tacos, as shocking as it seems, is made by high elo Korean players. Personally, I hate the "KR does it, so it's the best" mentality players have. KR is the best region, but unless you're master/challenger the elo's are nearly identical in skill. Popularised by them, going GB > RFC > IE gives you everything Jhin wants, including the ability scale harder than DB ever could. Going RFC second instead of IE second is basically an open ticket to keep making plays/increasing damage for a very cheap gold cost. 2900+2600g is cheaper than any other ADC build right now, you spike quicker and harder.

The all-in is something I've done since I did the math behind Duskblade, and found out it sucked. However, because RFC gives its spike for less gold, it's usually better to snowball with GB > RFC than GB > IE. That being said, sometimes no matter how perfect you play, you can no longer snowball a lead. Either the enemy team is getting very tanky, they have fed assassins, their laners are just clearing waves... You need to scale faster. This is where GB > IE comes in, you start your scale sooner at the cost of slowing down your spike. That is the only trade off, outside of gold costs.



TLDR: Lethality never left, just that crit is a solid contender instead of just weaker.


Standard: ER > RFC > IE if the enemy team has a lot of tanks, and you're getting nowhere in lane.

All-In: GB > IE > RFC if you're doing well early and you hit a brickwall mid game, getting nowhere.

Korean Tacos: GB > RFC > IE if you're doing well early and the game will be finished before 25 minutes.


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Self-Plug

So I've started to stream occasionally and I play all roles but I'll mainly be playing Jhin and Draven when I'm ADC. I would appreciate a follow if you wouldn't mind seeing some mid Diamond ADC game play from time to time.