Jhin Build Guide by Thepig1

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League of Legends Build Guide Author Thepig1

In depth Jhin guide 6.22 The art behind one shots

Thepig1 Last updated on November 16, 2016
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R


Natural Talent
Battering Blows
Piercing Thoughts

Ferocity: 18


Cunning: 12

Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

Threats to Jhin with this build

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Threat Champion Notes
Ezreal Ezreal will be doing the same thing as you, just trying to farm and avoid fighting. This is good for you as you outscale him very hard and his poke can be negated by some lifesteal/good dodging. Make sure to remember he can easily get out of his Curtain Call by arcane shifting over terrain, and he can line up his own ulti whilst you channel. Other than that, just outscale with ease. Stay behind/inside your creep wave so he cant Q poke you.
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Hi, im Thepig908, im a silver 2 Jhin main on EUW, I have been playing a decent amount of Jhin the past few weeks now and I have become good at him. So I wanted to try and make a guide. This guide will be covering the best builds, matchups and the different things you have to do when playing Jhin.

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-Strong lane presence
-Satisfying Animations
-Wonderful scaling
-Game changing ult
-Incredible range and objective control
-Obscenely high ad

-Has no mobility
-Has no self peel, W just isnt enough
-Ult takes time getting used to
-High skill floor and ceiling
-Sluggish from low attack speed
-Unique laning phase

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When it comes to maxing abilites i always go r>q>w>e. R because you know, your ult is a must in your kit. Then i max Q because if you have level 5 W and kill 3 minions with bounce and then hit the other adc, it will do a ton of damage. W because it is your second damaging ability. But also for the extra damage and the longer root it gives. Last i max e because it is the only one you have left and its a utility spell.


Death In 4 Acts: Jhin 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).

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.

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 Flourish are rooted for 0.75s / 1s / 1.25s / 1.5s / 1.75s and Jhin gains Whisper Every Moment Matter's movement speed.

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.

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 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.

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Fury vs Sorcery

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.

Fresh Blood vs Feast vs Expose Weakness

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.

Vampirism vs Natural Talent

When it come to this choice i usally take vampirism. The 2% lifesteal at level 1 outweighs the 3 or so ad you get instead. The lifesteal you get early can really help you in laning phase and can be crucial after trades you might have lost.

Bounty Hunter vs Double Edged Sword vs Battle Trance

Here you should either take Bounty Hunter or Double Edged Sword . Bounty Hunter is good for you if you think you can kill 3 of the enemy team fairly easy. For that little damage spike. If the other team has a fairly tanky comp or if you need to snowball early then Double Edged Sword is better as you'll have 5% increased damage from level 1. Battle Trance isn't that great since when you are playing Jhin you won't be fighting for more than 5 seconds because of your passive. So I wouldn't take Battle Trance

Battering Blows vs Piercing Thoughts
Always go Battering Blows since you mostly deal physical damage. The only magic damage is from your Captive Audience and Deathfire Touch

Warlord's Bloodlust vs Fervor of Battle vs Deathfire Touch

NEVER go Fervor of Battle on Jhin. It is kind of self explanitory. Warlord's Bloodlust is a great sustainable keystone for the laning phase and the game in general. By taking this keystone you choose to play a safe laning phase and just farm up for late. While taking Deathfire Touch you are aiming for that aggressive laning phase and the late game. This keystone scales really good into the late game and does a ton of damage late. So you are going either Warlord's Bloodlust or Deathfire Touch .

Wanderer vs Savagery

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.

Runic Affinity vs Secret Stash vs Assassin

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.

Merciless vs Meditation

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.

Greenfather's Gift vs Bandit vs Dangerous Game

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.

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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.

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When you are teamfighting with Jhin you want to position yourself so you can use your ult if that is required. But usally you just want to be in the back line, let the support/tanks peel for you and just do damage. Using your ultimate Curtian Call can be game changing. Sometimes, depends on the other teams comp, you may want to start the fight bu using your ult to poke them, other times you may want to use it at the end of the fight to get the few stranglers that got away with a slither of health.

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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.

AVOID EXTENDED TRADES. Because at the moment Fervor of Battle is common on ADCs, and Jhin cant effectively use it he gets out dueled by pretty much anyone if the trade lasts several auto attacks. Hit and run no unless you can outright kill the target.

Put your Captive Audience all around the lane entrances, bushes and just in generally annoying places. The mana is negligable as you can't spam them, and they last 2 minutes so they're like mini wards early.

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 valuble in comparison to towers or general area denail (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 be less afraid to pop a squishy in the mouth with a 4th Whisper shot because this will deal A LOT of damage. Prep traps where your team wants to fight and set up an easy Curtain Call. You can either stay around the teamfight 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 (makes sense right?) and walk in all nonchalant clearing up the scraps.

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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Jhin's Lore ,if you want to learn more about Jhin


Jhin is a meticulous criminal psychopath who believes murder is art. Once an Ionian prisoner, but freed by shadowy elements within Ionia's ruling council, the serial killer now works as their cabal's assassin. Using his gun as his paintbrush, Jhin creates works of artistic brutality, horrifying victims and onlookers. He gains a cruel pleasure from putting on his gruesome theater, making him the ideal choice to send the most powerful of messages: terror.

For years, Ionia's southern mountains were plagued by the infamous "Golden Demon". Throughout the province of Zhyun, a monster slaughtered scores of travelers and sometimes whole farmsteads, leaving behind twisted displays of corpses. Armed militias searched the forests, towns hired demon hunters, Wuju masters patrolled the roads - but nothing slowed the beast's grisly work.

In desperation, the Council of Zhyun sent an envoy to beg Great Master Kusho for help. Upon hearing of the region's plight, Kusho feigned an excuse for why he couldn't help. But a week later the master, his son Shen, and star apprentice Zed disguised themselves as merchants and moved to the province. In secret, they visited the countless families emotionally shattered by the killings, dissected the horrific crime scenes, and looked for possible connections or patterns to the murders.

Their investigation took four long years, and left the three men changed. The famous red mane of Kusho turned white; Shen, known for his wit and humor, became somber; and Zed, the brightest star of Kusho's temple, began to struggle with his studies. Upon finally finding a pattern to the killings, the Great Master is quoted as saying: "Good and evil are not truths. They are born from men and each sees the shades differently."

Depicted in a variety of plays and epic poems, the capture of the "Golden Demon" would be the seventh and final great feat in the illustrious career of Lord Kusho. On the eve of the Blossom Festival in Jyom Pass, Kusho disguised himself as a renowned calligrapher to blend in with the other guest artists. Then he waited. Everyone had assumed only an evil spirit could commit these horrifying crimes, but Kusho had realized the killer was an ordinary man. The famed "Golden Demon" was actually a mere stagehand in Zhyun's traveling theaters and opera houses working under the name Khada Jhin.

When they caught Jhin, young Zed marched forward to kill the cowering man, but Kusho held him back. Despite the horrors of Jhin's actions, the legendary master decided the killer should be taken alive and left at Tuula Prison. Shen disagreed, but accepted the emotionless logic of his father's judgment. Zed, disturbed and haunted by the murder scenes he had witnessed, was unable to understand or accept this mercy, and it is said a resentment began to bloom in his heart.

Though imprisoned in Tuula for many years, the polite and shy Khada Jhin revealed little of himself - even his real name remained a mystery. But while a prisoner, the monks noted he was a bright student who excelled in many subjects, including smithing, poetry, and dance. Regardless, the guards and monks could find nothing to cure him of his morbid fascinations.

Outside the prison, Ionia fell into turmoil as the Noxian empire's invasion led to political instability. War awoke the tranquil nation's appetite for bloodshed. The peace and balance Kusho had famously fought to protect was shattered from within as dark hearts rose in power and secret alliances competed for influence. Desperate to counter the power of the ninja and Wuju swordsmen, a cabal within the ruling council conspired to secretly free Jhin and turn him into a weapon of terror.

Now with access to the Kashuri armories' new weapons, and nearly unlimited funds, the scale of Khada Jhin's "performances" has grown. His work has brought fear to many foreign dignitaries and to Ionia's secret political underground, but how long will a serial killer, craving attention, be satisfied working in the shadows?


The gun in his hand was simply a tool - but a perfectly crafted one. Gold type was inlaid into the blackish-green metal. It spelled the smith's name: This detail spoke of its creator's pride and confidence. It was not a Piltovian weapon - those gaudy things that attempted to function with the minuscule amounts of magic available in those lands. This gun was made by a true forge master. Magic pulsed from its bronze, Ionian heart.

He wiped the gun's stock a fourth time. He couldn't be sure it was clean until he wiped it down four times. Didn't matter that he hadn't used it. Didn't matter that he was only going to stow it in the bag under the bed. He couldn't put it away until he was sure it was clean. And he couldn't be sure it was clean until he had wiped it down four times. It was getting clean though. Four times makes it clean.

It was clean, and it was wonderful. His new patrons had been generous. But did the finest painters not deserve the finest brushes?

The scale and precision of the new device made his previous work with blades seem insignificant by comparison. Understanding firearm mechanics had taken him weeks of study, but evolving his chi techniques from blades had taken months.

The gun held four shots. Each bullet had been infused with magical energy. Each bullet was as perfect as a Lassilan monk's blade. Each bullet was the paint from which his art would flow. Each bullet was a masterpiece. It didn't just cut apart the body. It rearranged it.

The rehearsal at the mill town had already shown the gun's potential. And his new employers had been pleased with the work's reception.

He had finished polishing it, but with the gun in his right hand, the temptation was too great. He knew he shouldn't, but he unpacked the black, eel-skin bodysuit. He drew the fingertips of his left hand across the slick surface of the clothes. The feel of the skin's oily surface quickened his breath. He picked up the tight, leather mask, then - unable to help himself - slid it over his face. It covered his right eye and mouth. It constricted his breathing and removed his depth perception...


He was putting on the shoulder armor when the bells he'd hidden on the steps leading up to his room sounded. He quickly folded up the weapon and removed the mask.

"Hello?" the maid asked through the door. The lilt in her voice hinted to an upbringing far south of this town.

"You did what I asked?" he said.

"Yes, sir. A white lantern every four yards. A red lantern every sixteen."

"Then I can begin", Khada Jhin said as he swung open the door to his room.

The woman's eyes widened as he exited his room. Jhin was well aware of how he looked. Normally, it elicited pangs of self-conscious loathing, but today was a performance day.

Today, Khada Jhin cut a slender, elegant figure as he walked out with Deadly Flourish a cane. He was hunched, and his cloak seemed to cover some huge deformity on his shoulder, but a jaunty stride belied this. He forcefully tapped the cane ahead of him as he marched toward the window. He tapped the frame rhythmically - three beats, then a fourth. His gold sparkled, his cream cloak flowed, and his jewels glittered in the sun.

"What... what is that?" the maid asked, indicating Jhin's shoulder.

Jhin paused for a moment to study the woman's cherubic face. It was round and perfectly symmetrical. A dull and predictable design. Removed, it would make a terrible mask.

"It's for Curtain Call the crescendo, my darling", Khada Jhin said.

From the inn's window, he had a clear view of the rest of the town in the valley below him. This performance had to be wonderful, but there was still so much work to do. The councilman would be returning this evening - and so far, all of Jhin's plans for tonight seemed... uninspired.

"I brought some flowers for your room", the woman said, walking past him.

He could have used someone else to place the lanterns. But he didn't. He could have changed clothes before opening his door. But he didn't. Now she had seen Khada Jhin in his finery.

The inspiration he needed was so obvious now. So preordained. There was never a choice. There was no escaping the Art.

He would have to make this maid's face... more interesting.


The candied pork glistened on top of the five-flavor broth. The aroma entranced Shen, but he set aside his spoon. As the waitress left, she smiled and nodded in approval. The fat had yet to melt into the broth. Doubtless, the soup was already excellent, but in a moment, the flavor would be at its peak. Patience.
Shen considered the interior of the White Cliffs Inn. It was deceptively simple and rough. The wood weavers had been masters, removing the tree bark and living leaves only where necessary.
The candle on Shen's table flickered... wrongly. He slid away from the table, retrieving his blades from under his cloak.
"Your students are as quiet as a pregnant worax", Shen said.
Alone and dressed like a merchant, Zed entered the inn. Brushing past the waitress, he sat down three tables from Shen. Every part of him wanted to Shadow Dash at his foe. To avenge his father. But such was not the way of twilight. He calmed himself as he realized the distance was too far... but only by the length of Shen's index finger.
Shen looked over at Zed, expecting to see him grin. Instead, his rival sighed. His skin was sallow, and dark folds hung beneath his eyes.
"Five years, I have waited", Shen said.
"Have I misjudged the distance?" Zed asked wearily.
"Even if my head is cut off, I will still close and strike", Shen said, sliding his foot backward and cocking it against the floor. Zed was ten paces and one half of a finger length away.
"Your path's closer to mine. Your father's ideals were a weakness. Ionia could no longer afford them", Zed said. He leaned back in his chair, keeping himself just outside of the range Shen would need to strike a killing blow. "I know that's not something I can make you understand. But I will offer you a chance for vengeance."
"I do not act because of vengeance. You defy the balance. For that, you are damned", Shen said as he inched forward to the edge of his chair.
"Jhin The Golden Demon escaped", Zed replied.
"Impossible." But Shen felt a hollowness had caught in his chest.
"Your father's greatest victory. And now, again, his foolish mercy has tarnished his legacy." Zed shook his head. "You know what that... thing is capable of." Then Zed leaned over the table, well within Shen's range - his neck intentionally exposed. "And you know that we are the only two people who can get close enough to stop him."
Shen remembered the first time he'd seen the body of someone killed by the infamous Khada Jhin. His skin prickled from the memory; his teeth clenched. Only his father had been strong enough to still believe a merciful justice could be served. Something in Shen had changed that day. Something in Zed had broken.
Now, that monster had returned.
Shen put his swords on the table. He looked down at the perfect bowl of soup in front of him. Little droplets of the pork fat's oil shimmered on its surface, but he wasn't hungry anymore.

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Jhin Champion Spotlight

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Different Jhin combos

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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.