Movement Speed Jhin
Hi! I’m Aqua Dragon. I ended Season 4 at Master 1 with AD Jungle Malzahar, among others, and am also the co-creator of www.bestbans.com !
This build is part of a series of guides that is given a playstyle and then optimizes it. The guide does not give an opinion on whether the build is good/strong/viable/competitive, nor whether the playstyle is the optimal way to play a champion. Other guides will provide why you should play a champion that way, but this one will not.
The guide only answers: regardless of strength, if you are playing X, how should you do it?
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This is not meant to be an exhaustive guide. It is meant to outline the basic principle, items, runes, and playstyle. As such, I won't be delving into why certain customization choices were made. However, my hope is that I will have explained this build enough that my rationale will be a self-evident extension, and to also allow you to make personal customizations as well.
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Pros and Cons
- Extremely high movement speed (shock)
- Stronger ramping damage into the mid-game
- Kites chasing champions forever
- Chases other champions with impunity
- Weaker early game compared to a standard Jhin build
- Difficulty killing tanks quickly without Dominiks
- Less overall burst compared to the standard build
- Less all-around spell damage
What is Movement Speed Jhin?
Every Movement Matters
When I was commissioned to write Movement Speed Jhin, the only thing I was told was this:
Movement Speed Jhin abuses movement speed, critical strike, and attack speed to gain massive, consistent movement after almost every shot.
This build foregoes stronger early-game damage choices for a faster rush of critical strike and attack speed choices, amounting to around 80% critical strike which keeps near-permanent movement speed while in combat. There is too much opportunity cost to get the final missing percent, but the benefit part of that cost is well worth it: damage that remains competitive with a standard Jhin build.
What Movement Speed Jhin gives up in spell damage, they make up for in survivability. It's nearly impossible for diving champions like Udyr and Zac to catch up, and even divers like Lee Sin and Zed get kited so hard that it becomes difficult to reliably land any skillshots on Jhin.
The movement speed also makes it possible to position and punish very aggressively. Overextending enemy? If you win the stat check, that enemy is dead. Enemies trying to zone you out of the fight? Abuse movement speed to dodge most of the skillshots and weave in far more autoattacks than would be otherwise possible.
Item to a Crime
Continue by Getting
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If you're especially ahead, consider a B.F. Sword instead of a Pickaxe.
These items give a competitive early-game with the Kircheis Shard and Pickaxe/BF combo, transitioning into a strong combination of attack speed, critical strike, and movement speed.
Then Some Final Situationals:
While tempting to finish the remaining crit, 100% is overrated. At around 80%, it's possible to remain permanently speed boosted, as the duration of the boost lasts for two autoattacks. As long as two autos are assured one crit, it will ensure hyperdrive mode always.
You will want to consider getting a Lord Dominiks immediately. Damage to tanks begins to fall off harshly with the Movement Speed build otherwise.
Stage of the Game
In the early game, your goals are to
- Bully with Kircheis Shard
- Set up zoning Lotus Traps for control
- Assist with ganks
While Movement Speed Jhin does not get raw damage early, the Kircheis Shard is able to provide competitive out-trading potential against the enemy.
An advantage of the Stormraider's Surge is disengage power: after a short skirmish, it's possible to run back to the tower out of range of the enemies, especially useful considering the improved early damage of the fourth critical shot.
The train is on the way
- Kite and chase relentlessly
- Use strong movement speed to set up stronger Lotus Traps
- Close distances for a Rapidfire auto into snare.
Be careful about relying on burst damage; Movement Speed Jhin gives up some spell damage and auto-burst damage. It's important to abuses the benefits opened up by stronger speed.
Close the distance to opponents to set up for a long-ranged snare that the team can capitalize on. Set up Lotus Traps closer to enemies for the same purpose.
Kiting and chasing are both reliable tactics at this point, providing more self-sufficiency and stronger positioning
Try to focus on hitting squishy targets; they take significant damage from autos, while damage to tanks will be worse compared to a standard build from the lack of armor penetration.
- Nearly every shot will now crit
- Fight extremely aggressively
- Aim to finish up a Dominiks
You can punish enemies incredibly aggressively for overextending anywhere on the map, and can dodge nearly any skillshot while in combat. Be careful about click-stuns, but otherwise skillful positioning allows Jhin to get much closer to the fight
The damage to tanks is going to start falling off very hard at this point, especially against Randuins users. It will be necessary to get Lord Dominiks to remain competitive with their damage, but if especially ahead, don't be afraid to finish up a different component first.
I hope you will have found this useful! If you have any questions, leave a comment or drop a line over at twitch.tv/aquadragon33 and reddit.com/r/AquaDragon! And be sure to check out www.bestbans.com !
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