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Jhin Build Guide by DrBoobPunch

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League of Legends Build Guide Author DrBoobPunch

Super Duper Jhin

DrBoobPunch Last updated on February 28, 2016
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Ability Sequence

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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Cunning: 18

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Jhin with this build

Threat
Low
High
Show all
Threat Champion Notes
2
Ezreal I don't know why but I see ez more than any champ if I ever blind pick Jhin. I'm not saying he can't be threatening but, you can stand behind minions freeze him out, and poke him since he depends, on his q and you can poke with your outstanding range
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Introduction

Jhin is the new Kid on the block, and the new threat to the bottom lane at the point I'm writing this guide. His Utility allows for so many setups that it's hard not to love this swag walking monster. In this guide I'll explain how to utilize Jhin to the best of his abilities, the rest is up to you sir, or uuhh ma'am.


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Runes

I take straight damage runes, gives a more early game advantage. Then standard armor seals, and mr glyphs. I haven't did the math, but late game attack speed quints may help you scale better, but I hardly think it's worth, and the early game aspd to damage conversion is minuscule.


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Items


My go to Item, and first completion, works well with Jhins auto last bullet crit

Alternative, or conjunction item to Essence reaver basically more poke, but less mana sustainr

I prefer these over graves, greaves may scale damage, but I find the mobility a lot more useful for positioning, and getting out of sticky situations, and early game when you rely on your last bullet to gain some movement speed, these come in handy

This is a must have item generally finished after your second tier boots, it will give you more burst, and works well since Jhin has a set attack speed. Also it works on structures.

Most of the time there will be a tank, so most of the time you will buy one of the items. Generally Lord Dominik's, but Mortal Reminder when the heals need to be dampened.

This is an item I generally get, since you don't have a true escape it helps with that pesky mid lane ap assassin, tries to 1 shot you. Can change team fights around in a second

Go to item for damage, a bit of lifesteal, and QSS. It keeps you from easily being locked down by game losing stuns.

Read build notes for more information on alternatives, or situational items


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Spells


First skill maxed, since it's your most reliable skill to hit with obviously. Not much to say about it. You can chain it off minions to get some poke. Nothing to fancy needed

Q being your most reliable skill, but Jhin doesn't win buy reliable skills. He wins by utilizing his kit properly. When support damagaes, or if you damage them follow up with a w for the root, to get movements speed, and leverage for more poke. With it's massive cast range you can hit this from out of sight for a teamate who's chasing a kill, to help him secure it. Very valuable, and to be successful you must utilize this.

These traps, are like little save your *** nuggets. During laning phase if you're pushing you need to put these near the river to slow an oncoming gank, if on bot side throw one in the tri bush aswell to stop ganks from your own jungle. Make smart placements with these traps, and they can setup some great engages, or escapes... Oh yeah, and throw a w at em while your at it ;) If you think a teamfight is about to go down at a certain place lay the traps, down so the encounter will happen on your terms. People tend to take it for granted how fight, it will spawn a trap. This will add even more slows, and more AoE damage to the fight. So use em well powerful being slowed, is in a teamfight no matter how minuscule. Once you get a kill in a team

Here's where I see people struggle on Jhin, not utilizing his ult for what it can actually do. Yes, it is an execution ult, but it also slows. It also crits on the last shot. Heres a list of ways to use it

To execute obviously

To slow for a team engage, or a gank

To save a team mate by slowing and disengaging the pursuer

When you're low health, and a teamfight is happening. Slowing and dealing damage

To gank a kill from the jungle

To gank a kill while they behind turret

Make sure to use a blue, while channeling so you can see


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Pros / Cons

Pros

High Burst
High Utility
Early Lane Bully with his last bullet crit
Can setup fights with traps
Long Range Ult
Has a root
Has tons of range

CONS

Low mobility Early game
Set Attack Speed
Can miss his root
No true escape skills
Ult makes you stand still
Can lose sight of enemies while ulting if blue trinket is down
Ulting to close makes the enemies able to walk out of the cones


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Farming

When farming you need to be aware that you have a reload time, you can use your q to pick up CS you would lose while reloading, but this leaves you burning mana. That's why I generally take essence over edge.