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I do know that it's unlikely RFC as a first item will be good. I think it'll be IE/ER or maybe even back to lethality. Storm will no longer be a rush item for sure, but it'll be a late game choice if you choose
My guess is IE > RFC > ER > Shiv > Storm as the "dont need defence and want maximum damage" build. The last 2 items being situational. Shiv for 100% crit, Storm if you go shiv, BT if you need lifesteal, GA if you need the defence, LDR/MR if u need the pen and PD if you need both crit and defence.
Until I get my hands on the items in ranked games, I can't suggest the best items no one can.
The problem with HoB is a few patches ago they made it so it didn't trigger on the first attack (which it before) making it so you pretty much only get 2 empowered shots instead of 3. Then they changed it again to make it so your 2nd/3rd and 4th shots get empowered.
Issue is you would literally need to fire all 4 shots without interruption for that to be good.
Dark Harvest on the other hand is way more consistent as it can proc off of abilities and can be done 100% of the time when someone gets below 50% making it just more reliable.
Jhin also prefers a damage keystone over a safe one (hence why Fleet isn't the spice right now)
Why got the whole route of fleet footwork over hail of blades. I know this is a common meta for jhin currently so I was really curious as to the thought put into that.
I *think* fleet will become better, but it will take a good week of testing to figure out if the bug fix will affect him enough to swap back to precision.
The only buffs I would consider is lowering his crit penality on
Love your guide btw, the attention to detail is beyond what I expected!
If HoB got a nerf, or the passive AS ratio of
Was very helpful in learning to understand the champion better.
Gave me a lot of insight on how to play as and against Jhin!
Great work!
Well of course i won't write an essay since there are actually only two things i am "bad" at :
One is early game, i tend to play very aggressively against the enemy laners and sometimes go too far and get exploded since jhin don't have great dps. Where would you say the limit on how aggressive you can play would be?
And second is team fighting. I often start a team fight with the R and then make a pick with W before starting to really get on the fight, but when i don't do that, i am lost. Often did i see myself loose games because of my lack of knowledge on what to do during team fight, even when i am extremely fed. So..how do i want them to go? (since i pretty much don't know my objectives when a team fight i did not plan for starts.)
Also thank you for the guide, This is what made jhin my currently only viable ADC as a mid laner!
For mid lane you need to play around vision of the enemy and the burst potential of your opposing laner. If you're against a TF, then you'll win every trade with him hands down even if he lands a gold card. The problem is, that because gold card is a stun, if a jungler is near by you're as good as dead. You should abuse the power of
For bot lane you need to play based on your support. If they're a defence support like
For teamfighting,
You don't want to walk up into auto attack range unless you're safer than normal to do so (Outnumber the enemy, extremely fed or they're extremely weak, they're low on HP and you have vision of the enemies) because of Jhins lower than average DPS compared to other ADCs they will probably be able to kill you before you get off 2-3 shots.
You need to pick your moments properly, and if you do so, Jhin is probably the strongest ADC in the game right now.
But there is also one final thing i remembered when you mentioned it but, the E on jhin is something i tend to forget to use most of the time, mainly due to the fact that the only thing i use it for is to disrupt the enemy support by placing them on the bushes and placing them on the river side to have a more safe lane when it comes to ganks.
But since i know very well how hard those hits, what are their other uses and where do i want to place them aside those two places?
Once you have some CDR going though, you can be more liberal with Trap usage as they have no hard cap (of course, they only last 2 minutes so you can only keep a maximum of 6 out at a time). Place them into choke points where the enemy team wish to engage you from, or around flank routes to spot out assassins/engages. For example, if you plan to take Dragon as a blue side player, then place a trap in the middle of the blue buff pathway and another in the edge of the bush to the left of blue. I would also suggest always keep one in reserve so you can throw one down when you need to, too cover your escape or follow up on CC.