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Jhin Build Guide by StriveHD79

ADC [10.16] In-depth Diamond Jhin Guide With All Matchups

ADC [10.16] In-depth Diamond Jhin Guide With All Matchups

Updated on August 10, 2020
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League of Legends Build Guide Author StriveHD79 Build Guide By StriveHD79 2,008 Views 1 Comments
2,008 Views 1 Comments League of Legends Build Guide Author StriveHD79 Jhin Build Guide By StriveHD79 Updated on August 10, 2020
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Runes:

Precision
Fleet Footwork
Presence of Mind
Legend: Bloodline
Coup de Grace

Sorcery
Nimbus Cloak
Gathering Storm
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[10.16] In-depth Diamond Jhin Guide With All Matchups

By StriveHD79
Runes

Fleet Footwork


Passive - Energized Strike: Attacking and moving generates Energy stacks. At 100 stacks, your next attack is Energized.

Energized attacks heal you for 3-60 (based on level) (+ 30% bonus AD) (+ 30% AP) and grants 20% bonus movement speed for 1 second. Healing is 20% effective for ranged champions when used on a minion.

Fleet footwork is really good on Jhin for two reasons, she can proc it with his superior range advantage to gain movement speed to further chase down enemies or escape from a dire situation, and it synergies well with 4th shot bonus crit to heal for a bonus amount.

Presence of Mind


Takedowns restore 20% of your maximum mana or energy and increase your maximum mana by 100 (up to 500) or your maximum energy by 10 (up to 50). Even completing essence reaver you may still encounter some mana issues where you run out of it. This rune changes that and helps prevent you from ever running out of mana. Allowing you to constantly use your abilities without the need to rest.

Legend: Bloodline


Gain 0.6% life steal for every Legend stack (max 20 stacks) for a maximum of 12% life steal. This is by far the best out of the other 2 options, because it scales the best, providing the most value. We can have attack speed in our build but very rarely do we get to build life steal as an ADC(Unless you are really ahead). So it is very important to have some form of life steal to sustain during mid to late game.

Coup De Grace


Deal 8% increased damage to champions below 40% maximum health. This rune goes well with ADCs in general pick this over cut down when there are no tanks on the enemy team.

Cut Down


Deal 5%-15% bonus damage vs champions with 10%-100% more max health than you. I usually run this over coup de grace when there are any high HP opponents.

Nimbus Cloak


Casting a summoner spell grants the ability to pass through units and provides a bonus of 15 - 35% movement speed (based on summoner spell cooldown) for 2.5 seconds.
The extra movement speed whenever you use a summoners spell is massive, for example when you try to escape by flashing, sometimes the enemies can still catch up to you, but with nimbus cloak the extra movespeed you gain will ensure they do not catch up. Or when you are trying to flash forward to chase down enemies, it will ensure you secure the kill.

Gathering Storm


Every 10 minutes, gain 1 (+1 per 10 Minutes) stacks of Gathering Storm. Each stack grants an Adaptive bonus of 8 ability power or 4.6 attack damage.

10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD

Guaranteed free AD and scaling when the game goes on for too logn which is particularly useful for ADCarry, late game is where ADCs shines the most. This will ensure you are always relevant once the game hit late.
Abilities

Jhin's Passive



DEATH IN 4 ACTS: Jhin's basic attacks consume ammunition for 4 rounds. He will reload over 2.5 seconds immediately after expending all rounds or withholding leftover rounds after 10 seconds out of combat. The reload can be interrupted by declaring an attack or casting an ability.
Jhin's final round attack will become Excessive Force 2 unstoppable, Critical strike icon critically strike, and deal 15 / 20 / 25% (based on level) of the target's missing health Attack damage bonus physical damage. This critical strike will occur versus structures but deals only (50% + Infinity Edge 18.75%) AD bonus physical damage.

INNATE - EVERY MOMENT MATTERS: Jhin gains 4% − 44% (based on level)「 (+ 0.4% per 1% critical strike chance) (+ 0.25% per 1% bonus attack speed) 」 bonus attack damage.

Additionally, critical strikes grant Jhin 10% (+ 0.4% per 1% bonus attack speed) bonus movement speed for 2 seconds.

Jhin's Q


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

Jhin launches a canister at the target enemy, dealing physical damage. Dancing Grenade bounces to up to three additional enemies beyond the first, with each kill it performs increasing its total damage by 35%.

Side Note:

During laning phase, you can poke out the enemy laner if you use this ability correctly, when the backline minions are dying, pop your Q on them and it will bounce to the enemies with each bounce increasing in damage if the minion dies.

Jhin's W


Cooldown: 14 Cost: 50 / 60 / 70 / 80 / 90 MANA

Enemy champions damaged by Jhin's basic attacks, his allies, or inside a blooming Lotus Trap are marked for 4 seconds.

After a delay, Jhin fires a shot in the target direction, stopping at the first enemy champion it collides with, dealing physical damage. Deadly Flourish deals 75% damage to non-champions along the way.

You can root enemies in place with this ability, you want to make sure they have a mark on them first otherwise it will not root, this can be achieved by dealing any damage or having one of your teammates doing damage.

Side Note:

This is one of Jhin's selling point. An extremely short cooldown long range catch potential that can lead to getting a free kill. And to punish enemies who disrespect your CC threat.

Jhin's E


Cooldown: 2 Cost: 30 / 35 / 40 / 45 / 50 MANA RECHARGE: 28 / 27 / 26 / 25 / 24

PASSIVE - BEAUTY IN DEATH: Jhin summons a blooming Lotus Trap under every enemy champion he kills.

Additionally, Jhin periodically stores a Lotus Trap, up to a maximum of 2 stored at once, which are unaffected by Beauty in Death.

ACTIVE: Jhin places a Lotus Trap at the target location that lasts for 2 minutes. The Lotus Trap blooms if an enemy walks over it, revealing all enemies caught inside for 4 seconds.

Blooming Lotus Traps slow all enemies inside for 35% for 2 seconds before detonating, dealing magic damage to all enemies caught in the explosion. Lotus Traps deal 65% damage against non-champions and champions recently hit by one.

Side Note:

An ability you can put in brushes as a mean to replace the lack of wards you have to control a certain area, you can also drop some traps in the lane bush or the edge of the lane where junglers might be coming from or an engage support would walk to, in order to get an angle to engage.

Jhin's Ultimate


Cooldown: 120 / 105 / 90 Cost: 100 MANA

FIRST CAST: Jhin channels for 10 seconds and fully assembles his weapon before taking aim in the target direction, and gaining the ability to reactivate Curtain Call up to four times.

SUCCESSIVE CASTS: Jhin fires a round round in the target direction that stops at the first enemy champion it collides with, revealing them for 2 seconds, dealing physical damage to all enemies hit and slowing them by 80% for 0.5 seconds.

Side Note:

An excellent ability to execute fleeing/low hp targets. Or you can use this ability from a safe distance to engage when you know your team is going to go in. As this ability will slow enemies down every hit and the last hit does bonus damage. You want to be patient, do not be afraid to wait a few seconds if you know the enemy cannot get away from the area. When you aim, make sure to have your mouse cursor far behind the enemy champion, this will make your shots easier to aim and land.
Map Awareness Guide

In the video above I talk about the following concepts:

- Respecting Fog of War

• Respect fog of war, whenever enemies are missing from the map, its safe to say 9 times out of 10 they are coming for you because ADC is the easiest prey in league of legends. How often have you died while farming in the side lane to the enemy camping in a bush? How often do you actually pay attention to where the enemy mid laner is ? ( If missing, then play safe)And where is their jungler right now? ( If missing, then play safe) If you have no vision of the enemy jungler or midlaner and that you have no idea where they could be, you should almost never engage or fight and be ready to run away from any skirmish. Because often times, your support may land a sick hook but it ends up with you and your support dying. Thinking it was a 2v2 but in reality (it is a 2v4) their midlaner and jungler was waiting for you to make that mistake.

- Hitting/Starting Objectives without a Reason

• Do not hit towers or objective without a reason, by default you should never be hitting towers or starting objectives unless there is good reason for it. Because, when you are hitting the tower it makes it very easy for the enemy to predict your movement hence landing skillshots or crowdcontrol that would otherwise be difficult to hit, for example with something like an leona flashing over the wall hitting her ultimate and chain ccs you even if you have flash, you are guarateed dead 9 times out of 10. Similiar concept applies to objectives, when you are doing baron/dragon it makes it very easy for the enemies to engage on you and your team and not to forget dragons can almost counts as another enemy player and for baron not only does he does a ton of damage it also decreases your defensive stats during the fight.( a good reason to start is when you know enemy have recalled or you have just killed them)

- Dealing with Assassins

• Try TO Stay with ally that can peel for you or stay at your own tower especially if the enemy team has an assassin like an evelyn or rengar that can pretty much hunt you across the entire map , sometimes, even when you are next to a tower or ally they will still one shot you and may very well get away from it which can be very frustrating. If you are ahead, it would be useful to build something defensive early, like a hexdrinker with merc treads in some extreme cases, or a chain vest with ninja tabi. For some specific ADCs you can even go hourglass, like varus and kaisa, essentially having hourglass is like having a lower cooldown guardian angel. But if you are behind i would not recommend building defensive items early on because since you are already behind meaning you lack the gold to do damage in fights, whilst the enemy assassins will still one shot you even if you go defensive and the fact that you do no damage and still get one shot can be depressing so you can only rely on better teamplay and positioning. For example, dont show up to a fight unless you know exactly where that enemy assassin is ( or they have used their cooldown ), of course if you have a plan in your head to counter him then by all means go for it, otherwise you will simply die for nothing.

- Knowing what good fights to take and what bad fights to avoid

• Knowing good fights to take and bad fights to avoid, a similar concept with respecting fog of war, but on a bigger scale during mid to late game. You always look for fights where you either can one shot somebody straight away without retaliation or fight with numbers advantage where it is a clear 5v4 or 4v3 etc. but how do you know what are bad fights to avoid ? A good example would be, you are fighting a 4v4 around an objective, whilst your top laner is split pushing without teleport and the enemy top laner is missing, often times in low elo people are too focused on what is going on in front of them, they do not take into account of players missing from the mini map, next thing you know, your team engages the 4v4 but then swiftly loses even after you played out of your ******** mind, because of the enemy top laner showing up and turning the tide of the fight unless of course if someone is mega fed then the outcome may vary. Another good example would be playing against a fiddlesticks, we know what a fiddlesticks player love to do, at the start of the fight you dont see him, so you forget about him but then next thing you know he uses his ultimate from fog of war, jumping out of nowhere and one shotting you, giving you no chance to retaliate. so the general rule of thumb here is to count any enemies missing from the minimap as another player at whatever current fight or skirmish you are currently in, and play around it with this in mind at all times.



It is recommended that, you take one of those tips and attempt to apply it in your next game to reap its benefits. Make sure you only do one at a time if it is too overwhelming, otherwise you will not learn from it. Even playing in a normal game will help, it need not be ranked.

Solo Engage as ADC Level 2 Spike

In the video above I talk about the following concepts:

- Level 2 Power Spike


- How to punish your enemies with this power spike, or respect it and back off of it


- Knowing how many minions it takes to reach level 2 first in a duo lane


- 3 Clips of 3 Different ADCarry; Tristana, Caitlyn and Ezreal show casing what we have mentioned above.



Level 2 power spike, this is a very basic yet often neglected concept that must be mastered and used in every single game if you want to improve your laning phase. So when we talk about spike, we mean that we should reach level 2 before our opponents, fighting with an extra ability and level on our opponent, which often times will result in a free kill or at least summoner spells being used. On the contrary, when the enemies have the pressure to reach level 2 before you. You must respect the level 2 power spike and back off enough where the enemies are unable to engage on you otherwise you risk death or wasting your summoner spells.

With all that being said. The first thing you must understand is, to reach level 2 in a duo lane. You must kill the first wave, plus another 3 melee minions. So in total 6 Melee Minions and 3 caster minions to reach level 2 in a duo lane. It is important that right before you hit your level 2 power spike you communicate with your adc or support to show your intention of going in like spaming on my way pings, letting your laner to prepare the follow up, whenever you go for an engage, it is important that both the adc and support are parallel to begin with so that they can follow up on each others engage, wether you are the adc or support. because if you are the adc,sometimes you will realise you put yourself in a 1v2 situation by going in too deep and then next thing you know, you are dead and threw the early game, but if you are playin a melee support that you wouldnt have to worry about it as much due to the tanky nature early on.


For the most optimal level 2 power spike, it is best to have the wave right in the middle of the lane. To do this, simply attack one of the caster minions in back and slow push if you are early to lane, wait until the enemy laners arrive then hard push ( or match their push if they are not hitting the wave at all ). And the moment you hit level 2 and your opponents are still level 1, go all in on the enemies. often times in low elo, they are unaware of this fact and will still walk up for a cs. Punishing your enemies by chunking their hp when they go for a cs is what I call trading stance. but in this case the punishment will be death or summoner spells being burnt and a health advantage.



Make sure you test this out in a normal game first before attempting it in ranked. It is okay to make mistakes, go all out and learn from your mistakes. Best to record with some sort of software so you can go back and watch your own replay to analyse what has happened.

Teamfighting Basics

This video is not owned by me but I think it is very well detailed on how to teamfight in general as a carry.

- Direct Initiate

• Create fight or flight response.
• Go in 1v5 if you have to.
• Carries DO NOT go in.

- Follow Up Initiate/Hit Tanks

• Tank pressure backline, or tankline.
• Forces everyone to use cooldowns/abilities
• Carries stay OUT until tank cooldowns/abilities are used.

- Hit Tanks

• Hit tanks after tank cooldowns/abilities are used.
• Forces out backline cooldowns/abilities
• Carries in range of 1 person.

- Kill Backline

• APC flash on backline or finish off tanks.
• ADC can dive if no enemy burst cooldowns/abilities are up.
• Tanks can make a flash play.


- Clean Up

• Flashes to kill fleeing enemies, this will ensure objectives are much easier to take without anyone contesting or the potential of throwing the game away.



I highly recommend you watch the video, not only just read the text on this guide. The video will include examples and instances where it very much make sense and will sink into you how it actually works. If you have to, make sure to rewatch the video a few times and in your next few games, to only focus working on these things for every teamfight. This may come across as overwhelming if you are a new player, but be patient it will become second nature.

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[10.16] In-depth Diamond Jhin Guide With All Matchups

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