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Choose Champion Build:
- 1st WAY
- 2nd WAY
- 3rd WAY
Recommended Items
Runes: 1st WAY - LETHALITY
Domination
Precision
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Flash
Heal
Items
Ability Order ABILITY ORDER
Whisper (PASSIVE)
Jhin Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Leona
Synergies
Ideal
Strong
Ok
Low
None
Leona
My name is Flooyd. I am ADC EUNE player who's spending most time on playing Jhin but I believe that getting to know other champions in-depth will allow you to improve skills in your favorite one, that's why I try to play every hero. I love to test new things in game so this guide will be updated every time I'll find something interesting. |
Patch 10.25 made Jhin pretty weird and changed builds a little bit. Lethality + Eclipse is still the best way to play in my opinion but after Infinity Edge rework you are also forced to gather at least 60% Crit Chance so the Infinity Edge's passive gives you 35% bonus critical strike extra. Playing vs tanks your build won't change much because the 3rd item that gives you 60% Crit Chance will be Lord Dominik's Regards anyway but if enemy champions have similar max hp to yours, it is a smart to swap Lord Dominik's Regards for Serylda's Grudge. In this situation you still need 20% Crit Chance to activate Infinity Edge's passive so you have to swap 1 more item. Instead of Sanguine Blade you can pick: Mortal Reminder, Navori Quickblades, Stormrazor, Essence Reaver, Bloodthirster or Mercurial Scimitar. All depends on the situation. You can also choose Rapid Firecannon for extra range but after new pre-season changes i like to pick items with more damage that makes Jhin even more brutal. |
+ Great range + Huge damage per shot + Amazing scaling + Long range CC + Satisfying to play |
- No escapes - Limited mana pool - Squishy - Reloading makes him useless in short time - Need safe position to use ultimate |
The Jhin's weapon has a constant attack speed ant it fires 4 times, then you need to reaload it which takes 2.5 s. Jhin will also begin reloading after 10 seconds of not being in combat, which can be interrupted by declaring an attack or casting an ability. Jhin's final round attack will critically strike and deal 15 / 20 / 25% of the target's missing health as bonus physical damage (depending on level). This critical strike will occur versus structures but deals only (50% + 6% to 30%) AD bonus physical damage. Jhin gains 4−44% (+0.3% per 1% critical strike chance) (+0.25% per 1% bonus attack speed) bonus attack damage (depending on level). Additionally, critical strikes grant Jhin 10% (+0.4% per 1% bonus attack speed) bonus movement speed for 2 seconds. |
Jhin launches a cartridge at the targeted enemy which deals 45 / 70 / 95 / 120 / 145 (+0.45 / 0.525 / 0.6 / 0.675 / 0.75 per attack damage) (+60% of ability power) physical damage before bouncing to a nearby target that has not yet been hit. The cartridge can hit a maximum of 4 times. Each kill by the cartridge increases the damage of subsequent hits by 35%. |
Jhin fires a long range shot that stops on the first champion hit, dealing 50 / 85 / 120 / 155 / 190 (+0.5 per attack damage) physical damage to it, and 75% of that damage to minions and monsters hit along the way. Enemy champions damaged by Jhin, his allies, or inside a blooming Captive Audience are marked for 4 seconds. If Deadly Flourish strikes a marked champion, it roots them for 1 / 1.25 / 1.5 / 1.75 / 2 seconds and grants Jhin movement speed as though he had crit them. |
Passive: When Jhin kills an enemy champion a Captive Audience will spawn and detonate where they were killed. Active: Jhin places an invisible trap at the target location that lasts for 3 minutes and activates when stepped on, revealing nearby enemies for 4 seconds. The trap leaves behind a zone that slows enemies inside by 35% and detonates after 2 seconds, dealing 20 / 80 / 140 / 200 / 260 (+1.2 per attack damage) (+100% of ability power) magic damage (65% damage on subsequent hits and vs. minions and monsters). Jhin prepares a new trap every 28 / 25 / 22 / 19 / 16 seconds (affected by cooldown reduction) and can store up to 2 of them at once. |
Jhin sets up and channels for 10 seconds, enabling him to fire 4 super shots at extreme range in a cone in front of him. The shots stop on the first champion hit, slowing it by 80% for 0.5 seconds and dealing 50 / 125 / 200 (+0.2 per attack damage) physical damage, increased by 3% for each 1% Health the target is missing. The 4th shot crits for 100 / 250 / 400 (+0.5 per attack damage) physical damage. |
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