Jhin Build Guide by UffieMeisteR
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Skill build
Threats & Synergies
Good Zed players will always look for a roam botlane. Rushing Ninja Tabi and pay close attention to the map.
Lucian is a really strong early game ADC. Play cautiously and buy Ninja Tabi before dying to him, since he snowballs hard, from just one kill.
Talon players will roam a lot around the map. Buying early Ninja Tabi and control wards can counter it.
Jinx is really easy to win against in the early game. You should be able to snowball your lead into a victory, unless the game continues to the late game.
Be careful when going for trades with Draven, since he has way more damage than Jhin in the early game. Do not let him snowball.
When Alistar engages a fight, you can follow up with the root from your W, to chain CC the enemy. Engage support work well with Jhin.
Tank/crowd control based supports work great with Jhin, since he easily can follow up with his W, and movement speed from his passive.
Jhin can chain CC the enemy with his W if Blitzcrank lands his grab, which makes it easy to get some kills in the early game.
Champion Build Guide
I am UffieMeisteR and I'm currently a master tier EUW ADC main. My peak is rank 1 Jhin EUNE.
I'm making this guide because I want to share some tips and tricks on how to improve your Jhin gameplay and understanding.
I wanted to make this guide quickly after the new Electrocute build, so that people could enjoy the new build.
This is my very first guide, and I'm not done with it yet, but I appreciate all the feedback i get. Hope you enjoy! [/columns]
+ Long range
+ Guarenteed crit on 4th shot
+ High burst damage
+ Insane kiting
+ Good at trading in lane
Jhin is an ADC champion with extremely long range on his abilities, which makes him useful far away from fights, while staying safe. His 4th basic attack is guarenteed to critically strike, and that makes him really good in short trades in the laning phase. Jhin hits hard with each basic attack, but has a low amount of attack speed because of his passive, whisper. Jhin gains huge amounts of movement speed when critically striking, which makes it easy for him to kite. He is really fun to play, and can hard carry a game, if played correctly.
- Easy to kill
- Very immobile
- Skillshot reliant
- No perfect rune choise
- Hard to master
If you're playing Jhin then you probably know that he's extremely easy to kill, because of his low amount of health and resistances. He has no dashes, stealth, teleports etc. to escape from assasins, which makes him an easy target for champions like Zed and Talon. You have to be really good at landing skillshots in order to be the most effective, while playing Jhin. There really isn't a perfect rune choise for Jhin. Hail of Blades, Fleet Footwork and Dark Harvest are all viable, but none of them seem to fit perfect with Jhin, in my opinion.
Keep in mind that this is an alternative rune setup and will need to be updated soon!
Electrocute is a great option for Jhin because it outputs a lot of damage if you use a combination of your abilities and your basic attacks in a short timeframe. Electrocute scales off your Attack Damage, which is perfect for Jhin, because his Attack Speed gets converted to Attack Damage. That way the damage from electrocute gets up to insane numbers and can deal tons of damage during the span of a game.
Fleet Footwork is another option many Jhin players like, but since it doesn't do any damage, I don't prefer it as much as Electrocute. In losing matchups i like to go for Doran's Shield instead of going Fleet Footwork, because the damage will simply be lowered too much, if you don't use Electrocute.
|Taste of Blood is a great way to sustain in lane against poke lanes. You can proc Taste of Blood by bouncing your Q Dancing Grenade onto the enemy ADC/support. The other rune options here are not as effective as this one.|
|There isn't a good rune-choice in this category, but the best of them is Eyeball Collection because of the bonus AD it gives throughout the game. You can go for Ghost Poro if you like, but I wouldn't recommend it, since you'll do less damage if you go for it.|
|Ravenous Hunter is the strongest of the 4 "hunter" runes. It gives a lot of sustain in the laning phase, and is a strong counter to especially poke lanes. You can go for Ultimate Hunter if you want less cooldown on your ultimate, Curtain Call, but I wouldn't recommend it.|
Absolute Focus is a good rune choice for Jhin, since he lacks a lot of damage in the early game, because of his low attack speed, from his passive Whisper.
Celerity is a strong alternative, but I prefer Absolute Focus, because it gives AD, which means his critical strike hits will deal more damage, and Jhin will get more movement speed from Whisper. That means there's really no reason to go for Celerity, since you get roughly the same amount of Movement Speed from each of the rune choices, but Absolute Focus gives extra AD.
|You want to run Gathering Storm as much as possible. If the enemy team is very AP heavy, then Nullifying Orb is a better option.|
You have the option to start with Doran's Blade or Doran's Shield.
In most cases you want to start with Doran's Blade.
Start with Doran's Shield when you're against champion like Brand, Nami and Zyra, because it gives you extra health regen to sustain against their poke.
Keep your distance far away from these types of supports, and be careful when you go for last hits on minions.
Always buy a Health Potion and Warding Totem.
There's a lot of different choices on Jhin when it comes to buying boots.
In most cases you want to buy Boots of Swiftness.
Whenever you play Jhin it's very important that you look at the enemy team. You need to adapt to what the enemy teamcomposition looks like.
If they are heavy AD, go for Ninja Tabi. If they are heavy AP/Crowd control, go for Mercury's Treads.
Jhin is a very immobile and squishy champion that is very vulnerable to Crowd Control (CC), so you often need to buy defensive boots, instead of Boots of Swiftness.
You can go for Berserker's Greaves if get really far ahead of your opponent in early game, but it's not recommended.
IMPORTANT: Here are some matchups where you always want to go for defensive boots:
Lucian is a very dangerous early game champion, that wants to try to kill you early and get a lead, especially when he gets Blade of the Ruined King. Always buy Ninja Tabi against Lucian early. Jhin is very weak in 1v1 scenarios, so you want to stay far back and don't go for all-in trades.
Whenever you're against roaming midlane champions like Zed, Talon, Fizz and LeBlanc you want to go for defensive boots like Ninja Tabi or Mercury's Treads. This will give you a better chance to survive when they look for roams botlane. Buy Control Wards as well, to be prepared for jungle ganks and midlane roams.
Some matchups are tough for Jhin and forces him to recall early. You want to be able to identify these matchups and build defensive boots/starting items against it. When you're forced back early, you'll have two options to choose from.
Go for early defensive boots or building towards your Stormrazor. You almost always want to go for Stormrazor if possible. The 2x Long Swords and a Dagger gives you a lot of damage in the early game, but remember to always go for B. F. Sword if you have above 1300 gold.
The core of Jhins build exists of Stormrazor, boots, Rapid Firecannon and Infinity Edge. Getting these items as soon as possible is extremely important, because you'll lack in damage if you don't have them. The last two items are optional, and you can build depending on the situation.
Jhin's three-item-powerspike (+boots) makes a total of 10.100 gold (9.900 gold if you go for Boots of Swiftness)
There is a lot of different item choices after Jhin's three-item-powerspike you can go for. Look at the enemy team and decide what to buy from there.
Some like to go for Phantom Dancer or Youmuu's Ghostblade instead of Bloodthirster or Guardian Angel.
|Phantom Dancer is a good choice if you want 100% critical strike chance.|
|Youmuu's Ghostblade is a good choice if you want some extra movement speed and cooldown reduction.|
If you're against:
|a heavy crowd control team, then go for Mercurial Scimitar, for the crowd control removing active.|
|a heavy AP team, or a fed AP champion, then go for Maw of Malmortius for the extra Magic resist.|
|a heavy armor/tank team, then go for Lord Dominik's Regards, for the passive 35% armor penetration.|
|a heavy armor/healing team, then go for Mortal Reminder, for the passive Grevious Wounds effect that reduces the healing effectiveness of the enemy you attack for five seconds. This is great against champions against Dr. Mundo or Vladimir, who builds armor and heals a lot.|
Jhin is an AD Carry champion that needs a lot of gold to buy core items, before he reaches his powerspike. Therefore you want to play him in the botlane where you have a support to help you survive and get the gold you need.
Jhin is really strong when it comes to small trades in lane with the enemly AD Carry. Jhin has a huge advantage in the early game, because his 4th basic attack is guaranteed to critical strike. You want to use your 4th basic attack on the enemy AD Carry as much as you can, since it will give you a big health lead. This can help you if your jungler comes to gank you, since it will be easier to kill the enemy when they're lower HP.
Always use your Q Dancing Grenade when you go for a quick trade with your critical strike attack.
Try to use your it before you use your 4th basic attack, since the Critical Strike attack does a percentage of the enemy's missing health. This means that if you use you Q Dancing Grenade before using your 4th basic attack, you will do more damage!