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Jhin Build Guide by daudr9

ADC [11.23] Best Jhin World guide (Challenger adc main)

ADC [11.23] Best Jhin World guide (Challenger adc main)

Updated on November 26, 2021
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League of Legends Build Guide Author daudr9 Build Guide By daudr9 5 2 12,071 Views 0 Comments
5 2 12,071 Views 0 Comments League of Legends Build Guide Author daudr9 Jhin Build Guide By daudr9 Updated on November 26, 2021
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Runes: Standard rune page i always use

Domination
Dark Harvest
Taste of Blood
Eyeball Collection
Ravenous Hunter

Precision
Presence of Mind
Legend: Alacrity
Bonus:

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

Spells:

1 2 3
Spells against most matchups
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

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ADC Role
Ranked #15 in
ADC Role
Win 52%
Get More Stats
ADC Role Ranked #15 in
ADC Role
Win 52%
More Jhin Runes
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Threats & Synergies

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Champion Build Guide

[11.23] Best Jhin World guide (Challenger adc main)

By daudr9
About me


Hello, im daudr and I've been playing LoL since about season 3 and have been an adc main all the way. Most of the time I mained Draven and for like 3 years im mostly doing Jhin. Im play on both EUW and EUNE and reached under top 100 rank with nearly 65% winrate playing solo.

For more Jhin info and bot-late/game related in general feel free to visit my stream and i'll be glad to help you out :) https://www.twitch.tv/daudr9

Summoner spells

Heal - You can manipulate health and movement speed of both you and your ally for attacking and retreating succesfully.


Exhaust - When you see enemy mid/jungle is an assassin or dangerous enemy bot lane champs like draven/tristana/samira/vayne especially when they have hooking/engaging support.


Cleanse - You lose so much by taking cleanse in early laning phase that should you consider taking it only in cases where amount of ccs in enemy team is unbearable or you're just too lazy to dodge them.
Build

Start with Doran's blade + HP potion when you feel like going all in soon after laning phase starts so you win in terms of stats against boots/longsword opponent.

Go Long sword + pots when you plan trading a lot and Boots + pots if you want to dodge more skillshots more easily e.g. playing against Xerath/Lux/Blitz/Thresh.



Go Swiftness everytime you need extra mobility dodging enemy skills or kiting.


Go either Steelcaps or Mercs when enemy has 4 or more champions dealing AD or AP damage.




Core build - Galeforce and Collector are static here but order of getting Infinity Edge, Rapid Firecannon and Dominik's may vary.
Most often you should go for IE 3rd item when enemy does not have much armor.
Get Dominik's when enemy team has 2 or more tanks or/and when they are getting Zhonya's + Steelcaps.



Optional/Late - Even though Guardian Angel may not seem that good on Jhin (since it's not adding up to his Crit chance pile), for me it's almost obligaroty when im on 500g and more bounty since dropping it is disastrous - you can get it as soon as you finish collector (not recommended building it quicker because you need to keep doing damage).


QSS when you don't want to bring cleanse into the game and you're really scared of CCs.


The last 3 items will switch with boots when you got all 6 items (because they are worth about 3 times as much and provide more value with stats while still serving you as a source of additional MS - what is really important) and you get them:


Dead man's plate when enemy team has some significant AD damage.


Force of nature enemy team has some significant AP damage.


Mortal reminder when enemy team has mixed damage and strong healing champs like Vlad, Soraka, Samira, Red Kayn, Yuumi and such.
Abilities
Im never giving a point in E until sometime after level 6.
That is because unlike Jhin's E his Q is a reliable source of damage and is guaranteed to hit. It might be the same with his W if you have a support with CCs so you're really maximizing your damage output and that when combined with AD from Alacrity + Dark harvest stack on top can really surprise your opponent and lead to some easy early kills.

There might be 2 exceptions to that:
Playing in low elo where many more takedowns happen and there is greater chance flower-trap popping off will deal more damage or slow someone down enough to let you finish him off.
Second one being temfights that might occur earlier or later in a game and when you participate in them there is more value to flowers as well (more takedowns can result in more AoE damage and slow from that ability)

The way I also like to use his E instead of stacking them in one place to W someone down when he steps into them is to place traps in most probable paths of enemy jungler so i can notice him preparing to gank me or it just usually results in him retreating.
Runes


Harvest for damage and really a security option that gives more carry potential if game goes into far late + Eyeball with Alacrity for even more damage.

Taste of blood and Ravenous is enough for sustain if you manage your health correctly (no need to waste a perfectly good Alacrity slot (bonus damage) for Bloodline).

Presence of mind to solve mana issuses essentially, helps with continuous trades early on and when Jhin's mana pool grows (up to about 3 times with him leveling up), takedown's 15% restoration provide most value.

Keep in mind when you verse 4 AP champions in enemy team or 2AP champions on botlane you should switch last small rune from Armour to Magic Resist.
League of Legends Build Guide Author daudr9
daudr9 Jhin Guide
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[11.23] Best Jhin World guide (Challenger adc main)

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