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But where you are mistaken is thinking that it makes you scale better. RFC actually gives you something way more valuable than damage, which is tempo.
RFC gives you extra range and a massive comfort boost in terms of positioning and mobility. It makes you way stronger during pre-fight phases, which is often where the fight itself is decided, way more than in the raw teamfight. Jhin abuses that extra range so well with his fourth shot. That comfort is worth more than any extra damage LDR can offer.
It is simply better to delete a Xerath hiding in the back than to deal more damage to a Leona standing in front.
Let me know if that is unclear. It is something a lot of ADC players do not fully realize. Raw damage is not always the holy grail. Some items offer unique value that is even more precious, and that is exactly what RFC does, especially on Jhin.
In the end, going LDR third after Collector and IE is still a good option, but only in certain games. During the game, just try to identify what the real threats are. If there is a giga-fed tank, go LDR. If there are three tanks, or let’s say even two and a half, then LDR is fine. But otherwise, I recommend going RFC in 80 percent of games.
Or games where you fall behind and get outpaced, regardless of the enemy ADC?
When you fall behind and deal no damage anymore, the good news is Jhin is actually one of the best ADCs in that situation because he is a tempo and playmaker ADC, not a hard carry. He relies on control, poke, and zoning, not raw DPS.
So when you fall behind in the game, it is not over. Even at 0/11/0, Jhin can still be useful. Trust me, one good W can literally change the game.
A huge mistake to avoid: thinking 'I do not deal damage anymore so I should go solo farm.' No. You need to do the exact opposite. Accept that you are no longer the main damage source for your team and stay with them as much as possible to help with catches, using W of course but also R and E. If your team is doing well, you can help them win without having to carry.
Here is a golden tip: Even if you are 0/11/0, in the enemies’ minds you are still an ADC, which means a high-value target, especially in mid elos like silver to emerald. You can use that. I call it suicide bait haha. Basically, you try to make the enemy waste big cooldowns or resources to kill you. Do not sit too far back looking untouchable. You should look tempting to engage on but not for free either.
For example, there is a furious Pantheon running at you and you know he is going to one-shot you with his full combo. You stay just within his flash range and surprise, he flashes in and dumps everything on you. You die but your super-fed Lee Sin instantly deletes him because now Pantheon has nothing left. He chose the wrong target.
Most of the time there is nothing super mechanical to do. Just help with CC, do not die for free, but also do not hide too much. Always remember that your actual death value is lower than what the enemies perceive it to be. That can make a big difference.
Technically, the enemy ADC is your opponent, just like toplaners fight each other or supports fight each other. But it is not just them, it is true for every role in the game except ADCs. The others are constantly fighting their direct matchup the entire game. For ADCs, the duel with the enemy ADC basically ends after 20 minutes. After that, it is all about teamfights and ADCs do not directly fight each other anymore, or only very rarely.
Knowing that and knowing that Smolder is a very weak champion early game, it means he is not really a problem for you as Jhin. Actually, it is the opposite. You take advantage of his weak laning phase. On average Jhin is plus 400 gold at 15 minutes in this matchup. After that, sure, he becomes strong, but at that point it is no longer really your problem directly.
Aery, outscales comet due to proc time, (axiom, celerity, scorch), Precision (coup/cut down, presence of mind)
Collector, edge of night (mostly)/sundered sky, mortal/ldr, ie, bloodmail/merc scimitar/random situational, can slot deadmans plate over boots
The aery tick with collector feels incredible. W start always
Glad to hear it’s working that well for you!
Actually there were several nerfs and adjustments about a year ago because Riot did not want Ghost to become a summoner spell for ADCs and wanted it to remain a spell for bruisers
Anyway I would not recommend it it's really uncommon nowadays and personally I do not really like playing it it's less impactful than Barrier or Cleanse
But honestly if you're very comfortable with it and feel better and more confident using Ghost then go for it
Leading up to patch 14.03, I also thought there would be a power shift between the two runes, but the numbers show that this hasn’t been the case. The buff isn’t enough, but it sets the stage for Dark Harvest to make a comeback in the coming weeks.
Main issues :
Hubris is designed to be purchased early, but it doesn't provide crit, which is essential for Jhin to snowball. Additionally, it offers ability haste, which is completely useless for Jhin.
Runes:
I rarely ever change runes; the only situation I might consider it is against heavy tanks. For more details, feel free to check my reply to @ Diablo97's comment.
Youmuu vs Collector:
Youmuu showed some promise on Jhin a few months ago, but the repeated nerfs—specifically targeting ADCs who used it, including Jhin—have hurt its viability. Additionally, the late Season 14 buff to Collector solidified its position as the better choice in almost every situation.
If this ever changes, I’ll be sure to keep you updated. :)
First, your habit of first-picking is a very good thing, I do the same. Being an OTP Jhin is perfect for that:
- Little to no counter picks if you perma-ban Draven
- Jhin is heavily played, so it’s safe to secure him
- As an ADC, he naturally has few counters
About the issue with very tanky teams, it’s not that big of a problem. It’s true Jhin isn’t the best tank killer, but he’s better at it than your teammates might think. Remember, Jhin is an executioner, so a low-HP tank will melt under your hits.
A simple adjustment in this situation is swapping Coup de Grâce for Cut Down. Then, in-game, change your build order: swap Rapid Firecannon with Lord Dominik's Regards.
For team fights, it’s better to ignore tanks when they have more than like 60% HP and focus on other targets. Of course, I know that’s not always possible, so just do your best.
In conclusion, by slightly adapting your playstyle, build, and runes, you can play Jhin effectively against very tanky teams, even though it’s not the ideal situation.
Also, I've noticed some players take Sorcery as their secondary rune (like the streamer iKeepItTaco). Could you explain the reasoning behind this and how it compares to the setup you suggested?
As for the Doran's Ring, I gotta say I've never seen it on Jhin, so it's a bit of a mystery to me. If you could **shed some light** on why some players go for it, I'd be really curious to know more.
Now, for Sorcery as a secondary rune, it's pretty straightforward:
- When you pick Domination as your primary, Precision as a secondary is a must – it’s the most important for Jhin.
- But if you go with Precision as the primary, then Sorcery is the better secondary choice.
To sum it up:
- The secondary runes from Precision and Sorcery are **not as good** as Domination’s.
- Precision > Sorcery, so if you’re running Dark Harvest, you go with Precision as your secondary, and if you’re running Fleet Footwork, you go Sorcery as your secondary.
Hope this clears it up!