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Jhin Build Guide by Sniper17

ADC Jhin, New IE,Items,build and more patch 8.11 coming soon!

ADC Jhin, New IE,Items,build and more patch 8.11 coming soon!

Updated on May 28, 2018
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League of Legends Build Guide Author Sniper17 Build Guide By Sniper17 52 8 400,709 Views 31 Comments
52 8 400,709 Views 31 Comments League of Legends Build Guide Author Sniper17 Jhin Build Guide By Sniper17 Updated on May 28, 2018
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Choose Champion Build:

  • LoL Champion: Jhin
    Jhin (prim Sorcery- sec Precis
  • LoL Champion: Jhin
    Jhin (prim Sorcery- sec Domina
  • LoL Champion: Jhin
    Jhin (prim Sorcery- sec Resolv

Runes:

Sorcery
Arcane Comet
Manaflow Band
Celerity
Scorch

Precision
Legend: Alacrity
Coup de Grace

Spells:

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

Intro



I'm Ryan, my summoner's name is DJ DeathMaster (DJ is stand for my team "Dayum Jockers"). I have been playing league of legends since the end of season 2 (September 2012), I have been maining different roles through different seasons, right now by the end of season 7 I'm Platinum II, I had so many ranked solo queue games in the Diamond-Platinum Elo and a decent experience in this Elo.

I have been playing Jhin since it was released (02/01/2016), everyone was thinking Jhin is a bad champion since he has to reload every 4 shots, So I was getting So much flame when I was playing him, I didn't care and kept playing Jhin until Jhin became one of the best ADC's in game.

Since the new 2018 pre-season update and the new runes everyone still not sure about what to pick for their main champions, So I decided to make guide to help Jhin players Pick the most effective rune paths and builds.

WElCOME to my JHIN guide!

(RECENTLY UPDATED)
If you already have seen this guide before, and looking for what are the Items changes and new items coming in patch 8.11 and how it would make jhin better and back to the meta just Click here
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About Jhin

JHIN is a special AD carry that has a special gun called Whisper, Whisper has a fixed attack speed and 4 bullets per clip but has a different scale with the attack speed and the critical chance allows him to gain much more extra attack damage than the other AD carries....

JHIN's 4th shot will always critical strike enemies and deal bounce damage per enemies missing health %, which making his early game is very strong especially with the new runes Arcane Comet, Cheap Shot, Coup de Grace and more!!

JHIN is a psychopath murderer, who thinks killing is as art, he has a special ult Curtain Call with 4 powered skill shots bullets allows him to snipe and kill his enemies in cool way.

JHIN can deal so much damage in team fights and catch enemies and cc them from a long distance thanks to his abilities Deadly Flourish and Curtain Call.

Now we see that JHIN is the most picked ADC with 35% pick rate, after everyone was abusing that ADC when it was released because they were thinking he is a useless ADC since he reload every 4 Auto Attacks
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Runes

This is the most important part of the guild, most will be reading this guild to reach this section so I'm going to explain this part in details.


-The Primary Path


We have 4 Options:


Domination + any other path will give you bounce +11 Attack Damage

Sorcery + any other path will give you bounce +15 Attack Damage

Presision + any other path will give you bounce +18% Attack Speed

Resolve + any other path will give you bounce +130 health points
(changed after 8.1 Patch to (+65health & +6 AD with sorcery, +5AD with domintation, +9% Attack speed with precision)either Resolve is picked as Primary or Secondary Path.

What is the best Primary path to pick with Jhin, and the most suitable one?

The answer is Sorcery, but here is an explanation about why Sorcery should be picked as a primary path over Precision, Domination or Resolve.

- Let's Start by "WHY NOT?" First.
  • Why not Precision as a primary path?
    If we pick PRECISION as primary path, Fleet Footwork would be the best keystone to pick, and it works very well with JHIN but the problem is that PRECISION will grant you +18% attack speed which will make JHIN start weak with 77AD (including buying Doran's Blade), Also the Attack speed on JHIN early game is not the best.

  • Why not Domination as a primary path?
    If we pick DOMINATION as a primary path we will have no problem with effect of it that grants JHIN +11AD allows you to start with 84AD (including buying Doran's Blade), but there is no suitable Keystone in DOMINATION for JHIN, Maybe Electrocute but it has a very long cooldown and hard to land compared to Arcane Comet.

  • Why not Resolve as a primary path?
    The obvious Reason is that Resolve grant you bounce +130 but no Attack Damage will make your start very weak making it hard to trade or farm. Also assuming we take Grasp of the Undying the most suitable keystone in RESOLVE path, the healing effect of it is halved for ranged champions.

- Now "WHY?"


The SORCERY path has been nerfed in 7.24B patch, it will give you +12 instead of +15, so Domination is possible to be picked with Electrocute keystone and Sorcery as secondary path. I still prefer the old one (SORCERY-PRECISION).

-Keystone and Sub runes pick:


- Sorcery KEYSTONES
Your attacks and abilities send Aery to a target, damaging enemies 20 - 60 based on level (+0.10 AP and +0.15 bonus AD) or shielding allies, (COOLDOWN Aery cannot be sent out again until she returns to you).

Damaging a champion with an ability hurls a comet at their location dealing damage 30 - 100 (based on level) (+0.20 AP and +0.35 bonus AD), or if Arcane Comet is on cooldown, reduces its remaining cooldown, (COOLDOWN 20 - 8 seconds (based on level)).

Hitting an enemy champion with 3 attacks or separate abilities within 3 seconds grants 15 - 40% Movement Speed based on level for 3 seconds, Additionally, melee champions gain 75% Slow Resistance for the duration (COOLDOWN 15 seconds).


Summon Aery almost has no Cooldown and works very well with Abilities and Auto Attacks, you can poke your enemies hard with this keystone and Scorch.

Arcane Comet has the same effect of Summon Aery and can be used to poke enemy as well, the difference is has more damage and longer Cooldown than Summon Aery and only abilities activate it (Auto Attacks does not activate it) .

Phase Rush is good keystone as well, as it will allow you to kite easly with the burst of movement speed it gives, but it cut down the damage you deal.

I do prefet Arcane Comet or Summon Aery, it's a preference matter to pick between those 2 keystone, Arcane Comet do more damage but you have to land an ability, If you don't want to bother yourself trying to land abilities just go Summon Aery.

Summon Aery can be replaced by Arcane Comet again, after the 7.23 patch nerf. (still preference matter)


- Sorcery Sub Runes:


Artifact

Always pick Manaflow Band because JHIN is Caster and need lots of mana to use his abilities to farm and poke this rune will provide enough mana and mana regeneration for that purpose, but you still have to pick Nullifying Orb If you are playing against those Heavy AP supports ( Zyra, Brand, Vel'Koz, Bard).


Excellence

I would Say Absolute Focus but it's hard to maintain above 70% hp so it's not the best, So I would Pick Celerity as it gives bounces movement speed and adaptive AD for your bounce movement speed, it works very well with items, like Rapid Firecannon and your passive Whisper when you critical hit or 4th shot.


Power

Scorch or Gathering Storm preference matter Scorch for more damage and poke in lane and Gathering Storm for late game as it allows JHIN to scale higher Attack Damage.

Scorch can be replaced by Gathering Storm since it got nerfed on the last patch 7.24B. (still preference matter)

-The Secondary Path


We have 3 Options to pick with Sorcery:

(RECENTLY UPDATED)
After Season 8 starts and Patch 8.4 Picking Precision or Resolve As secondary lane will grant you half the effect of both Primary and secondary path, which means ( Sorcery- Precision) gives you +6 AD and +9% Attack Speed, which is not useful on JHIN, same for ( Sorcery- Resolve) +6 AD and +65 HP, So these 2 paths are not the most efficient paths for JHIN now.
Domination Still has the safe effect (unchanged) +11 AD gained from ( Sorcery- Domination), makes it the most suitable path for JHIN at the moment specially for the upcoming Buff (8.5 Patch) on JHIN's Passive AD bounce per Level.

First Path (SORCERY-PRECISION)


  • WHEN should I pick this path?
    Pick PRECISION as a secondary path when the enemy team has heavy tanks and you need more life steal, you will get 30%life steal provide from Legend: Bloodline and Bloodthirster.

- PRECISION
has 3 rows of runes options, we have to pick 2 runes (SHOULD NOT be from the same row)

--First row is Heroism which has 3 options:

  • Overheal: Excess healing on you becomes a shield.
  • Triumph: Takedowns restore 15% of your missing health and grant an additional 25 gold
  • Presence of Mind: For 5 seconds after gaining a level or takedown any mana you spend is fully restored.
Overheal has a very low ratio, Triumph I had 450 gold once after 9 kills and assists, so might be good if you had lots of kills, Presence of Mind not so useful.

--Second row is Legend which has 3 options:

Legend: Alacrity Attack speed is not so useful for JHIN early game, and Legend: Tenacity is not the best, Legend: Bloodline this one is so good and stack up really quickly giving you 31% lifesteal with Doran's Blade and Bloodthirster.

--Third row is Combat which has 3 options:

  • Coup de Grace: Deal 10% more damage to champions who have less than 40% health, Additionally, takedowns on champions grant an adaptive bonus of 9 Attack Damage or 15 Ability Power for 10 seconds.
  • Cut Down: Deal 4% more damage to champions with 150 more max health than you, increasing to 10% at 2000 more max health
  • Last Stand: Deal 5%-12% increased damage to champions while you are below 60% health. Max damage gained at 30% health.
This row has the perfect runes options which is sometimes confusing to pick the right rune out of three, I wish I can have them all.

Coup de Grace is so good in early trading and finishing enemies with 4 shot.
Cut Down is so cool late game vs tanky champions, and stack up nicely with Lord Dominik's Regards, since I have seen that JHIN has low wining rate per game length this would be a good option to improve late game vs tanks.
Last Stand if you read this carefully you can have 5%-12% more damage to champions which is better than Coup de Grace BUT ONLY WHEN you have less than 60% hp maxing 12% damage at 30% hp, I recommend to pick Last Stand over Coup de Grace in hard poke match ups which you know that you are going to lose much health in lane for example: you are playing vs Caitlyn and Karma, Draven and Zyra.

Conclusion
I would pick Legend: Bloodline over Triumph and a rune from Combat

Out of PRECISION secondary path: ( Legend: Bloodline and { Coup de Grace or Last Stand}) or ( Legend: Bloodline and Cut Down).

Legend: Bloodline can be replaced by Triumph preference matter, Triumph gives more gold on takedowns.

PRECISION secondary path allows you to deal more damage to tanks with Cut Down.


More damage with Lord Dominik's Regards.

P.S:
to check out the (SORCERY- DOMINATION) & (SORCERY- RESOLVE) path and build swap to next builds.


Second Path (SORCERY-DOMINATION)


  • WHEN should I pick this path?
    Pick DOMINATION as a secondary path when you have a support that can poke or apply CC ( slow, stun, or snare) because we are going to pick Cheap Shot rune which allows you to deal true damage to enemies with impaired movement or actions, helps you to deal more damage and pick up kills in lane.(ex for supports to go with: ( Alistar, Leona, Zyra, Vel'Koz, Brand, Karma, Annie and even Lulu or Janna)

- DOMINATION
has 3 rows of runes options, we have to pick 2 runes (SHOULD NOT be from the same row)

--First row is Malice which has 3 options:

  • Cheap Shot: Deals true damage (12-30) based on level to champions with impaired movement or actions, (4 seconds Cooldown).
  • Taste of Blood: Heals (18 - 35 (+0.20 bonus AD, +0.1 AP) health based on level) when you damage enemy champions, (20 seconds Cooldown).
  • Sudden Impact:After exiting stealth or using a dash, leap, blink, or teleport, dealing any damage to a champion grants you 10 Lethality and 8 Magic Penetration for 5 seconds, (5 seconds Cooldown).
In this row Sudden Impact is not going to work with JHIN since he has no stealth, dash or leap, the most suitable runes out of this row are Cheap Shot and Taste of Blood.

--Second row is Tracking which has 3 options:

  • Zombie Ward: After killing a ward, a friendly Zombie Ward is raised in its place.
  • Ghost Poro: Entering a bush will summon a poro that give a vision in that bush.
  • Eyeball Collection: killing wards and champions will grant you 0.6AD per kill.
Non of these options seems to be worthy to pick, maybe Eyeball Collection but has low AD ratio.

--Third row is Hunter which has 3 options: each option will grant you bounce & per unique kill.

  • Ravenous Hunter: Heal for a percentage of the damage dealt by your abilities (2.5% + 2.5% after 5 unique kills).
  • Ingenious Hunter:Gain 10% active item CDR plus an additional 6% per unique kills.
  • Relentless Hunter:Gain 8 out of combat Movement Speed plus 8 per unique kills.
Ingenious Hunter will be useless since we are not buying any active items, Relentless Hunter out of combat movement speed is not so worthy to pick,
Ravenous Hunter is not the best option as well, healing for 5% of the 4th ult shot 1500 damage! is +75 hp worth of healing in late game, 75 is nothing.

Conclusion:
We have 2 options out of Malice row we could pick Cheap Shot and Taste of Blood, and non is good from tracking and hunter.
So since we can only pick 1 rune from each row, our picks gonna be ( Cheap Shot or Taste of Blood) and Eyeball Collection.

Out of DOMINATION secondary path: ( Cheap Shot and Eyeball Collection) or ( Taste of Blood and Eyeball Collection).


Early true damage helps you to pick up some early kills.


Even your ultimate applies Cheap Shot effect.


1 auto attack + W Deadly Flourish followed by 4th shot with true damage applied by Cheap Shot + Summon Aery to finish off Vayne.


Third Path (SORCERY-RESOLVE)


  • WHEN should I pick this path?
    Pick RESOLVE as a secondary path when they enemy team has lots of AD assassins, we are going to gain more armor provided from Iron Skin and your support shields and heals which will increase your armor by 5% more.
You have to ask your support to pick a champion that heals or shields you to pick this runes path

- RESOLVE
has 3 rows of runes options, we have to pick 2 runes (SHOULD NOT be from the same row)

--First row is Strength which has 3 options:

  • Unflinching: Gain Tenacity.
  • Demolish: Charge up a powerful attack against a tower over 4 seconds while within 600 range of it.
  • Font of Life: heal allies for damaging a champions you have impaired their movement speed.
Unflinching not the best option, Demolish not the best also, and Font of Life totally useless for JHIN. nothing out of this row is really helpful.

--Second row is Resistance which has 3 options:

  • Iron Skin: gain +5 armor, and +5% armor when allies shields you.
  • Mirror Shell: gain +5 magic resist, and +5% magic resist when allies shields you.
  • Conditioning: After 10 minutes, gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 5%.
Iron Skin and Mirror Shell are good vs assassins AD or AP type, but you should have a support that gives shield( Lulu, Janna)
Conditioning is a bit stronger than Iron Skin and Mirror Shell after 10 minuets, If you don't need the bounce armor early in bot lane I recommend picking Conditioning.

--Third row is Vitality which has 3 options:

  • Overgrowth: Permanently gain 0.2% maximum health for every 8 monsters or enemy minions that die near you.
  • Revitalize: Heals and shields you cast on you are 5% stronger and increased by an additional 10% when below 40% health.
  • Second Wind: After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10 seconds.
Overgrowth has low ratio and takes long to stack up, Revitalize only work with heal summoner's spell, Second Wind best rune option out of the three since we are picking RESOLVE as a secondary path in hard matchups, this will give you sustain in lane.

Conclusion
nothing should be picked out of Strength row, Iron Skin, Mirror Shell and Conditioning almost has the same effect matchups will decide what to pick, and Second Wind gives you the sustain in hard matchups

Out of RESOLVE secondary path: ( Iron Skin, Mirror Shell or Conditioning) and Second Wind.


RESOLVE in early game lane phase.


The amount of armor and sustain RESOLVE gives in team fight.


What's the prefect one?


Personally I would take ( Legend: Bloodline and { Coup de Grace or Last Stand}) or ( Legend: Bloodline and Cut Down) over ( Cheap Shot and Eyeball Collection) or ( Taste of Blood and Eyeball Collection)

Coup de Grace or Last Stand > Cheap Shot
and Legend: Bloodline > Eyeball Collection

So I would pick PRECISION as secondary path over DOMINATION.

And RESOLVE is still Picked vs hard match ups especially Draven.

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Summoner's Spells

since JHIN's lack of mobility until he builds critical chance to active his passive EVERY MOMENT MATTERS, Flash is the first option in summoner's spell to pick..

a Survival spell, so important in lane phase early game, and in team fights, remember that part of carrying as ADC is just to survive team fights.

good option if your support is planning to pick heal as a summoner's spell, so you want to pick barrier, this gives you more survivability.
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Abilities Explanation

(RECENTLY UPDATED)

Whisper


DEATH IN 4 ACTS: Jhin's basic attacks use ammunition and his attack speed cannot be improved except through growth by level-up. Jhin's attack speed growth is classified as Base Attack Speed. Jhin can attack 4 times before having to Disarm icon reload for 2.5 seconds, and does so automatically after 10 seconds of neither attacking nor using an ability.

The fourth attack is guaranteed to critically strike, dealing 15 / 20 / 25% of the target's missing health bonus physical damage. The fourth attack will still Critical strike icon critically strike against structures, but deals 44% reduced damage and doesn't apply the bonus physical damage.

EVERY MOMENT MATTERS: Jhin's critical strikes grant him 10% (+ 4% per 10% bonus attack speed) bonus movement speed for 2 seconds, but his total critical damage is reduced by 25%.

Additionally, he gains 2% - 40% (based on level) (+ 4% per 10% critical strike chance) (+ 2.5% per 10% bonus attack speed) AD as bonus attack damage.
"One, two, three, four, two, two, three, four."

Explanation:
Simply Whisper is the name of JHIN's weapon. Death in 4 acts: pretty cool to name the special effect of whisper, Jhin can kill in 4 acts each act is 1 bullet and the last bullet will always critically strike % of enemy missing health so the lower the enemy health points the more damage your 4th bullet does.
Whisper has a 4 bullets clip and a fixed attack speed, but building attack speed and critical strike chance has a different effect and scale on whisper.

JHIN's Attack damage scales with 3 things 1.Level 2.Critical Chance 3.Bounce Attack Speed.
Here is how it scales:
    1. Jhin gains bounce 2%-40% Attack Damage per level (start with 2% at level 1 and gain more +1% each level up to level 11, then +4% each level up to 18).
(RECENTLY UPDATED)
(This bounce is getting buff in patch 8.5 to >>> 4%-44% bounce Attack Damage per level)
2. Jhin gains 4% bounce Attack Damage for each 10% critical Chance you build.
3. Jhin gains 2.5% bounce Attack Damage for each 10% Attack Speed you build.

Every moment matters: Also a cool name for the bounce movment speed he gains when he critically strike enemies from his passive.

That means buying attack damage is the best way to increase JHIN's Damage
But also buying Crit Chance and Attack Speed also help scaling your damage and your movement speed on crit.

Here are some examples about how the values of items build change on JHIN.

Conclusion:
This awesome passive gives Jhin a huge advantage early game he can out damage most other ADC's in the game with his 4th shot damage, make a good use of this advantage and play aggressively to put pressure on botlane and pick up some early kills and have a good lead allover the game.

Here is a video to understand how Whisper works.


Dancing Granade


ACTIVE: 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%.

Minimum damage 45 / 70 / 95 / 120 / 145 (+ 40 / 45 / 50 / 55 / 60% AD)(+ 60% AP).
Maximum damage 110.72 / 172.23 / 233.74 / 295.25 / 356.75 (+ 98.42 / 110.72 / 123.02 / 135.32 / 147.62% AD) (+ 147.62% AP).


(RECENTLY UPDATED)
(Q is getting AD ratio buff next patch (8.5))
Explanation:
Jhin Throws down a grenade on a target in a radius of his auto attack range, The grenade then bounce to the next closest enemy in the radius range from the last target it hits position, this means you can land your grenade on an enemy that is 4 radii far away from you if you have 3 other enemies standing in Row in front of him for the grenade to bounce until it reaches him.

Here is a video to understand how it works.

You can use this ability to Farm safely as you can reach far minions easily by letting your grenade bounce from the close minions, Also you can use it to poke your enemies from long distance if you throw it on a minion close to your enemies, you might think it's easy to be dodged but it bounces really fast and it's hard for enemy to predict the next target bounce and watching your grenade while they focusing on farming as well and it works very well with your keystones Arcane Comet or Summon Aery and your runes Scorch, and finally you can use it to secure kills, sometimes after a good early trade enemy support will be running behind the ADC you can Flash and land your Q on the support to bounce to the ADC if he is very low on health, you can also use minions. by practicing you will know when to do that and which target to use your Q on.(note that the grenade damage increases if it bounces after killing enemy [minion or champion])


Deadly Flourish


PASSIVE - CAUGHT OUT: Enemy champions damaged by Jhin's basic attacks, his allies, or inside a blooming Captive Audience Lotus Trap are marked for 4 seconds.

ACTIVE: After a delay, Jhin fires a shot in the target direction, stopping at the first enemy champion it collides with, dealing physical damage 50 / 85 / 120 / 155 / 190 (+ 50% AD). Deadly Flourish deals 75% damage 37.5 / 63.75 / 90 / 116.25 / 142.5 (+ 37.5% AD) to non-champions along the way.

Damaging a Caught Out champion Root icon roots them for 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds and grants Jhin Whisper Every Moment Matters' bonus movement speed.

Explanation:
Simply Jhin fires a shot at way long range, grants him the effect of Every Moment Matters and apply the effect of Arcane Comet or Summon Aery and Scorch so as it name says it can be deadly when building lethality to amplify it's damage.
Also this ability can snare target if the target has been damaged by you or any allies (abilities or auto attacks) except your Q Dancing Grenade

A very powerful ability with high range allows you to catch your enemies, Poke them or even secure kills.

Here is a video shows how it works:


Captive Audience


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 20 / 80 / 140 / 200 / 260 (+ 120% AD) (+ 100% AP) to all enemies caught in the explosion. Lotus Traps deal 65% damage 13 / 52 / 91 / 130 / 169 (+ 78% AD) (+ 65% AP) against non-champions and champions recently hit by one.

Explanation:
Simply JHIN can set a traps (he can stack 2 traps at the same time) that lasts for 2 minutes and it triggers when enemies walk into then, reveling and slowing them and allowing you to snare them if you hit your W Deadly Flourish while they walking on it, after a small duration the trap explode dealing damage in AoE.

Conclusion:
The ability can be effectively used to ward around your lane as you can catch the enemy junglers when they step on it so you can go back to the safe zone before he get closer, usually use it to ward the bushes as it's the possible path for the junglers to gank your lane. I have explained the possible spots to ward and set traps in gameplay section. (you can check it out HERE)

Here is a video showing how it works:


Curtain Call


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 bullet 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.

Curtain Call's damage is increased by 0% - 250% (based on target's missing health), and the final shot critically strikes for 100% × (1 + bonus critical damage) increased damage.

Minimum Non-Final shot damage 50 / 115 / 180 (+ 20% AD).
Maximum Non-Final shot damage 175 / 402.5 / 630 (+ 70% AD)
"Prepare... for your finale."

Explanation:
This Ability is exactly like your 4 auto attacks, the difference is Jhin using his sniper rifle instead of whisper gaining a range of a huge cone to snipe his targets and take down his fleeing enemies in style. As jhin's auto attacks the first 3 shots will do normal damage and the 4th shot will critically hit for bounce % of enemy missing health exactly as whisper.

Here is the video:

You need to know when to your your Ultimate, some people are just confused about the timing on when they should use it, I have seen in low elo some using jhin ult while enemy is in his Auto Attack Range or while they are full hp. They best timing for Jhin ultimate when enemies are fleeing or when they are low on health, in team fights you need to hit your auto attacks as long as there are enemies in your Attack Range and as soon as they flash try to run this is just the prefect timing to use your ultimate don't forget that your ultimate does more damage per enemy % of missing health so never use it on healthy targets because it will do no Damage.

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Sequence

> > >

Why taking Captive Audience at level 4 not 3?
- because there is no need to set traps early, most enemy junglers start bot side so by hitting level 3 enemy jungler will be doing top side camps at this time.
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Items & Builds


Example of full build ( Sorcery- Precision& Domination)

or or

Example of full build vs Assassins ( Sorcery- Resolve)

or or


Details:-

-Starting Items options
Those are the best Starting items allows you to start with 89AD with this runes path, we are not taking Doran's Ring and 2 Health Potion, we are going to use Manaflow Band instead.

This is another start option a Doran's Ring and 2 Health Potion, this start will grant you 45 AP which is more damage for your Q, but it will take down you AD start to 62 because the secondary adaptive buff will be transformed to +25 AP instead of +15 AD as soon as you buy the Doran's Ring, it will also give you 1 more Health Potion which is good since sustain is not very good in early game.
-Note: If you go for the Doran's Ring start, once you buy the B. F. Sword stats of Absolute Focus will change back to adaptive +AD, and secondary path buff will change back to +15 AD.

-First item options

-Lethality
I recommend to build this item first before Infinity Edge as it amplifies your damage vs squishy targetsalso the movement speed gives up more mobility in fight and works very good with Celerity, why lethality is good for jhin?

To answer this we have to understand Jhin. Jhin is not a fully hyper carry ADC like Jinx and Tristana champions who rely on their Auto Attacks to deal damage, also jhin is not a fully caster ADC like Lucian and Ezreal champions who rely on their abilities to deal damage, Jhin is something in between, his passive whisper and the 4th shot makes him mini hyper carry since he has to reload every 4 shots, and his Q Dancing Grenade, W Deadly Flourish and R Curtain Call makes him a caster ADC, that's why lethality is good to amplify Jhin's Damage from abilities.


(RECENTLY UPDATED)
After the nerfs on Lethality items, and when the next JHIN buff kicks in next patch (8.5),
I don't recommend Building Youmuu's Ghostblade, and go back again to our Crit-Damage build, Since JHIN will get buff on his Passive to Scale more bounce AD per level.

Serrated Dirk should be your first item instead of B. F. Sword in case you going to buy Youmuu's Ghostblade first.

-Critical Rush
On your first back you should afford buying a B. F. Sword if you have farmed well or picked up a kill, if not buy Pickaxe instead.

Rush Infinity Edge after buying B. F. Swordto take up jhin's critical stike damage that has been reduced by Whisper back to 225%, this should be your first item.

-3rd Item options
This should be your 2nd item, it allows you to pick your enemies and land your 4th shot with the extended range it gives.

This should be your 2nd item instead of Rapid Firecannon in case you playing vs assassins, as it will gives you more defensive stats vs Assassins.

-Boots options
you should afford this before 20 minutes.

or those 2 boots options you should buy instead of Boots of Swiftness in case of playing vs assassins,depends on type of assassins you playing against you have to buy Ninja Tabi vs AD assassins ( Zed, Talon, Nocturne, Kha'Zix) and Mercury's Treads vs AP assassins ( Fizz, Ekko, Syndra, Veigar.

-4th Item options
this could be your 4th item as it gives you more critical strike chance and damage (note that we will upgrade it to Statikk Shiv after we buy our 5th and 6th items) the purpose of buying zeal now is to get more critical strike chance.

this should be your 4th item instead of Zeal in case of playing vs assassins as it gives you more armor that works very well with the RESOLVE runes we picked in the secondary path Iron Skin. In this case we have to rush Rapid Firecannon immediately after this to give at the extended range we need to deal some damage from a safe range in team fights.

-5th Item options
or depends on enemy team tanks if they have a healing tanks ( Dr. Mundo, Swain, Darius) you should pick Mortal Reminder, else if pick Lord Dominik's Regards.

Last Item options
or Last item you should switch Doran's Blade for Bloodthirster or Death's Dance because late game each shot of your whisper will deal 1500 damage, you want to life steal that!.
In case of playing vs Assassins we will skip Lord Dominik's Regards and get Death's Dance to minimize the burst damage from assassins and more sustain in team fights.

Finally we can upgrade our Zeal into Statikk Shiv for more crit chance and damage.

-Other situational items
Always buy this item before anything when playing against Soraka, later upgrade it to Mortal Reminder.

Buy this consumable item late game when you are at full build.

For critical build gives you 100% crit chance and 30% cooldown with other critical items.

and Full Lethality Build works very good vs full squishy team, but very bad vs tanks.


PLEASE always check the NEW & RECENTLY UPDATED section after every guide update to find out what has been changed.

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Gameplay

Early game



-Farming
your Q Dancing Grenade and your 4th shot are your main tools to farm in lane, remember that if your Q killed a minion it will bounce to the adjacent minion in range dealing more damage, max damage after three bouncing.

You can also practice on attacking and and set minions health to hit 1 Q Dancing Grenade to kill 4 minions in just one ability.

- "video coming soon"

-Early trade
with these runes path our main target is to trade early in lane and pick up some early kills, so you want to play aggressively, with your Q Dancing Grenade, W Deadly Flourish, your 4th shot Whisper and the runes Summon Aery, Absolute Focus, Scorch, Cheap Shot or Coup de Grace you have the tools to poke and take down your enemies in lane, unless you play with RESOLVE you will have to play safe and wait for your jungler or mid laner to roam and help, and sometimes you can win the trade on your own.

-Avoid ganks

Your E and trinket wards are your tool to avoid early ganks on your lane, make sure you setup the traps at the right bushes at the right time.

always keep your eyes on the mini map and listen to smart pings, if you no longer can see the enemy's mid laner on the mini map there is a chance he is coming for you, then you will have to stop pushing until you can see him again in the mid lane, if you see the enemy's jungler on top side, that's mean your lane is safe and you can keep pushing.



The ideal situation for botlane is to farm and push your wave toward enemies towers, making it hard to the enemy ADC to farm, allows you to poke enemies under their tower, and keeping pressure on the bot side, but remember that pushing will make your lane easy to gank from the enemy jungler, so you always want to set up wards and traps at the right bushes to prevent ganks, don't be upset if enemy jungler babysetting your lane, as long as you escape and avoid the ganks it's a good advantage for your team because you are making the other lanes less pressured, and wasting enemy's jungler time.

Mid game



-Mid game: objects, map control and rotations
As we said that you will be pushing your lane, this will allow you to keep pressure on the dragon side, after poking your enemies under their turret with a little help of your jungler/midlaner you will have to secure 2 kills, first tower, and dragon.

After you done all that, you want to rotate to mid or top, depends on the enemy team and game situation, if you going to rotate top try to gank enemy's top laner with your support, pick up a kill or force him to recall, take down the tower and herald.
after that you want to rotate mid while your top laner is protecting botlane, do same at mid, take down tower and some kills.

Sometimes you have to rotate mid before you even take enemy's botlane turret, when should you do that?
If you have noticed that the enemy mid laner has poor wave clear vs your midlaner or a melee champion like ( Fizz, Zed, Yasuo, Diana). push your lane and go to mid push the lane to secure first tower.

Late game & team fights



In late game will always have to group with your team mates, get a vision on the map, and get ready for team fights, securing objects and kills, and win the game!

-Team fights
As ADC your position in team fights is so important, always stay in the back line close to your support and wait your team to engage or counter engage to start a team fight.
In team fight always focus the closest target to you, don't risk diving to try to hit enemy's carries unless your team catch someone and you can land couple of hits with the extended range from Rapid Firecannon.

Remember that part of carrying is ADC to just survive fights, enemies's eyes will always be on you, they will always be distracted trying to kill you, by trying to dodge enemies's damage on you, you will be wasting their resources allowing your team mates to win the fights, so always try to survive.

Sometimes you have you engage the fight, how?, you have the tools for that, your W Deadly Flourish to snare low health targets, followed up by your ultimate Curtain Call followed up by your team mates CC's and damage.

-Assassins on enemy team!
Most assassins are high mobile and can deal lots of damage to squishy targets, how to counter assassins as ADC?
Using flash to dodge Zed Q's after he land his ult to avoid the damage and secure the kill.
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Summary

We have reached to the end of the guide, thanks! everyone for your time reading this, I would like to give me your feedback about this guide it will help me a lot since this is the first guide ever I have created and I have put lots of effort in it.

Also let me know through the comments if I should add something else, I am planning to add more videos of each runes path game play style and match ups in the upcoming days, I just wanted to publish this guide as soon as possible because some people are struggling with the new runes system so I was focusing on the new runes and did not have time to upload videos.

This guide is not finished yet, I'm still testing these runes paths against different match ups

If you have any questions leave me a comment, and I will try to my best to answer all the questions

Wait my upcoming Talon and Diana guide!
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News & Recently updated

What's recently updated?


  • Changes to some items we use on Jhin and the new items coming on patch 8.10 that might work good on Jhin...Click here to check it out!
  • JHIN build based on patch 8.11 items changes and new items... Click here to check it out!
  • How the new Infinity Edge and other new items going to get jhin back to the meta... Click here to check it out!

What's coming soon?


  • New (SORCERY-INSPIRATION) runes path and build!
  • Camille and Diana guide.

- Changes to some items we use on Jhin and the new items



- First of all is Infinity Edge:
  • New Recipe: [ B. F. Sword + B. F. Sword + 1100 gold]
  • Total Cost: 3700g
  • Attack Damage increased from 70 to 80
  • [Removed] No longer increases critical strike damage.
  • [New Effect] UNIQUE Passive: Doubles your critical strike chance.
  • [New Effect] UNIQUE Passive: 20% of critical strike damage is converted to true damage.

Briefly, Infinity Edge is getting Unique passive is exactly like Yasuo passive Way of the Wanderer, as we will only have to build 50% critical chance and Infinity Edge will double it to 100%, this will allow jhin to get to max crit chance with way less items 2.5 items rather than before needed 4 items.

- 2nd item is Essence Reaver:
  • New Recipe:[ B. F. Sword + Caulfield's Warhammer + 800 gold]
  • Total Cost: 3200g
  • Cooldown Reduction increased from 10% to 20%
  • [Removed] No longer grants critical strike chance
  • [Removed] No longer grants additional CDR based on critical strike chance.
  • [Changed Effect] Mana refund reworked: Now grants 1% of missing mana on hit.
  • [New Effect] UNIQUE Passive: For 8 seconds after your ultimate, gain 30% attack speed, and basic attacks refund 20% of your remaining non-ultimate cooldowns (30 second cooldown).

Most likely we will not build this item of jhin anymore next patch as it has no critical chance and lower CDR and most of non-ult abilities has low cd.

- 3rd item is Zeal:

Total gold cost increased from 1200 to 1300.

Also all 4 items that are build from Zeal ( Rapid Firecannon, Statikk Shiv, Runaan's Hurricane, Phantom Dancer ) all has their Total gold cost increased from 2600 to 2800.

- New Item! Stormrazor:
  • Recipe: [ B. F. Sword + Pickaxe + Dagger + 925 gold]
  • Total Cost: 3400g
    • +65 Attack Damage
    • +25% Attack Speed
    • UNIQUE Passive: If you haven't attacked in the last 2.5 seconds, your next basic attack will critically strike.
    • UNIQUE Passive: When you critically strike, gain 25% attack speed and 8% movement speed for 1.5 seconds.

This Item guarantees 100% critical chance on the first auto attack after not attacking for 2.5 seconds, and when ever you critical strike it gives you 25% bounce attack speed and movement speed which scale with Whisper, I want you to just Imagine Stormrazor + Guinsoo's Rageblade with 100% critical chance! just imagine the damage O.o!

- Changes to some items we use on Jhin and the new items


I have been trying to figure out what is the best core items we should by on jhin next patch, I came up with these:-

Zeal >> Rapid Firecannon 2800g - Infinity Edge 3700g - another Zeal 1300g
Total gold if the build is 7800g and the value is:-
  • 100% critical chance
  • 80 Attack Damage
  • 45% Attack Speed
  • 10% Movement Speed

I found that 7800 gold is pretty much for core items if we don't get ahead by kills early game so i came up with more efficient core items :-

B. F. Sword 1300g - Rapid Firecannon 2800g - Brawler's Gloves 400g - Infinity Edge 2400g
Total gold if the build is 6900g and the value is:-
  • 80% critical chance
  • 80 Attack Damage
  • 30% Attack Speed
  • 5% Movement Speed

Then I finally came up with the most efficient core build with the same value:-
B. F. Sword 1300g - Zeal 1300g - Zeal 400g - Infinity Edge 2400g
Total gold if the build is 6300g and the value is:-
  • 80% critical chance
  • 80 Attack Damage
  • 30% Attack Speed
  • 5% Movement Speed

After we go for these first core items we will have a decent mid game then we will have to follow up with the new item Stormrazor and Guinsoo's Rageblade and now we are ready to smash!,
After than we can upgrade one of the Zeals to Rapid Firecannon for 100% critical chance.
2nd Zeal can be replaced by Bloodthirster which will have a lower gold cost next patch or Guardian Angel which will have more armor and Attack damage also next patch, but it will leave us at 60% crit chance, or simply can be upgraded to Statikk Shiv or Phantom Dancer.


- How the new Infinity Edge and other new items going to get jhin back to the meta


Getting a 100% critical chance from 2 items and a zeal instead of 4 expensive items is a great advantage for Jhin than other ADC's in the game as jhin bounce AD scales with Critical chance.

The new Item stormrazor will give jhin bounce 25% attack speed that scales into bounce AD and scales more with Rageblade is more advantages into jhin and tons of damage.

- Other Items:

Gold cost lowered from 3700 to 3500




News



TALON Guild has been published!


(click on the image below)



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