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Recommended Items
Spells:
Flash
Heal
Items
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
Synergies
Ideal
Strong
Ok
Low
None
Introduction
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Greetings, I am tiggar47. I am a Challenger tier Mid-lane main who in Season 5 peaked at Challenger Tier 500 LP from Diamond 2 in Season 4. At first, when Jhin came out I didn't have much intrests in that practicular type of champion since I only played Ahri on main account, then I've seen how intresting Jhin can be so I started to theorycraft and master the champion as I did with Ahri. This guide covers my own experimental Guide which I've developed throught hundreds of games.
This build may be a little awkward but trust me, it is very good.
I hope you enjoy this short Experimental Guide, please leave your reviews in discussion section if possible, would be much appreciated :)
Jhin is a mid to late game hyper carry that defeats his opponents with High Damage basic Attacks and High Crits. Amazing damage with Whisper and semi-reliable crits gives him similar DPS to other Attack Damage Carry's even without Attack Speed. He's one of the most low mobility champions who require alot of peel in early game. Fun to play and incredibly amazing champion in good hands.
Pros
+ Amazing Crit Animations
+ Strong Early Game laning Ability
+ Amazingly high Attack Damage
+ Excellent AD scaling/ratios on Q and passive
+ High Mobility Mid-Late game(with this build)
Cons
- Weak mobility early game(movement speed bonus too low aswell as crit chance)
- Requires some peel early-mid game(depending on enemy team)
- Weak self peel early game(w & E can't cut it)
- Hard to get used to/Master(with this build)
- Unique playing Style/Laning Phase(also a Pros)
Pros
+ Amazing Crit Animations
+ Strong Early Game laning Ability
+ Amazingly high Attack Damage
+ Excellent AD scaling/ratios on Q and passive
+ High Mobility Mid-Late game(with this build)
Cons
- Weak mobility early game(movement speed bonus too low aswell as crit chance)
- Requires some peel early-mid game(depending on enemy team)
- Weak self peel early game(w & E can't cut it)
- Hard to get used to/Master(with this build)
- Unique playing Style/Laning Phase(also a Pros)
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Now after Introduction and Pros/Cons I am going to jump right to our main part that makes this champion so Strong and Unique, and that is his passive Whisper.
Description of Whisper:........
Death In 4 Acts: Jhin's basic attacks utilize ammunition and his attack speed cannot be improved except through leveling up. Jhin can attack 4 times before having to reload for 2.5 seconds, and automatically does so after 10 seconds of not attacking.
The final shot is a guaranteed critical strike that also deals 15 / 20 / 25% of target's missing health as bonus physical damage.
Every Moment Matters: Jhin's critical strikes deal 25% reduced damage, but grant 10% (+ 4% per 10% bonus attack speed) movement speed for 2 seconds.
Additionally, his attack damage is increased by 2% - 40% (based on level) (+ 4% per 10% critical strike chance) (+ 2.5% per 10% bonus attack speed).
With this particular build of mine Whisper gets mostly affected.
Even if the attack speed is fixed(only increased by levels) he has Attack Damage Multipliers which are increased with Attack Speed and Crit Chance. Also he gains short movement speed bonus each time he criticaly strikes.
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Crit chance works normally, except every critical strike does 25% reduced damage. (With Infinity Edge or Crit damage runes you can increase overall damage your crits do)
So overall, you attack slowly and hit like a truck, specially your 4th shot but after such powerfull shot you will have to take time to reload.
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Now after Introduction and Pros/Cons I am going to jump right to our main part that makes this champion so Strong and Unique, and that is his passive Whisper.
Description of Whisper:........
Death In 4 Acts: Jhin's basic attacks utilize ammunition and his attack speed cannot be improved except through leveling up. Jhin can attack 4 times before having to reload for 2.5 seconds, and automatically does so after 10 seconds of not attacking.
The final shot is a guaranteed critical strike that also deals 15 / 20 / 25% of target's missing health as bonus physical damage.
Every Moment Matters: Jhin's critical strikes deal 25% reduced damage, but grant 10% (+ 4% per 10% bonus attack speed) movement speed for 2 seconds.
Additionally, his attack damage is increased by 2% - 40% (based on level) (+ 4% per 10% critical strike chance) (+ 2.5% per 10% bonus attack speed).
With this particular build of mine Whisper gets mostly affected.
Even if the attack speed is fixed(only increased by levels) he has Attack Damage Multipliers which are increased with Attack Speed and Crit Chance. Also he gains short movement speed bonus each time he criticaly strikes.
Multipliers:
4% per 10% Crit Chance
2.5% per 10% BONUS Attack Speed
And Base Attack Damage Multiplier per level.
.4% per 10% Crit Chance
2.5% per 10% BONUS Attack Speed
And Base Attack Damage Multiplier per level.
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Crit chance works normally, except every critical strike does 25% reduced damage. (With Infinity Edge or Crit damage runes you can increase overall damage your crits do)
So overall, you attack slowly and hit like a truck, specially your 4th shot but after such powerfull shot you will have to take time to reload.
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Dancing Grenade is the most simple ability in Jhin's set of abilities. It bounces up to 4 times and deals increased damage every time it kills your target damage is increased by 35%, so if you kill a minion the next bounce damage on the nearest enemy it bounces to will be increased by 35%
It should be mostly used to clear backline, eg. caster minions.
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I highly recommend maxing this ability first since it increases AD ratio unlike other abilities and like I've explained above, good for backline clear.
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As you can see in Video below, you can use the same tactic to deal damage to enemy champions, first by killing 3 minions to increase damage by total of 105%.
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Overall this ability is very useful, you can combine it with Captive Audience to avoid ganks or turn tides of battle by shnaring enemies from massive 2,500 range. This is one of my favorite abilities, you can use it to clear low HP minion waves for gold income, to CC lock a escaping enemy champion or kill low HP enemy champions or even in good calculation steal jungler monsters(Gromp/Golem).
Oftenly in lower tiers I've used to ward Gromp or Golem and steal it with my W, pretty fun and useful ability.
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Beauty in Death is passive of Captive Audience both cosmeticly looks beauteful and also spawns a free Lotus Trap which instantly detonates.
Captive Audience is very usefull for preventing ganks or extra map vision. Combined with Deadly Flourish it can do pretty big amounts of damage.
I personally use Captive Audience for additional map vision or gank prevention.
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Curtain Call is the ability that makes Jhin so special, it gives you true sniper feeling & Caitlyn's Ace in the Hole cannot be compared with it.
It can completly changes tides of battle, either by using it before the fight to create unfair advantage for your team or snipe down low HP enemy champions.
It can be used for many things, 4th shot can also be used for dragon/baron steals since it does ridicilous amounts of damage.
Timed correctly in late game it can deal over 1.2k damage to Baron/Elder outdamaging late game Smite(level 18) that deals massive 1k true damage.
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Abilities
Dancing Grenade
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Jhin launches a canister at the targeted enemy unit, dealing (50 / 75 / 100 / 125 / 150 (+ 30 / 35 / 40 / 45 / 50% AD) (+ 60% AP) physical damage. Dancing Grenade can bounce up to three additional units.
Cooldown: 7s/6.5s/6s/5.5s/5s
Mana Cost: 40/45/50/55/60
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Each unit killed causes the subsequent bounce to deal 35% increased damage to deal up to 147.62 / 209.13 / 270.64 / 332.15 / 393.66 (+ 73.81 / 86.11 / 98.42 / 110.72 / 123.02% AD) (+ 147.62% AP) physical damage if it kills on the first 3 bounces.
.Cooldown: 7s/6.5s/6s/5.5s/5s
Mana Cost: 40/45/50/55/60
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Each unit killed causes the subsequent bounce to deal 35% increased damage to deal up to 147.62 / 209.13 / 270.64 / 332.15 / 393.66 (+ 73.81 / 86.11 / 98.42 / 110.72 / 123.02% AD) (+ 147.62% AP) physical damage if it kills on the first 3 bounces.
Dancing Grenade is the most simple ability in Jhin's set of abilities. It bounces up to 4 times and deals increased damage every time it kills your target damage is increased by 35%, so if you kill a minion the next bounce damage on the nearest enemy it bounces to will be increased by 35%
It should be mostly used to clear backline, eg. caster minions.
.
I highly recommend maxing this ability first since it increases AD ratio unlike other abilities and like I've explained above, good for backline clear.
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As you can see in Video below, you can use the same tactic to deal damage to enemy champions, first by killing 3 minions to increase damage by total of 105%.
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. .
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Deadly Flourish
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Passive: Enemy champions that have been struck by Jhin's basic attacks or any allied damage, or are inside a Captive Audience Trap, are Deadly Flourish marked for 4 seconds.
Active: After a delay, Jhin fires a laser in the target direction, dealing 50 / 85 / 120 / 155 / 190 (+ 50% AD) physical damage to the first champion that it hits, and 75$ of that damage to non-champions along the way.
Cooldown: 14s
Mana Cost: 50/60/70/80/90
Champions that are marked by the passive of Deadly Flourishare rooted for 0.75s / 1s / 1.25s / 1.5s / 1.75s and Jhin gains Whispers Every Moment Matter's movement speed.
.Active: After a delay, Jhin fires a laser in the target direction, dealing 50 / 85 / 120 / 155 / 190 (+ 50% AD) physical damage to the first champion that it hits, and 75$ of that damage to non-champions along the way.
Cooldown: 14s
Mana Cost: 50/60/70/80/90
Champions that are marked by the passive of Deadly Flourishare rooted for 0.75s / 1s / 1.25s / 1.5s / 1.75s and Jhin gains Whispers Every Moment Matter's movement speed.
Overall this ability is very useful, you can combine it with Captive Audience to avoid ganks or turn tides of battle by shnaring enemies from massive 2,500 range. This is one of my favorite abilities, you can use it to clear low HP minion waves for gold income, to CC lock a escaping enemy champion or kill low HP enemy champions or even in good calculation steal jungler monsters(Gromp/Golem).
Oftenly in lower tiers I've used to ward Gromp or Golem and steal it with my W, pretty fun and useful ability.
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Captive Audience
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Passive - Beauty in Death: Whenever Jhin scores a takedown on an enemy champion, he summons a blooming Lotus Trap around their corpse.
Active: Jhin places a Lotus Trap on the target location that arms and stealths after a brief delay, and lasts for 2 minutes. The Lotus Trap reveals all units in an area for 4 seconds and blooms if an enemy unit walks over it.
Captive Audience uses stock and Jhin can store up to 2 charges at once. Beauty in Death does not consume charges.
Cooldown: 2s + Ammo recharge: 28s/27s/26s/25s/24s
Mana cost: 30/35/40/45/50 + 1 Charge
Blooming Lotus Traps slow all enemy units inside for 2 seconds by 35% and mark them with Deadly Flourish, after which they explode, dealing 20 / 80 / 140 / 200 / 260 (+ 120% AD) (+ 100% AP) magic damage to nearby enemy units. Non-champions and champions recently damaged by one take only 13 / 52 / 91 / 130 / 169 (+ 78% AD) (+ 65% AP) damage.
.Active: Jhin places a Lotus Trap on the target location that arms and stealths after a brief delay, and lasts for 2 minutes. The Lotus Trap reveals all units in an area for 4 seconds and blooms if an enemy unit walks over it.
Captive Audience uses stock and Jhin can store up to 2 charges at once. Beauty in Death does not consume charges.
Cooldown: 2s + Ammo recharge: 28s/27s/26s/25s/24s
Mana cost: 30/35/40/45/50 + 1 Charge
Blooming Lotus Traps slow all enemy units inside for 2 seconds by 35% and mark them with Deadly Flourish, after which they explode, dealing 20 / 80 / 140 / 200 / 260 (+ 120% AD) (+ 100% AP) magic damage to nearby enemy units. Non-champions and champions recently damaged by one take only 13 / 52 / 91 / 130 / 169 (+ 78% AD) (+ 65% AP) damage.
Beauty in Death is passive of Captive Audience both cosmeticly looks beauteful and also spawns a free Lotus Trap which instantly detonates.
Captive Audience is very usefull for preventing ganks or extra map vision. Combined with Deadly Flourish it can do pretty big amounts of damage.
I personally use Captive Audience for additional map vision or gank prevention.
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Curtain Call
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First Cast: Jhin channels for 10 seconds and fully assembles his weapon before taking aim in the target direction, revealing all Deadly Flourish marked units in a huge area and gaining the ability to reactivate Curtain Call up to four times.
Second Cast: Jhin fires a round in the target direction that stops on the first enemy champion hit, dealing 40 / 100 / 160 (+ 20% AD) to 140 / 350 / 560 (+70% AD) physical damage to all units hit and slowing them by 80% for 0.75 seconds.
Cooldown: 120s/105s/90s. Mana cost: 100
Curtain Call's damage is increased by 2.5% for every 1% of the target's missing health, and the final shot critically strikes for 200%-250% damage(damage of Curtain Call is not reduced by whisper and it's damage is increased by Infinity Edge or Crit Damage runes.
Second Cast: Jhin fires a round in the target direction that stops on the first enemy champion hit, dealing 40 / 100 / 160 (+ 20% AD) to 140 / 350 / 560 (+70% AD) physical damage to all units hit and slowing them by 80% for 0.75 seconds.
Cooldown: 120s/105s/90s. Mana cost: 100
Curtain Call's damage is increased by 2.5% for every 1% of the target's missing health, and the final shot critically strikes for 200%-250% damage(damage of Curtain Call is not reduced by whisper and it's damage is increased by Infinity Edge or Crit Damage runes.
Curtain Call is the ability that makes Jhin so special, it gives you true sniper feeling & Caitlyn's Ace in the Hole cannot be compared with it.
It can completly changes tides of battle, either by using it before the fight to create unfair advantage for your team or snipe down low HP enemy champions.
It can be used for many things, 4th shot can also be used for dragon/baron steals since it does ridicilous amounts of damage.
Timed correctly in late game it can deal over 1.2k damage to Baron/Elder outdamaging late game Smite(level 18) that deals massive 1k true damage.
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In this section I will be explaining why to buy certain items.
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Items Pool & Why
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In this section I will be explaining why to buy certain items.
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Why?
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Doran's Blade is the best solution since it gives the best stats for a start. Don't buy Cull since it's not the best item to start with.
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Infinity Edge is the most important Item of this build and champion in particular since it increases your Crit Damage by screaming 50%.
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Phantom Dancer is not one of best item you can purchase for same amount of gold or less but with this build it's just awsome.
You can replace this item with Essence Reaver
It gives you following benefits:
- You gain bonus movement speed every time enemy champion(visible) is near and able to move throught units.
- Gives you 30% Crit Chance & 30% amplification(increase) from Whisper.
.You can replace this item with Essence Reaver
It gives you following benefits:
- You gain bonus movement speed every time enemy champion(visible) is near and able to move throught units.
- Gives you 30% Crit Chance & 30% amplification(increase) from Whisper.
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Mercurial Scimitar gives you statisfying MR value and crow control removal similar to Quicksilver Sash or Cleanse and 50% movement speed for 1 second which is very viable
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Lord Dominik's Regards gives you massive 45% bonus armor penteration and bonus 15% bonus psyhical damage dealt at 500 HP(Hit Points, Health) diffrence(1% per 50 Hp diffrence)
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Rapid Firecannon gives you extra 35% range aswell as 24% AD amplification(increase) from Whisper, bonus movement speed(5%) and 30% crit chance.Also, it deals 50-160 bonus magic damage when at 100 stacks, you gain stacks by moving or attacking.
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Guardian Angel gives you some surviveability(Armor+Magic Resist) which is in some enemy team composition very viable, it is always good some extra Damage reduction. It also gives you a chance to fight another day, it is excellent if you play against eg. Crit Rengar who can easly oneshot you or perhaps LeBlanc, Assasins in general.
Creation of guide:
- Added Masteries, Runes, Summoner Spells, Threat level & Ability sequence(cheat sheet)
- Added Introduction
- Added Pros/Cons
- Added Whisper(Passive)
- Added Abilities
- Added Items
Edit #1(28.10.2016):
- Added Items Summary(Chapter)
- Added Items Summary(Image)
- Added Items Summary(Text)
Edit #2(29.19.2016):
- Added Introduction(Image/Cover)
- Edited Abilities(Text)
- Edited Items(Text)
- Added Synergy(Chapter)
- Added Synergy(Image)
- Added Synergy(Text)
- Added Masteries, Runes, Summoner Spells, Threat level & Ability sequence(cheat sheet)
- Added Introduction
- Added Pros/Cons
- Added Whisper(Passive)
- Added Abilities
- Added Items
Edit #1(28.10.2016):
- Added Items Summary(Chapter)
- Added Items Summary(Image)
- Added Items Summary(Text)
Edit #2(29.19.2016):
- Added Introduction(Image/Cover)
- Edited Abilities(Text)
- Edited Items(Text)
- Added Synergy(Chapter)
- Added Synergy(Image)
- Added Synergy(Text)
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