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Jhin Build Guide by misterfirstblood

Bottom [9.8] Jhin Guide by misterfirstblood

By misterfirstblood | Updated on April 23, 2019
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Runes: Standard

Fleet Footwork
Legend: Alacrity
Coup de Grace

Manaflow Band
Absolute Focus

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


LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


LeagueSpy Logo
ADC Role
Ranked #13 in
ADC Role
Win 52%
Get More Stats

Champion Build Guide

[9.8] Jhin Guide by misterfirstblood

By misterfirstblood
Hello guys, I'm MisterFirstBlood from EUW and today I'm gonna show you how to play Jhin in Season 9
Pro's and con's Back to Top
+ A lot of burst damage.
+ A root with massive range.
+ A lot of CC.
+ Very good ult to initiate Teamfights.
+ Able to reach the highest AD Value ingame.
+ Prevent ganks by placing traps.

- No consistent damage.
- No mobility except movement speed.
- Weak if you dont land your Skillshots.
- Easy to gank.
Spells Back to Top
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 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 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) (+ 40% critical strike chance) (+ 2.5% per 10% bonus attack speed) AD as bonus attack damage.
"One, two, three, four, two, two, three, four."

Q: Dancing Grenade
TARGET RANGE: 550 EFFECT RADIUS: 400 COST: 40 / 45 / 50 / 55 / 60 Mana COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5

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%.
Min. Physical Damage:
45 / 70 / 95 / 120 / 145 (+ 40 / 45 / 50 / 55 / 60% AD) (+ 60% AP)

W: Deadly Flourish
TARGET RANGE: 3000 COST: 50 / 60 / 70 / 80 / 90 Mana COOLDOWN: 14

Passive - Caught Out: Enemy champions damaged by Jhin's basic attacks, his allies, or inside a blooming 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. Deadly Flourish deals 75% damage to non-champions along the way.
Physical Damage:
50 / 85 / 120 / 155 / 190 (+ 50% AD)

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

E: Captive Audience
TARGET RANGE: 750 COST: 30 / 35 / 40 / 45 / 50 Mana + 1 Charge COOLDOWN: 2 Recharge Time: 28 / 27 / 26 / 25 / 24

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

R: Curtain Call
EFFECT RADIUS: 3500 ANGLE: 75° COST: 100 Mana COOLDOWN: 120 / 105 / 90

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 round 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.
Min. Non-Final Physical Damage:
50 / 115 / 180 (+ 20% AD)

Curtain Call's damage is increased by 0% - 250% (based on target's missing health), and the final shot critically strikes for 100% (+ 50%) increased damage.
"Prepare... for your finale."
Items Back to Top
Even though Stormrazor gives you a pretty solid 1 item powerspike i recommend you to rush Infinity Edge very first, Rapid Firecannon second and Essence Reaver third. I know this build is expensive but it scales pretty well while a Stormrazor Build gives you a spike for the next 5 minutes but delays your next one by like 10 where other hypercarries are able to end a game meanwhile.

With that 75% crit you should have tons of AD and get massive amounts of movement speed by constantly critting enemies. But you still dont have any dashes or gapclosers so GA or Scimitar make sense in many cases. Otherwise but Armor pen or a 4th Crit item.
Runes Back to Top
Normally i would recommend Press the Attack or Lethal Tempo on ad carries but jhin is an exception. He cant really do a lot of auto attacks and has like up to 300% more AD as other ad carries have (which scales pretty hard with fleet) thats why i recommend you Fleet Footwork on Jhin.
With Overheal and your Attack speed from Alacrity converted to Flat AD you should have a pretty nice laning phase.
In secondary tree you can choose between inspiration (Boots and cookies for earlier powerspikes) and sorcery (manaflow band for longer laning phase)
Tips Back to Top
- You can play a very aggressive lane and punish an earlier lvl 2 hard. A lot of people underrate Jhins Flash 4th auto attack + Q damage.
- After your 4th auto attack is done, run away. You get additional movement speed and can't deal damage anyway.
- You can either start Teamfights with your ult or execute enemies who are trying to escape after a fight, but to use it amomg the teamfight isn't worth often because they will just CC you and your ult is interrupted.
- Use your farsight trinket to her Vision to recalling enemies and try to snipe them with W/R.
- When you are trying to escape from a melee, auto attack him or place a trap under him and try to land a W to root him. If there is enough time for a fourth auto attack / crit you will get movement speed and can escape.
- Dont underrate your Ult damage in lane. When you get a little lead it is possible to kill squishys from 100 to zero with only ult + comet and W.
Summary Back to Top
Jhin can be very strong versus kiteable teams, teams without tanks or lategame teamcomps.
You can punish aggressive/greedy players and shine in Baron/dragon fights with your ult.
Xerath Support and Jhin ADC is such a strong lane try it out!
Thank You! Back to Top
Thanks for paying attention to my guide. My English is not the best so if you find mistakes feel free to correct me.
If you wanna see more of my league content or xayah clips check out my channel

or check out my latest video

leave a like or comment if you enjoyed it!

League of Legends Build Guide Author misterfirstblood
misterfirstblood Jhin Guide
[9.8] Jhin Guide by misterfirstblood