Jhin Build Guide by Vapora Dark
Art Requires a Certain Cruelty - In Depth Jhin GuideBy Vapora Dark | Updated on November 25, 2020
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Mirror matchups are 'whoever make the first mistake, loses'. No different for Jhin.
Vayne usually gets roflstomped in lane, and then proceeds to transform into a midgame duelist then a late game hyper carry. The issue Jhin has against vayne, is he can't effectively push her out of lane. Quick skirmishes are Jhins weakness, and thats the only thing Vayne wants to do. Thankfully Jhin scales exceptionally well too, but NEVER be alone against her, you will lose unless you're super fed. Stay away from walls and bounce your Dancing Grenade across the back line to chunk her, as she has to walk right next to them to get farm. Set up traps in the tips of brush so you can quickly snare her when she steps into them and finally just try and end lane ASAP.
Stylish, sexy, hard to play and has disgusting early pressure. Draven is a nightmare for Jhin as his lane presence is simply disgusting. You can never really trade with him so stick to farming hard, and only use your Dancing Greande to harass. Even with a 4th whisper shot you wont outdamage him. Play it safe on this one. However, there is one thing that stops Draven from being a 9 or 10/10 counter. That is lategame you out damage him thanks to your range and general scaling, and the fact Draven is HARD to play. A good Draven is 9 or 10/10, a bad one is like 5/10. Overall though, you will usually be fighting Dravens who know what they're doing.
On paper, Lucian is one of the harder matchups for Jhin. Endless mobility, great poke and can all in on a whim. But in practice, with proper spacing and usage of your 4th shot you can outrade him and because he has less auto range than you he'll usually be dashing in to trade, meaning his mobility is cut AND your movement buff from whisper allows you to disengage. Never try to 1v1 him though, he can still destroy you if he's not behind. In lane, avoid getting Q poked down so position awkwardly behind creeps and don't take extended trades. Lucian is one of the best champs to use fervor on and if he can stack that up he will destroy you. Play a slow game vs him and you'll come out on top
Graves has very little range, allowing you to auto attack him freely in bot lane. He also has to get so close to creeps in order to kill them because of his passive, you can deny him CS by simply keeping his creeps low and your dancning grenade ready. He'll probably endlessly shove so practice CSing under tower. NEVER EVER stand between Graves and a Wall/Turret. He can do some absurd burst with an auto+end of the line combo. Might even one shot you if you're not careful, give these a wide berth. Mid game is where you can truly punish him, by constantly weaving in and out of auto range you can give him a choice to commit or run, allowing you to give him his curtain call or bait him into being one of your captive audience. Just make sure to not get too cloose, or he'll blow you in half.
Caitlyn is 110% lane bully and nothing really else. You wont be doing much in lane as she'll always get the first/last auto on you usually resulting in a won trade for her. Farm up as much as possible and do your best to avoid traps/nets as she'll hit you with a passive shot dealing a tonne of damage. Mid game, you just simply become a better version of her, allowing you to trap/pick off enemies in ways she could only dream. Just make sure to not walk around too low, her ult cant miss.
Ezreal will be doing the same thing as you, just trying to farm and avoid fighting. This is good for you as you outscale him very hard and his poke can be negated by some lifesteal/good dodging. Make sure to remember he can easily get out of his Curtain Call by arcane shifting over terrain, and he can line up his own ulti whilst you channel. Other than that, just outscale with ease. Stay behind/inside your creep wave so he cant Q poke you.
A very potent lane bully and wombo-combo queen. Avoid standing right behind low hp minions as her double up will destory you, and her E (whilst it's been nerfed) is a major thorn in your side and health bar. Trade with the 4th shot of whisper and outrange her with well placed traps, Deadly Flourishes and show her her Curtain Call. Don't get caught out by her movement speed as a quick bullet will drop that faster than a bad habit.
One of the few champions that can get on you from pretty far away, mid-late game she has impressive auto/ability range and her jump is one of the longest a carry has. Her main power is extended trades/duels. When she throws her E on something, stay away from it, if she throws it onto you make sure to back off as it deals a lot of damage once stacked. Poke her down and abuse the fact she always pushes hard. Late game setup proper traps and angles for teamfights and she won't be a major factor to you.
Immobility is Corki's best friend. This guy deals a lot of magic damage, more than physical by a good margin, so don't be fooled by him buying all AD. He's a poke god and in midgame with his tri force, a very strong burster. Keep him at arms length and weave autos between moving all the time. When you hear the package tell your team you wont be prepping curtain call, as he can just carpet bomb to your location, stop your channel and put you in a dangerous position. Wait it out then proceed with your plans.
I personally hate Kalista, too much free mobility and insane damage with her W passive. When she autos you make sure to stay away from her and her lane partner, she excels in extended trades and out maneuvering you. Trade with your 4th shot ready and bounch your grenade to her because she needs to be in auto range to do most of her damage, at level 6 she can all in easily by throwing her support at you so be ready for that with some traps. Outscale and outrange her, by mid-late game you should be able to kill her in a bullet or 2, so long as you properly prepare your E and ult.
Late game god, but requires his team to keep him safe. Early-mid game, he's incredibly weak and can easily be pushed around. Early game always force fights and grenade bounces. Thanks to his low mobility, you can easily set up your E, W combo and show him his Curtain Call.
Sivir is weak against auto attacks, strong against abilities and stupidly powerful at rushing down teams/targets. Avoid her Q at all costs as it will deal a lot of damage, and try and bait her spellshield with a W or direct Q to then set up a snare or a bounced Q. Her ult makes it a struggle to properly set up your Ult, so it should pretty much exclusivly be used as a follow up to a teamfight rather than one during/before.
Twitch is a potent mid game assassin, and a teamfighting powerhouse. Early game however he's pretty weak. Avoid long fights so he can't expunge you for a lot of damage, so poke him with Q bounces and 4th Whisper rounds. Later on stay close to your team and pay attention to how you plan your Curtain Call as he can open up on you and kill you before you even realise he's there.
Varus is a problem for Jhin, the range on his autos makes him a pain to out trade pre 6 and post 6 he can hardcore CC you, and with a lack of mobility its hard to dodge, causing you to be unable to attack back because of his auto range and lose the fight thanks to his Q/W burst. Focus on farming early and let your support/jungle create the pick, which thankfully is pretty easy to do due to his lack of any form of mobility. Not even a movement speed steroid.
Jinx is a late game hyper carry that can easily farm under tower making it hard for her to be denied. Extended trades and positioning out of the creep wave is what Jinx loves, look to shoot her with a 4th shot whenever you can and do your best not to be cut off by her chomper traps. In the early-mid game, abuse her lack of damage and no mobility by picking her off with your extreme range and CC potential.
The crank is either a god or a feeder, he excels at fighting champions without mobility and can force a positional mistake to be a death even as early as level 2. Stay behind your creeps at all times so he cant easily hook you, ask your support to play a lot more forward so that if he runs at you they can take the hit allowing you to deal damage to their the ADC or blitz himself. Play it safe and keep the bush he sits in lit up with wards and traps. Midgame, be wary of walking up to kill towers/harass people as his W + tier 2 boots if a lot of movement speed that most champions without a dash/blink cant deal with.
Alistar is either a bodyguard, making it so its very hard to kill whoever he's protecting or he's like a mini malphite, going in and knocking you up like its going out of style. Thankfully he cant do both, but he'll always be incredibly hard to kill thanks to his ulti giving him 70% damage reduction when its on. He also has a chunk of sustain thanks to his E making it even harder to wittle them down because targons+this is actually a lot of sustained HP. Farm up and outscale the enemy, try to ignore ali because once he uses his combo he's next to useless.
Ashe likes to poke with her W and then all in once her Q stacks are max. Stand behind stuff so she cant W you for poke/slow and when her Q is on your support should disengage the fight because her DPS gets very very high. Midgame watch out for her ultimate so she cant create picks and just generally play a little further back than you usually would. A well placed lotus trap and deadly flourish will stop her dead thanks to her lack of mobility. Your lifesteal item should be a mercurial against ashe, so if you do get hit by her ult you can escape before follow up arrives.
Bard is a roaming pick support. The best and worst part about Bard is the fact he gets a lot of stuff from roaming, but has to roam in order to have any form of scaling. What this means is, if his lane partner can hold their own (like Ezreal or Caitlyn) then bard can wonder around helping out other lanes AND the ADC gets some solo xp. But if the laner can't defend themselves then the lack of presence means they will be zoned/killed. Now Jhin has the damage to be the latter, meaning bard will need to stay close or you'll bully the lane to victory. Don't stand behind/infront of any other unit (creeps/champ) or infront of any walls as it will allow bard to stun you. Ward the tri brushes on the opposing side so you can see if he leaves the lane and if the enemy jungler will gank through a magical journey. Avoid getting hit by tempered fate as any bard worth his salt will make that into a pick and kill you. He also has a litle bit of bonus sustain with his health packs. Just bully the lane when he leaves, and don't stand next to units.
Brand is a skill match depending on the Brand's skill. If he lands his W's and Q's he can solo carry as his damage is absurd and his CC is incredible. If he misses either his Q or W his damage and CC fall VERY quickly as his Q is his only CC, and early game his W is his poke ability, missing either messes him up. Dodging W is pretty easy once you get boots and dodgind Q is even easier. Make sure to NEVER be hit by a Q if you're ablaze, otherwise he can one shot you. He is a high damage support and can wreck you if you're not careful. Play footsies with him and keep the brush he's sitting in warded so you can have more reliably information on his distance of his spells.
A true bodyguard, Braum will keep his carry VERY safe and can keep you locked up very easily. Try and avoid using your 4th bullet on his unbreakable at all costs as it will negate pretty much all of its damage, also try to avoid his Q because it will slow you and mark you for his passive stun. Avoid extended trades because that's where braum excels at. Once he uses his cooldowns, feel free to walk up and trade as braum is useless once his stuff is on CD.
super powerful buff support. Janna can keep her carry alive with excellent peeling and damage mitgation, whilst buffing their damage as long as her shield holds. Her E, the shield, gives the target a chunk of bonus AD so try to avoid trading when it's up as you'll pretty much always lose. Her Q is super slow and is fairly easy to dodge and her W slows you at the cost of her mobility. If her E is down, fight as much as you can, if it's on/up. Just poke/farm and let it fall off.
Going In" is the only thing a leona knows/cares about. She's a brutal tank that can keep you locked up for about 3 seconds all whilst boosting the damage of her ADC thanks to her passive. Dodging her E is a priority at all costs unless she decides to kill herself with a bad tower dive, as it snares you whilst she dashes to your location in order to stun you. Her ult is ranged stun that can also pick you off. Everything about her kit is 'going in' though, meaning if you kite properly and trade efficently she'll be useless as she has no direct protection or buffs outside of keeping you CC'd.
defence poke support. Like a bad Janna but with more utility and less protection. She's usually seen in solo lanes, but her kit is 110% support. Dodge her Q to avoid her poke and keep tabs on her W, as she can't speed up an ally and CC you. Likewise, she can't shield an ally as well as damage you with pix. Making her kit nice for choice, but bad for multiple fronts. Her ult is single target disengage god tool. It makes the target huge, knocking up nearby enemies AND boosts their max health by a chunk (which is basically a heal if the target isn't max HP). Don't fight with extended trades and 4th shot when her shield is down or when she's not expecting it. Mix it up a little.
Morg is another Mage support. Bringing Damage and utility at the cost of the utility. She has a staggeringly long snare which (thankfully) is very slow, so dodge it at all costs. Her pool does a lot of damage if you sit in it and easily procs thunderlords for extra poke. Her E is what allows her to support, as it blocks all incoming magic damage (not physical) and also prevents the target from being CC'd. Save your W until this isn't on/avalible for your target otherwise it won't lock them up. Her ult is a great teamfighting tool as it does a lot of damage and can CC targets very well. It also splits teams up as if people stay close to her they get stunned after a couple of seconds. Dodge her Q, don't stand in her W, don't try and CC her E target, and run away if she tags you with ult.
Another buff/pick support (common trend). Nami is great with champions who can auto attack 3 times pretty much every trade (Ezreal, Caitlyn, Lucian for example) as they can make the most use out of her E. She can heal/poke people with her W which is nice, and her Q is a pretty slow AoE stun knockup thing. Abuse the fact she hates all ins and after 3 auto attacks and her W, she's useless. Dodge her Q and let your support eat then W. Her ult is greta disengage and pseudo engage, slow moving and huge. Super simple lane, but can easily be swung in your enemies favour if you take bad fights with her E.
Broken bullshit. Poppy has so much free damage and stats along with a strong CC bruiser kit it's disgusting. Her passive allows her to poke and take easy trades, her Q does stupid damage if you sit in both ticks of it. Her W means she can pick all the fights, either running away or running in (whilst also making her tankier). Her E is a super strong wall stun that's CD is way to low for it's power, so avoid walls as if it was a vayne or graves. Her ult is god tier disengage if charged, or a point blank malph ult for engage if insta popped. Abuse the fact she has no range unless her passive is up, try and contest her buckler and attack the enemy ADC as she has no direct support, like Leona.
A jack of all trades, easy to play support. Sona can slow, heal, poke, engage, disengage and generally be annoying all whilst having 3 abilities that are "acivate and they do it for you" and a wide AoE stun for an ult. When she uses her Q with her passive up, it will hurt. With her W, you will do less damage, like a mini exhaust. Her E will slow you down. Overall she can do EVERYTHING, but mediocrely. Her heal is meh, he poke is annoying but takes a while to add up. Her movespeed buff is super bad but I can't stress enough, she can do everything a support should need. Farm up and outscale, because outside of lane she's pretty weak.
Sigh... Just, sigh. Soraka is so frustrating to play against, it's sometimes worth it to ban her just because she's that annoying. She is a second HP pool for her ADC. Meaning you have to basically kill the enemy as if they had the HP of a soraka, unless you can burst the target within 3s she'll keep them alive forever. Her Q heals her so she can keep healing and it deals a chunk of damage. You'll need to avoid being hit by this if you wan't to keep her low on health, you should also focus her down first because she'll just heal the ADC. Her E is a delayed snare silence, run out of it if she places it on you and keep in mind it's a silence for the duration. Her ult can save people across the map and is increased based on their missing health (yay). Overall, fuck soraka. Kill her first and avoid her Q.
Thresh is a god tier support in skilled hands, and a shitter in bad hands. Dodge the hook and don't let him walk up to flay/charged auto you. He can save an ally with his W or bring someone in to gank from far away so keep the tribrushes warded to prevent this. This matchup is based on the skill of a thresh, if you're against madlife this is a 10/10 hard matchup as you don't have a dash to dodge out his hook if you misplace. But a bad one will just fail 95% of them giving him no lane pressure at all. Stay behind creeps and let your support pick fights, keep an eye for when he winds up the hook and just dodge it at all costs.
Zyra is a mage support similar to Brand. Her damage comes almost totally in the form of her plants, so try to keep away from them when she spawns them. She has above average ranged (575) so her auto trading is pretty harsh as well (with Fresh Blood and Spellthiefs). Avoid standing in her Q and dodge her E at all costs. Later on in the game, she's on of the most squishy champions to grace the rift, but the same rules as in lane apply. She can and will try to one shot you, you just need to do that to her first.
I am Vapora Dark, an EUW ADC player who's been Master tier every season since season 5. Vicious Skittle is a friend of mine who's been too busy to keep up with MOBAFire in recent times, and so I've taken on the task of keeping his guides updated. I hope I can do him justice and that you will benefit from this guide just as much as if he were still maintaining it.
Vicious Skittle is a Diamond tier player on EUW who has peaked at Diamond 2. He's been playing Jhin from the moment he was released on the PBE. This guide covers the best builds and matchups for Jhin.
+ Strong Lane Presence
+ Satisfying Animations
+ Game changing ultimate
+ Excellent Scaling
+ Incredible range and objective control
+ Obscenely high AD
- Has no mobility at all
- Weak self peel, W just can't cut it
- High skill ceiling, more skill shots in 1 skill than most champ kits
- Sluggish from low attack speed
- Ult takes getting used to
- Unique laning phase
Maxing R > Q > W > E is the best all around ability build for Jhin. The Q has an increased AD ratio per level and it's his best harass/wave-clear tool. W is great to max after Q due to its immesnse CC potential that can catch out a foe who's taken even a smidge of poke, landing it into an ultimate can secure many-a kill. Last is the Traps, the damage is too unreliable to be maxed any sooner and are more of a free vision tool than a damage dealer unless they chain in teamfights. Ultimate is ultimate and should be levelled whenever possible.
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 4% - 44% (based on level) (+ 4% per 10% critical strike chance) (+ 2.5% per 10% bonus attack speed).
This passive seems a lot more complicated than it actually is. Jhin can only auto attack 4 times before needing to reload, the 4th shot has 100% crit chance and also deals a % of the targets missing health as bonus damage. Also, Jhin can't gain attack speed through any means except leveling up. Instead, attack speed gives him a movement speed buff whenever you Crit. Crit chance works as normal, except every crit does 25% reduced damage. (With an Infinity Edge or Crit damage runes, you can increase the damage your crits do) So overall: you attack slow and hit hard, especially your 4th shot but you have to reload after firing said powerful shot.
The AD being increased by crit chance and attack speed, well thats a different story. Click HERE to go to the next section of the guide that covers how the multiplier works and the best way to utilize it.
Jhin launches a canister at the targeted enemy unit, dealing (45 / 70 / 95 / 120 / 145 (+ 40 / 47.5 / 55 / 62.5 / 70% AD) (+ 60% AP) physical damage. Dancing Grenade can bounce up to three additional units.|
Mana Cost: 40/45/50/55/60
Each unit killed causes the subsequent bounce to deal 35% increased damage to deal up to 110.72 / 172.23 / 233.74 / 295.25 / 356.75 (+ 98.42 / 116.87 / 135.32 / 153.77 / 172.23% AD) (+ 147.62% AP) physical damage if it kills on the first 3 bounces.
The most simple ability in Jhin's kit, it's sort of like Bouncing Blades. However it deals more damage if you kill a target with it, so if you kill a minion with it you'll deal 35% more damage to the next bounce, and if that kills a minion that will deal 35% more of the increased damage from the last bounce. Capping out at a staggering amount of damage on the last bounce if you kill 3 things with this ability.
This is your waveclear and trading ability, prep the enemy backline by auto attacking the caster minions so they'll die to the first hit, allowing it to then do more damage to the other creeps and most likely one shotting them. The perfect scenario for this ability is to kill 3 ranged creeps with it, then for it to bounce to an enemy champion. It also has a pretty gnarly AP ratio allowing for some AP Jhin cheese, but to be honest with how much AD Jhin gets, it's pointless.
You should max this ability FIRST for its waveclear, reliable poke and the fact the AD ratio increases based on its level, unlike the other abilities.
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.
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.
This ability has the longest range of any basic ability in the game. At a whopping 2,500 range (TF's Destiny is 5,500 range for comparison). It's used to create picks and lock people into your third ability, Captive Audience. What makes Deadly Flourish so nice to use, is the fact that ally champions can also mark a target for you to root, allowing you to snare a target from very far away and deal a decent chunk of damage to them at the same time.
This ability is best used in conjunction with a well placed Captive Audience allowing you to get of its massive burst damage from very far away. It's also a great all in tool allowing you to snare a target bot lane so your support can either get a free trade off or a free engage.
I max this ability SECOND. Having a 2,500 range root is so good for making mid game picks, and even with a CC heavy comp you'll just be adding more CC to it. Nothing feels quite as nice as watching a Blitzcrank hook someone and you root them just before they hit the ground after his Power Fist.
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.
This ability is what lets Jhin lock down an location and give him some incredible burst. You can place down as many traps as you want, but they only last 2 minutes. Feel free to throw around traps in the bushes in your lane whenever its off cooldown as the mana cost is fairly low, and it gives a lot of zone control because if they stand on a trap and you land your Deadly Flourish along side your support, you can usually outright kill someone because of the sheer amount of damage this ability does. They can also chain reaction in teamfights as getting a kill or assist puts one on the corpse of an enemy and immedietly starts to bloom, this means if the enemy team bundle up for more than 2 seconds ( Yasuo, Malphite, Orianna wombos) you can put out some incredible AoE burst.
Try placing these all over and around the objective you plan on trying to get, when getting towers you should place them around the sides and slightly behind you allowing you fall back over them then turn a fight. Or when fighting for Drag/Baron/Rift you should place them wherever the enemy frontline plan to come from. Landing your Deadly Flourish increases the odds that an enemy stays on the blooming trap long enough for them to pop.
I max this ability LAST. Whilst the damage increase is very apparent, the utility Deadly Flourish provides is to good too pass up.
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 50 / 115 / 180 (+ 20% AD) to 174 / 402.5 / 630 (+70% AD) physical damage to all units hit and slowing them by 80% for 0.5 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% damage, this is unaffected by the reduction of Whisper, and can be affected by Infinity Edge.
Jhin's ultimate is so incredibly fun and powerful its unreal. It gives Jhin a true sniper feeling, so move over Caitlyn, your Ace in the Hole is nothing compared to this. Ok, so there are 2 ways to use this ability effectively. Either by using it before a fight starts, slowing targets allowing your team to engage and chipping the enemy team healthbars to create an unfair fight. Or by using the increased damage when enemy targets are low to execute people as they try to run.
If a target is marked by your Deadly Flourish passive, they're revealed for 4s when inside the radius of Curtain Call which allows you to get easy shots off. When you hit a target, they're revealed only breifly unless they're hit by Deadly Flourish. You have to wait about 1s between each shot, so you cant just fire all 4 in super fast succession.
I max this ability 6/11/16 (whenever I can) like 95% of other ultimates in the game.
4% per 10% Crit chance
2.5% per 10% BONUS attack speed
A BASE multiplier per level
So what does this mean to you? At full build Jhin will have around somewhere between 720 - 800 total AD. This will depend on if you need Armour Pen, or if you want more Crit chance etc etc. Getting an infernal Dragon is even more valuable on Jhin as this will apply to your end AD.
Whisper is a complicated passive, but the TLDR of it is: You AD gets multiplied based on how much Crit chance and Attack speed you buy, and your basic attacks DO NOT get sped up with your attack speed purchases.
|With the change to Hail of Blades and the rework to Dark Harvest you now can either choose between this and Fleet Footwork. I personally prefer Dark Harvest as fleet feels pretty weak and the minor runes are inferior to domination. Dark Harvest is really strong with Jhin as it can now proc off of abilities, which makes it feel similar to the type of damage you would have gained with the old Deathfire Touch keystone.|
|Taste of Blood gives you some solid sustain from hitting champions with either basic attacks or an ability. There isn't any choice in this tier because you can't use Sudden Impact without Flash and Cheap Shot doesn't synergize with Jhin.|
|Again, not much choice in this tier. Zombie Ward is awful after the nerf it got and Ghost Poro is only situationally useful as it basically serves the same purpose as your Captive Audience. Eyeball Collection gives you extra AD permanently on takedown that also increases with ward kills. Once finishing it you get even more AD making it the most consistent option.|
|Ravenous Hunter is the best in this tier but you do have some choice. The healing Ravenous offers works in full effect for both your Deadly Flourish and Curtain Call making it the most consistent especially because we no longer have Legend: Bloodline for lifesteal. Relentless Hunter has niche use if you need to be everywhere all the time and Ultimate Hunter scales inversely with CDR and as we no longer buy any it can be useful if Curtain Call is the only important thing you need to do in a match.|
Absolute Focus: With the change to Celerity you now only have 1 consistent option. Absolute Focus gives you some good early pressure as Jhin can be quite powerful in lane and not to mention more AD = more stuff to multiply with Whisper. You can situationally go Nullifying Orb instead if the enemy team has a large amount of magic damage.
Gathering Storm: More AD = good. After 20 minutes you'll be sitting on a free longsword and a half. As time goes on you'll be picking up so much free AD you'll be unstoppable. Great late game insurance.
|Offence: Attack Damage +6|
|Flex: Attack Damage +6|
|Defense: Armour +5|
As Jhin you want as much attack damage as possible, and as a bottom lane carry you don't get levels quick enough to make sure of per level runes usually. This makes the only viable choice to be double attack damage and some bonus armour. You can also go bonus magic resistance against heavy magic damage comps.
You'll pretty much always be taking Flash and Heal. Flash should be self explanitory, giving an infinite amount of offensive/defensive uses and should be taken on nearly every champion every game. There are a few exceptions to this rule, but Jhin is not.
Heal is the best defensive summoner spell for bot lane, as it directly affects your lane partner as well as yourself which gives it a huge amount of utility in the form of baiting, saving yourself or saving an ally.
The reason you want a defensive summoner on ADC is that you have a lot of DPS, so the longer you can survive, the more damage you'll put out, usually out-damaging what you'd get from Ignite. And if it can go as far as to save your life, then that's even better, as ADC's are very important to have alive for both providing DPS and taking down towers. On Jhin this is even more pronounced as you can deal a lot of damage outside of the range of Ignite making it even less useful in comparison to the swiss army knife of Heal.
Jhin is played in one of 2 ways bot. Either hardcore aggression abusing your Whisper and letting your lane partner cover your weak dueling. Or playing very defensively with a full on peel support and farming up. There isn't much of an inbetween for Jhin as his weaknesses and strengths are both VERY apparant.
This part of the game mainly is dictated by your support, as depending on who you have is how you should play. If you have a Thresh for example look to pick fights with your 4th Whisper shot or set up Deadly Flourish with a Captive Audience/ Death Sentence. If you have a passive support like a Janna then you should only look to trade if you land a bounced up Dancing Grenade and you have your 4th shot prepped and you'll be backing out before your opponenet can land an attack or two.
Most of the time, you'll want to focus on farming up, then holding onto your 4th Whisper shot until a creep is about to die and you can't waste mana on it or until you can auto attack an enemy. Properly CSing is hard on Jhin because of the fact he needs to reload every 4 shots, but thats where Dancing Grenade comes in.
After a few levels you can 'prep' the backline to ready your Dancing Grenade some bounces. As it deals more damage after each target it kills, you can attack the ranged creeps so that the grenade will kill its first and second target guaranteed, then it'll either bounce to more creeps killing them thanks to its bonus damage, or bounce to a champion and chunking them.
You'll want to try and force down the enemy tower in conjunction with getting your first item, so that when you start to go mid/top/objectives you'll have some power behind your attacks.
AVOID EXTENDED TRADES. This is because Jhin is more of a hit and run type champion in lane as he needs to reload and has low AS. Also, Warlord's Bloodlust being very common right now means that you need to either all in them and kill them in one go (great with a mage support like Zyra) or just farm it out because they out-sustain you.
Put your Captive Audience all around the lane entrances, bushes and just in generally annoying places. The mana isn't negligible in conjunction with your other abilities, so make sure to not just throw them out randomly unless you plan on going B soon or have a lot of mana to spare. Placing them in the river will slow down/reveal potential ganks. I would also put one on the exploding plant if you get enough time to throw one over the dragon pit of the wall below blue buff. It'll allow you to either pop the plant meaning they can't use it to get a sneaky gank off, or it'll be safe for 2 minutes as it'll nearly always proc when they use allowing you to run.
Look for a free Deadly Flourish if your support CCs an enemy, even more so if they step on your Captive Audience. You can win trades very hard if you manage your Whisper ammo properly and land your CC on targets about to be hit by a trap.
Mid game usually starts after most people are finishing their first/second item and towers have started to drop. This is where Jhin starts to pick up because in lane you cant set up your beautiful show as easily. With Jhin you'll want to be grouping instead of split pushing as he's very vulnerable to assassins and duelist/fighters. So with this in mind you'll want to stick around the big objectives looking to start skirmishes with 5-6 people.
Killing towers isn't easy on Jhin as he can't push them down very fast because of his limited attack speed. That being said he's great at actually sieging because of his staggering range and potential for fallback traps allowing you to escape if something goes wrong. Set up Captive Audience around routes to flank you and give the places you can't trap a wide berth so you can run easily. Harass your opponents with Deadly Flourish and cleanup anyone on low HP with a Curtain Call. If you simply cant even get close to a fight because they have a fed Zed or something, then sit in the fog of war (ask the person on your team who has a sweeper to check for you) with a huge Curtain Call angle.
You can do the same around Dragon or the Rift Herald but aside from stopping your opponents getting them, or getting the herlad yourself they're not that valuable in comparison to towers or general area denial. Taking control of both jungles and side lane routes is a sure fire way to choke hold the opposing team, and Jhin is fantastic at that.
Late game starts to roll around when ADCs can 3 shot people, tanks never seem to die and supports become CC bots. Or more accurately, around 4-5 full items on champs. Here is where teamfights start to break out all the time.
Jhin will want to do the same as he did in mid game, but will instead of wounding champions he can outright kill them with his W into ult combo. Also Whisper will really ramp up in the later levels, giving you some absurd AD allowing you to 1-2 shot enemy squishies with relative ease.
Prep traps where your team wants to fight and set up an easy Curtain Call. You can either stay around the team-fight landing Deadly Flourish's to keep people CC'd as you clean them up and then using your Curtain Call to execute, or open with the Curtain Call to mass slow a target allowing your tanks or brusiers get into range to murder their backline. Just make sure to be safe when you wind it up, an assassin can kill you faster than you can cancel the ultimate so don't do it without vision or without a nearby ally to peel.
Do your best to avoid any 1v1s, because whilst you can deal 50% of peoples hp per auto, you can't auto very often. People like Vayne or Lucian can and will still wreck you if you overstep your bounds.
In closing, Jhin is a unqiue carry thanks to how much raw AD he can get from Whisper but his locked AS makes his DPS lower in extended fights and the fact his 4th auto is an execute. Both his strengths and weaknesses are very pronounced making him very all or nothing, which is a play style I love.
Proper early game management is what seperates a FOTM Jhin from a good one. Snowballing and built adaptation will truly make you shine and allow you to scale into something monstrous. However if all else fails, getting 800 AD is a great insurance for late game.
Now if you don't mind, take a bow... It's your Curtain Call.
BBCode help: Janitsu. Just made everything a little cleaner.
Content help: Vapora Dark. A few sections of this guide are similar versions to his Tristana Guide because of how well written and how it's 100% applicable to this guide and any ADC guide in general.
Headers and Titles: Hopper. Incredible artwork that I couldn't even pretend to emulate