Jhin Build Guide by Vicious Skittle
Art Requires a Certain Cruelty - In Depth Jhin GuideBy Vicious Skittle | Updated on November 9, 2018
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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.
Hi, I am Vicious Skittle. I am a Diamond tier player on EUW whom in Seasons 4/5 peaked at Diamond 4/2 respectively. I've been playing Jhin from the moment he was released on the PBE and when the PBE was down for maintenance, I would be theorycrafting on how to best use Jhin. This guide covers the best builds and matchups for Jhin as well as all the math behind those choices and why you should fear the Virtuoso.
As I keep getting questions about flat pen, and people don't seem to read everything. HERE is a direct link to the section of the guide I cover flat pen and all you need to know about it.
+ 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.
|Hail of Blades gives you an incredible attack speed which for Jhin means a large amount of attack damage as well as a large amount of movement speed on crit. The biggest downside this rune has is that it can only last for 3 basic attacks, which for most champs means it's only useful for a split second. Jhin has a set attack speed and can only fire four times before needing to stop for a couple seconds. Both of those hand in hand make this rune incredibly potent and is the best choice in most situations.|
|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.|
Celerity: The extra movement speed is really nice but the large scaling with your movement speed makes this rune amazing. Hail of Blades and Whisper means you consistently run really fast which means you consistently have a lot of extra AD from Celerity which is then multiplied again by Whisper.
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.
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.
This section covers most of the items Jhin should buy. It doesn't cover lethality because it needs its own section to discuss. For more information of lethality and the items themselves, click HERE
|A situational item you usually buy against semi-consistent poke. Zyra, Caitlyn and Varus come to mind as champions that slowly chip away at your health until your zoned under your own tower. This item can help prevent that.|
|Another situational start. This + 4 pots gives a lot of HP sustain (at the cost of 200g worth of pots.) I only buy these against hook champs (Sometimes Thresh and usually always vs a Blitzcrank. It's also very useful if you expect an early gank or if the enemy bot lane has a lot of poke that you can't heal through pre 5 as the potions give you some incredible sustain.|
|A solid boot option if you're against multiple champions who rely on basic attacks. I would only buy these against champions such as Jax, Fiora, Yasuo, Kindred and Caitlyn. There needs to be at least 2 of these type of champions on the enemy team to consider Ninja Tabi over another boot choice.|
|The best boot by default for Jhin. The extra movement speed is always going to be nice but also the fact it scales directly with Celerity makes them great. Not to mention slow resistance is underrated as it makes the movement speed you get from Whisper be harder to stop. .|
|The best DPS boots on every ADC, including Jhin. Giving you a 8% AD multiplier and 12% bonus movement speed on a crit these boots give you both a lot of mobility and damage. If you assume the game is going to last at least 30 minutes then I would suggest these boots to scale into the mid-late game and become a monster.|
|Probably the best item for Jhin period. A large amount of attack damage and some attack speed for Whisper makes this item a powerful rush item. Not only is it cheap at 2800g but it also causes an attack to critically strike if you've not attacked for a small duration. As that duration scales with your base attack speed it'll be very predictable after a few games played making Jhin be able to abuse it greatly. It will also always trigger after a reload, so both your first and last shot will critically strike before any RNG is involved making Jhin also really consistent DPS wise. The perfect item for our Virtuoso.|
|The best zeal item for Jhin hands down. Extra range every few seconds on a champion who loads most of his damage into fewer but more powerful shots is incredibly potent. Especially combined with Stormrazor, you attack will be critting nearly all the time at an incredibly long range.|
|Infinity Edge gives a lot of attack damage and not much else alone. It only becomes useful if you have any crit chance from a zeal item. This is because it doubles your critical strike chance and converts some of your crit damage into true damage. This makes it a mid-late game monster against tanky targets and the doubling of crit makes zeal items give 60% crit instead of their usual 30%. It also converts some of your Curtain Calls fourth shot into true damage as well.|
|The huge amount of attack damage this item offers makes your Whisper multiplier explode. The 20% lifesteal is also incredible with how hard Jhin hits with basic attacks making you heal for several hundred every basic attack late game. The overshield is also great against divers as having an extra giants belt worth of health can be the difference between life and death. A great late game item if you need both a lot of damage and survivability in combat.|
|Honestly after the last damage nerf this item is inferior to Rapid Firecannon in most scenarios. The extra damage is nice, especially as it will always crit with Stormrazor but Jhin has average basic attack range meaning usually you would get more auto attacks off with RFC which amounts to more damage. You also nearly never need 100% crit chance as Stormrazor makes your first shot always crit (and if you space attacks out, those too) alongside Whisper making your last shot crit, you'll rarely not crit even without crit chance.|
|Whilst The Bloodthirster gives more lifesteal and a shield, it doesn't have the great active that this does. In a lot of games you'll need the cleanse from Quicksilver Sash as there is a lot of deadly pick from abilities such as Dark Binding, Pick A Card and Charm. This is the replacement for The Bloodthirster if you needed that QSS.|
|This is your late game tank shredder, the APen on this is very high, but it very cost inefficient against squishy targets making it situationally useless. It's also gotten worse with the true damage Infinity Edge now offers as that can act like pseudo-armour penetration even though it's fairly small. You should only buy this item if the enemy team has multiple high threat targets with over 130 armour and even then only buy it as your fourth item at the earliest.|
|Very similar to Lord Dominik's Regards but focusing more on dealing with healing rather than just pure tank shredding. Champions such as Soraka, Dr. Mundo and Vladimir demand champions to buy grevious wounds and the most accessible form of that is Executioner's Calling. Mortal Reminder is the only item that Executioner's builds from so it's a natural progression. If you need the healing reduction get Executioner's Calling whenever you can and buy this item either last or when 2 or more enemies hit over 150 armour.|
|This is perfect against magic damage burst that isn't set up by CC, so you should buy this against the likes of LeBlanc or Kassadin. When the passive shield procs, you gain a 20 AD and 10% lifesteal/spell vamp which is great to turn on the would-be assassin and not only deal a lot of return damage but heal a fair bit too.|
|Again, like Statikk Shiv there is practically no reason to buy another zeal item over Rapid Firecannon. Phantom Dancer has some niche use against hyper dive like Hecarim or Olaf but even then the extra range might be more useful. The extra stats for the lower cost is important to note but 15% attack speed for 100g less isn't more valuble than the energize range RFC offers. Again, like Shiv, there is also no point to get 100% crit in most games.|
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
As ever, flat pen vs crit is a hot topic for Jhin players, and now the dust has settled they now have a place.
So in 6.22, what happened to ghostblade? It got lethality instead of APen, lost some lethality, lost its AS on active and its cost went down. This is an overall nerf to the item, and even bigger for Jhin as the active gave him a decent chunk of AD. With the marksmen item rework lethality is dead at the moment, and I doubt it will come back so this section is mostly legacy. I'll be removing it if after worlds (in a couple months as of writing) there is no lethality in sight for Jhin.
What does this mean for building Jhin? It means as a first item it gives some insane damage early and with how cheap it is it should nearly always be built as a first item if you're looking to snowball. However that flat out isn't the case anymore with the introduction to Stormrazor. It does have a great buildpath and as a finished item it's still strong but it's just not good anymore.
With the removal of lethality runes and no way for Jhin to get lethality aside from buying it we're left with only Youmuu's Ghostblade as a viable lethality item on Jhin. It isn't even the best single item power spike for him anymore with the introduction to Stormrazor making lethality even more dead on Jhin. Duskblade is just worse than Youmuu's for Jhin and I would argue it never was. Edge of night seems decent on paper but other defence items do more and other offence items do more. Hell I would argue just buy a GA even though it offers a lot less offence stats as it'll do the Edge's job better most of the time.
TLDR: Currently lethality is never bought and is inferior to every other build path/item Jhin should be buying.
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