Jhin Build Guide by Vicious Skittle
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Perfection isn't good enough
+9% attack speed and +10 ability power or +6 attack damage, adaptive
EXAMPLE full build
Threats to Jhin with this build
|Ezreal||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.|
|Kog'Maw||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.|
|Nami||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.|
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.
Pros / Cons
+ 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 2% - 40% (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 / 45 / 50 / 55 / 60% 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 / 110.72 / 123.02 / 135.32 / 147.62% 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 and Crit Damage runes.
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.
Summon Aery is a lot more consistent but what makes it good is the fact it cannot miss and the fact you can chain send the fox out if you walk over it after damaging as someone (good for chasing). Arcane Comet does more damage and has some unique tricks when ulting but is overall weaker as you can miss the comet. If you snare someone with W or land an ult shot it'll very likely land, but not with just random Q's.
Below I cover each of their pages and what the best secondary path and minor runes are for each playstyle. You can mix them up a fair bit, only a couple of them you *always* take on Jhin. I'm also still testing how this will shake up in high elo games simply because PBE/Theorycrafting will only take you so far. Snowballing keystones are always superior when playing against inferior opponents.
Summon Aery is a really cute keystone that is deceptively powerful as every time you auto attack or cast a spell, Aery will come out to deal bonus damage. It'll then float back to you and that is it's "cooldown" which means if you're chasing it actually has a very low CD. Whilst its damage isn't super high, the fact it cannot miss and can proc off a single attack means it actually helps a lot in poke trades. One of those "hidden power" type of things.
Arcane Comet is the best keystone on paper for Jhin but it has a few things holding it back. Firstly; Aery is more consistent as it cannot miss. Comet can miss which means unless you slow/root them from Curtain Call or Deadly Flourish the enemy might be able to dodge it. Second, it cannot proc from auto attacks like Aery can. Third, it has a lot longer CD unless you do a few tricks with your ultimate. However all that being said, comet is still a great choice as it does offer more damage than Aery and with the built in CC from W/R it can more consistently land as Jhin than other champions.
These are the best 2 keystones for Jhin. Lethal Tempo is a meme, I will not talk about it. Electrocute is the highest damage but it's hard to proc as Jhin. Dark Harvest takes too long to stack and has the same problem that Duskblade has. Phase Rush has niche use but as a mid laner and no an ADC. Fleet Footwork would be the best as it has an amazing AD ratio and gives Jhin the ability to skip a lifesteal item along side bloodlines, but it offers attack speed as a stat instead of AD making it a lot worse for laning so I can't recommend it in good conscience.
Manaflow Band is the new meditation. A lot more obvious in comparison to the missing regen of old. It will always have a place because mana can be a burden if you're spamming. You can also swap this out for Nullifying Orb if you're against an AP support as the lack of MR can really get you killed easily. The Ultimate Hat is only good on champions who has an entire kit revolving around their ult. Zed, Karma, Vi and Twisted Fate as examples. Plus it's only solid if you build 40% CDR, which currently Jhin rarely does.
This tier has a lot of good choice for Jhin but only 1 winner. Transcendence is free CDR once you hit level 10 which is really nice for Jhin. The extra AD from overcapping isn't good so you're basically taking it for the 10%. Absolute Focus seems like the best on paper as if you're below 70% HP you're probably on your way to 0% meaning you can make solid use of the AD (that gets multiplied by whisper) which is all true.
However the best option is Celerity. The 3% MS you get is the real reason you get this bad boy. At level 1 without boots you get a solid 9 base MS which can be game changing when forcing trades or running from ganks. The extra AD from MS is nice too, with 8 from swifties+double zeal and 15 when you crit. Both a lot lower than the 24 from focus, but the fact you get the MS at level 1 means you can create fights you couldn't before.
Only one option here, and that is Scorch. Gathering Storm takes wayyyy too long to turn on. It's only decent 30 minutes+ and the amount of damage Scorch will offer you before then basically pushes that back to 40 minutes. The early game pressure scorch offers is superior in most situations. Sometimes a game will last 40 minutes+ but you shouldn't plan for that as Jhin.
Your secondary tree can be either Precision or Domination. I prefer Precision at the moment because I really like Coup de Grace and the option to either go Triumph or Legend: Bloodline depending on the game. Domination is still great as the healing from Taste of Blood is very strong and can be triggered from abiltiies, Eyeball Collection is free AD and Relentless Hunter offers the undervalued stat of OOC MS which stacks really nicely with ghostblade.
Triumph is the new dangerous game that offers a disgusting amount of healing upon takedown. The small amount of gold isn't good, but it's nice. Overall I think it's a good "take and forget" rune. One thing to note though is that the heal has a slight delay, so don't assume you can trade a kill in the same second but survive from it.
Legend: Bloodline is lifesteal which is great as Jhin doesn't buy lifesteal until super late into the game. You simply cannot go wrong with this stat as Jhin.
Coup de Grace is the old merciless on steroids. Dealing 10% more damage on low HP targets will make your fourth shot and Curtain Call deal insane damage to low HP targets. Cut Down isn't as strong, but sometimes the enemy team has crazy high HP champions that you'll get more out of than Coup de Grace.
Taste of Blood now into domination, this rune gives some nice healing in lane that scales decently with your AD. It also triggers from abilities which means you can get a nice W hit from far away and regen enough HP to go back to laning.
Eyeball Collection offers AD from snowballing and vision control. AD is good, you like AD.
Relentless Hunter gives you some nice OOC movement speed allowing you to create picks and punish players even further if they're out of position. This along side ghostblade will basically give you boots of mobility for free.
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
|Super 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. With Blitz' increase in popularity I thought I should mention this start.|
|You should NEVER start with this item. Cull gives so few stats that getting it first is a terrible idea. However, if you're forced to go back with less than 900g it's better to buy a Cull than 1 Long Sword or Cull + Long Sword is better than 2 Long Swords. This is the only time you should ever buy it.|
|These boots are solid on Jhin thanks to the fact CDR is a great stat on him. These with an Essence Reaver and 30% extra crit gives you a nice 40% CDR. Allowing you to spam all of your abilities a lot more. More Curtain Calls, more Deadly Flourishes and more traps. All in all 40% CDR is great on Jhin. A little thing people skip over a lot, is the fact they cost 200g less than Berserker's Greaves which is nearly a whole kills worth of money. You'll be buying these if you love to spam your abilities or need the tier 2 movement ASAP. I'd get these maybe 30% of the time.|
|Now that these boots only give 10 bonus movement speed instead of 15, they have become mediocre. Do not buy these boots anymore by default. Berserker's Greaves give you a lot more movement speed once you crit at the 10 flat you gain from these is not worth the AS multiplier/movement speed you get from zerks. They're also worse than the Ionian Boots of Lucidity because for the same price you get 10 flat MS /slow res or 10% CDR. The CDR is going to be more valuable unless they have some absurd consistent slow. The only time I would buy these anymore is when I need the movement speed so badly early on, they have some serious slows (like Ashe) or Syndra is running at me.|
|The best DPS boots on every ADC, including Jhin. Giving you a phat 8% AD multiplier and a cool 12% bonus movement speed on a crit these boots give you both a lot of mobility and damage. With the boots of swiftness nerfs, these are now your best all around boot on Jhin. Once you hit 50% Crit you'll notice you can kite very well and that the missing 10 movement speed when not critting won't really be noticed.|
|This gives any champion with crit damage tight loins. Giving you a chunk of AD, 20% Crit chance and an increased crit multiplier it synergies incredibly well with Whisper's Death in 4 Acts 4th Shot crit. You should always be buying this item third after you get Essence Reaver and a Zeal item. It also has the benefit of affecting your ult, Curtain Call, making the 4th shot deal 250% damage instead of 200%.|
|You should get this item second or third. Ok so this is the best Zeal item on [Jhin]] by far. Extra range on an auto attack is great, especially if you line it up with your 4th shot. With the recent change to make this item *pure* utility, it actually stacks with Statikk Shiv and you can load the procs together. Extra range Shiv proc is amazing.|
|You should get this item second or third. Statikk Shiv is weaker than Rapid Firecannon as a standalone zeal item, but when you combine them they become a great pair. You should only buy shiv on Jhin if you're also going to (or already have) an RFC otherwise a Phantom Dancer and RFC will do more for you in individual zeal situations.|
|The bread and butter of Marksmen who use a lot of abilities. This item gives Jhin everything he wants: AD, Crit (which also increases his multiplier), CDR which scales with crit from other items and lastly mana regen when he crits. It also has a really nice build path thanks to Caulfield's Warhammer being built from Long Swords. Sadly it's fallen out of favour for more damage based builds. Going double Zeal + IE offers Jhin a lot more in fight damage/utility and going Ghostblade means you won't get much room to buy this. It's now a "I want 100% Crit) as a 6th item vs no tanks and no dive more than anything.|
|This is the big daddy of lifesteal and AD. Giving you a whopping 75 AD, 20% lifesteal and a nice fat overheal shield. This is the best lifesteal item Jhin can buy that is a 'one size fit all' solution. The AD takes on the multipliers you've gained from your crit/AS items and the lifesteal synergises well with Jhin's insane AD. You'll be getting this in probably 70% of your games, the other 30% you'll want either A Maw of Malmortius or a Sterak's Gage.|
|On paper, this item seems god tier giving Jhin every single stat he wants except crit chance. Gaining 15% lifesteal on W/R and auto's this item is amazing for lifesteal and the huge 80 AD it offers is amazing. It got buffed again in 7.9 and with the bleed being a 30% delay, I think it's now BETTER than BT and I'll be buying it in every situation I would otherwise get a BT. I also occasionally buy this item first if I'm against hyper snowball champions like Draven, Talon or Zed.|
|Whilst The Bloodthirster gives more lifesteal and a fat shield, it doesn't have the great stats this thing does. In patch 6.9 this item and it's component Quicksilver Sash got gutted. It no longer removes Debuffs, just CC. This means it will no longer help against Zed, Trundle and Fiora all of whom can now ruin your day. I suggest to no longer buy this item and simply get a Maw for AP damage, Steraks for AD and maybe even a Guardian Angel instead. The item is still good vs pick champions such as Ahri or Morgana but it's main use was for champions like Zed.|
|With a recent buff to grievous wounds, it now works on all healing done again. This is huge, it allows Executioner's Calling and of course the Mortal Reminder to now be 100% viable against even 1 sustain based champion. If the enemy team have at least 1 of the following: Dr. Mundo, Vladimir, Volibear, Soraka, Trundle or Illaoi then buy this item. There are also tonnes of other champions with strong healing capabilities that don't warrant a full on Mortal Reminder so grab it if there is 2-3 of these sort of champions or if they're really fed. Since it would take so long to list, i'll only name a few. They are champions similar to Master Yi, Irelia and Volibear.|
|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. It also gives CDR. When the passive shield procs, you gain a 20 AD and 10% lifesteal/spell vamp. This is great because it only procs when you get low, meaning when it does you'll attack to get some HP back. Great synergy with itself.|
|This is basically a giant stat stick for Jhin. The highest amount of attackspeed that also gives crit which increases Jhin's multiplier by the most out of any other item in the game. It also gives the most increased movementspeed if you're within 500 units of an enemy and gives the ability to move through units. Lastly, it makes you take 12% less damage from the target you most recently dealt damage too so its a nice duelist item. The downside is, the 2 passives are not very good on Jhin. You're a bad duelist because of your low attack speed and mobility, and if an enemy is within 500 units of you, 7% movementspeed isn't going to help a lot. It's still the highest amount of flat AD Jhin gets from a AS/Crit item and with the cost decrease it's 100% viable now in replacement for Statikk Shiv or Rapid Firecannon. It should be built based on (you guessed it) a game by game basis. Having such staggering mobility is something Jhin would love, but that mobility and pseudo tankiness comes at the cost of burst with the Energize passives the other 2 give. I'd buy this vs Dr. Mundo another rush down tank that can chunk me. Zac, Shen, Singed, Garen, Darius and Olaf are prime candidates to buy this item against.|
This paragraph covers the only hard defence item Jhin will buy. It does offer AD, but that's not important for the reason you buy it.
Guardian Angel is now a lot better as of 7.9 even though it lost some armour and all it's MR. It now gives AD which for Jhin, means it adds to the multiplier. It's still situational, but because it gives damage it's a lot easier to justify buying if you need a second chance vs assassins. You'll be buying this as your last item a lot when you need to survive at all costs.
Ok a small little "addendum" for these 2 items. Statikk Shiv is all about damage, in any situation the damage Shiv offers is higher than RFC. However Rapid Firecannon has great utility with the extra auto range, but it also increases the rate at which you energize. So when do you buy which? It's not as simple as Shiv for damage and RFC for utility sadly.
[Rapid Firecannon] is the utility based zeal item. The extra energize charge rate and the extra range is so important for a champion who loads his damage into slow powerful shots. It's incredible for Jhin in any situation.
However recently they made it so the energize can stack. If you have both a shiv and an RFC you'll get the RFC range/charge rate but the effect will be the high AoE damage that shiv offers.
So you should always buy Statikk Shiv and if you plan to build 80% then you should get the Rapid Firecannon as your other zeal item to stack them.
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. However, it's still the best single item power spike. This is because Lethality is still spicy for damage. Specifically, whilst it scales with the your level, it still gives a lot of damage. In 7.2 lethality got a buff, increasing the flat pen bonus at early levels (0.4 to 0.6 at level 1, scaling up to 1.0 at level 18.) This is simply a buff for GB. However it then lost 5 lehtality, but it's still the best first item for Jhin right now.
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. Great buildpath and finished item. Problem is, compared to IE first it very quickly will get outscaled damage wise. However with the meta right now, GB first is great as its downsides rarely come into play because you want to end pre 3 items most of the time anyway.
Duskblade is also bad for Jhin period. You should only ever buy 1 lethality item and that is Ghostblade. This is because the passive damage on auto is something Jhin can't proc as easily even with high out of combat movement speed covered above as walking into <700 range to get a 500 damage auto off in the mid game is either because you're so fed it won't matter or you'll get caught and die.
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 is the best single item power spike for him as usual, and is great if you're looking to snowball as hard as possible. Duskblade is just not good, 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. However Bard is still a great candidate to buy it into.
TLDR: Buy Ghostblade as a first item only if you're looking to snowball (which is fairly often) otherwise go a more traditional ADC build.
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