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Recommended Items
Runes: Arcane Comet (Even matchup)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order Standard Level Abilities
Whisper (PASSIVE)
Jhin Passive Ability
Threats & Synergies
Draven
Draven can mess up Jhin's win conditions very early on. When playing against Draven, do NOT try to play aggressively unless it's a win-loss scenario. Trading 1 for 1 against Draven is not a good idea.
Pyke
Very easy to crowd-control chain between these 2 champions, and both Jhin and Pyke can snowball mid-game leads hard. Pyke's setup and Jhin's follow up can make the laning phase horrible for almost every other botlane pair.
Pyke
Very easy to crowd-control chain between these 2 champions, and both Jhin and Pyke can snowball mid-game leads hard. Pyke's setup and Jhin's follow up can make the laning phase horrible for almost every other botlane pair.
Champion Build Guide
Jhin is a pretty standard AD marksman, but in my opinion he is quite unique compared to champions like Ashe and Caitlyn. He has 2 abilities that are semi-global, a unique movement speed that can help you deal loads of damage while staying safe if used properly, and crazy amounts of spell-based waveclear for the laning phase.
For lanes that you will get punished a lot for (e.g. Caitlyn), taking the Fleet Footwork keystone along with Doran's shield is optimal, but the sorcery tree can bring lots of benefits for Jhin in the later parts of the game. In winning or even matchups, like Kai'sa or Xayah, cull and Arcane Comet are the best runes to take. However, if you're against champions who plan on AFK-farming for the first 20 minutes like Jinx or Sivir, the best counter is to take Comet, Doran's ring and get lots of lane priority for your team. There are 2 main benefits to starting Ring: lots of extra mana sustain meaning you can push or trade more constantly, and having a 1-potion advantage that you can abuse AFTER trades.
In almost every fight, you have to make sure you can't get gap-closed on by any of their enemies. Jhin is very weak in 1v1 situations (unless you're incredibly fed, but that can't really do anything against their 7/1 leblanc) and until you're stacked with defensive items, you should not be forcing unwanted fights. Your ult and W are both pretty reliable and can slow down the enemy, from both short and long range. Before fights, placing traps around your team's possible flank positions is a
really good idea, because it can slow people down and grant you vision of them. During fights, if not using your ultimate, you should be focusing on NOT DYING while giving out as much damage as you possibly can. Because all of these rune pages include manaflow band and celerity, don't be afraid to walk up and use your spells.
People normally underestimate Jhin's ult, and its effects on the enemy team. It isn't an ability you should ONLY be using in teamfights, contesting objectives or catching enemies off-guard is actually a much better way to use Curtain Call, and seems much more useful when teamfight DPS is higher if you auto-attack the enemies instead. Another common problem is that people can't time their ultimates properly. Instead of spamming all four bullets as quickly as you can, holding your shots can actually make more of an impact. People will get more pressured by your ultimate, and might lose focus of other threats (like YOUR 7/1 leblanc!). One more benefit of holding your ult is reading the enemy's movement patterns, for better predictions.
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