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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Whisper (PASSIVE)
Jhin Passive Ability
Threats & Synergies
Twitch
This sneaky rat is the Teemo of adcs. Avoid having too many stacks of his passive as his E will deal more damage then. Never stay alone anywhere to avoid gettion destroyed out of nowhere and place a pink in the bushes at your lane. Be VERY careful when he's out of vision.
Short Guide
In Lane
- trade with your crit (4th shot), you can zone enemies with it
- try not to all in (if you want to trade more heavily, make sure you have enough shots left)
- never stay alone, don't 1v1 enemy ADC
Gameplay
- kite enemies with your increased movement speed on crit
- don't follow if a teammate engages poorly (you are very immobile)
- let your team make picks (more on that in "Abilities")
Items
- find a balance between AD (more damage), AS (more movement speed on crit) and crit chance
- build accordingly to yours and the enemies team composition
- build defensively when necessary
Teamfights
- never stay at the frontline, don't "poke" with your autos
- wait until most cc has been used, then join the teamfight
- stay safe (care about enemy assassins)
- always attack safest target (better attack enemy tank than die attacking enemy ADC)
Abilities
Q
- use to last hit minions if you can't auto
- make it jump on low-health minions and then to enemies for strong poke
- avoid pushing the wave to far unintentionally
W
- use to snare enemies after you (with autos or E) or an ally has dealt damage to them
- try to snipe very low-health enemies with it (DFT applies fully)
- use it to escape when an enemy steps on a trap
E
- when pushing, place traps behind you so you can escape if the enemy jungles comes
- use E for vision
- throw an E into a teamfight where it won't get noticed and deal a lot of damage
- try to snare enemies with your W when they step on them
R
- don't use this too early (you will deal more damage with your autos)
- care a lot about your positioning when using this (don't stay too far away or too near and make sure the enemies can't walk to the side)
- try to predict the enemies dodging movement
- try to focus low-health targets
This should get you covered when playing Jhin without reading the whole guide.
In this guide I will show you how I play Jhin with a crit build - as compared to the Ghostblade Duskblade build.
I play Jhin since he got released and already have over 300 ranked games with him. He boosted me out of silver to plat.
Here are some plays you might enjoy (which are from ranked games I played):
Jhin #mechanics #outplays
Jhin #pentakill
Jhin is a very exciting champion with a very interesting character and voice I love playing.
Pros
- insanely high auto damage, your crits can deal more than 1500 dmg late
- insanely hurting abilities (+ bonus magic damage from DFT)
- great kiting potential lategame
- relatively easy laning phase
- unbelievable useful snare (use W to make guaranteed picks for your team)
- the violin music when ulting is so beautiful
Cons
- low mobility (enemies will kill you fast if you can't escape them)
- squishy (Jhin doesn't like cats for example, which don't like him and kill him instantly without building defensively)
- CC (oh, there's a Vi ult, I better QSS it! What the hell, why is it not stopping... grey screen)
- totally useless during reload (oh, look, that Sona has only 20hp, but I have to reload now and everything is on cooldown... AAAAND she's gone!)
- untargetability and blocking shields (Yasuo wall, Fizz E, Braum shield, Pantheon shield, ...)
- spell shields may render your W useless when not baited (Sivir shield, Morgana shield, QSS)
Runes






I usually go for scaling armor and magic resist runes because you won't take much damage early. The additional armor and magic resist will help you later in team fights as they outscale the flat runes at level 6 (magic resist at 11).
If you play vs a poke mage like Karma, Soraka or Zyra, go for flat magic resist.
The 1% crit chance is just nice to have and the 1.5% additional life steal will make you sustain longer in lane.
I prefer armor penetration marks and quints as they are strong throughout the game and will make your crits feel stronger. You will not need the tiny bit of AD you'd get from flat AD and the scaling AD runes are weak early, but you may want to choose them for easier farming.
Let's calculate the damage you deal with your attacks early:
Jhin has 56 AD + 8 AD from Doran's Blade at lvl 2 where you typically start your first extended trades. Let's take a general enemy ADC who has 30 armor (21 base + 9 from runes):
No runes:
64 * 100/(100 + 30) = 49 damage dealt
Armor Pen Runes:
64 * 100/(100 + 30 - 15) = 56 damage dealt
AD runes:
(64 + 12) * 100/(100 + 30) = 59 damage dealt
AD runes deal slightly more damage per auto early
What about late? Let's assume that the enemy ADC has 90 armor now and you have 500AD (+IE crit)
No runes:
500 * 2.5 (crit damage) * 0.75 (crit passive) = 938 damage
938 * 100/(100 + 90) = 494 damage dealt
Armor Pen Runes:
500 * 2.5 (crit damage) * 0.75 (crit passive) = 938 damage
938 * 100/(100 + 90 - 15) = 536 damage dealt
AD runes: (Let's assume the passive multiplication is 100%, doubling the AD)
(500 + 24) * 2.5 (crit damage) * 0.75 (crit passive) = 982 damage
982 * 100/(100 + 90) = 517 damage dealt
Armor Pen runes deal significant more damage per auto late
This is the case because you already deal a lot of raw AD damage (there's no big difference), but the enemies' armor is reducing it by a percentage. If you get armor pen, you reduce the percentage reduction instead of increasing your raw AD more, which is more effective, because lowering the damage reduction from the enemies' armor is making all of your AD you have late stronger, which results in an increase of damage dealt late.
The goal is to balance AD and Armor Pen. Runes give 15 Armor Pen vs 12 AD, which means that you get more points of armor pen than AD. In game though there are no items giving armor pen without neglecting crit chance (which is sooo important for your survival), which is the reason why I prefer armor pen over flat AD.
What about tanks though? Talking about balance, when enemy tanks stack armor, each point of armor increases the damage reduction by a less and less growing percentage. Let's make the same calculations with an enemy tank with 300 armor.
No runes:
500 * 2.5 (crit damage) * 0.75 (crit passive) = 938 damage
938 * 100/(100 + 300) = 235 damage dealt
Armor Pen Runes:
500 * 2.5 (crit damage) * 0.75 (crit passive) = 938 damage
938 * 100/(100 + 300 - 15) = 244 damage dealt
AD runes: (Let's assume the passive multiplication is 100%, doubling the AD)
(500 + 24) * 2.5 (crit damage) * 0.75 (crit passive) = 982 damage
982 * 100/(100 + 300) = 246 damage dealt
Here you can see that AD runes actually deal slightly more damage, but only by a small amount. Against tanks you should get %armor pen items like Last Whisper or Black Cleaver, which reduce their armor by a large amount before applying flat armor penetration. In that case, the flat armor penetration runes will get stronger again and deal more damage.

Why choose these masteries?
As an ADC, 18 points in ferocity are necessary for maximum damage:
In the first row, get 5 points for

In the second row,



In the third row, you can choose what you want. I prefer


Forth row, you should take

For the last row, you definitely want to go for

Cunning:
For the first row, I usually spend 3 points in


Why? you might ask. Well, it often happens that you have your crit up and the enemy ADC is almost in your attack range and with a slightly increased movement speed you will be able to catch and crit him.
Second row,

In the third row,

When the game starts, I look if both my and the enemy has a sustain support (like soraka, Janna, Lulu) and only then I start with


I always rush


When going back, I try to have at least 1300 gold. The




If you don't have enough gold for the






Always try to have at least one


After



Generally




After you have built your 4 main items (3 core + boots), you can either go for more damage (if you're fed) or for some more defensive items (if you're behind or equal). Generally, don't avoid buying some defensive items as you are still a squishy. Dealing less damage is still more damage than dealing no damage (because you died)! I'll list all the items I'd build on him and explain when to build them:
Core Items
![]() | ESSENCE REAVER |
"The essence of a thing is found only in its absence." This item is core on Jhin because you are a caster. All of its stats are useful: Attack Damage, Crit Chance, Cooldown Reduction and Mana Restore on Crit. After finishing this item you are going to have a huge power spike because you can keep spamming your abilities faster without going out of mana and still get a huge amount of AD! |
![]() | INFINITY EDGE |
This item is core on Jhin because it increases the damage of your crits (and your 4th ultimate shot), gives Attack Damage and Crit Chance. Stronger crits make more sense after you have some decent crit chance, that's why you should build this item after ![]() |
![]() | RAPID FIRECANNON |
"Rapid fire? Huh. Where's the drama in that?" This item is core on Jhin because it increases the range of your strong autos and provides some decent Crit Chance and Attack Speed, which increase your kiting potential by a lot. If building this after ![]() ![]() |
Offensive Items
![]() | LORD DOMINIK'S REGARDS |
"Sometimes, silence is loud." Choose this item if the enemy has tanks building a lot of armor, like a ![]() ![]() Generally, you have to know whether your job is to kill the squishies or the tanks. This depends on whether your team has assassins (who are strong vs squishies) or bruisers (who are strong vs tanks). |
![]() | PHANTOM DANCER |
"Start the music. I will make them dance." Build this item when you need some extra mobility through crits. Don't buy this item to duel other people, you are a weak duelist. You can replace boots lategame after you have your full build with ![]() |
![]() | STATIKK SHIV |
"I do prefer my work to have a brisk tempo." Build this item if your team lacks waveclear and you need to push waves fast (for example during a siege). You can also replace boots with this item in lategame. |
![]() | YOUMUU'S GHOSTBLADE |
I usually don't build this item because it has no synergy with the crit build. However, you might buy it if you think that the crit build is not optimal (because you need more mobility and tankyness through other non-crit items) or you lack the gold to get the ![]() ![]() |
Defensive Items
![]() | MERCURIAL SCIMITAR |
"Art is such a fickle thing." This item gives you the QSS active which is extremely useful especially if the enemy has some dangerous CC. Life steal and AD make this item a lot less defensive as you might think. |
![]() | THE BLOODTHIRSTER |
"Red is a primary color." Build this item if you really want some solid lifesteal (which is a good choice when you have a lot of AD). This item is (similar to ![]() ![]() This item will make you unstoppable in lategame teamfights when you are fed. You should consider getting it after your core items (+ boots) if you don't need other items. |
![]() | DEATH'S DANCE |
This item gives you some cooldown reduction and life steal on all abilities dealing physical damage. Unfortunately your Q is an AoE ability and heals for only 5% and and W and R have such a large range that you won't need life steal. Besides that, the passive is almost useless, as you will rarely survive a burst if you get focused (because of bad positioning). I rarely build this item. If you need life steal, better choose ![]() |
![]() | MAW OF MALMORTIUS |
Build this when the enemy has a lot of AP, especially AP-assassins like ![]() ![]() ![]() ![]() You may also want to sell ![]() ![]() |
![]() | FROZEN MALLET |
Build this item if you need more hp to survive assassins and for better kiting the enemy (by slowing him). This item has - compared to other defensive items - a good synergy with the crit build. On top of that, it can help you out even when you are behind and getting bursted by AD-Assassins like Zed, Talon, Rengar, Shaco, Kha'zix, you get it. |
![]() | TRINITY FORCE |
This item gives you health, mana, cdr and movement speed. Build this item when you are definitely not going to build another crit item (for example with a full defensive build vs CC-heavy team and no peel). You still get the 40% cooldown and enough mana without more crit items. You really shouldn't buy this item if you are ahead because the stats it provides are pretty small and the passive quite ineffective. |
![]() | THE BLACK CLEAVER |
Only build this item if the enemies have a lot of armor but you still need the health and can't get a ![]() Again, the same passive as with ![]() |
![]() | STERAK'S GAGE |
This item is intended for bruisers, not for ADCs! There are some games where your complete team exists of squishies (like ![]() ![]() ![]() ![]() In this case, you don't build any crit at all, but you build ![]() ![]() ![]() I have built this in only a couple of games and there's a reason why tank-Jhin is not in the meta. Just hope your squishy team can destroy the enemies while you tank the enemies' damage. |
![]() | GUARDIAN ANGEL |
"Gold is my power color." Try to avoid building this item as it doesn't give you any offensive stats. Only build it when you know you are going to die in a teamfight (when there's a fed ![]() ![]() ![]() Besides that, you might want to build this if the game goes on very long and death timers exceed one minute. |
Supports can be divided in three categories:
Kill: (Blitzcrank, Leona, Thresh, Nautilus)
high-risk-high-reward champions that are dependant on all-ins (with CC) to win the lane
Poke: (Karma, Zyra, Morgana, Brand)
champions that debut or poke the enemies to either kill them or force them out of lane
Sustain: (Soraka, Nami, Sona, Janna)
champions that buff or heal the allies and allow them to trade unfavourably without being punished
Some champions fit in multiple roles, for example Soraka Q is a strong poke early, Morgana Q is a deadly skill shot if hit and Alistar E is a sustain ability.
As a side note, usually poke beats kill, sustain beats poke and kill beats sustain. So you need to know whether botlane has a favorable matchup (ex. your support is kill and the enemies' support is kill or sustain) and play accordingly.
From my experience Jhin has the best synergy with kill supports because of their CC-heavy kit, and a not so good synergy with poke and sustain supports. This is because of the lack of his mobility. Jhin has no dash to follow the enemy once he's rooted and they usually escape with a sustain or poke support, even with a hit W. If your support has CC though, you can chain CC your W in a way that the enemies have no way to escape once CCed.
Examples:
Blitzcrank W -> Blitzcrank E -> Jhin W -> Blitzcrank Q
Morgana W -> Jhin W -> Morgana Q
Leona E -> Jhin W -> Leona Q (for maximum Leona passive damage)
When you hit one of the above combos with your support, the enemy is either going to die or at least burn his spells, because they are so deadly. That's why I recommend playing with a support you know, so you can coordinate your combos better. Usually, at lvl 2 there are already enough abilities to force a favourable trade.
Generally though, don't follow or engage if you think you are going to die. And don't expect your support to follow you when you hit a W for example. Just play it safe and wait until they make their plays.
What makes Jhins laning so powerful though?
1. Guaranteed crit + 15% of missing health bonus damage early
Your fourth shot is so deadly, you should try to get this on enemies and not on minions if you can. Try to keep the shot as long as possible if you can't hit an enemy with it and there are no low-hp minions. This shot is a great zoning tool, which can make the enemy lose a lot of farm if used correctly. You can even use abilities to postpone the reload. If the enemy is near you you can chase him (your masteries will make you faster than him).
If the enemy has a kill support, you have to make sure by either staying behind minions (vs Blitz, Thresh, ...) or don't engage at all if it's too dangerous (vs Leona, Bard). It's usually better to just wait for your poke support to poke the enemies down. If you have a sustain support (which will be almost useless without any poke abilities) you have to farm safely or make sure that you won't get hit.
With a kill support, you can win trades by baiting the enemy supports skill shots. If a thresh uses his lantern on you (because you baited moving to a minion to kill it but dodged the skillshot) your kill support can immediately engage in a situation where your team has 1 more ability than the enemy.
If the enemy has a poke support, you have to be sure that you don't take much damage. The amount of damage you can take varies depending on your support. If you have a sustain support, you can allow to take more damage because your support will heal you up, making the trades more favorable. If you have a poke support, try to time your engage so that the enemies take more damage (by focusing one enemy while the other one is out of range). If you have a kill support, you have to either engage early or let yourself getting zoned and missing some CS or losing health.
If the enemy has a sustain support, you should reconsider whether your trading is worth at all. The enemy will heal up while you will keep the damage taken. If you have a heal support, go for it, but try to focus one target (usually the support) to "outsustain" the enemies healing. It's more important to have a better farm here than to net kills. If you have a poke support, try to make only favorable trades (where you are sure that you will not take much damage) and try to get one enemy low with support poke-Jhin W combos without taking too much damage. Alternatively, let yourself getting zoned and try to get as much CS as possible without dying. If you have a kill support, this is a very easy game. The enemy support's healing won't sustain your all-ins, leading to strong zone control of your support and to kills if the enemy is too greedy.
2. Jhin W
Jhin's W is a very powerful ability, because it allows him to have a better mobility by reducing the enemy's mobility. As Jhin deals a lot of damage over a small period of time, you can snare enemies after they take damage or step on an E and decide whether you want to finish them off or end the trade.
A very strong combo you can do yourself if you are not getting zoned is:
Jhin Q -> Jhin crit -> Jhin W
If you hit your Q before your crit, your crit will deal more damage, as the enemy will more missing health. You don't have to use your W immediately, just use it instantly when the enemy dashes to you to extend the trade. The W becomes much less dodgeable when the enemy doesn't expect you to use it.
All in all, Jhin's passive and W make him very strong in lane, especially in conjunction with poke and kill supports who have great synergy with the W.
I haven't finished this guide yet. There are some more details I'd like to mention, but for now I think the basics about itemization are enough. I'll update this guide when I have some time. Leave me comments with your opinions about this guide.
...and let them feel your crits!
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