Jhin Build Guide by Ryoji
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+9% attack speed and +10 ability power or +6 attack damage, adaptive
PRIORITY AS HELL
Threats to Jhin with this build
|Graves||[ADC] I've always thought of Jhin as a better Graves. Jhin is more mobile, has faster and better spells. Just don't stand in his smokescreen. Go controlled aggressive.|
|Jhin||[ADC] Oh, you're playing normals? Well, you're better cus you're reading this guide. Next!|
Introduction to Jhin, the Virtuoso
Synergy: Lockdown, Crowd Control heavy comps.
Ganking vulnerability: Solo - High. Botlane - Support dependant
Speciality: Burst Damage, Executing and Long Range Assassinating.
Explanation: Jhin is a marksman who specialises in executing champions. He has no mobility spells, has a low amount of Crowd Control but some of the highest range abilities in the game. On top of all this, his Whisper passive makes it so that he has some of the weirdest scaling mechanics in the game. So builds are a wildly discussed topic on him.
Hi, I'm InFrs Orpheus, you can check my op.gg here.
I will show you the Crimson Hell build.
oh and the artisan build but that's more common
CRIMSON HELL vs. ARTISAN KILLER
It's the battle you never thought you'd have to witness. I give you the stats, their 3 perks and why one over the other.
This whole guide focuses on The Crimson Hell build, as the Artisan Killer lines up with most other builds on this side available now.
HP | 2385 health points
1ST SHOT | 486 damage
4TH SHOT | 1361 damage
ALL-IN | (4 shots + QWE) 5450 - 6529 damage (total)
BONUS AD | 534 (307 from whisper passive)
CRIT % | 60% critical strike chance
CDR % | 30% cooldown reduction
FFW HEAL | 103 heal from Fleet Footwork
MS/N | 383 normal movement speed
MS/S | 555 movement speed with all passives.
Each item feels immensely valuable
Early high power spike
Support could feel utterly useless (ie; Soraka)
If fallen off, hard to recover.
Crimson Hell specializes in being useful at all times during the game. Whether it's 30 or 60 minutes in. It is designed to provide all-round lifestealing, penetrating damage whilst making your 4th shot the most feared thing in the whole game.
HP | 1985 health points
1ST SHOT | 890 damage (100% Crit)
4TH SHOT | 1200 damage
ALL-IN | (4 shots + QWE) 5362 - 6032 damage (total)
BONUS AD | 588 (364 from whisper passive, 29 from Gathering Storm)
CRIT % | 100% critical strike chance
CDR % | 30% cooldown reduction
FFW HEAL | 109 heal from Fleet Footwork
MS/N | 434 normal movement speed
MS/S | 612 movement speed with all passives.
Infinity Edge is practically must buy, which Crimson Hell lacks
Continues growing every 10 minutes
It takes a while before it out-powers Crimson Hell (30 minutes counting passive damage)
If losing early, build won't matter much
When you're facing enemies with dashes, jumps and other such abilities it is smart to go Artisan Killer due to it's no-need-to-shoot mobility, and even higher movement speed when it does hit. It always critically strikes which is nice, and you never run out of mana.
So here are the difference. In my opinion and from playing, my preference goes out to the Crimson Hell build. This guide will also talk more about Crimson Hell, rather than the Artisan Killer build. So if you want elaboration on itemization, sorry!
Pros / Cons
|+ High damage.
+ Solid poke
+ Can secure objectives like Dragons and Barons easily with his HP damage.
+ Expert executioner
+ Can aid far away in chases with Deadly Flourish.
+ Can farm easily and poke hard with Dancing Grenade.
+ Insane damage with Curtain Call
+ Very creative character.
|Jhin has a lot of things going in his favour when it comes to damage. All of his abilities do damage, his auto attacks and Curtain Call do damage based on missing health and he can secure kills from halfway down the river to either top or bot... or mid from the bottom side. His Deadly Flourish can help secure kills and root enemies so you pick up some easy assists (or kills!)|
|- Easy to gank.
- Reloading will get you killed the first few times.
- You will feel the unnecessary need to save your 4th shot.
- Deadly Flourish's snare might feel minimal sometimes.
- And it's damage will feel low as well.
- Is one of the worst siegers in the game.
- People will doubt the Red Build (mostly because of no boots)
- The Captive Audience upon death passive is... pretty useless.
|Jhin lacks in forms of Crowd Control and you'll feel this especially when you're trying to chase down the enemy before getting good attack speed. Notice how I said attack speed? We'll get to that soon. It might feel like Captive Audience takes too long to build up new ammo as well. He's already really easy to gank. Any form of Crowd Control wrecks Jhin fairly easily, whether you have defensives or not. He's glass.|
WHISPER: // Jhin's passive. He has a fixed attack speed, has a 4 bullet ammo system wherein his 4th shot is guarenteed to critically strike and do 15 / 20 / 25% of his target's missing Health as bonus physical damage. Against structures, the critical strike damage of this bullet is reduced by 44% and the bonus damage is not applied.
Jhin's critical strikes deal 25% reduced damage, but grant 10% (+4% per 10% bonus attack speed) movement speed for 2 seconds. Additionally, Jhin's attack damage is increased by 2% - 40% (based on level) (+4% per 10% critical chance) (+2.5% per 10% bonus attack speed)
That was a LOT of information to process in one go. So let's get down to brasstacks. First off, the movement speed on-hit passive along with Fleet Footwork is why we do not build boots. With Rapid Firecannon and Runaan's Hurricane our critical strikes (alongside the added movement speed from the aforementioned items and passives) will grant us this;
330 base MS + 13 (from Celerity + RFC & Runaans = 383 movement speed naturally.
This also adds the following attack damage, by the way.
33 (lv1) - 45 (lv6) - 60 (lv11) - 97 (lv16) - 116 (lv18).
When we fire (and critically strike) we have 545 movement speed. With The Black Cleaver this becomes 555 movement speed. Of course, that is if we critically strike. Otherwise have the natural 383 movement speed. Not bad, per se.
- // If you're on your 4th shot, you can delay the reload by using any ability.
- // When you're reloading, use your abilities to maximize your damage output.
- // Don't throw yourself into the fray to land a 4th shot. Play carefully, you're glass.
- // That being said, if you can get a kill with a flourish shot (Flash, 4th) go for it
DANCING GRENADE: // Dancing Grenade deals hybrid physical damage that increases upon killing a unit. It will bounce up to 4 units, dealing more damage (35%) each bounce every time it kills a unit. It does not prioritize champions.
- // Use this ability on the 3 caster minions when your opponent is close to them for harass.
- // Try not to abuse this skill because of the mana cost. Use it in useful situations.
- // You can lower the health of a minion the grenade will bounce to if you want it to deal more damage by killing it.
DEADLY FLOURISH: // The longest range basic ability in the game. While it's damage is mediocre, it is useful for it's 0.75 / 1 / 1.25 / 1.5 / 1.75 second snare. The long range allows to you to help junglers who are being counter jungled to snare their opponent or deal extra damage. Deadly Flourish is also your combo skill for Captive Audience.
- // Use it to help your jungler or support by snaring the enemy.
- // Please don't try to execute champions with this. It rarely deals enough damage.
- // You could take this at level 1 for invades or early fights with a Braum support for example.
CAPTIVE AUDIENCE: // A trap that has a 2-max ammo system. These are called Lotus Traps. It has a short set-up range but once stepped upon by champions, monsters or minions they activate, creating a slow zone that explodes after 2 seconds dealing hybrid damage. Captive Audience also grants vision to whomever steps on it. Use this to block the way for incoming junglers, or to cover brushes for supports. Along with your Deadly Flourish you could root them long enough to deal a heavy amount of hybrid damage (100% AP RATIO!? 120 AD RATIO!?!?) Keep in mind however that every trap that's activated consecutively has it's damage reduced by a certain amount. The slow is 35%, Lotus Traps deal 65% damage against non-champions and champions recently damaged by one.
If Jhin assists in killing an enemy champion, the corpse will spawn an activated Lotus Trap that detonates after 2 seconds, just like the others.
- // Please don't throw them and expect them to activate upon landing. They have a setup time.
- // Allies can teleport on Lotus Traps. Neat, isn't it?
- // A support like Morgana, Lux, Nami or Braum for example could help you keep the enemy in place for the explosion.
CURTAIN CALL: // Jhin roots himself for 10 seconds. The camera (yes, the camera.) lifts itself a bit over the map to grant you vision of the ability's cone radius. In this you can fire shots that go through all minions and monsters, but not champions. Curtain Call's damage is increased by 2% for every 1% of the target's missing health, and the Curtain Call's final shot critically strikes for 100% × (1 + bonus critical damage) bonus damage. Every shot has a 80% slow for 0.75 seconds, so you can hit your next shot better.
- // This deals INSANE damage even against tanks, and all the shots have a small AoE to the hit.
- // Be nice, if you could help secure a kill with your damage or slow from one of the shots, do it.
- // Can't hit anything of value? Walk. It cancels the ability, and every remaining shot lowers the cooldown of the ability by 10%.
|Curtain Call is your ultimate, which always needs maxing. Every level adds more damage and lowers the cooldown. Dancing Grenade is your go-to-ability when you're reloading. Using abilities does not stop reloading, so keep that in mind. Previously I've told people to max Captive Audience 2nd but recently my mind has changed, due to the damage output on Deadly Flourish being potentially higher. People can escape from those traps far too easily now.|
This might strike you as a weird little choice. Precision + Sorcery. You'll probably have seen other guides go for Sorcery + Domination. I say (..) that trend. This one is just as useful, if not better for Jhin all-round. Here's why.
- Jhin lacks sustain, so 15% HP back for a kill is great. Combine that with the gold gain and this has made itself far more useful than the other options.
- Jhin lacks sustain, so this gives him just that and makes him neigh-unkillable. Legend: Alacrity could be a nice swap if you prefer stats.
- Pronounced Coo-de-Grah. Translation: A deathblow or death shot administered to end the suffering of one mortally wounded. We do not kill. We execute.
This all provides us with mobility, the ability to execute and most importantly, sustain. In all builds, Jhin sorely lacks the sustain he needs to survive and thrive. Fleet Footwork and Legend: Bloodline combined with a Doran's Ring when we start ensure we have no issue staying in lane forever.
We used to roll Deathfire Touch on Jhin so that we'd do an immense amount of damage overtime. It meant getting a kill after they thought a skirmish was over.
We also get 18% attack speed. Yay, I guess. But why not roll Sorcery with Summon Aery or Arcane Comet? Simply because it doesn't do much for us. It gives us more burst with no sustain. Domination doesn't give us what we'd like either. Ignore Resolve and Inspiration. They're cute but not for us. Okay, you might think.
But about secondary class. Why Scorch instead of The Ultimate Hat, or maybe even Manaflow Band!? Manaflow and Hat are kind of useless considering our build. Our auto's are supposed to kill, not our ultimate.
Items [CRIMSON HELL ONLY]
Items [CRIMSON HELL]
|Good god is this item useful. The movement speed, the attack speed and the critical strike chance is just to good to pass up already. But the added bonus of a range increaser is just WOW. The range increaser is amazing for Jhin since it allows him to stay safe and poke from far away. It also adds more damage to his kit, which is always useful. Combine this with the Fleet Footwork passive and you're destined for greatness,
|The base stats this item gives are once again amazing. It gives crit chance and movement speed while also adding to our Whisper passive, and the damage on hit is always useful. But the extra bolts allow you to do damage to everyone and everything. It's
really useful for the farming. But y'know, it's red. We sorta want it for that too. It's good, don't question it.
| Sterak's Gage used to be here. And then they made it melee only. So what else is there to fill the red spot? Black Cleaver. Our Q, W and Autos proc the passive.
So let's ask ourselves if we want armor reduction, movement speed, health, cooldown reduction and attack damage. Answer? YES.
Oh great, her.
PRAISE THE SUN!
// Overall it's just about the fact that Jhin needs Crowd Control and some protection. Thresh would also make a viable choice but they still have the chance of catching out Jhin if his engages go wrong. Then? It's just downhill from there. And neither of them could recover from the setback. So pick either of the 3 above. Looking at you, Nami.
Depending on your laner, either poke them down or farm. It shouldn't be that hard. If you're losing hard, stick to your tower and last hit. If you're mid, just get your Cull stacks going. If you're bot, just sit under tower. Wait for your jungler. Hope your jungler helps you and get them kills, bwoi!
Are you ahead? Then try to poke your opponent back to base, or even kill them. Are you alive enough? Good job! Now go help other lanes or farm minions. The thing is that Jhin cannot siege towers worth a damn. He's slow, and even though he has a tiny bit of extra damage this won't be enough to solo a tower within 10 seconds. Minions will destroy towers, you destroy champions. Either in your lane or the other lanes. You could also secure a Dragon .
Pretty much the same, go to lanes and help them or secure drakes. By now you should have a Duskblade of Draktharr, Rapid Firecannon and Runaan's Hurricane for sustainable damage. Snowball, and make sure you help other lanes. It's not just about you, it's about the team. Ask for help or help your team siege towers. Push down towers, get dragons, get gold, farm, kills and all that. Prepare for teamfights.
This is where you shine. First off, you try to stay out of the fight and instead use your spells to poke down the enemy. Stay far behind the allies and make sure you don't get caught by crowd control or huge powerful damaging abilities. Around halfway in the fight (win or hopefully not lose) you can step away and begin executing enemies with your ultimate. Your job is to clean up, and to execute champions. You're the executioner.
The judge, the jury, the executioner.
- 7.22 - Nothing changes.
- 7.23 - Nothing drastic to report.
- 7.24 - THE MADMEN BUFFED FLEET FOOTWORK!? The buff to Footwork's healing is great, but there's another thing changing this patch. Those who use Lethal Tempo will be greatly buffed. And auto attack champions are running rampant like Vayne and Tristana. While they themselves pose no great threat, combined with an engage based support like Braum, Leona or Rakan you might have a bad time. I've found Nami and Zyra to be the supports of this patch so far.
- 7.24b - Okay, ow. 2 lethality off of our Duskblade. Not a huge hit but a hit nonetheless. Ezreal has been nerfed a little harshly with his attack speed growth which means he's far more reliant on his poke now than anything. Scorch also got hit which sucks, but in the long run it hasn't changed much for us. Still high-end!
Histories (by you!)
A good match history from Riallu! Thanks for sending it in!
Got a match history screenshot for me? Send me a message.