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Jhin Build Guide by snipOx

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author snipOx

JHIN ADC - 6.10 - Guide.

snipOx Last updated on July 28, 2016
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Team 1

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Natural Talent
Bounty Hunter
Battering Blows
Piercing Thoughts

Ferocity: 18

Dangerous Game

Cunning: 12

Tough Skin
Runic Armor
Veteran's Scars
Legendary Guardian

Resolve: 0

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Hello everyone! This is going to be my first guide on this website and it is going to be on Jhin. I'm a 50k Jhin main, and i think i know a lot about this champion, and i would like to share my knowledge. Lets get started.

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Jhin's hand cannon, Whisper, is a precise instrument designed to deal superior damage. It fires at a fixed rate and carries only four shots. Jhin infueses the final bullet with dark magics to critically strike and deal bonus execute damage. Whenever Whisper crits, it inspires Jhin with a burst of movement speed. Jhin's fourth shot can Critically strike on towers but deals 44% reduced damage and doesnt apply the all his bonus AD. After his 4 Shots, he has to reload, taking him 2.5 seconds
The final shot deals 10%/20%/25% of targets missing health as Bonus physical Damage
Jhin's Critical strikes grant him 10% (+ 4% bonus attack speed) bonus movement speed for 2 second, but his total critical damage is reduced by 25%
Jhin Gains..
2% - 40% AD Based on level
4% AD per 10% Critical Strike Chance
2.5% AD per 10% Bonus AS

-- This ability isn't a core part of his kit, but it's a core part of what item he builds, what masteries he takes and what runes he takes aswell. If he got a different passive, jhin would probably useless and wouldn't be in the tier 1 list for AD Caryy at the moment

Jhin throws out Bouncing Grenades which bounce of upto 4 Targets, dealing physical damage. Bouncing Grenades damage increases by 35% everytime it kills a unit.
60% AP
30/35/40/45/50% AD

-- This Ability is SUPER good in the laning phase. It's a good way of harrasing your opponents next to minions, just be sure to get some kills onto minions first before your Q goes onto your Target, and here's why. For example, if you hit a simple Q at your enemy with 5 points into your Q and with 100 AD, you will only deal 200 physical damage to them. However, if u kill 3 minions with your Q with 5 points into it and 100 AD, and then it bounces of to them, you will deal 160 Physical Damage. 200-310 is a massive difference and comparing it to late game with how much damage you will deal with this is insane.

PASSIVE: Enemy Champions struck by AA's from Jhin, his allies or Jhin's Lotus Trap (We'll get to that ability later), are marked for 4 Seconds.
ACTIVE: After a short Delay, Jhin fires out a long range line skillshot that deals physical damage and stops at its first enemy champion hit. If DEADLY FLOURISH hits an enemy champion that is marked by his passive roots them and gives Jhin a small burst of movement speed.
0% AP
70% AD

-- This ability is great for engaging and dis-engaging as it can root people from A far to Engage and root people from a far aswell. Another good thing with this ability is too use it to push waves. If a wave is on it's way, it goes in a straight line that fits Jhin's W perfectly. That's what makes jhin such a good splitpusher (We'll get to that later)

Jhin places an invisible Lotus Trap that lasts 2 minutes and activates when stepped on, revealing nearby enemies for 4 seconds.The trap leaves behind a zone that slows enemies inside by 35% and detonates after 2 seconds
120% AP
100% AD

-- I Use this ability during the laning phase; i use it in two ways. I put the traps in bushes to get vision of it + root them for an easy engage without them knowing. And Secondly i use it in common gank paths. I use it in common gank paths because it gives us time to run away from the jungler with the vision + the reveal and slow. It can be used in other ways like for example putting it behind you to slow and possibly root the target for the movement speed and therefore get awat quicker.

R - Curtian Call
Jhin channels, transforming Whisper into a shoulder-mounted mega-cannon. It is able to fire 4 super shots at extreme range that pierce through minions and monsters, but stop on the first champion impacted. Whisper cripples enemies hit, which slows them and deals execute damage. The 4th shot is perfectly crafted, epically powerful, and guaranteed to critically strike.
0% AP
25% AD

Jhin sets up and channels, enabling him to fire 4 super shots at extreme range in a cone in front of him. The shots stop on the first champion hit, slowing it by 80% for 0.75 seconds.If canceled early, Curtain Call's cooldown is refunded by 10% for each unused shot.
Curtian Call's Shots are increased by 2% for each 1% health the target is missing. The fourth shot Crits for 100% x (1 + Bonus Critical Damage) Bonus Damage

-- This ability is super usefull in both Teamfights and in the laning phase. It can be used in both 1v1 the enemy and used to bring utility (The slow from the ult can be used to help your team chase down people). Or it can be used as a long range snipe from an enemy AD Carry that has flashed away. This Ult can be used in loads of different ways. This ult and his other abilities are the main reason why he synergises with Agressive Supports (We'll get to that later). What i mean is that most of the Aggro Supp have CC (Leona, Thresh, Bruam) And CC Procks Your W's passive you can cc them after your support's CC. Also, People like bruam can ult and you can ult right after to make the most out of the 4 shots.

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GREATER ATTACK DAMAGE MARKS 9x - This is standard for all AD Carries. It gives you good stats throughout the whole game.

GREATER SEAL OF ARMOUR - Armour seal is used to to make you a bit tankier in the early game, so you wouldn'g get bursted down by a zed double-Q. People like taking flat Health over Armour but i honestly prefer Armour.

GREATER SEAL OF MAGIC RESIST - Same applies to what i said in Armour. You dont wanna get half of you HP taken by a veigar with DARK MATTER. And this makes you a bit more tankier.

GREATER QUINTESSENCE OF CRITICAL DAMAGE - I personally prefer having A critical damage quintessences because it gives you more early game damage with your poke from your fourth shot. Most people prefer AD Quintessences because it gives them good stats throughout the whole game. It comes down to personal preference if you like early game damage or decent damage throughout the whole game.

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Pros / Cons

- High Burst Late game
- Good poke early game
- Very useful in setting up kills and in Team fights.
- Very long ranged abilities.

- Very Immobile
- Reload Time takes ages.
- Can be bursted down by assasins very easily during his reload time and his lack of mobility.

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-- You know how Jhin gets Loads and Loads of AD just by getting AS and Crit Items? You can get about 500 AD with 4 Items around Mid Game, that's enough big for Mid game, but think about how much AD you will have in the late game. Also, you know how jhin has 2 single target abilites (W and Ult). Now Imagine hitting someone with your Ult shot while having 600 AD late game. Your target will burn for 100 DOT Magic Damage every Shot, and if you hit all of your 4 shots, you will deal 400 magic damage Over time. That's Insane Damage on Deathfire touch comparing to AD Carries that rely on ACTUAL AS and only have 400 AD MAX late game. Deathfire touch on Jhin is the best it abuses the AD scaling that Jhin has.


SMS - Stormraiders Is Used when you want to get even more AD from your Items and dont build any boots, so that you will be able to have more burst. And because of that burst, you will prock you Stormraiders easily, giving you movement speed that also synergises with your passive. This can be hard for starting Jhin player without any Boots so take time to go with deathfire touch first.

TLD - This Mastery is only used with the Flat Armour pen Build. Flat armour pen is about dealing the most damage early game and ending the game quick. And because deathfire touch is a late game naturally a late game mastery, and thunderlords is an early game mastery, it's good to take it to give the most damage early game. You have to be experienced with Jhin (Like me ^.^) to know how to dominate early and finish quick.

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FLASH - Flash is the number 1 spell in the game in is commonly known as "Get out jail of free" Summoner spell. It can be used to get out of a sticky situation, chase someone down, outplay etc.. There are loads of possibilities to use this spell. Also Jhin doesnt have any mobility if you don't count his passive.

HEAL - Heal is also a core Spell for Jhin and all the AD Carries for the past few seasons. It gives you and your support a heal and a movement speed boost. It's great for fighting (For survivability), running away (With the movement speed boost) etc.. Same as Flash, it has loads of uses, and a very good summoner for an AD Carry.

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Skill Sequence


R > Q > W > E

R - Remember to max your Ultimate whenever you can, It deals more damage, more execute damage etc..

Q -- You max Q on Jhin cause it gives the most damage with the lowest cooldown out of all your abilities. You use this ability the most in the laning phase and it is the best to use in the laning phase. What i mean is that you can use your Q in many different ways during the laning phase. For example, you can use it to CS, use it to poke, use it to cs while poking (Q'ing on to minions and then bouncing it off to the opponent). It has loads of different uses.

W -- You max your W second because you don't really use your E that much as you do to W. By the time you start maxing W you in the mid game, and your E wont be so useful unless you put in in choke spots (Like the spot between wolves and blue).

E -- Cause it's your last Ability.

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Jhin Synergyses with loads of different supports. But the supports that Jhin synergyses the best with are the agressive supports. Jhin is kind of not a good DPS ADC, so he doesnt synergise with supports that deal good damage constantly (Bruam for example can AA constantly to get his passive stun up. Jhin deals quick damage from his 4 shots, he doesnt rely on his abilities (Most of the time in the laning phase). Because of this, Jhin does better with supports that can do their thing quickly. Thresh for example, has the one of the best synergies with Jhin because he does his full combo with all of his CC, while Jhin can do his burst while Thresh is doing his job. Jhin synergises with supports that can prock His W Passive. Again, Thresh a good example for this because he can Use his Q and E CC for Jhin to follow with his W to Root the target. Leona is a great example for a support that Synergises with Jhin. She has CC that Jhin can follow up with, and she also does a full combo in a short time (Doesn't have good DPS). Braum can be a good support for Jhin but also not. Jhin's long range can allow Jhin to do his work while still being completely safe because Bruam can use his shield to block the enemy's damage. He can Ult the enemy team to make an easier time for Jhin to hit his ult on them. Also he can easily prock his W passive. The only thing that doesn't go well with Braum and Jhin is the fact that Jhin can't prock Bruams passive easily then a lucian or a Kalista. Other then that they are made for each other. In conclusion, Jhin is good with Quick Burst/CC Supports, while doesnt synergise with DPS Supports (With the exception of Braum)

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This is my fisrt guide that i made and it was on one of my favourite ADC's. If you read it to the end then thank you! I'm going to add more to this guide later on, but this is it for now. All critisism and feedback is really helpful! TY!!