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Jhin Build Guide by DatDoggo

Bottom Jhin for dummies 10.9 (A guide for Iron-Plat players)

By DatDoggo | Updated on May 7, 2020

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Runes: Basic Jhin

1 2 3 4
Precision
Fleet Footwork
Triumph
Legend: Bloodline
Coup de Grace

Sorcery
Nimbus Cloak
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Basic Lane
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

LeagueSpy Logo
ADC Role
Ranked #13 in
ADC Role
Win 53%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

Jhin for dummies 10.9 (A guide for Iron-Plat players)

By DatDoggo
Who are you?
Hey there, Doggo here

I'm a washed-up plat player making guides for lower elo players that want to explore the community's outlook on the game and give an edge to up and comers who want to dominate the rift.

I have around 500,000 mastery points on Jhin combined with all my accounts (yes I count the banned ones) and I feel like I can give a good guide on how to play Jhin from Iron IV to Plat I.

If you prefer the CHALLENGER KOREAN OP builds then, by all means, go uh... do that
Pros and Cons Back to Top
PROS:
    Jhin is burst damage AD carry
    He provides good utility through his Root(W) and traps (E)
    He provides high kill pressure with his 4th shot in lanes against no sustain champions
    Rewarding when mastered
    Art
    4

CONS:
    Weak to gap closers
    Weak to CC
    Weak to high DPS mobile ADC's
    Counter pickable
    Easily lose tempo
    Insane
Back to Top
Jhin is a niche ADC, unlike most AD carries, Jhin provide less sustained damage with his auto attacks and more burst and kite potential. It is important to know this and not take fights that you get out damaged in and rather take short trades to whittle down your opponent and then finish them off with either a well-timed 4th shot or kill them from afar with your Ultimate. Before we learn how to play Jhin we need to first understand his abilities and what they do, how to use them, and why we use them in those ways.
Abilities Back to Top
Jhin has four unique abilities which all revolve around the number 4 which makes learning them easier once you grasp this. Jhins Passiveis what makes him so different from other marksmen on the rift. Jhin has a reload mechanic, he may only store up to 4 bullets in his gun at all times, and his fourth shot marked on the Hotbar will always crit and deal a percent portion of the opponent's health. Jhin also has a static attack speed, any attack speed, or critical strike chance he builds scales towards his damage and movement speed after hitting a critical strike.

Jhins Q is simple, he throws a point and click grenade that bounces to hit up to 4 enemies, dealing more damage on the next hit if it kills the current bounce. This is good for poking through the wave as well as clearing minions.

Jhins Wis a skill shot with a visible windup that deals damage to the first champion hit if the enemy champion has been hit by an ally champion or one of Jhins other basic abilities he roots them.

Jhins E , when leveled, up passively causes a slow that winds up to deal damage to appear on the champions Jhin has killed. Actively, Jhin throws out a trap to a location becoming invisible to the enemy team, when stepped on the trap opens up, slowing everything inside it and dealing damage after a delay. This also marks the target .

Jhins Ultimate Opens up a large area in which Jhin is permitted to fire off 3 normal skill shots dealing damage and slowing targets hit stopping at the first champion struck, after Jhin has fired 3 shots he can fire his fourth and final shot, dealing bonus damage and executing targets lower in health.
Uses Back to Top
A simple thing to practice as Jhin is good for poking at level 3. Put down a trap on the caster minions of the wave and auto each one once, after the trap detonates and an enemy champion walks near, fire off your Q. This should kill all 3 minions maximizing your damage on the fourth bounce, once they've been hit with the fourth bounce and marked W them to root and gain movement speed, walk up and fourth shot and use the movement speed gained from the crit to kite back safely. Once mastered, this simple trick allows for some very high damage outputs early on letting you potentially pull early leads with the burst provided from your 4th shot.
Mid Game Back to Top
As an ADC you playback in skirmishes and use your auto attacks to DPS the enemy team, as Jhin you are also expected to provide proper utility and setup for fights. For example, Dragon is coming up in one minute and you have bot lane priority, your job is to now set up traps in chokepoints in the enemy jungle to prevent them from contesting as your team takes dragons, once the dragon begins you want to sit as far back as possible walking in and out for auto-attacks, once a fight breaks out, you should usually use your ultimate to cut off escapes and help catch enemies out with the ranged slow and damage.
Late Game Back to Top
Honestly, if you hit late game on Jhin I applaud you. At that point, you should have full build and you usually two-hit most squishy enemies and can kite back quite hard. Learning your movement speed across different points in the game is important as to not move too far into the enemy or too far away. Your damage output should be enormous by now and its purely a game knowledge test now as to not getting caught and playing as 5.
Power Spikes Back to Top
Knowing Power Spikes is very important, I'll make a list of the time you should be getting your spikes below and how they affect you.

Levels 1-3 you are weak, don't trade unless you can land a cheeky 4th shot without taking any damage.

Level 3 your backline combo is lethal to an ADC or Caster support, this is your first power spike.

Level 5-6 you should spend lowering your opponent's health bar.

Level 6 you should have them low enough to land a root and close out with your ultimate, be aware of the range, and try to make sure your ult isn't easy to maneuver out of.

On your first back, you should have BF sword, this is a big item spike for you as it adds ALOT of damage to your kit.

Level spikes aren't a thing past level 6 in my opinion and from levels 7 and up it is all skill-based and Item spikes

Infinity edge is big, the bonus damage on crits affects your ultimates 4th shot, and your basic attack 4th shot, abuse this power in poking and in skirmishes.

RFC is a big one, the attack speed, and Crit. Chance is very big for you as well as the AA range increase, try to build up to a fourth shot then charge it and abuse the range to fourth shot harass.

Your build from here is completely situational and will spike based on the situation of the game.
THANK YOU for reading my guide on Jhin AD carry, I know it's rough and needs some work but its something I plan on keeping updated bi-weekly as the patches roll in, expect some detailed item guides on Jhin sometime soon! <3
League of Legends Build Guide Author DatDoggo
DatDoggo Jhin Guide
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Jhin for dummies 10.9 (A guide for Iron-Plat players)