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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Jhin (prim Sorcery- sec Precis
-
Jhin (prim Sorcery- sec Domina
-
Jhin (prim Sorcery- sec Resolv
Recommended Items
Runes:
Spells:
Flash
Heal
Items
Ability Order
Whisper (PASSIVE)
Jhin Passive Ability
Threats & Synergies
Jhin
At the end of the day Jhin is an ADC that rely on support, Jhin is weak in 1v1 all ADC's unless he is fed, So one of the most important parts to win the game is the support, Try to always play Jhin with a reliable support you know. Jhin advantage in lane is his early damage, and his poke abilities, this also can win you the lane, poke first, take enemies to low hp and trade to pick up kills. Late game most ADC do much more damage than jhin, I have tried to fix that with the runes and build explained down below to improve Jhin's damage in late game.
Intro

![]() |
I'm Ryan, my summoner's name is DJ DeathMaster (DJ is stand for my team "Dayum Jockers"). I have been playing league of legends since the end of season 2 (September 2012), I have been maining different roles through different seasons, right now by the end of season 7 I'm Platinum II, I had so many ranked solo queue games in the Diamond-Platinum Elo and a decent experience in this Elo. I have been playing Jhin since it was released (02/01/2016), everyone was thinking Jhin is a bad champion since he has to reload every 4 shots, So I was getting So much flame when I was playing him, I didn't care and kept playing Jhin until Jhin became one of the best ADC's in game. Since the new 2018 pre-season update and the new runes everyone still not sure about what to pick for their main champions, So I decided to make guide to help Jhin players Pick the most effective rune paths and builds.
WElCOME to my JHIN guide!
(RECENTLY UPDATED) If you already have seen this guide before, and looking for what are the Items changes and new items coming in patch 8.11 and how it would make jhin better and back to the meta just Click here |


JHIN's 4th shot will always critical strike enemies and deal bounce damage per enemies missing health %, which making his early game is very strong especially with the new runes



JHIN is a psychopath murderer, who thinks killing is as art, he has a special ult

JHIN can deal so much damage in team fights and catch enemies and cc them from a long distance thanks to his abilities


Now we see that JHIN is the most picked ADC with 35% pick rate, after everyone was abusing that ADC when it was released because they were thinking he is a useless ADC since he reload every 4 Auto Attacks

-The Primary Path
We have 4 Options:
![]() |
Domination + any other path will give you bounce +11 Attack Damage |
![]() |
Sorcery + any other path will give you bounce +15 Attack Damage |
![]() |
Presision + any other path will give you bounce +18% Attack Speed |
What is the best Primary path to pick with Jhin, and the most suitable one?
The answer is





- Let's Start by "WHY NOT?" First.
- Why not
Precision as a primary path?
If we pick PRECISION as primary path,Fleet Footwork would be the best keystone to pick, and it works very well with JHIN but the problem is that PRECISION will grant you +18% attack speed which will make JHIN start weak with 77AD (including buying
Doran's Blade), Also the Attack speed on JHIN early game is not the best.
- Why not
Domination as a primary path?
If we pick DOMINATION as a primary path we will have no problem with effect of it that grants JHIN +11AD allows you to start with 84AD (including buyingDoran's Blade), but there is no suitable Keystone in DOMINATION for JHIN, Maybe
Electrocute but it has a very long cooldown and hard to land compared to
Arcane Comet.
- Why not
Resolve as a primary path?
The obvious Reason is that Resolve grant you bounce +130 but no Attack Damage will make your start very weak making it hard to trade or farm. Also assuming we takeGrasp of the Undying the most suitable keystone in RESOLVE path, the healing effect of it is halved for ranged champions.
- Now "WHY?"
- Why
Sorcery as a primary path?
Taking SORCERY primary path will allow you to gain +15AD which will make you start with 89AD (including buyingDoran's Blade) and has a suitable Keystone (
Arcane Comet or
Summon Aery) for Jhin.
The SORCERY path has been nerfed in 7.24B patch, it will give you +12 instead of +15, so



-Keystone and Sub runes pick:
-







I do prefet






-

Always pick






I would Say










-The Secondary Path
We have 3 Options to pick with Sorcery:
(RECENTLY UPDATED)
After Season 8 starts and Patch 8.4 Picking









First Path (SORCERY-PRECISION)
- WHEN should I pick this path?
Pick PRECISION as a secondary path when the enemy team has heavy tanks and you need more life steal, you will get 30%life steal provide fromLegend: Bloodline and
Bloodthirster.
- PRECISION
has 3 rows of runes options, we have to pick 2 runes (SHOULD NOT be from the same row)
--First row is Heroism which has 3 options:
Overheal: Excess healing on you becomes a shield.
Triumph: Takedowns restore 15% of your missing health and grant an additional 25 gold
Presence of Mind: For 5 seconds after gaining a level or takedown any mana you spend is fully restored.



--Second row is Legend which has 3 options:
Legend: Alacrity: Gain 3% attack speed plus an additional 1.5% for every Legend stack.
Legend: Tenacity: Gain 5% tenacity plus an additional 1.5% for every Legend stack.
Legend: Bloodline: Gain 0.8% life steal for every Legend stack.





--Third row is Combat which has 3 options:
Coup de Grace: Deal 10% more damage to champions who have less than 40% health, Additionally, takedowns on champions grant an adaptive bonus of 9 Attack Damage or 15 Ability Power for 10 seconds.
Cut Down: Deal 4% more damage to champions with 150 more max health than you, increasing to 10% at 2000 more max health
Last Stand: Deal 5%-12% increased damage to champions while you are below 60% health. Max damage gained at 30% health.











Conclusion
I would pick


Out of PRECISION secondary path: (








PRECISION secondary path allows you to deal more damage to tanks with

More damage with

P.S:
to check out the (SORCERY- DOMINATION) & (SORCERY- RESOLVE) path and build swap to next builds.
Second Path (SORCERY-DOMINATION)
- WHEN should I pick this path?
Pick DOMINATION as a secondary path when you have a support that can poke or apply CC ( slow, stun, or snare) because we are going to pickCheap Shot rune which allows you to deal true damage to enemies with impaired movement or actions, helps you to deal more damage and pick up kills in lane.(ex for supports to go with: (
Alistar,
Leona,
Zyra,
Vel'Koz,
Brand,
Karma,
Annie and even
Lulu or
Janna)
- DOMINATION
has 3 rows of runes options, we have to pick 2 runes (SHOULD NOT be from the same row)
--First row is Malice which has 3 options:
Cheap Shot: Deals true damage (12-30) based on level to champions with impaired movement or actions, (4 seconds Cooldown).
Taste of Blood: Heals (18 - 35 (+0.20 bonus AD, +0.1 AP) health based on level) when you damage enemy champions, (20 seconds Cooldown).
Sudden Impact:After exiting stealth or using a dash, leap, blink, or teleport, dealing any damage to a champion grants you 10 Lethality and 8 Magic Penetration for 5 seconds, (5 seconds Cooldown).



--Second row is Tracking which has 3 options:
Zombie Ward: After killing a ward, a friendly Zombie Ward is raised in its place.
Ghost Poro: Entering a bush will summon a poro that give a vision in that bush.
Eyeball Collection: killing wards and champions will grant you 0.6AD per kill.

--Third row is Hunter which has 3 options: each option will grant you bounce & per unique kill.
Ravenous Hunter: Heal for a percentage of the damage dealt by your abilities (2.5% + 2.5% after 5 unique kills).
Ingenious Hunter:Gain 10% active item CDR plus an additional 6% per unique kills.
Relentless Hunter:Gain 8 out of combat Movement Speed plus 8 per unique kills.



Conclusion:
We have 2 options out of Malice row we could pick


So since we can only pick 1 rune from each row, our picks gonna be (



Out of DOMINATION secondary path: (




Early true damage helps you to pick up some early kills.
Even your ultimate applies

1 auto attack + W




Third Path (SORCERY-RESOLVE)
- WHEN should I pick this path?
Pick RESOLVE as a secondary path when they enemy team has lots of AD assassins, we are going to gain more armor provided fromIron Skin and your support shields and heals which will increase your armor by 5% more.
- RESOLVE
has 3 rows of runes options, we have to pick 2 runes (SHOULD NOT be from the same row)
--First row is Strength which has 3 options:
Unflinching: Gain Tenacity.
Demolish: Charge up a powerful attack against a tower over 4 seconds while within 600 range of it.
Font of Life: heal allies for damaging a champions you have impaired their movement speed.



--Second row is

Iron Skin: gain +5 armor, and +5% armor when allies shields you.
Mirror Shell: gain +5 magic resist, and +5% magic resist when allies shields you.
Conditioning: After 10 minutes, gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 5%.








--Third row is Vitality which has 3 options:
Overgrowth: Permanently gain 0.2% maximum health for every 8 monsters or enemy minions that die near you.
Revitalize: Heals and shields you cast on you are 5% stronger and increased by an additional 10% when below 40% health.
Second Wind: After taking damage from an enemy champion, heal for 4% of your missing health +6 over 10 seconds.



Conclusion
nothing should be picked out of Strength row,




Out of RESOLVE secondary path: (




RESOLVE in early game lane phase.
The amount of armor and sustain RESOLVE gives in team fight.
What's the prefect one?
Personally I would take (












and


So I would pick PRECISION as secondary path over DOMINATION.
And RESOLVE is still Picked vs hard match ups especially


![]() |
since JHIN's lack of mobility until he builds critical chance to active his passive EVERY MOMENT MATTERS, Flash is the first option in summoner's spell to pick.. |
![]() |
a Survival spell, so important in lane phase early game, and in team fights, remember that part of carrying as ADC is just to survive team fights. |
![]() |
good option if your support is planning to pick heal as a summoner's spell, so you want to pick barrier, this gives you more survivability. |

Whisper
Explanation:
Simply Whisper is the name of JHIN's weapon. Death in 4 acts: pretty cool to name the special effect of whisper, Jhin can kill in 4 acts each act is 1 bullet and the last bullet will always critically strike % of enemy missing health so the lower the enemy health points the more damage your 4th bullet does.
Whisper has a 4 bullets clip and a fixed attack speed, but building attack speed and critical strike chance has a different effect and scale on whisper.
JHIN's Attack damage scales with 3 things 1.Level 2.Critical Chance 3.Bounce Attack Speed.
Here is how it scales:
-
1. Jhin gains bounce 2%-40% Attack Damage per level (start with 2% at level 1 and gain more +1% each level up to level 11, then +4% each level up to 18).
(This bounce is getting buff in patch 8.5 to >>> 4%-44% bounce Attack Damage per level)
2. Jhin gains 4% bounce Attack Damage for each 10% critical Chance you build.
3. Jhin gains 2.5% bounce Attack Damage for each 10% Attack Speed you build.
Every moment matters: Also a cool name for the bounce movment speed he gains when he critically strike enemies from his passive.
That means buying attack damage is the best way to increase JHIN's Damage
But also buying Crit Chance and Attack Speed also help scaling your damage and your movement speed on crit.
Here are some examples about how the values of items build change on JHIN.


Conclusion:
This awesome passive gives Jhin a huge advantage early game he can out damage most other ADC's in the game with his 4th shot damage, make a good use of this advantage and play aggressively to put pressure on botlane and pick up some early kills and have a good lead allover the game.
Here is a video to understand how Whisper works.
Dancing Granade
(RECENTLY UPDATED)
(Q is getting AD ratio buff next patch (8.5))
Explanation:
Jhin Throws down a grenade on a target in a radius of his auto attack range, The grenade then bounce to the next closest enemy in the radius range from the last target it hits position, this means you can land your grenade on an enemy that is 4 radii far away from you if you have 3 other enemies standing in Row in front of him for the grenade to bounce until it reaches him.
Here is a video to understand how it works.
You can use this ability to Farm safely as you can reach far minions easily by letting your grenade bounce from the close minions, Also you can use it to poke your enemies from long distance if you throw it on a minion close to your enemies, you might think it's easy to be dodged but it bounces really fast and it's hard for enemy to predict the next target bounce and watching your grenade while they focusing on farming as well and it works very well with your keystones



Deadly Flourish
![]() |
PASSIVE - CAUGHT OUT: Enemy champions damaged by Jhin's basic attacks, his allies, or inside a blooming ![]() ACTIVE: After a delay, Jhin fires a shot in the target direction, stopping at the first enemy champion it collides with, dealing physical damage 50 / 85 / 120 / 155 / 190 (+ 50% AD). Deadly Flourish deals 75% damage 37.5 / 63.75 / 90 / 116.25 / 142.5 (+ 37.5% AD) to non-champions along the way. Damaging a Caught Out champion Root icon roots them for 0.75 / 1 / 1.25 / 1.5 / 1.75 seconds and grants Jhin ![]() |
Explanation:
Simply Jhin fires a shot at way long range, grants him the effect of Every Moment Matters and apply the effect of



Also this ability can snare target if the target has been damaged by you or any allies (abilities or auto attacks) except your Q

A very powerful ability with high range allows you to catch your enemies, Poke them or even secure kills.
Here is a video shows how it works:
Captive Audience
Explanation:
Simply JHIN can set a traps (he can stack 2 traps at the same time) that lasts for 2 minutes and it triggers when enemies walk into then, reveling and slowing them and allowing you to snare them if you hit your W

Conclusion:
The ability can be effectively used to ward around your lane as you can catch the enemy junglers when they step on it so you can go back to the safe zone before he get closer, usually use it to ward the bushes as it's the possible path for the junglers to gank your lane. I have explained the possible spots to ward and set traps in gameplay section. (you can check it out HERE)
Here is a video showing how it works:
Curtain Call
Explanation:
This Ability is exactly like your 4 auto attacks, the difference is Jhin using his sniper rifle instead of whisper gaining a range of a huge cone to snipe his targets and take down his fleeing enemies in style. As jhin's auto attacks the first 3 shots will do normal damage and the 4th shot will critically hit for bounce % of enemy missing health exactly as whisper.
Here is the video:
You need to know when to your your Ultimate, some people are just confused about the timing on when they should use it, I have seen in low elo some using jhin ult while enemy is in his Auto Attack Range or while they are full hp. They best timing for Jhin ultimate when enemies are fleeing or when they are low on health, in team fights you need to hit your auto attacks as long as there are enemies in your Attack Range and as soon as they flash try to run this is just the prefect timing to use your ultimate don't forget that your ultimate does more damage per enemy % of missing health so never use it on healthy targets because it will do no Damage.

- of course you want to max you ultimate
Curtain Call first at levels 6,11,and 16.
- first ability to max after your ultimate is your Q
Dancing Grenade allows you to farm.
- maxing your W
Deadly Flourish for more damage should be your next option.
Captive Audience is the last ability to max.
Why taking

- because there is no need to set traps early, most enemy junglers start bot side so by hitting level 3 enemy jungler will be doing top side camps at this time.

Example of full build (



![]() |
![]() |
![]() |
![]() |
![]() ![]() |
![]() ![]() |
Example of full build vs Assassins (


![]() ![]() |
![]() |
![]() |
![]() |
![]() |
![]() ![]() |
Details:-
-Starting Items options
![]() |
![]() |
Those are the best Starting items allows you to start with 89AD with this runes path, we are not taking ![]() ![]() ![]() |
![]() |
![]() |
This is another start option a ![]() ![]() ![]() ![]() |




-First item options
-Lethality
![]() |
I recommend to build this item first before ![]() ![]() To answer this we have to understand Jhin. Jhin is not a fully hyper carry ADC like ![]() ![]() ![]() ![]() ![]() ![]() ![]() (RECENTLY UPDATED) After the nerfs on Lethality items, and when the next JHIN buff kicks in next patch (8.5), I don't recommend Building ![]() ![]() ![]() ![]() |
-Critical Rush
![]() |
On your first back you should afford buying a ![]() ![]() |
![]() |
Rush ![]() ![]() ![]() |
-3rd Item options
![]() |
This should be your 2nd item, it allows you to pick your enemies and land your 4th shot with the extended range it gives. |
![]() |
This should be your 2nd item instead of ![]() |
-Boots options
![]() |
you should afford this before 20 minutes. |
![]() ![]() |
those 2 boots options you should buy instead of ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
-4th Item options
![]() |
this could be your 4th item as it gives you more critical strike chance and damage (note that we will upgrade it to ![]() |
![]() |
this should be your 4th item instead of ![]() ![]() ![]() |
-5th Item options
![]() ![]() |
depends on enemy team tanks if they have a healing tanks (![]() ![]() ![]() ![]() ![]() |
Last Item options
![]() ![]() |
Last item you should switch ![]() ![]() ![]() In case of playing vs Assassins we will skip ![]() ![]() |
![]() |
Finally we can upgrade our ![]() ![]() |
-Other situational items
![]() |
Always buy this item before anything when playing against ![]() ![]() |
![]() |
Buy this consumable item late game when you are at full build. |
![]() |
For critical build gives you 100% crit chance and 30% cooldown with other critical items. |
![]() ![]() |
Full Lethality Build works very good vs full squishy team, but very bad vs tanks. |
PLEASE always check the NEW & RECENTLY UPDATED section after every guide update to find out what has been changed.

Early game
-Farming
your Q

You can also practice on attacking and and set minions health to hit 1 Q

- "video coming soon"
-Early trade
with these runes path our main target is to trade early in lane and pick up some early kills, so you want to play aggressively, with your Q








-Avoid ganks
Your E and trinket wards are your tool to avoid early ganks on your lane, make sure you setup the traps at the right bushes at the right time.
always keep your eyes on the mini map and listen to smart pings, if you no longer can see the enemy's mid laner on the mini map there is a chance he is coming for you, then you will have to stop pushing until you can see him again in the mid lane, if you see the enemy's jungler on top side, that's mean your lane is safe and you can keep pushing.

The ideal situation for botlane is to farm and push your wave toward enemies towers, making it hard to the enemy ADC to farm, allows you to poke enemies under their tower, and keeping pressure on the bot side, but remember that pushing will make your lane easy to gank from the enemy jungler, so you always want to set up wards and traps at the right bushes to prevent ganks, don't be upset if enemy jungler babysetting your lane, as long as you escape and avoid the ganks it's a good advantage for your team because you are making the other lanes less pressured, and wasting enemy's jungler time.
Mid game
-Mid game: objects, map control and rotations
As we said that you will be pushing your lane, this will allow you to keep pressure on the dragon side, after poking your enemies under their turret with a little help of your jungler/midlaner you will have to secure 2 kills, first tower, and dragon.
After you done all that, you want to rotate to mid or top, depends on the enemy team and game situation, if you going to rotate top try to gank enemy's top laner with your support, pick up a kill or force him to recall, take down the tower and herald.
after that you want to rotate mid while your top laner is protecting botlane, do same at mid, take down tower and some kills.
Sometimes you have to rotate mid before you even take enemy's botlane turret, when should you do that?
If you have noticed that the enemy mid laner has poor wave clear vs your midlaner or a melee champion like (




Late game & team fights
In late game will always have to group with your team mates, get a vision on the map, and get ready for team fights, securing objects and kills, and win the game!
-Team fights
As ADC your position in team fights is so important, always stay in the back line close to your support and wait your team to engage or counter engage to start a team fight.
In team fight always focus the closest target to you, don't risk diving to try to hit enemy's carries unless your team catch someone and you can land couple of hits with the extended range from

Remember that part of carrying is ADC to just survive fights, enemies's eyes will always be on you, they will always be distracted trying to kill you, by trying to dodge enemies's damage on you, you will be wasting their resources allowing your team mates to win the fights, so always try to survive.
Sometimes you have you engage the fight, how?, you have the tools for that, your W


-Assassins on enemy team!
Most assassins are high mobile and can deal lots of damage to squishy targets, how to counter assassins as ADC?
- Your items is a way to counter assassins,
Ninja Tabi,
Guardian Angel, and
Phantom Dancer vs AD assassins (
Zed,
Talon,
Kha'Zix)
andMercury's Treads,
Maw of Malmortius vs AP assassins (
Fizz,
Veigar,
Syndra).
- You secondary runes path (RESOLVE) with
Conditioning stacking very well with armor or magic resist items.
- CC's provided from your team mates, Assassins hate CC once they got stunned or snare they will be unable to deal damage, and make them an easy targets since they are squishy as well.
- Help from you support and team mates, some supports can help you absorb or dodge all assassins damage like (
Lulu,
Janna,
Tahm Kench,
Alistar, and so many)
- Always use your flash to dodge the most fetal skill shot of assassins.
Using flash to dodge


Also let me know through the comments if I should add something else, I am planning to add more videos of each runes path game play style and match ups in the upcoming days, I just wanted to publish this guide as soon as possible because some people are struggling with the new runes system so I was focusing on the new runes and did not have time to upload videos.
This guide is not finished yet, I'm still testing these runes paths against different match ups
If you have any questions leave me a comment, and I will try to my best to answer all the questions
Wait my upcoming Talon and Diana guide!

What's recently updated?
- Changes to some items we use on Jhin and the new items coming on patch 8.10 that might work good on Jhin...Click here to check it out!
- JHIN build based on patch 8.11 items changes and new items... Click here to check it out!
- How the new
Infinity Edge and other new items going to get jhin back to the meta... Click here to check it out!
What's coming soon?
- Changes to some items we use on Jhin and the new items
- First of all is
Infinity Edge:
- New Recipe: [
B. F. Sword +
B. F. Sword + 1100 gold]
- Total Cost: 3700g
- Attack Damage increased from 70 to 80
- [Removed] No longer increases critical strike damage.
- [New Effect] UNIQUE Passive: Doubles your critical strike chance.
- [New Effect] UNIQUE Passive: 20% of critical strike damage is converted to true damage.

Briefly,




- 2nd item is
Essence Reaver:
- New Recipe:[
B. F. Sword +
Caulfield's Warhammer + 800 gold]
- Total Cost: 3200g
- Cooldown Reduction increased from 10% to 20%
- [Removed] No longer grants critical strike chance
- [Removed] No longer grants additional CDR based on critical strike chance.
- [Changed Effect] Mana refund reworked: Now grants 1% of missing mana on hit.
- [New Effect] UNIQUE Passive: For 8 seconds after your ultimate, gain 30% attack speed, and basic attacks refund 20% of your remaining non-ultimate cooldowns (30 second cooldown).

Most likely we will not build this item of jhin anymore next patch as it has no critical chance and lower CDR and most of non-ult abilities has low cd.
- 3rd item is
Zeal:
Total gold cost increased from 1200 to 1300.
Also all 4 items that are build from





- New Item!
Stormrazor:
- Recipe: [
B. F. Sword +
Pickaxe +
Dagger + 925 gold]
- Total Cost: 3400g
- +65 Attack Damage
- +25% Attack Speed
- UNIQUE Passive: If you haven't attacked in the last 2.5 seconds, your next basic attack will critically strike.
- UNIQUE Passive: When you critically strike, gain 25% attack speed and 8% movement speed for 1.5 seconds.

This Item guarantees 100% critical chance on the first auto attack after not attacking for 2.5 seconds, and when ever you critical strike it gives you 25% bounce attack speed and movement speed which scale with



- Changes to some items we use on Jhin and the new items
I have been trying to figure out what is the best core items we should by on jhin next patch, I came up with these:-




Total gold if the build is 7800g and the value is:-
- 100% critical chance
- 80 Attack Damage
- 45% Attack Speed
- 10% Movement Speed
I found that 7800 gold is pretty much for core items if we don't get ahead by kills early game so i came up with more efficient core items :-




Total gold if the build is 6900g and the value is:-
- 80% critical chance
- 80 Attack Damage
- 30% Attack Speed
- 5% Movement Speed
Then I finally came up with the most efficient core build with the same value:-




Total gold if the build is 6300g and the value is:-
- 80% critical chance
- 80 Attack Damage
- 30% Attack Speed
- 5% Movement Speed
After we go for these first core items we will have a decent mid game then we will have to follow up with the new item


After than we can upgrade one of the


2nd





- How the new
Infinity Edge and other new items going to get jhin back to the meta
Getting a 100% critical chance from 2 items and a zeal instead of 4 expensive items is a great advantage for Jhin than other ADC's in the game as jhin bounce AD scales with Critical chance.
The new Item stormrazor will give jhin bounce 25% attack speed that scales into bounce AD and scales more with Rageblade is more advantages into jhin and tons of damage.
- Other Items:




News
TALON Guild has been published!
(click on the image below)

You must be logged in to comment. Please login or register.