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Jhin Build Guide by Sniper17


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League of Legends Build Guide Author Sniper17

Jhin, The Virtuoso (7.22 new runes guide) [Dia-Plat ELo]

Sniper17 Last updated on December 8, 2017
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Team 1

Cheat Sheet
Previous Champion Build Next Champion Build

Jhin (prim Sorcery- sec Precis

Jhin Build

Sorcery
LoL Path: Sorcery
LoL Rune: Summon Aery
Summon Aery
LoL Rune: Manaflow Band
Manaflow Band
LoL Rune: Celerity
Celerity
LoL Rune: Scorch
Scorch

Precision
LoL Path: Precision
LoL Rune: Legend: Bloodline
Legend: Bloodline
LoL Rune: Coup de Grace
Coup de Grace
Bonus:

+12 Attack Damage or +20 Ability Power (Adaptive)

Ability Sequence

1
3
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
4
11
14
15
17
18
Ability Key E
6
16
Ability Key R


Threats to Jhin with this build

Threat
Low
High
Show all
Threat Champion Notes
1
Corki I have never played vs Corki is season 7 and you will never see him as ADC.
1
Xayah Xayah is easy match up, always watch out her feathers position, and always move while attacking, dodge her E, If she uses he W while trying to trade, run and fight back when it goes on Cooldown, same as tristana E
Guide Top

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!


Guide Top

About Jhin

JHIN is a special AD carry that has a special gun called Whisper, whisper has a fixed attack speed and 4 bullets per clip but has a different scale with the attack speed and the critical chance allows him to gain much more extra attack damage than the other AD carries.

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 Arcane Comet, Cheap Shot, Coup de Grace and more!

JHIN is a psychopath murderer, who thinks killing is as art, he has a special ult Curtain Call with 4 powered skill shots bullets allows him to snipe and kill his enemies in cool way.

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

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


Guide Top

Runes

This is the most important part of the guild, most will be reading this guild to reach this section so I'm going to explain this part in details.

-There are 3 different rune paths to pick with JHIN
-We will always pick SORCERY as primary path, and secondary path will depend on your support, and enemy's bot lane (ADC & Support).
-why SORCERY as primary path not PRECISION or DOMINATION?

  • First why not PRECISION? 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 the secodary path, any other secondary path picked with PRECISION will give you +18% attack speed which will make JHIN start weak with 77AD (including buying Doran's Blade).
  • Second why not DOMINATION? If we pick DOMINATION as a primary path we will have no problem with secondary path which will give JHIN +11AD allows you to start with 84AD (including buying Doran'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 with Arcane Comet.
  • Finally why SORCERY? Taking SORCERY primary path will allow you to gain +15AD from any secondary path which will make you start with 89AD (including buying Doran's Blade) and his a suitable Keystone Arcane Comet for Jhin.

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 from Legend: Bloodline and The Bloodthirster.
-For SORCERY you gonna pick:- -For PRECISION you gonna pick:-
  • Legend: Bloodline for 1st rune... Lifesteal Late game.
  • Coup de Grace for 2nd rune... more Damage on lower health targets helps you to pick up kills in early lane phase with 4th shot. OR Cut Down... more damage to tanks late game, works very will with last whisper.

PRECISION secondary path allows you to deal more damage to tanks with Cut Down.


More damage with Lord Dominik's Regards.

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 pick Cheap 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)
-For SORCERY you gonna pick:- -For DOMINATION you gonna pick:-

Early true damage helps you to pick up some early kills.


Even your ultimate applies Cheap Shot effect.


1 auto attack + W Deadly Flourish followed by 4th shot with true damage applied by Cheap Shot + Summon Aery to finish off Vayne.


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 from Iron Skin and your support shields and heals which will increase your armor by 5% more.
You have to ask your support to pick a champion that heals or shields you to pick this runes path
-For SORCERY you gonna pick:- -For RESOLVE you gonna pick:-
RESOLVE in early game lane phase.


The amount of armor and sustain RESOLVE gives in team fight.

Comparison between secondary paths runes




- 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.
Overheal has a very low ratio, Triumph I had 450 gold once after 9 kills and assists, so might be good if you had lots of kills, Presence of Mind not so useful.

--Second row is Legend which has 3 options:

Legend: Alacrity Attack speed is not so useful for JHIN early game, and Legend: Tenacity is not the best, Legend: Bloodline this one is so good and stack up really quickly giving you 31% lifesteal with Doran's Blade and The Bloodthirster.

--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.
This row has the perfect runes options which is sometimes confusing to pick the right rune out of three, I wish I can have them all.

Coup de Grace is so good in early trading and finishing enemies with 4 shot.
Cut Down is so cool late game vs tanky champions, and stack up nicely with Lord Dominik's Regards, since I have seen that JHIN has low wining rate per game length this would be a good option to improve late game vs tanks.
Last Stand if you read this carefully you can have 5%-12% more damage to champions which is better than Coup de Grace BUT ONLY WHEN you have less than 60% hp maxing 12% damage at 30% hp, I recommend to pick Last Stand over Coup de Grace in hard poke match ups which you know that you are going to lose much health in lane for example: you are playing vs Caitlyn and Karma, Draven and Zyra.

Conclusion
I would pick Legend: Bloodline over Triumph and a rune from Combat

Out of PRECISION secondary path: ( Legend: Bloodline and { Coup de Grace or Last Stand}) or ( Legend: Bloodline and Cut Down).

- 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).
In this row Sudden Impact is not going to work with JHIN since he has no stealth, dash or leap, the most suitable runes out of this row are Cheap Shot and Taste of Blood.

--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.
Non of these options seems to be worthy to pick, maybe Eyeball Collection but has low AD ratio.

--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.
Ingenious Hunter will be useless since we are not buying any active items, Relentless Hunter out of combat movement speed is not so worthy to pick,
Ravenous Hunter is not the best option as well, healing for 5% of the 4th ult shot 1500 damage! is +75 hp worth of healing in late game, 75 is nothing.

Conclusion:
We have 2 options out of Malice row we could pick Cheap Shot and Taste of Blood, and non is good from tracking and hunter.
So since we can only pick 1 rune from each row, our picks gonna be ( Cheap Shot or Taste of Blood) and Eyeball Collection.

Out of DOMINATION secondary path: ( Cheap Shot and Eyeball Collection) or ( Taste of Blood and Eyeball Collection).


- 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.
Unflinching not the best option, Demolish not the best also, and Font of Life totally useless for JHIN. nothing out of this row is really helpful.

--Second row is Resistance which has 3 options:

  • 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%.
Iron Skin and Mirror Shell are good vs assassins AD or AP type, but you should have a support that gives shield( Lulu, Janna)
Conditioning is a bit stronger than Iron Skin and Mirror Shell after 10 minuets, If you don't need the bounce armor early in bot lane I recommend picking Conditioning.

--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.
Overgrowth has low ratio and takes long to stack up, Revitalize only work with heal summoner's spell, Second Wind best rune option out of the three since we are picking RESOLVE as a secondary path in hard matchups, this will give you sustain in lane.

Conclusion
nothing should be picked out of Strength row, Iron Skin, Mirror Shell and Conditioning almost has the same effect matchups will decide what to pick, and Second Wind gives you the sustain in hard matchups

Out of RESOLVE secondary path: ( Iron Skin, Mirror Shell or Conditioning) and Second Wind.


What's the prefect one?


Personally I would take ( Legend: Bloodline and { Coup de Grace or Last Stand}) or ( Legend: Bloodline and Cut Down) over ( Cheap Shot and Eyeball Collection) or ( Taste of Blood and Eyeball Collection)

Coup de Grace or Last Stand > Cheap Shot
and Legend: Bloodline > Eyeball Collection

So I would pick PRECISION as secondary path over DOMINATION

and RESOLVE is still Picked vs hard match ups especially Draven


Guide Top

Summoner's Spells

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.


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Abilities Explanation

Whisper


DEATH IN 4 ACTS: Jhin's basic attacks use ammunition and his attack speed cannot be improved except through growth by level-up. Jhin's attack speed growth is classified as Base Attack Speed. Jhin can attack 4 times before having to Disarm icon reload for 2.5 seconds, and does so automatically after 10 seconds of neither attacking nor using an ability.

The fourth attack is guaranteed to critically strike, dealing 15 / 20 / 25% of the target's missing health bonus physical damage. The fourth attack will still Critical strike icon critically strike against structures, but deals 44% reduced damage and doesn't apply the bonus physical damage.

EVERY MOMENT MATTERS: Jhin's critical strikes grant him 10% (+ 4% per 10% bonus attack speed) bonus movement speed for 2 seconds, but his total critical damage is reduced by 25%.

Additionally, he gains 2% - 40% (based on level) (+ 4% per 10% critical strike chance) (+ 2.5% per 10% bonus attack speed) AD as bonus attack damage.
"One, two, three, four, two, two, three, four."

Note: This passive allows you to get more Attack damage than the others ADC's and make your early game powerful so you have the advantage to trade and pick up some early kills with your 4th shot. Also this passive will help you farm easily in lane.


Dancing Granade


ACTIVE: Jhin launches a canister at the target enemy, dealing physical damage. Dancing Grenade bounces to up to three additional enemies beyond the first, with each kill it performs increasing its total damage by 35%.

Minimum damage 45 / 70 / 95 / 120 / 145 (+ 40 / 45 / 50 / 55 / 60% AD)(+ 60% AP).
Maximum damage 110.72 / 172.23 / 233.74 / 295.25 / 356.75 (+ 98.42 / 110.72 / 123.02 / 135.32 / 147.62% AD) (+ 147.62% AP).

Note:This shall be your farming ability, allows you to hit 4 minions in one Q, by practicing you will be able to kill 4 minions by bouncing more damage and you can even poke your enemies by casting Dancing Grenade on low health ranged minions.

Deadly Flourish


PASSIVE - CAUGHT OUT: Enemy champions damaged by Jhin's basic attacks, his allies, or inside a blooming Captive Audience Lotus Trap are marked for 4 seconds.

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 Whisper Every Moment Matters' bonus movement speed.

Note: very powerful ability with high range allows you to snare your enemies and apply Arcane Comet and Cheap Shot, and starting a team fight by catching enemies with snare.


Captive Audience


PASSIVE - BEAUTY IN DEATH: Jhin summons a blooming Lotus Trap under every enemy champion he kills.

Additionally, Jhin periodically stores a Lotus Trap, up to a maximum of 2 stored at once, which are unaffected by Beauty in Death.

ACTIVE: Jhin places a Lotus Trap at the target location that lasts for 2 minutes. The Lotus Trap blooms if an enemy walks over it, revealing all enemies caught inside for 4 seconds.

Blooming Lotus Traps Slow all enemies inside for 35% for 2 seconds before detonating, dealing magic damage 20 / 80 / 140 / 200 / 260 (+ 120% AD) (+ 100% AP) to all enemies caught in the explosion. Lotus Traps deal 65% damage 13 / 52 / 91 / 130 / 169 (+ 78% AD) (+ 65% AP) against non-champions and champions recently hit by one.

Note: good abilities to reveal enemy's jungler while trying to gank you by setting the traps in the bushes and the river.


Curtain Call


FIRST CAST: Jhin channels for 10 seconds and fully assembles his weapon before taking aim in the target direction, and gaining the ability to reactivate Curtain Call up to four times.

SUCCESSIVE CASTS: Jhin fires a bullet in the target direction that stops at the first enemy champion it collides with, revealing them for 2 seconds, dealing physical damage to all enemies hit and slowing them by 80% for 0.5 seconds.

Curtain Call's damage is increased by 0% - 250% (based on target's missing health), and the final shot critically strikes for 100% × (1 + bonus critical damage) increased damage.

Minimum Non-Final shot damage 50 / 115 / 180 (+ 20% AD).
Maximum Non-Final shot damage 175 / 402.5 / 630 (+ 70% AD)
"Prepare... for your finale."

Note: your Ultimate is so powerful ability that allows you to deal lots of damage from a distance in team fights and secure kills.


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Sequence

> > >

Why taking Captive Audience at level 4 not 3?
- 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.


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Items & Builds

There are 2 different builds to pick with JHIN depends on matchups and the runes paths you pick.

First build (SORCERY-DOMINATION) & (SORCERY-PRECISION)


It goes with the First & Second Runes path (SORCERY-DOMINATION) & (SORCERY-PRECISION)

Example of full build
or or

Details:-

Those are the best Starting items allows you to start with 89AD with this runes path, we are not taking Doran's Ring and 2 Health Potion, we are going to use Manaflow Band instead.

This is another start option a Doran's Ring and 2 Health Potion, this start will grant you 45 AP which is more damage for your Q, but it will take down you AD start to 62 because the secondary adaptive buff will be transformed to +25 AP instead of +15 AD as soon as you buy the Doran's Ring, it will also give you 1 more Health Potion which is good since sustain is not very good in early game.
-Note: If you go for the Doran's Ring start, once you buy the B. F. Sword stats of Absolute Focus will change back to adaptive +AD, and secondary path buff will change back to +15 AD.

On your first back you should afford buying a B. F. Sword if you have farmed well or picked up a kill, if not buy Pickaxe instead.

Rush Infinity Edge after buying B. F. Swordto take up jhin's critical stike damage that has been reduced by Whisper back to 225%, this should be your first item.

This should be your 2nd item, it allows you to pick your enemies and land your 4th shot with the extended range it gives.

you should afford this before 20 minutes.

this could be your 4th item as it gives you more critical strike chance and damage.

or depends on enemy team tanks if they have a healing tanks ( Dr. Mundo, Swain, Darius) you should pick Mortal Reminder, else if pick Lord Dominik's Regards.

or Last item you should switch Doran's Blade for The Bloodthirster or Death's Dance because late game each shot of your whisper will deal 1500 damage, you want to life steal that!.

Second build (SORCERY-RESOLVE)


It goes with the second Runes path (SORCERY-RESOLVE)

Example of full build
or or

Details:-

Those are the best Starting items allows you to start with 89AD with this runes path, we are not taking Doran's Ring and 2 Health Potion, we are going to use Manaflow Band instead.

This start explained above at the first build.

On your first back you should afford buying a B. F. Sword if you have farmed well or picked up a kill, if not buy Pickaxe instead.

Rush Infinity Edge after buying B. F. Swordto take up jhin's critical stike damage that has been reduced by Whisper back to 225%, this should be your first item.

This should be your 2nd item, as it will gives you more defensive stats vs Assassins.

or you should afford this before 20 minutes, Ninja Tabi vs AD assassins ( Zed, Talon, Nocturne, Kha'Zix) and Mercury's Treads vs AP assassins ( Fizz, Ekko, Syndra, Veigar.

this should be your 4th item as it gives you more armor that works very well with the RESOLVE runes we picked in the secondary path Iron Skin.

this could be your 4th item as it gives you more critical strike chance, damage, and extended range.

or you can swap the order of The Bloodthirster or Death's Dance with Rapid Firecannon depends on the game, I would recommend Death's Dance.


Guide Top

Gameplay

Early game



-Farming
your Q Dancing Grenade and your 4th shot are your main tools to farm in lane, remember that if your Q killed a minion it will bounce to the adjacent minion in range dealing more damage, max damage after three bouncing.

You can also practice on attacking and and set minions health to hit 1 Q Dancing Grenade to kill 4 minions in just one ability.

- "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 Dancing Grenade, W Deadly Flourish, your 4th shot Whisper and the runes Summon Aery, Absolute Focus, Scorch, Cheap Shot or Coup de Grace you have the tools to poke and take down your enemies in lane, unless you play with RESOLVE you will have to play safe and wait for your jungler or mid laner to roam and help, and sometimes you can win the trade on your own.

-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 ( Fizz, Zed, Yasuo, Diana). push your lane and go to mid push the lane to secure first tower.

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 Rapid Firecannon.

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 Deadly Flourish to snare low health targets, followed up by your ultimate Curtain Call followed up by your team mates CC's and damage.

-Assassins on enemy team!
Most assassins are high mobile and can deal lots of damage to squishy targets, how to counter assassins as ADC?
Using flash to dodge Zed Q's after he land his ult to avoid the damage and secure the kill.


Guide Top

Summary

We have reached to the end of the guide, thanks! everyone for your time reading this, I would like to give me your feedback about this guide it will help me a lot since this is the first guide ever I have created and I have put lots of effort in it.

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!


Guide Top

News & Recently updated

What's recently updated?


What's coming soon?


  • New (SORCERY-INSPIRATION) runes path and build!
  • More items paths exapmle
  • Camille and Diana guide

News



TALON Guild has been published!


(click on the image below)