Jhin Build Guide by ZERO Destructo
[SEASON 10]A Comprehensive How to Jhin Guide [10.1]By ZERO Destructo | Updated on January 10, 2020
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Runes: Fleet Footwork
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
You probably won't stumble upon him as an ADC, but if you do, it will be pretty much and easy game. He has short range, he has to reload with fewer shots than you, and he cant poke you through minions with his basic attacks. But be careful if he's in the jungle tho, he's kinda OP.
When someone talks about lategame monsters, you probably have Jinx in your mind. And thats correct, she truly is a lategame monster, so you have to do everything you can to not let her get fed. Avoid her E & poke her with your 4th shot. Do not engage into a longer trades with her, since thats where she has advantage. Best way to shut her down is to abuse her in early game, whilst she has lower AS and damage.
I know this matchup probably seems hard to you, but trust me, it's not. With your speed boost after basic attack you can avoid her ult, and if you're good you can even interrup it with your W. She has no gap closing spells, so you're safe to farm as long as you're not behind a minion that is in her Q's range.
Similar to Jinx, Tristana is also a strong late game champion. During the laning phase, aside from all-in she does not pose much of a threat for you. You can poke her with 4th shot and crits, and just move back before she manages to stack E on you. With that kind of trade, she will run out of mana quickly. But if you see her jumping on you out of a blue, consider moving back towards your tower, since probably her jungler is ganking.
If you're up against a good Sivir player, he will probably negate your W with his E. Since it protects her from only one spell, try to land a Q ond her, then use your W to stun her. As far as trade is concerned, you can easily outtrade Sivir. Also your bonus speed from crit can help you run away when she ults. Oh, and give your best to avoid her Q, since it will deal a lot of damage if it hits you two times.
Keep your location behind minions, so she can't poke you with her W all the time. She wil probably attack you when her Q is stacked. She doesn't have much mobility, but you have to be scared of her ultimate. Your passive also counters her, so this is more of a farm lane.
She has bigger range than you, so she will probably try to constantly poke you with her 6th stack and her Q. Be careful when you go into the bush, because she probably has traps planted there. Try to zone her out from her traps by using yours, and force her to use her E so she can go out of mana. Best way to play against her is to let her push a little, then call jungler for a gank so you can shut her down.
Draven has early lane pressure, so don't let him get on you at level 2 and try to poke him down with your Q if he ever gets too close to minions. You can also poke him with your W when he goes to grab a Spinning Axe. Braum is a great support to have versus Draven, as well as Brand. Drop traps on the sides of your lane so that he can't play aggressive on you without being slowed. In late game, even if he's behind with items and level, he can still probably outdamage you. Don't engage alone on him.
If you can dodge his ultimate well enough, this lane should be a piece of cake. Get some Dancing Grenades on him and snare him when you can. Just be aware of his passive. He is really weak early game, so try to punish him if he engages into fight with you, since he has no escape except flash.
Kalista is a true nightmare. With her passive she can avoid bot your W and E. Poke her with 4th shot and dancing grenade, and when she starts attacking you pull out of her E's range. A support with massive CC is her ruin tho.
He can poke you through minions with his Q, and avoid your traps and stun with his E. Try to bait him to use E before you start the trade. Safest play against him is to just avoid fights and farm, until you get a gank. However, in late game you will easily two-shot him.
You might wanna consider maxing E in this matchup. Place traps into the sides of lane and into bush. That way you can slow him and deal some damage when he tries to attack you from his Q, and you'll also know his direction if he uses Q to run. You have upper hand pre-6th level, so try to use that as much as you can.
Same as Graves, you probably won't see her as an ADC. But if you do, do all it takes to avoid her blind. If she hits you, you're probably dead. She can also interrupt your spells with her E, so be careful not to ult too close to her. RapidFire Cannon is a good item against her, allows you to poke her with less danger.
Avoid his Q at all cost. I recommend you to just farm on lane without much of a trade. If he lands his ult on you you're toasted, since it lasts so long. Also, be careful in fights and stay behind, and run even if he ults someone else since his ult can pass onto you if you're in range.
When you're up against Vayne, you want to pressure her as much as you can. You have longer range, so use that to poke her and leave unharmed. She can evade your W with her Q, have that in mind. Place traps on every place you can, since it counters her stealth while in ult, and also slows her down. And don't hope too much when you stun her, because she can just roll you back where you were with her E.
Corki will poke you all the time, he has a lot of damage, and you can't really avoid his Q if he lands it in the middle of your champion. Best way to play against him is to try to negate his farma little, so he has to use Q for farm, not poke. That way he wil lose mana fast, and wont be able to attack you. Having that in mind, do your best to just farm and wait for the late game.
A truly difficult matchup for Jhin. His Q deals ridiculously big amount of damage with his W, and probably has one of the best pokes in game. His E provides him with much greater mobility than any other champion, and it allows him to avoid your traps and W, and also get out of your ult. Besides that, his snipe is even better than yours, since he has no range limits.
I don't really have that much games against Xayah, but she's pretty strong. She has mobility, stun, a great amount of damage, and her ultimate that can save her litteraly from everything. Try to play with support that has a lot of CC, and avoid being in front of her feathers since she will stun you if there are more than 3.
Same as Nautilus, lots of CC and engage potential. She can protect Jhin really well, and deals pretty decent damage early. Her ultimate is also good in combination with yours.
Considering your support can hit his Q, Thresh is really good to have by your side. Decent engage potential. His W is a good shield and escape tool too. Also good for protecting you against assassins that leap/dash/jump on you since he has his E.
Great shield, great slow. Really good protection with her polymorphis and ultimate. Also deals decent damage early.
Her Q has really long range and duration, perfect to chain with your W. Overall really good support to have when you play Jhin. Her E negates CC and some magic damage, and if played right, with her Q, your W and her R, its just endless CC for enemy, and free kills.
A true gem. His heal is decent so trading with him on lane goes in your favor. His ultimate is a game changer. His only CC is his stun on E, which has a good potential for punishing enemy when he tries to engage on you or gets too close to minions.
Not much to say about this dude. Having him by your side is almost perfect. Huge amount of CC and tankiness, long range for engages.
All-in support. When he engages, its impossible for you to miss your W. he's super tanky, and if played right, he can chain his E CC right after your W expires.
Nice support. Has both healing and CC. You also get a decent moving speed buff after her R, and her engage potential is awesome.
Walking ambulance. Keeps you alive with her healing in lane, but has no engage. If she lands her E, you can use it to follow with W and kill them.
I don't like him at all. His Wis only good if he hits it right, and even when he does, you have to follow up fast to him in order to do something. He can get you in danger easily if played wrong. His heal is nothing special, but still a decent support.
Her only CC ability is her ultimate, has decent heal and movement speed, but also squishy. She's more for a farm & occasionally poke lane.
Janna has really good shield, and her W has good sinergy with your W. Downside is that she is extremely squishy, so you will probably end up in 1v2 situation if she doesn't play it right. Her ultimate can save you almost always, and you can use her Q for engage. Also a champion with a lot of potential, if played by right person.
No heals or shields. Has a lot of potential if played by right person, if not, then i guess you're 1v2.
His ultimate can save you if you make a bad decision. Doesn't have much CC, since his Q is only CC ability, if he hits it right, but it still does decent damage. And of course, his E is great for escapes/catching up to enemies.
Just meh. Not a good pick with Jhin, avoid it.
Works really good with Jhin, her ultimate and E are both CC. With her plants around, it is pretty easy to use your W, and the two of you have really powerfull push.
Not really easy for him to stun champions. Also his ultimate is not that useful to you, since if you die in the middle of them, you can't escape.
Really incredible poke and damage. Has a decent shield which also speeds you up. A bit squishy, but still extremely good to have by your side.
Champion Build Guide
I've been a part of League of Legend community since the early start of the 4th season. From the moment I started playing, the role that caught my eye was Bottom Lane - AD Carry. Right now I'm Platinum Division. I wasn't really paying attention to the new champs coming out, and the same thing was with Jhin. I was bored once, and he was on free rotation, so I decided to try him out. And let me tell you, I was blown to smithereens. His design, abilities, voice lines, playstyle, I just can't decide what I loved more. The best word to describe him would probably be UNIQUE. From that moment, Jhin has become one of my most played champions. But anyway, you'll hear more about how great he is in his own section, this one's for me to shine.
I'm the type of a player that focuses more on his game knowledge and usage of it, than on sheer mechanics. Therefore, I will do my best to put that knowledge on a paper, give you as much as possible information for you to manipulate it, and hopefully encourage you to start playing this champion. Oh, and I'm also extremely toxic, but I hope that is something you will not pick up here.
If I may say, I spent a decent amount of time playing Jhin, testing items, builds, runes, playstyles, and of course, the most important part, skins. I'm not that much in high elo, but I've also spent a lot of time watching some really high people play, and I've picked up a few things. Hopefully, I'll be able to lay it all out there, and help people better understand and enjoy Jhin.
I also want to thank you for reading my guide, and let you know that i do appreciate the effort, and will do my best to keep it up to date and meta. Cheers!
Bio: Jhin is a meticulous criminal psychopath who believes murder is art. Once an Ionian prisoner, but freed by shadowy elements within Ionia’s ruling council, the serial killer now works as their cabal's assassin. Using his gun as his paintbrush, Jhin creates works of artistic brutality, horrifying victims and onlookers. He gains a cruel pleasure from putting on his gruesome theater, making him the ideal choice to send the most powerful of messages: terror.
Why should you play Jhin?Jhin is currently performing extremely well and can stomp his opponents. In my humble opinion, he's the most unique and fun champion out there, and if you are tired of the classic adc this is a good choice.
Aside from good damage he provides good utility like rooting enemies or shooting from afar with his ultimate, which makes him excel in these circumstances, while also being a finisher type of adc when using his 4th bullet.
Jhin is not one of the easy, point to kill champions, and needs some thinking before acting. He has far superior carry potential, but it is also very easy to throw with him. Also, you become obsessed with number four. When it comes to his playstyle, there is no champion i can compare him to. My best advice would be to give him a shot, and enjoy the most unique lad out there!
Jhin is not your average ADCarry champion. Everything about him is unique. You will probably have some hard time getting used to 4 basics. His lack of mobility is a big problem, and he can't really do much without relying on his team. Having premade support will help you a lot with him. But putting that aside, he has very good lane presence, his huge range allows you to pick up kills from afar, and sometimes change the course of the game, and honestly, we all like seeing him 1/2shot Vayne in the late game. A little game knowledge, decent support, and appliance of some tactics with his traps. That's pretty much all you need to feel good while playing Jhin.
For better understanding of his passive and champion damage overall, i recommend you to watch this video 'till the end. It's not long video, lasts only about 4 minutes and trust me, it wont be a waste of your time.
This is my basic rune page for Jhin. Most of the time, this is what I go for when playing him.
Like I said before, this is not my often pick, but it has its own pros. Try it, and decide if it fits you and your playstyle.
The most common choice of every ADCarry is Flash & Heal combination.
Flash - We can all agree that this is the summoner spell that almost everyone takes on every champion. It's extremely good for gap closing or running for your life. Due to Jhin's fairly noticeable lack of mobility, this is the best choice for him.
Heal - I don't think much talk is needed when it comes to heal. From healing yourself and teammates to surviving ganks, all-in baites and tower dive this spell is really useful. It's a must for Jhin's survivability.
I consider this combination optimal and most suited for Jhin as and ADCarry. As he deals a lot of damage and can survive more with them in order to continue dealing that huge amount of damage.
As for the other spells, I will provide my opinion, in case you come into the temptation of using them.
Ignite - This spell is mostly suited for all-in champs, that can burst you with their combo. I don't see a point in using this on Jhin, except maybe on MID. But I won't talk about mid build here.
Exhaust - There are combinations where support likes to play with Heal, therefore you can use this as your 2nd spell. Also, it's not that bad playing with it on MID too.
Barrier - It's not a bad spell to take when enemies have for example a lot of diving champs like Zed & Akali, but overall that bonus permanent health and temporary movement speed you get from Heal makes it less efficient.
Ghost - Yea, it gives you a fair amount of speed, but that's not really necessary for Jhin. and in case it's needed, Flash makes a much better small gap closer/escape.
Cleanse - This is a spell that removes all disable except airborne and suppression, and it can be useful against Ashe's ult, for example.
I don't think much explanation is needed for why you don't need Smite and Teleport, and once again, I want to mention that I believe Flash & Heal combination is far superior to all others on Jhin.
Death in 4 Acts
Jhin’s gun - Whisper - chambers four shots, and the last one always crits and applies extra damage based on a portion of his target’s missing health( 15 / 20 / 25% of the target's missing health as bonus physical damage at levels 1/6/11.).
Jhin's attack speed doesn't actually scale with items and runes, and the only way it can be improved is through leveling.
After firing all shots, Jhin takes 2.5seconds to reload. Also, if you aren't shooting for 10 seconds, Jhin will automatically reload.
Every Moment Matters
While critical strikes deal 25% reduced damage on Jhin, they also grant 10% (+4% per 10% bonus attack speed) movement speed for 2 seconds.
Additionally, his attack damage is increased by 2% - 40% (based on level) (+4% per 10% critical strike chance) (+2.5% per 10% bonus attack speed).
Jhin's 4th auto-attack will do a 44% mini-crit to towers and structure.
Jhin's last shot is going to be your poke during laning and even late game, and I advise you to use it carefully since after your 4th shot Jhin has to reload, meaning if you're far into the enemy's lane trying to poke you may get poked harder, or even get both you and your support killed.
The best time to poke your enemy with 4th shot is when they start approaching you in order to last hit minion. Before they get close enough, you should hit them with your last shot. That way, you will probably scare them and they won't take that minion they planned. So basically, you've denied their farm, and dealt a decent amount of damage at the same time.
Also, a thing you want to keep in mind is that your 4th shot has a limited time to be executed, so be careful you don't approach enemy at the moment you start reloading. In order to prevent there, Jhin can reset that time by if he uses any of his abilities or by receiving any type of damage.
MANA COST: 40 / 45 / 50 / 55 / 60
COOLDOWN: 7/ 6.5 / 6 /5.5 / 5 seconds
Jhin launches a canister at the targeted enemy unit, dealing physical damage. Dancing Grenade can bounce to up to three additional units.
Each unit killed causes the subsequent bounce to deal 35% increased damage.
Minimum physical damage: 45 / 70 / 95 / 120 / 145 (+40/45/50/55/60% AD) (+60% AP)
Maximum physical damage 123.01 / 184.52 / 246.04 / 307.54 / 369.05 (+73.81/86.11/98.42/110.72/123.02% AD) (+147.62% AP)
Jhin's Q should be mainly used for farming or as another source of damage while reloading. It can also be used as a poking tool on the lane, for example, if the enemy is behind near caster minions that are low hp, you can throw Q at first minion, and it will bounce and kill all 3 of them, while 4th jump will be on the enemy. That last jump will deal larger damage too.
COOLDOWN: 14 seconds
MANA COST: 50 / 60 / 70 / 80 / 90
PASSIVE: Enemy champion that has been struck by Jhin's basic attacks or any allied damage, or is inside a Lotus Trap, are marked for 4 seconds.
ACTIVE: After a delay, Jhin fires a laser in the target direction, dealing damage to the first champion that it hits, and 75% damage to non-champions along the way.
If marked champion is hit by laser, he's rooted for 0.75s / 1s / 1.25s / 1.5s / 1.75s, and Jhin gains Every Moment Matters movement speed.
Deadly Flourish is great for chasing or running from enemy champions. On a lane, it's really easy to root targets with it, since champs are marked when they're hit by your basic, or your teammate's ability. It can also be used for farming & sniping low HP enemies from afar.
TRAP AOE RADIUS: 2175
TRAP VISION RADIUS: 260
COOLDOWN: 2s + recharge: 28/27/26/25/24 seconds
TRAP RECHARGE TIME: 28 / 27 /26 / 25 / 24 seconds
MANA COST: 30 / 35 / 40 / 45 / 50 +1 Lotus Blossom Trap charge
PASSIVE: BEAUTY IN DEATH: Whenever Jhin scores a takedown on an enemy champion, he summons a blooming Lotus Trap on their corpse.
ACTIVE: Jhin places a Lotus Trap on the target location that arms and stealths after a brief delay, and lasts for 2 minutes. The Lotus Trap blooms if an enemy unit walks over it.
Captive Audience uses stock and Jhin can store up to 2 charges at once. Beauty in Death does not consume charges.
Blooming Lotus Traps slow all enemy units inside for 2 seconds by 35%, after which they explode, dealing damage to nearby enemy units. Non-champion units only take 65% damage. A bloomed Lotus Trap reveals all units in its area for 4 seconds. Subsequent traps deal 65% damage to enemy champions.
MAGIC DAMAGE: 20 / 80 / 140 / 200 / 260 (+120% AD) (+100% AP)
NON-CHAMPION DAMAGE: 9.75 / 48.75 / 87.75 / 126.75 / 165.75 (+84.5% AD) (+65% AP)
Placing Captive Audience on bushes and lane exits is a really useful thing in case an enemy jungler ganks you. It's also great for when people are chasing you that way you can slow them down and escape or just slow them for kiting whichever you prefer. If enemy on lane walks into your trap, using W to stun him on spot can deal a decent amount of damage too.
FIRST CAST: Jhin channels for 10 seconds and fully assembles his weapon before taking aim in the target direction, revealing all marked units in a huge area and gaining the ability to reactivate Curtain Call up to 4 times.
SECOND CAST: Jhin fires a round in the target direction that stops on the first enemy hit, dealing physical damage to all units hit and slowing them by 80% for 0.5 seconds.
Curtain Call's damage is increased 2.5% for everyone 1% of the target's missing health and the final shot critically strikes for double damage, increased by bonus critical strike damage.
MINIMUM DAMAGE: 50 / 115 / 180 (+20% bonus AD)
MAXIMUM DAMAGE: 140 / 350 / 560 (+70% bonus AD)
MINIMUM CRITICAL: 100 / 230 / 360 (+50% bonus AD)
MAXIMUM CRITICAL: 280 / 700 / 1120 (+150% bonus AD)
Most of the time it is used to finish off enemies or slow them down if they are escaping. Also if you can't find a good position for teamfight, you can step away and shoot them from afar. Stealing drakes/baron with last shot since it deals a lot of damage isn't bad idea either. Don't forget to choose your position when using this ability wisely, because you are an open target with no escape during Curtain Call.
In the end, I will leave my most used combo for Jhin.
-> -> 1st & 2nd AA -> -> 3rd AA -> -> 4th AA ->
Throw a trap down at their feet immediately once you all-in so they are forced to flee or stand on the trap to take damage, and reset your 3rd auto-attack with a quick Q. Save your 4th AA for the last part of the combo to get the execution damage. Finish them off with your ultimate if they didn't die or they're running away.
First off, I wanna start with Full Crit Double AS build.
Usually, you would build those items in the order they are listed above. However, if you're against long-range carries like Caitlyn or Kog'Maw you would want to build your Firecannon before you build your Shiv. Based on your enemy team composition you should determine your best boot option( Boots of Swiftness/ Ninja Tabi/ Berserker's Greaves).
If the enemy team is already stacking large amounts of armor, you should buy the Last Whisper before the second Zeal item, but not finish it immediately.
Often, I prefer playing a double attack speed build on Jhin vs the lethality build. I find that building Statikk Shiv and Rapid Firecannon is a lot more reliable in some situations and it allows you to do more damage than the lethality build would.
Next in line comes my old build, that I used a lot, and it still can be viable.
I don't need to explain the first item much. Ghostblade gives the most damage for Jhin as a first item and gives him the highest potential to snowball, and if this happens, he can buy items to keep up the momentum. Also, it gives a decent boost to Jhin's nonexistent mobility. When you finish Youmuu's Ghostblade you should buy boots you find fitt the most to that specific match. After that, you have few choices on what to build next: Duskblade of Draktharr, Infinity Edge and Rapid Firecannon. Let's start with Duskblade first. I never buy that item, but I've seen a lot of people do, and I want to explain why you shouldn't. Simply put, it's just not worth it. Jhin is ranged champion, and when it comes to lethality he has much more use of Youmuu's than Duskblade, and there is no point in camping in the bush with Jhin, is there? I mean, unless you wanna pretend you are Rengar. And for decent damage, there's Infinity Edge, therefore DB is just a waste of money. So, after Youmuu's and boots you would want to build Infinity Edge, followed by Phantom Dancer. Again, if enemies are stacking armor already, you should buy Last Whisper before PD. If the enemy team consists of 5 squishy champs, and they have no one to tank for them, you can replace Lord Dominik's Regards with Essence Reaver, and put an end to your build with Guardian Angel.
The next build I will put here is also my currently most used one, and in my humble opinion, currently the best.
I believe this build doesn't need much explanation. Depending on the situation, you can replace Boots of Swiftness with Ninja Tabi or Mercury's Treads. If the enemy team has a lot of tanks, consider changing Essence Reaver with Lord Dominik's Regards. If there is only one tanky champion in their team, and you're not behind, there is really no need to do it. The same way, if they don't have any assassins/superfed mages that can 1tap you, you can swap that Guardian Angel with another crit/AD item, like Statikk Shiv, another Infinity Edge, Death's Dance or keep the Essence Reaver and get Lord Dominik's Regards instead of GA.
Now that we are finished with builds, here I will cover other important items that can be and are used on Jhin.
MID Lane players often tend to play all-in burst champions such as Syndra, LeBlanc, Ahri and every ADCarry hates when they start focusing him. And that's the time when Maw of Malmortius takes its place. When you're below 30% of your HP, shield activates and protects you from magic damage, but you also gain 20AD and 10% life steal.
I don't think I need to explain why is this situational item. Obviously, if the enemy team has no super tanks, there is no need to buy it. But, in case they do have them, this will be your late game tank destroyer. With this, physical damage ignores 35% of target's bonus armor, and it grants you up to +20% bonus damage to targets that have greater maximum health than you.
This item probably influences Jhin's passive more than any other item in-game. It grants you a decent movement speed if you're 500units from the enemy champ, your basic attacks on an enemy make them deal 12% less damage to you, and you can move through minions. Personally I don't prefer this item over Statikk Shiv and Rapid Firecannon, but it can be useful against tanks that can just catch up to you and destroy you, like Singed, Olaf, Zac, etc.
Now, this is the item you should be very careful with. It can be your savior, but it can also be your greatest enemy. When it comes to stats, sure that 40AD it gives you is cool, but that's not the reason we are buying it. The main reason is Guardian's passive, and armor. Mostly it's used when the enemy team has super fed assassins like Zed for example, and it allows you to get another shot at dueling them after they all in you. But as I said, be careful with it. There are situations where you end up stuck in the middle of the enemy team waiting for the item to revive you, just so you can die again.
That's right people, you're not hallucinating, it is indeed Zhonya's Hourglass. Now, you're probably wondering, why on earth should you buy this on ADCarry? Well, allow me to explain. Imagine a tense situation, where both teams are left with only Nexus alive, and its crucial not to make mistakes. Also, they have fed Zed, and you just used Guardian Angel in teamfight. Enemies are regrouping again, teamfight is about to start, Zed will obviously all in you first, and you don't know what to do. That the point in which you should probably sell GA, and buy Zhonya's Hourglass. Instead of GA's 30 armor, you'll get +45 armor from it, and 10% CDR. Of course, you will have the most use of it when you have to survive Zed's all in, and if you play it smart, you will survive every time. But as soon as your CD on Guardian Angel passes (300s), you should buy it again immediately. Once more, this is only for late-game situations where everyone is on full build and has stacked gold, and when it's crucial for you to survive enemy's all-in burst in order to win your game.
When someone mentions lifesteal, I bet this is your first thought. And it should be because it's the best LS item ingame. Grants you 80AD, 20% lifesteal and a decent shield. Most of the times you'll want to buy this item, 'cause it fits perfectly multipliers gained from Jhin's passive.
Its main use was for champions like Zed and Ahri, but since QSS got nerfed a while ago, and it no longer removes debuff's, I don't really buy it often, only when I need to get away from CC. When it comes to magic resist, I prefer Maw of Malmortius over it.
This is a really good item, providing Jhin with everything he needs except a critical factor. After it got buffed recently, I started buying it more often instead of Bloodthirster. It grants you 80AD, 10%CDR, dealing damage heals you for 15% of it, and 30% of the damage you take is turned into a bleed that lasts for 5 seconds. Overall, it is truly a good item, but it's up to you whether you want to replace Bloodthirster with it. In my opinion, it's worth it.
When going for Full Crit Double AS build, this is usually my 3rd item, after IE and boots. I don't recommend buying it as a single Zeal item since RFC or PD will do a better job solo, but it's awesome when you combine it with Rapid Firecannon.
Probably all of you know how much OP are these boots against the full AD enemy team. I don't think you should buy them if the enemy team isn't consisted of superfed AD assassins .
The main boot option for Jhin, does not need more explaining.
☫ Harass with a quick Q - 4th Auto Attack combo any chance you can. The speed burst from your passive will let you escape the fight easily and win the trade.
☫ Jhin's abilties reset his auto attack time. His Q has the shortest animation, so a good trade would be AA --> Q --> AA. His E also has a short animation, but his W is the longest of all. It might be wise to throw down a trap to try and reset his AA before using your W for a snare.
☫ Farm, farm, farm! Farming is key on Jhin. It's not easy, due to his ammo system, so use your Q to last hit minions if you're reloading. Always try to last hit with your autos if you can, and use Q and W as a last resort if your minion is about to die. It's nice to have a support who can bring a Targon's Brace to help you farm when you're reloading.
☫ Place traps to the sides of the lane to prevent ganks, aggression by your lane opponents, and in brushes to give you vision. Be careful to not put them where minions might step on them!
☫ Traps give vision inside brushes, so keep at least one in a river bush at all times if you can.
☫ Try to get your 4th auto crit as fast as possible in lane and use it on the enemy carry immediately. You can out trade most lanes with a fast AA-Q combo at level 1 thanks to your Life Steal. You'll reload by the time your first minions are ready for last hitting.
☫ Place traps any time you have extra mana available. They're your zoning tool to keep you safe in lane and will dissuade aggressive supports from attempting anything.
☫ An early Bloodthirster will counter champions who can build a Thornmail early, such as Rammus or Malphite.
☫ Use your W from far away to get extra cs when you're walking back to lane.
☫ Always have a control ward on the map and a control ward in your inventory.
☫ Don't get busy chasing kills and forget to farm! Farm! Farm! Farm!
☫ Don't walk around alone, don't push too much trying to get CS. You're an easy kill if caught alone.
☫ Stay grouped, go for objectives, help your teammates on other lanes push.
☫ Farsight Alteration is your best friend! Don't go around face checking bushes.
☫ Be wary of enemy flanks and assassins, they will try to snipe you. Keep yourself save, kills aren't as important as your farm is.
☫ Use your Captive Audience for vision, help your team.
☫ Stay with your team, don't wander off solo, you'll be giving a free kill.
☫ If you are behind, farm both lanes and your jungle, but still use vision and don't risk it too much.
☫ This is where your damage really starts to shine, so do your best not to die too much, in order to increase it.
☫ Stay calm, don't panic. You have the ability to turn the tables, on your, OR on enemy side!
Consider starting off by softening the enemy team up and supporting your team with your ultimate. If you're fighting around an objective like baron or dragon, their tanks will peel off the objective to body block their carries. This can create a do-or-die choice for the objective that can give your team a favorable fight.
☫ Put one trap in front of your position rather than in the center of the team fight. There's a good chance that at least one person on the enemy team will try to take you out as fast as possible. The slow from the trap and the massive damage it deals will allow you to blow up and peel anyone coming after you.
☫ If your team loses the fight and you're still alive, use your other charge of your trap to save yourself or your teammates.
☫ If you're versus champions that can dive without being stopped ( Vi, Malphite) then it's a good idea to stack some traps on top of where you're posturing before a fight happens.
Usage of Curtain Call
☫ Fire IMMEDIATELY. Don't waste time trying to lead them with the first shot. If you land your first shot, you'll probably land all 4 shots. As soon as the camera zooms out, start smashing your R key as fast as possible.
☫ When using Jhin's ult, most people's natural reaction will be to try and escape to the closest side of the cone. Try to force them to run back towards the center of the cone by leading your shots and making them juke back the other way.
☫ Mind game people with your ult. Most people who don't try to escape the cone will do everything they can to juke your shots. If you let them juke long enough, eventually they won't know what to do, and will panic into running in a straight line. There's benefits to letting people wobble back and forth until they get so caught up in their own heads, they make themselves easy targets.
☫ When people are hit with the ult, their first instinct will be to turn around and dodge the other way. Keep this in mind when firing.
☫ Your ult lasts approximately 8 seconds, while moves like Wind Wall and Stand Behind Me only last 3-4 seconds. Laugh at people who think Yasuo and Braum counter your ultimate.
☫ Drop a Farsight Alteration after level 9 on top of the target that you're trying to snipe. The Farsight Alteration reveals enemy units for a few seconds and will make it easier for you to land that first shot crucial on the enemy.
☫ Wait for your enemies to get into narrow corridors about one screen away from you before ulting, so that they can't run out of your ult's cone as easily. A good place to ult is usually under their tower, since there's nowhere to run except straight away from you.
☫ It's important to know how much damage you ultimate can do at level 6.
☫ If you land all 4 shots of your ultimate, you'll do around 300 AD damage + the execution damage of you ult, but after your enemy's resistances, it will be somewhere closer to 225 damage + execution damage. Try to keep this in mind so you don't waste your ult.
It will take a while for you to get a hand of his playstyle and abilities, but after some time it will become natural to you. That said, there are some side effects. For example, whatever champ I play now, I unconsciously count 4 shots in my head, and after that, I move aside to reload - even tho I don't have to.. (~.~)
"The end is important in all things." - Khada Jhin, The Virtuoso
Updated items for preseason and patch 9.23. A lot of things have changed, I spent some time testing out, and I came to the conclusion you can get most out of Jhin with these updates items. I will be doing more testing, so more changes are possible.
Also a special thanks to various artists that made GIFs & pics I used, if any of you are here, PM me to put your name & link to your other work.
Also, thanks to the various artists for photo work, if any of you are here, PM me so I can link your profile!
Special thanks to LoL Esports team and their Jhin math!