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Jhin Build Guide by Suthafru
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Q>W>E
Threats & Synergies
Introduction - Matchups are the bread and butter of this guide, due to how little he's played in this role, no website is going to give you accurate matchup information, and knowing your matchups in key.
Aatrox - aatrox is a tanky, all in, early game bruiser, which is bad for jhin top. aatrox's Q range is even with Jhin's AA range so a poke could turn into a lost trade real quick.
Cho'Gath - Cho'Gath cant compare to your early game poke, he will be unable to cs or fight back as you zone him out of lane but beware, once he builds a fair amount of armor, your damage will heavily fall off, once you stop doing damage its best to play back until you have the attack speed to properly kite him.
Darius - Darius can be easily poked and zoned, but will 100% win any melee range trades or fights against jhin, it is best to play as safe as possible while still trying to poke him away from going at you with full health
Mundo - similar to darius, mundo is very weak to jhin's early game poke and lead potential, but will start to win if he can find any openings for melee range trades or fights. what makes mundo a problem is that at a certain point in laning phase, landing a single cleaver can mean your death in a bad situation
Fiora - Fiora is one of the few champs that out poke you, at any level she can all in you for vitals and heal the early game damage you do. this is a failing matchup until you can get the items to properly kite her
Gangplank - gangplank's q cant out damage your auto attacks, and is much less frequent, once you stack crit you can run out of his barrel range easily, and all game you can shoot his barrels before he can. keep your distance and you bully him
Garen - Your poke can't, in most cases, out damage garen's tankiness. garen will heal away a majority of your poke and can easily catch up to you with his q little can be done in this matchup except playing safe and farming
Gnar - Gnar is a ranged top laner, AKA your worst nightmare, he has your specialty but was simultaneously actually made for the top lane. he will out poke, out tank, and out sustain you always wait until you have the attack speed to dodge 100% of his skillshots before fighting
Illaoi - one of top jhin's best matchups, an almost guaranteed win in lane. she can't respond to your poke in any way and due to your crit you can easily dodge a large majority of her damage, at a certain point she becomes helpless to you as you run circles around her slowly killing her.
Riven - you can easily poke riven from a distance she cant compete with, if she tries to move in with q you are already far enough away to escape. you can easily zone her from cs and poke her down to force a back in the early levels
Kayle - its a very simple situation the new kayle has a poor early game in exchange for one of the strongest late game scalings jhin top exists purely to abuse early game leads. she's helpless to your poke
Jax - While early game jax doesn't have the tankiness and you might be able to poke him down enough to discourage him from going all in, in most cases, jax can jump onto you and kill you. his e makes you almost entirely useless while active, and his jump closes the gap you create while poking
Nasus - Nasus' early game relies on farming, you can abuse this, with enough poke and zoning, you can force nasus to miss a majority of his cs, or be forced to take a chunk of his health in exchange. playing against nasus as jhin is almost like training a pet, if he tries to q a minion, punish him, teaching him it is wrong.
Yorick - surprisingly, yorick is a good matchup for jhin, while yoricks wall can mean death if you're caught in it, as long as you can avoid the wall, you can out poke him and prevent him from farming easily, securing an early game lead that will protect you from his post level 6 fighting capabilities
Champion Build Guide
Jhin is a very special and unique ADC, so much so that maybe he doesn't even belong in the bot lane!
after about a year of maining jhin I took to the top lane for a couple of reasons, if you identify with either of these often, you may want to learn to transition to top.
1. You can't trust supports. Especially in low Elo, there are undoubtedly more troll supports than real ones, and going into the bot lane is especially as jhin is automatically putting a lot of trust in a stranger to help you through the upcoming 2v2, if you don't have a duo partner often, the number of supports that steal cs, do no damage, or can't peel, really puts you at a disadvantage compared to more meta carries.
2. you can't compare to other ADCs. Jhin has been a fairly weak ADC since they nerfed jhinsoos, he usually can't compare to other marksmen like Jinx and Lucian who have the burst and early game mobility jhin doesn't get until late game. these factors make playing jhin a challenge, and that probably isn't gonna change any time soon.
This guide is a focus on Jhin top specifically, so I will not be going into what Jhins abilities are, how they work, etc.
+ Insane poke potential
+ early game advantage
+ shut down potential on all melee top laners
Jhin top can easily out poke and out pressure a majority of melee top laners like Nasus or Riven, forcing them away from cs and away from trades, devoting as much as half of your ammo into poking the enemy away from cs, you scare them away and secure an easy cs lead.
- gets out-poked by ranged top laners (except Teemo
- weak to ganks and overly aggressive top lane tanks
- your team misses out on a top lane bruiser or tank, risking future teamfights
Jhin top is a risky pick in most teams, unless you have tanky teammates with good engage to make up for a bruisers absence (such as bruiser jg like Jarvan IV or Jax) or a mid lane tank (such as Galio), your team may be much weaker in mid game team fights and cost the game, Jhin top is a very situational pick that can go right or wrong in many ways, but can be a good investment if your team comp allows it.
Jhin is able to out poke most top laners and zone them away from the wave but has some major weaknesses alongside it
Jhin wants to take this early game and get as much of a lead on his laner as possible, if your gold is even with your laner it gives them the confidence and the strength to all in you, the goal during the first 6 levels is to "establish dominance" over your lane to survive until you get the items you need.
Poke - about 50% of your auto attacks should go into the enemy laner as poke, the other 50% into getting cs, you want to use the low health of caster minions and the passive of Dancing Grenade to do extra usually unexpected damage, while still trying to avoid pushing lane too far.
protection - while usually seen as his worst ability, Jhin would be nothing without Captive Audience, this acts as gank protection and trade protection, all of jhins defensive capabilities rely on Captive Audience. Place your traps along walls and on the end of the river, these will slow enemies passing through and allow you to use Deadly Flourish to root and escape. This will save you from many potential ganks as you can shut down the jungler before they even enter your lane (warning: junglers with stealth such as Evelynn and Shaco or jungler that can take unconventional routes into lane like Kayn will hard counter you, as jhin will rarely be able to survive an unexpected gank unless pushed into tower.
Once jhin has secured a lead in lane, a heavy lead in cs, and a few items into his core build, he can begin supporting team fights around the map.
in my experience, very few enemies expect a strong jhin coming out of the top lane and will not expect your damage at the start of a team fight, assuming your team comp has other tanks and bruisers in it, the extra damage from having 2 adcs will put you at an advantage and leave the enemy team with confusion of which to focus first.
Due to jhins lack of mobility without targets to crit, and forced dedication to pressuring lane, roaming mid is usually not an option. this is a heavy drawback to jhin top, as roaming is an easy way to transfer a win in one lane to another, and jhin being unable to support his team in the early game can ruin some early game team fights.
Jhins strongest power spike is at around 3 items (2 and a 1/2 if ahead) it is here that jhin gets the crit chance and attack speed necessary to weave and bob in and out of fights and do some real damage from a safe distance.
// Jhins passive has a major drawback, his crits do less than 200% damage, this is obviously for balancing purposes but can be helped through Infinity Edge, also its' base damage and crit chance helps build towards jhin's goal
// after IE, you take shiv to help wave clear and give your crits some AOE damage for team fights, this will also help progress you towards buffing your Fleet Footwork energized attacks, which is what most Jhin builds focus on.
// RFC is the final part of your core build, it gives jhin the extra range he needs to poke from a distance in team fights and lets him catch up to fleeing enemies easier.
The rest of your build adds to your crit or survivability in the late game
// In games where the enemy team has dive assassins that your team can't get around ( Zed, Talon, blue Kayn)
// In games when the enemy team has few, but strong, CC abilities, jhin relies on his movement speed in fights and getting locked down is a death sentence, enemies like Morgana, Rammus, Leona, Sejuani
and any other items that support jhin's damage, crit, or give defensive buffs (armor or magic resist)