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Jhin Build Guide by Ineffabilem

ADC The one and only Jhin

ADC The one and only Jhin

Updated on February 18, 2021
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League of Legends Build Guide Author Ineffabilem Build Guide By Ineffabilem 5,333 Views 0 Comments
5,333 Views 0 Comments League of Legends Build Guide Author Ineffabilem Jhin Build Guide By Ineffabilem Updated on February 18, 2021
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Runes: Dark Harvest (Recommended)

1 2 3 4
Domination
Dark Harvest
Taste of Blood
Eyeball Collection
Ravenous Hunter

Sorcery
Gathering Storm
Absolute Focus
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4 5 6
Normal
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Heal

Heal

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ADC Role
Ranked #13 in
ADC Role
Win 53%
Get More Stats
ADC Role Ranked #13 in
ADC Role
Win 53%
More Jhin Runes
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Items

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None
Introduction
Welcome, my name is Ineffabilem and this is my guide on playing Jhin. First of all I would like to mention that this guide is based on experience playing with Jhin over many years, private testing and that a lot of the included content is preference or situation based, however through this guide I will also go through Rune, Spell and Item alternatives which are also viable. I will try to update this guide as much as possible, and do keep in mind that since it is my first guide it still lacks many things. I would appreciate feedback about anything, from mistakes, to possible improvements or factually incorrect information.
Abilities
Starting off with Jhin's passive Whisper it basically states that Jhin has 4 shots, the 4th always being a critical hit and dealing more damage with the targets missing health than the other 3 shots. He takes 2.5 seconds to reload after using all shots and starts reloading 10 seconds after leaving combat if a shot has been taken. Abilities and shots restart the 10 second reload timer. Jhin also gains movement speed for 2 seconds from critical hits and damage from critical chance, which is why the critical build is also very beneficial for him.


Jhin's first ability is Dancing Grenade which is a lock-on ability that throws a grenade, bouncing up to 4 times (cannot bounce on the same target more than once). Each kill by Dancing Grenade increases its damage by 35%.


Jhin's second ability is Deadly Flourish which is a long range ability that can only hit a single enemy champion, but can go through any number of minions and monsters. After leveling this abiltiy any enemy who is hit by Jhin, allies or activates his third abilty Captive Audience will be marked for 4 seconds. If Deadly Flourish hits a marked enemy champion, that champion will be rooted for 1 second (increasing ability level) and gives Jhin movement speed.


Jhin's third ability Captive Audience is a trap ability whith the passive that any enemy killed by Jhin will create a Lotus Trap and detonate it, dealing damage to enemy's in it's area. Captive Audience's Active places an invisible Lotus trap that lasts for 3 minutes and is activated when an enemy steps on it, revealing them for 4 seconds and slowing them down by 35%. Any enemies still inside the area when it detonates after 2 seconds will also be damaged. Jhin can store up to 2 traps.


Jhin's fourth ability Curtain Call creates a large cone like area in which Jhin stays still for 10 seconds and has up to 4 shots, the forth being a critical hit. A shot is taken by pressing R and the ability is cancelled by clicking as though to move. All shots damage the target and slows down if the target is hit by 80% for 0.5 seconds. The damage by each shot increases by 3% for each 1% of the enemy champion's missing health.



I would naturally recommend the normal ability order as this gives you better farming and free damage with Dancing Grenade.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18



However, I do many times go for the Stun Trap ability order, using a Captive Audience and Deadly Flourish combo, especially with opponents that have low mobility or depend on certain abilities for mobility. Also when I have a support such as Leona which can stun early on.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Each ability's game description and specific scaling can be seen by hovering the mouse over each ability.
Runes
For runes, I would almost always recommend the Dark Harvest runes, it works best later on since the damage grows throughout the game. As an alternative for Taste of Blood, you can also choose Cheap Shot, of course I wouldn't usually recommend it but it is viable when you have a lot of CC in your team or even preferable if you are skilled using Jhin's Captive Audience and Deadly Flourish combo. Another alternative is Ghost Poro instead of Eyeball Collection, although it's preference, I would recommend Eyeball Collection. I wouldn't recommend any alternative for Ravenous Hunter or Dark Harvest.


However, the Fleet Footwork runes are also viable and some people prefer them. I would only recommend these runes if you want to have an easier early game, but this will sacrifice damage compared to the Dark Harvest runes. As an alternative for Triumph I would choose Overheal but it's not viable most of the time since you'll probably only be full health in late game. As for Legend: Alacrity alternative I would say that Legend: Bloodline is better for late game, but Legend: Alacrity is better for general situations. I would not recommend any alternatives for Fleet Footwork and Coup de Grace. You can also entirely substitute the secondary Domination runes and set Sorcery with Absolute Focus and Gathering Storm.


The Sorcery runes are mainly for poking, especially earlier on, while still being able to scale to be viable in the later game. As an alternative for Arcane Comet you could also choose Summon Aery but I don't think it's as good at least for Jhin. For a Manaflow Band alternative you could really choose either of the other options, Nullifying Orb when dealing with heavy magic damage or Nimbus Cloak to get away from speedy enemies. For a Gathering Storm alternative, Scorch is a good option for poking earlier on, but I would definitely prefer Gathering Storm in all situations. I wouldn't switch Absolute Focus for anything.


As for the Just Speed runes, I would never recommend these in a normal game, only for use in conjunction with the Just Speed set of items. Taking into account the purpose of this build I wouldn't recommend any alternatives. Would recomment having a Yuumi support for this build.

So to summarize, I personally prefer the Dark Harvest runes and find them to be the best end game runes. However, the Fleet Footwork runes are the best when being poked at or just in general early game. On the other hand, the Sorcery runes are the best when poking early on is a possbility for Jhin. These runes are also viable later on in the game making them quite strong at all stages. As for the Just Speed, I would only use in game modes such as URF or for custom/experimental games.
Spells
For all spells I would have one of the spells as Flash its really a must, although very rarely you might be able to get by substituting it with Ghost.

The main spells Flash and Heal are the standard, basically what you should choose unless you have a specific reason for choosing something else.

The Flash and Teleport spells are good when going Jhin top or mid, especially when going against someone who has fast wave-clearing, such as Yasuo or Anivia.

The Flash and Barrier spells are viable against burst damage champions, especially earlier on, such as Zed or Veigar.

The Flash and Ghost spells should really only be used in conjunction with the Just Speed build. Wouldn't recommend in a normal game.

The Flash and Exhaust spells are usefull for high mobility and high damage champions, such as Yone. This is probably the spells which are most situational, apart from the Flash and Ghost spells.

The Flash and Cleanse spells are very good when going against hard CC, from a champion such as Leona.
Builds
Here I will talk about the different builds I have set up, when and how they can be used, alternative items and the stats in game using the Dark Harvest runes at 0 Harvests and with a full build. Do keep in mind that the following stats for each build are just for reference and can slightly or very much vary depending on a number of factors. I should also mention that the build order for every build is not definitive, but mostly situational. This means that building something like Rapid Firecannon first instead of the Immortal Shieldbow is fine, and can actually be very beneficial if you need it against the enemy champion.

For the main build (Critical Damage) the stats are as follow:

Health: 2366
Mana: 1150
Min Damage: 1423
Max Damage: 1942
DPS: 3200
Speed: 417
Max Speed: 553
Lethality: 12
Life Steal: 12%

This is the main build because it scales well with Jhin's passive Whisper, dealing increased damage and improving Jhin's lack of movement speed. For most scenarios this will be the optimal build. You CAN substitute Immortal Shieldbow for Galeforce, but I would only recommend doing so if are confident in winning lane, since it's more of an offensive item than Immortal Shieldbow. But since the new 11.3 update Immortal Shieldbow has gained the same attack speed of 20% as Galeforce and a boost of 5 damage for a total of 55 compared to the 60 damage provided by Galeforce, making it even more worthwhile getting in my opinion.

For the Lethality build the stats are as follow:

Health: 2491
Mana: 1150
Min Damage: 753
Max Damage: 1350
DPS: 1400
Speed: 417
Max Speed: 577
Lethality: 58
Life Steal: 0

This build uses a combination of lethality and critical damage to still get some of the bonuses from Jhin's passive Whisper while providing a viable amount of lethality. This build I would recommend if going up against several tanks or heavy tanks, such as Tahm Kench. You CAN substitute Eclipse for Duskblade of Draktharr, but Eclipse is better against tanks; considering the purpose of building lethality, I think Eclipse is the better choice. Though again, as a situational thing Duskblade of Draktharr is viable.

For the Just Speed build: the stats are as follow:

Health: 2366
Mana: 1150
Min Damage: 743
Max Damage: 937
DPS: 783
Speed: 490
Max Speed: 703
Lethality: 18
Life Steal: 0

Just Speed.

For the 4th Shot Build the stats are as follow:

Health: 2166
Mana: 1150
Min Damage: 1625
Max Damage: 1850
DPS: 3799
Speed: 353
Max Speed: 445
Lethality: 30
Life Steal: 0

Build to maximize damage above all, without taking anything else into consideration, perhaps for use in URF.

In terms of Threats most of the items I have recommended are not mandatory but rather meant to help IF you are strugling against that certain Champion. Also, many of the threats are placed quite high, this can be because they are hard to play against unless you outskill them by some amount or there is nothing you can do against them no matter what, because League of Legends. furthermore, for any of the builds you can take Farsight Alteration instead of Stealth Ward which I would recommend doing, after it becomes available at level 9.
Patch Notes
11.3 Most significant changes for Jhin include:
- Jinx health reduced to 550 from 610, makes for easier matchup
- Karma mana regen increased and Inner Flame cost decreased, meaning she is more dangerous, specially in terms of poking
- Phantom Dancer now provides 20 damage, good for standard Jhin build
- Immortal Shieldbow damage and attack speed slightly increased, more worthwhile getting over Galeforce
- Lord Dominik's Regards armour penetration to 35 from 25, much more worthwhile against tanks

11.4 Most significant changes for Jhin include:
- Braum Glacial Fissure has more cooldown, and now decreases from 120 rather than increases from 80
- Caitlyn damage growth increased and attack speed growth percentage increased, more threatening than already was
- Jinx health increased again to 610
- Kai'Sa Decreased Icathian Rain damage
- Samira Massively nerfed with less scaling damage from passive, less Flair damage, less Blade Whirl duration, Wild Rush can not longer target allies and can now dash through towers, Inferno Trigger cooldown increased from 3 to 8 seconds
- Soraka increased movement speed from landing a Starcall by 5 and increased base heal with Astral Infusion by 10
- Varus Blighted Quiver increased bonus damage based on channel time from 0-50 to 0-80 and increased max missing health damage
- Mortal Reminder attack damage increased from 20 to 25
League of Legends Build Guide Author Ineffabilem
Ineffabilem Jhin Guide
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The one and only Jhin

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