Jhin Build Guide by Ineffabilem
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Runes: Dark Harvest (Recommended)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Normal (Recommended)
Threats & Synergies
Stay behind minions, if he hits you with his Q and then gets to melee distance, you will probably die.
Can kill you and escape easily, would recommend Guardian Angel or Edge of Night to try and cancel his electrocute combo.
Has a lot of mobility making her dangerous to Jhin. Get Edge of Night to counter her stun, try to get Rapid Firecannon too for poking and speed. You will most likely play under tower after level 6 until late game.
Has much more attack speed so trades are usually in her favor, especially with her stun. Rapid Firecannon or Edge of Night to counter. Easy to kill in late game.
Stay behind minions, if you get caught in his Q, you will probably die. If you have a tanky support, make sure he is the one getting grabbed and damaged. After his combo, blitz doesnt do anything.
Annoying at all points in a game. Dangerous at early game, try to stay way behind otherwise she'll slow you and land a combo. The more the game progresses the less advantage she has, easy to kill by late game.
With the new items, Amumu will do more damage to Jhin than vice versa. Get some lethality and try to stay behind your supp or minions. Don't let him land his stuns.
Has a lot of CC, so you probably want to get Edge of Night. She will probably deal more damage to you than vice versa, at least in early to mid game. Second in line ban for me.
The most dangerous part is his mobility, get Rapid Firecannon to counter or Edge of Night if he becomes a problem with his CC.
Constant CC makes her a pain but doesn't do much damage overall. Can be easily killed with the right support and in mid to late game.
Stuns, damage, and life steal. You need speed. Rapid Firecannon to start.
He deals huge amounts of damage with his Q so if dodging becomes a problem, Edge of Night would probably be ideal. Tanky or heavy damage support would work best, such as Nautilus or Lux.
Made of paper all through the game, low damage, only purpose is to shield and heal. Has a free slow so be aware of that.
As long as she doesn't stun you and use her ult, she can't do much against Jhin.
High mobility makes him impossible to deal with in early game. If he builds life steal, get Grievous Wounds, in terms of damage Jhin wins. Traps make dealing with him a lot easier, at all stages of the game.
Draven wins early with attack speed and general speed. But mid to late game Jhin beats him in pretty much anything apart from attack speed.
If he ults on you, it is highly likely that you will die, to counter this buy either Guardian Angel or Edge of Night.
Instant death later in the game, would recommend Immortal Shieldbow or Guardian Angel to try and counter this. Wouldn't recommend Edge of Night, since Kha'Zix's jump will cancel it and it's not his main damage ability.
Not as dangerous as Kha'Zix, would still recommend Immortal Shieldbow or Guardian angel. Grievous Wounds would also be ideal.
Wins in early with E + Q combo but easily to dodge and kill in late game.
More dangerous early on, as in mid to late game, Jhin deals much more damage. If he is a problem, edge of night would help. Placing traps arround you will also deal with him.
Just run, he has ridiculous speed. If for some reason you want to counter him somewhat buy Edge of Night and any speed item, such as Rapid Firecannon or Phantom Dancer.
You can generally win against a Teemo, but if he lands mushrooms on you, then you'll probably lose, especially late game.
A pain to deal with, but can easily kill throughout the game. Be careful in late game as he may have life steal items and win.
He is OP right now, you win in auto shot damage throughout the entire game, but his abilities and current meta build is hard to play against.
Her mobility makes her impossible to hit with traps or stuns, but only wins in early to mid game. Easy to kill with the right support.
If he jumps on you, there is pretty much nothing you can do, so keep a reasonable distance. Get Edge of Night and a speed item such as Rapid Firecannon or Phantom Dancer if you want to heavily counter him. Also try making him jump into already placed traps, after his combo he wont do much for a short while.
3 CC abilities, keep your distance. Edge of Night won't do much good, especially after level 6, would recommend getting it anyway and pairing it with Rapid Firecannon so you can keep a distance and block his first CC. My choice of ban for bot lane.
If he lands his ult on you with a damage build, you die. Either flash away, get Guardian Angel or Edge of Night.
If she is paired with a high CC champ then the threat is 5, she deals insane damage and counters Jhin in many ways.
As long as you have a tank support he isn't that big of a deal. Just wouldn't recommend a 1v1.
Rhaast is not much of a problem, but Assassin can insta kill you with a single ability. Definitely get Edge of Night if he is Assassin, pair it with Rapid Firecannon if possible. But depending on how well he is doing you might not be able to play.
Extremely easy to kill, especially later on in the game. But get Edge of Night or Guardian Angel.
Doesn't provide much for his adc, should be fairly easy to ignore once he bashes into you.
Unlucky, Guardian Angel and play under tower. Constantly poke him before level 6. The more the game lasts the harder he is to kill, Grievous Wounds won't do much, but it would probably be a good idea to get it anyway, especially earlier on.
Get Grievous Wounds. About as useless as you can get.
Edge of Night to not lose half your health from her jump.
Has more range and damage early on, would recommend a Braum or Nautilus support. Fairly easy to win in late game.
She deals insane damage, or can tank like a Nautilus. Stuns and infinite shields and speed for the opposing team. As long as you are behind a wave of minions, keeping a good distance, then she shouldn't be able to completely ruin the lane for you.
Deals a ton of damage, but apart from not providing anything for Jhin, he will most likely take a lot of the kills.
Doesn't provide anything for Jhin and hardly has CC.
Has a lot of CC and good for poking but still doesnt provide anything for Jhin. Wouldn't pair with Ashe if there was a tank or bruiser as the enemy support.
Can heal with his W, stun with his Q and freeze with his Ult. Deals moderate damage too (Depending on the build).
Very strong pick, can slow and stun enemies with his Passive, Q and R. He can protect Jhin from projectiles and give him armour and magic resistance.
Can shield you, give you speed and either deal a ton of damage or tank easily.
Has a lot of hard CC which can force enemies to use flash or abilities to get away if used correctly.
Ideal for the Just Speed build. Although she can constantly heal and give Jhin speed which is very good for him, she can't tank or deal damage. There are better options I think.
Very good in general, can deal damage, tank and constantly CC making him very ideal. The only downside is that he does not provide anything for Jhin.
Practically infinite stun with her Q, her R is alright, but can be easily dismissed by higher mobility champs. Deals a lot of damage and can protect you from a single ability which is very valuable.
|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.
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.
Each ability's game description and specific scaling can be seen by hovering the mouse over each ability.
|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.
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.
For the main build (Critical Damage) the stats are as follow:
Min Damage: 1423
Max Damage: 1942
Max Speed: 553
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:
Min Damage: 753
Max Damage: 1350
Max Speed: 577
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:
Min Damage: 743
Max Damage: 937
Max Speed: 703
Life Steal: 0
For the 4th Shot Build the stats are as follow:
Min Damage: 1625
Max Damage: 1850
Max Speed: 445
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.
- 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