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Jhin Build Guide by l2ingeR

Middle WEIRDEST OFF-THE-WALLS, OFF-META ***** YOU'LL SEE - JHIN OT

Middle WEIRDEST OFF-THE-WALLS, OFF-META ***** YOU'LL SEE - JHIN OT

Updated on April 7, 2021
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League of Legends Build Guide Author l2ingeR Build Guide By l2ingeR 429 Views 0 Comments
429 Views 0 Comments League of Legends Build Guide Author l2ingeR Jhin Build Guide By l2ingeR Updated on April 7, 2021
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Runes: SYMMETRY IS SO BORING

Inspiration
Glacial Augment
Magical Footwear
Biscuit Delivery
Approach Velocity

Sorcery
Manaflow Band
Gathering Storm
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist

Spells:

TP. NOT IGNITE, NOT HEAL
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

LeagueSpy Logo
ADC Role
Ranked #13 in
ADC Role
Win 52%
Get More Stats
ADC Role Ranked #13 in
ADC Role
Win 52%
More Jhin Runes
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Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

WEIRDEST OFF-THE-WALLS, OFF-META ***** YOU'LL SEE - JHIN OT

By l2ingeR
THIS IS MY CALLING.
By now, most folk that want to play Jhin know how to play Jhin. So let's skip the elementary aspects of playing Jhin and get to the meat of the matter:

How this Runeset and Item Build augments Jhin's capabilities. No, wait -- let's start with why you should be at MIDlane and not at BOTlane.

CENTER STAGE!

First and foremost, Jhin scales very well with levels and skillpoints. Why share the delectable experience points with another when you could hoard it for yourself at mid? Take that exp. Get those levels, skillpoints, and ASPD.

Secondly, Jhin can lay traps lasting 3 minutes, his W has a reach of about 2.5k units, and his ultimate has a reach of 3.5k units. Put him in the Midlane and his range of influence is vast. Scuttle skirmish? He can help. Jungle invade? He can help. Need some assistance ganking botlane? His ultimate can reach botlane from dragon pit.

Last, but not least, Jhin can hold his own ground. Even if he can't expect to win an outright duel (he can though), Jhin can shove. Jhin can also turtle at tower by laying traps (three if E is level 1, two if E is level 2) and letting them clear caster minions, then clearing the rest. Time it correctly and the opposing laner won't get much damage on the tower at all. Heck, Jhin can even roam pretty freely without risking the turret, as long as he sets up for it. Jhin can. So DO IT.


Next: Runes, Items, and HOW THEY CHANGE THINGS UP for Jhin.

The biggest one is Glacial Augment. On its own, it makes taking W as the first skill very useful.

Once you have W, auto a minion or something, then try to spend the 2nd shot on the opposing Champion if they walk into range. Follow (which the runes help with) and fire the 3rd bullet, immediately casting W with it. This should allow the W the greatest chance of landing, as the Glacial slow peaks around this time. Then, attempt to fire the 4th and leave.

2ndShot (Slow) -> 3rdShot + W -> 4thShot.

If the opponent does too much damage in that timeframe to make it seem worthwhile, shorten it to 3rdShot (Slow) + W -> 4thShot (+ Q).

Taking damage is inevitable in most cases. That's just how it is, even if Fleet Footwork is taken. Recover using potions and biscuits as necessary.

Remember, E traps can be stacked in front of the turret to allow a relatively free back if you need it.

As the match progresses and you acquire Spellblade from Sheen, the combos that can be used change. The full combo would look something like this:

1stShot (Slow) + E (activates Spellblade for 1stShot) -> 2ndShot + W (Slow at greatest point) -> 3rdShot -> Q (activates Spellblade for 4thShot) -> 4thShot.

As the number of bullets remaining decreases, you can just think of each "Shot" position in the middle being removed. Ex. 2 Bullets remaining:

3rdShot (Slow) + E (activates Spellblade for 3rdShot) + W (quick root attempt) -> Q -> 4thShot.

The E Trap being placed here is to zone and control the direction of the opponent's movement. Sometimes it's best to place it under them, but if they're running, put the trap in their path. If they're likely to jump on you, put it on top of yourself.

W, thanks to the Glacial slow, has a good chance of landing even without the slow from a lotus trap, and if it does land, will make the target a sitting duck for the finale. If it's up, just use it.

Q is still Q.

Let's say you've gotten farther in the match. You've gotten adequate gold to earn your Divine Sunderer. Around this time, you should have also received your +10 MvSpd boots. Congratulations, you're now an even bigger threat. Not just to squishies, but to beefier champions as well.

Divine Sunderer has no crit, but it solves a couple of Jhin's potential issues and laning phase outcomes in one go.
    As a Midlaner, it is totally possible to get camped into an unending 2 v 1, falling behind in gold.

    As an AD Midlaner, it's totally possible for the rest of your team to decide they want to be AD too, in case the enemy team has trouble deciding between Armor and MR.

    As a Champion with high damage and range of influence, on top of having TP, it's totally possible that you amass gold and paint a giant target on Jhin's fabulous mask.

    As a Midlaner that has excellent utility abilities, it's possible that Jhin can win just by covering for the weak points of his allies.

DIVINE SUNDERER gives Jhin:
    AD, which is awesome.

    Max % HP damage spellblade. Extra awesome. Beefy HP stackers are going to be taking a lot more damage by the time 4thShot lands, and even if behind, this is useful.

    Max HP and Spellblade healing against champions. Great for surviving some extra hits from pesky opponents trying to claim your gold.

    Ability Haste to do Jhin things more frequently.

    And, with additional items, % Armor AND Magic Pen. Just to make sure your damage gets through those resistances opponents build over time.

Damage that is potent on all targets, even when behind.

Survivability and healing to stay ahead when ahead.

More traps, more roots, more bouncing grenades, more long range fights.

Over time, mitigating the effect of enemy resistances.

The only things completely missing are: ASPD and CRIT. So that's what we'll get next if the situation allows with RFC.

Crit, ASPD, and RANGE.

Crit is nice, ASPD is nice, but the bonus RANGE is the game changer here. Last one we'll talk about, really.

Sometimes, after getting whomped a few times by the Glacial combos, opponents figure out that they should stay out of Attack range. Should they refuse to enter Attack range, we need to play like a normal Jhin, waiting for them to step on traps, or allied ganks, or Q grenade bounces, with hopeful W roots. RFC lets us circumvent this.

RFC gives Jhin 150 extra range for one shot, putting him at 700 total. I'm sure you all know this already, but 700 is enough that many Champions cannot properly retaliate. However, normal Jhin only gets this one shot. Normal Jhin needs to hope for a critical shot or a W root to allow continued attacks. Not us.

RFC on us gives us a powerful 700 range SLOW. This does two obvious things that benefit us:
1. The slow, like before RFC, makes W easier to land. But now it's from farther away.
2. The range lets us apply the slow and approach or disengage pretty freely without needing to do much else.

Let's say we just want to hit them for some damage and get away asap, no delays.
Attack + E (Sunderer proc on Attack).

What if we want to lock them down in place for a one-two shot?
Attack1 + W (Sunderer proc on Attack1) -> approach, Attack2

And if we think we can take this guy down in one go?
Attack1 + E (Sunderer proc on Attack1) + W -> approach, Q + Attack2

Something like that. Very flexible attacking patterns is what these Runes and Items gives you. A lot of independence and more initiative for what happens.

You set the stage, then make them dance. Simple.
League of Legends Build Guide Author l2ingeR
l2ingeR Jhin Guide
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