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All Guides Jhin Guides Summoner's Guide to The Perfect Kill (6.21)
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Jhin Statistics for Genova Fearbane

Author's performance with Jhin compared to the ranked average.

Value
Average
Games Played
48
13
Win %
42
43
Kills
6.4
6.6
Assists
7.6
8.6
Deaths
4.1
6.1
KA:D Ratio
3.4
2.5
Gold Earned
12.2K
12.1K
Creep Score
185.8
172.2
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png With Jhin being as immobile as he is, flash is required in order to survive many ganks and assassinations.

7.png Due to Jhin's immobility, you will most often find yourself taking double defensive summoner spells. Heal is a good option even in a solo lane for the burst of movement speed it provides, doubling up as damage compensation and aids in escapes. Useful when up against constant gankers or poke mages, such as Vel'koz, Azir, or Sion.

21.png Barrier, a long time underrated spell, barrier is optimal when facing laners who will bring excess crowd control in a bid to burst you while you're CC'd. This makes it an effective survival tool and allows for potential to turn. Good against burst mages such as Annie or Xerath.

3.png Exhaust allows for more flexibility in it's use. An effective anti assassin spell, or useful in preventing an enemy's escape, exhaust isn't solely used by supports. Effective against assassins such as Zed, Fizz, or even Vi.

New Runes Back to Top

Masteries Back to Top

A standard 18-12-0 tree, most masteries I have selected are most optimal for Jhin's playstyle in the solo lane. However, nearly every part of the tree is not set in stone, so the rest of this section is dedicated to an in depth analysis on your choices, so feel free to skip if you're too lazy to read.



Ferocity:

Fury vs Sorcery - Fury doesn't actually grant Jhin more attack speed due to his passive, but rather allows him to scale more attack damage. This effect is negligible early on, but grants a fair amount of AD later in the game. On the flip side we have sorcery, which would allow Jhin's abilities to do a bit more damage, allowing for an easier time farming with Q, and more poke damage. However, Fury makes up this damage later on, and grants your auto attacks more damage, so is significantly better for scaling, which Jhin is good at.

Double Edged Sword vs Feast - In solo lane, sustaining yourself while whiddling down your opponent is crucial to winning your lane, so feast is better in this regard. However in the event you're the ad carry of your team, supplying more damage to teamfights is significantly better. So Double Edged sword is a better option if you're bot lane with either an aggressive support or a very protective support like Janna or Tahm Kench, but Feast provides much better sustain, and so is probably better in a matchup you think you'll get poked out in.

Vampirism vs Natural Talent - Vampirism is the epitome of sustain in the ferocity tree, while Natural Talent provides more raw damage. This choice is likely to hinge on what you picked the tier down to compensate. If you picked Double Edged Sword, Vampirism might compensate for some of the extra poke you take. If you took Feast, Natural Talent will help provide extra damage without compromising your defensive stats.

Bounty Hunter vs Oppressor - Bounty Hunter provides significantly better scaling, but it is dependent upon how fed you become, and how many enemies you kill. Oppressor, however, grants your traps and successive ult shots deal extra damage without the need to scale. Again, Bounty Hunter provides a better late game but only when fed, while Oppressor allows for a much better early game though only in certain situations.

Warlord's Bloodlust vs. Deathfire Touch - With Fervor of Battle providing little use to Jhin, your two options are Warlord's Bloodlust and Deathfire Touch. Deathfire Touch is significantly more beneficial especially since the ranged nerf to warlord's in 6.7 It provides a nice boost in damage early and late game due to it's AD scaling especially since that also scales with your passive AD. Warlord's Bloodlust is nearly useless to Jhin for the simple reason that Jhin is a lane bully and thus if you need the sustain, you might as well begin to play passively until late game. It does provide an exceptional amount of health on his fourth shot however, so if you ever feel the desperate need to fend off an assassin or any other form of aggressive opponent, you might want to take it.

Cunning:

Wanderer vs Savagery - Wanderer is useful simply for positioning and quality of life, allowing you to get to lane faster or roam to others faster. The only time you may want to pick this up is in a matchup where your positioning is crucial to your team comps success or your opponent's failure. Savagery allows for better farming, and is usually a better choice especially if you feel that your farming skills are on the weaker side.

Runic Affinity vs Secret Stash vs Assassin - Runic Affinity is basically never, unless you decide to jungle Jhin, which I heavily encourage you not to. With that out of the way, Secret Stash is a good mastery in general, providing a small amount of mana regeneration and increasing health pot effectiveness substantially. However, Assassin can be a decent choice when in a solo lane, allowing you to poke your enemy out of lane and win trades, and thus is better for an aggressive playstyle when in a solo lane.

Merciless vs Meditation - Merciless is more suited for aggressive damage-heavy style play, and Meditation is better for a farm lane, poking style of play, because you better believe you need to spam spells. Your choice depends heavily on how early on you want to be aggressive.

Bandit vs Dangerous Game - Dangerous game always unless you opt for Jhin support.

Precision vs Intelligence - Precision aids in the shredding of tanks and fighters, making it a good pick when faced against tanky comps, while intelligence allows for the more frequent use of abilities, making it a reasonable choice when you intend to harass and bully a lane opponent, and/or for late game ability spam.

Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
2
8
10
12
13
E
3
14
15
17
18
R
6
11
16

You'll generally be finding yourself maxing Q first. It's your biggest source of lane harass along with your fourth auto attack, and it helps with farming. You'll find that you will be spamming this ability early game, but not as much later on due mostly to it's unsafe range when it comes to sieging and teamfighting, but it won't be entirely useless. After that your W will likely be most optimal to max, as it is more reliable than your E, and your E's damage mostly comes from AD scaling. Mid to Late game is when these two abilities become more important for catching out enemies or keeping them at a distance.


Tips on using your Abilities:

- Jhin's E, Captive Audience, is very good at zoning melee opponents. Use it to force your opposing laner away from farm if possible. Be sure to toss some down behind you or in the bushes beside your lane to help thwart ganks when pushing up. Late game, your E is useful for setting up an area you think a fight may happen in. Toss them in side routes, bushes, and even in the middle of the lane if you think it will help, especially along routes you think you will find yourself escaping through if things go badly. If the enemy team is pushing for a turret, use your E in the middle of the lane in the path of approaching minions. Depending on how fed you are, you will be able to either destroy most of the minions (usually the backline of them, as the first minions or two will still be able to escape the blast radius) using two or three traps or at least set them up for a good Dancing Grenade.

- Jhin's Q, Dancing Grenade, is used for CS'ing, waveclear, and harassing lane opponents. The use of this ability is not as important as some may tell you. Casually toss it around for CS or poke whenever necessary or optimal. Saving it for when most of the enemy minions are low HP or when you need to reload are good tactics. More often than not you should attempt to aim for the backline or Caster minions in an attempt to get a bounce on the enemy champion. Never save Dancing Grenade to get the most value out of it. A single minion kill is more than optimal enough to try and get some poke or just cs. It's low cooldown and mana cost make it Jhin's primary ability in the early game, hence why it should be maxed first. It deals a solid chunk of damage if you can get it to bounce on an enemy champ once after it kills a minion.

- Jhin's W, Deadly Flourish, is quite important to land when receiving ganks from your jungler or for catching enemies out of position. You will almost never use it to simply harass an opponent. Be wary of enemy positions as well as your traps. Be prepared to flick out that ability on a dime into the late game, especially on enemy squishies. Deadly Flourish also remains Jhin's only reliable self-peel, though is most optimal to use before a foe has a chance to close the gap. Always be aware of it's range, and be sure to use it to roam without actually entering another lane if the opportunity arises.

Items Back to Top

Starting Items

    Standard
    Greedy
    Safe
    Quickbuild

Core Items

    Essentials
    Sustain
    Defensive
    Kite and Mobility
    Anti Tank

Situational Items

    Anti-CC/Burst
    Ability Spam
    Dueling
    Burst

Jhin relies on fairly standard ADC items, but leans more heavily on straight up damage items like Infinity Edge or Bloodthirster. Items such as Blade of the Ruined King and Phantom Dancer aren't actually very suitable for Jhin's playstyle and are heavily situational. Essence Reaver is an essential part of Jhin's build due to his reliance on abilities throughout the game. Sterak's Gage is a less than ideal item for Jhin due to it's lack of interaction with his passive. It deprives Jhin of the high damage he needs but sometimes is necessary to survive attacks from an AD assassin.


3009.png While boots of swiftness haven't been seen in most builds for quite a while, they are a very essential part of Jhin's build. He needs the extra mobility to ensure he stays at a safe distance and can weave in and out of close range to pop off damage or Rapid Fire Cannon buffed auto. You will rarely ever pick up another set of boots, but it is not unheard of.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Hard
  • Alistar
    Hard
  • Ashe
    Easy
  • Blitzcrank
    Hard
  • Braum
    Medium
  • Caitlyn
    Medium
  • Corki
    Hard
  • Draven
    Hard
  • Ekko
    Hard
  • Ezreal
    Hard
  • Fizz
    Hard
  • Jinx
    Medium
  • Kalista
    Easy
  • Kindred
    Medium
  • Kog'Maw
    Easy
  • Lee Sin
    Hard
  • Leona
    Hard
  • Lucian
    Hard
  • Lulu
    Medium
  • Lux
    Medium
  • Malzahar
    Medium
  • Maokai
    Medium
  • Miss Fortune
    Hard
  • Nami
    Hard
  • Quinn
    Hard
  • Sivir
    Easy
  • Sona
    Medium
  • Soraka
    Hard
  • Swain
    Medium
  • Talon
    Medium
  • Thresh
    Hard
  • Tristana
    Hard
  • Udyr
    Hard
  • Varus
    Easy
  • Vayne
    Easy
  • Yasuo
    Medium
  • Zed
    Medium

VS

Ahri

Hard

Ahri is extremely annoying to deal with. She can keep her distance while harassing and farming, and trading with her is extremely difficult due to her charm and passive sustain, and her mobility post 6 is a nightmare for immobile Jhin. Keep yourself at a safe distance but don't be afraid to send some harass her way if she blows her abilities on farm or misses them. Be ready to juke charms at an given moment, and get a QSS early on.

VS

Alistar

Hard

Alistar is the bane of the immobile. Unable to kite away from this CC monster, you'll find yourself being pulverized more than once. Jhin has to play safe against such a powerful support because if you don't he can take advantage of your positioning even in minions. Just respect Alistar's ability to combo you after he gets his second level. After 6 he becomes nearly impossible to kill for Jhin, since you rely heavily on raw AD and damage to take enemies down, he'll pop his ult and your entire kit and a full round of autos will barely scath him. It's best to give the bull a wide berth and try to find ways around him, such as roaming or catching the enemy adc out while he isn't there.

VS

Ashe

Easy

Ashe is easily bullied in the early game, making her a prime target for a harass heavy champion such as Jhin. Take advantage of her immobility and early weakness with your Q, fourth bullet, snare, and whatever harass you can muster. However remain vigilant, as she can come back with a vengeance with her sustained firepower. Always cut trades short, as Ashe lacks the burst Jhin does, but makes up for it with consistent damage.

VS

Blitzcrank

Hard

Blitzcrank can make life hard for Jhin in the bottom lane. This matchup is all about positioning however. An early Zeal and boots may help you out. All you need to watch out for is the grab. He lands one and, being an immobile adc, you're unlikely to survive. Do your best to read his movements and take advantage of the moments you have after he misses, but never ever overextend against a Blitz.

VS

Braum

Medium

A Braum presents a difficult obstacle to overcome. His Q can easily punish being out of position for such an immobile carry like Jhin, he can jump to teammates to block your ultimate shots, and his shield allows him to block the shots from doing much damage to himself. Be careful when positioning yourself around Braum, especially post 6. A solid ult onto you could be a death sentence if there's follow up ready. Try to make Braum pop his shield before you have to use your ultimate. 

VS

Caitlyn

Medium

Caitlyn can easily evade your poking abilities due to her long auto attack range as well as her 90 caliber net. You may find taking her down slightly more difficult but remember early on you bring more damage to the table generally as long as you don't get ahead of yourself. Beware of her traps and try to take the offensive early on, but don't over do it.

VS

Corki

Hard

Corki remains a difficult target for Jhin. Able to trade and poke efficiently and from a long distance, and with Valkyrie to escape your clutches or vacate the aoe for your ultimate, fighting a Corki requires some timing, patience, and fancy footwork. Keep dodging those phosphorous bombs and missiles.

VS

Draven

Hard

Draven is capable of pumping out more damage than Jhin in a shorter amount of time in the early to mid game. You'll have to have him stunned or hard cc'd some way before trying to face him. Give him space and play passively.

VS

Ekko

Hard

Ekko's extreme mobility makes him a difficult target to finish off. Like with Fizz, you should use your early ranged advantage to poke him down, and rush some early MR. Be wary of his stun field, and be prepared to kite back.

VS

Ezreal

Hard

Despite Ezreal's squishy nature, any decent Ezreal player will know how to skirt around minions to get in a mystic shot here and there, know when to shift in or shift out, and realizes he has more consistent damage than you, especially early on. Don't underestimate the damage output of an Ezreal, especially with a pokey support. An early vampiric scepter may help negate harass, and beware Ezreal's power spike when completing an Iceborn Gauntlet. He has an early and mid game advantage due to his poke and powerful base damage, so do your best to farm, scale, and wait for ganks. However, some Ezreal players may overextend themselves by shifting into a dangerous position. Be prepared for such a possibility at every moment and prepare to punish him dearly for his mistake.

VS

Fizz

Hard

Oh Fizz. Killer of carries, Destroyer of dreams, Harbinger of tilt, there are few matchups that can beat him, but Jhin is somewhat able to handle him, at least early on. Kiting back and constant poke are your allies in this fight, keeping Fizz at a distance is somewhat vital to your survival. Try your best to poke and gain an early lead before Fizz's level 3 and 6 power spikes. Remember his ability to burst you early in game is mediocre at best, so take full advantage of your more consistent damage.

VS

Jinx

Medium

In this case, Captive Audience and marking targets are imperative to your success. Being able to catch Jinx out with a Deadly Flourish snare, especially in a trap, may ensure a kill. Her low mobility makes her an easy target for harass, but in this case you may find your Q less reliable as Jinx can keep her distance more often than not, so it is more suitable for farming in this matchup. Being aware of both your power levels is also crucial, as Jinx can more than likely take you on in a straight fight, so harassing her down is important, though try not to stick yourself out too much, as she can punish you with rockets. Defeating a Jinx is straightforward, but if you mess up even once you might find yourself falling behind rapidly.

VS

Kalista

Easy

Kalista has been a weak pick for a while. While she has great mobility, her lack of damage and easily being bursted makes her an easy fight if you play your cards right. Land your snare, and use your final shot as poke.

VS

Kindred

Medium

This matchup is dependent on your ability to read Kindred's movements like a book. Make sure to keep traps in places she may move through to go aggressive, and try to snare her after she uses her dash. Keep your distance, as her potential to duel you is not to be underestimated. And don't forget to factor in her ultimate.

VS

Kog'Maw

Easy

Kog'maw's immobility and need for time in order to deal damage makes him an excellent target for Jhin's poke and burst. Disengage the moment he uses his Barrage, and reengage when it's down. Get a CC heavy support and maybe max W if you're feeling greedy and jump him every chance you get. Kog'maw isn't very good at turning on opponents, and catching him out isn't very difficult with Jhin's kit.

VS

Lee Sin

Hard

VS

Leona

Hard

Leona's ability to engage and lock you down is extremely threatening to someone like Jhin, who lacks reliable mobility or disengage tools. Remember to keep your distance and your eye on Leona. Be ready to flash at all times post 6.

VS

Lucian

Hard

Lucian is a powerful brawler adc with significantly better dueling potential that Jhin. While your burst is significantly better, in an outright 1v1 a Lucian is liable to outstain and ultimately defeat you. Stick close to your support, try to gain a lead early in the laning phase, and hope that you have a support that can cc him while you lay down your damage.

VS

Lulu

Medium

A fairly annoying support, Lulu is capable of shutting down jhin's aggression in a manner of ways. Don't ult to close to her or you'll be polymorphed, keep vision in your brushes and maintain your distance or you'll get glitterlanced, and keep an eye on where Pix is. Her shield, slow, speed, up and ultimate make it difficult to reliably kill anyone. However she is on the squishier side of supports, and so see fit to punish her if she overextends for poke or aggression.

VS

Lux

Medium

Lux is a more skill based matchup. Jhin's damage early on is much more powerful. Abuse your fourth shot to push her out of lane. Keep your distance, however, as getting snared may lose you a massive chunk of health or may result in instant death. A Mercurial Scimitar or Hexdrinker are probably good items for this matchup.

VS

Malzahar

Medium

Malzahar is easy to deal with early on. Be ready to evade most of his Q's, and ensure you're always positioned away from cursed or low minions. Prior to level 6, be sure to harass Malz as much as possible while dodging his own poke, and feel free to be aggressive as long as you're sure the enemy jungler isn't around. You should be able to pick up an easy kill early on, but be wary post 6. Quick Silver Sash is a must.

VS

Maokai

Medium

Maokai is an efficient ganker. His potential to catch you out and then hold you in place makes him an intimidating threat. This is especially true when playing in the mid lane, as the bushes are closer and on both sides. However, he is slow, thus being able to maintain a significant distance from him should be trivial as long as you are able to keep deep ward vision. If you can't, stick close to your turret and only push out with minimal warding and both summoner spells.

VS

Miss Fortune

Hard

When it comes down to it, the fight with Miss Fortune is a trade war. She has a little burst and a lot of sustained damage, while Jhin maintains the ability to trade well within a short time frame. Pick your fights cautiously, and cut trades short. Do your best to avoid a full blown engagement until you have poked MF down sufficiently, or she'll tear you a new one.

VS

Nami

Hard

Nami is the support counter to Jhin. Her bubble is easily landed on an immobile carry such as Jhin, her splashy splash water is able to counter poke and heal damage, and her E can make trading and escaping difficult when caught out. Her tidal wave can also reach Jhin during his ultimate if she's within the indicator, so fire off shots as quickly as possible to get as much damage in before being interrupted, or see if you can bait out her ult before you have to use yours. 

VS

Quinn

Hard

Quinn is another 'in your face' style champion that Jhin struggles against. Her Blinding Assault and Vault make it difficult for Jhin to react in a fight and can easily zone him. A passive playstyle until you get a gank is probably your best option. 

VS

Sivir

Easy

If your opponent picks Sivir, I guess you could say she made a sivir mistake. Her early game squishiness and lack of damage makes her easy to bully, and you scale significantly better into the late game. The only strength she has over you is that it is difficult to escape her if she gets ahead. Her spell shield can also be annoying, so be ready to hold abilities until after it's time is up or pop it with something less relevant, like a Q so you can land a snare.

VS

Sona

Medium

Sona matchups are very polarizing. You'll find they're either extremely difficult to deal with or fairly easy to beat. Her strengths are her poke and lane sustain, able to Q you from near safety and maybe sneak an empowered auto in too, while her W can negate any poke you trade back. However she remains one of the squishiest champions in league, so if you can burst her quickly in a single instance, she won't be a problem.


Also watch out for that ult.

VS

Soraka

Hard

Jhin is excellent at winning short trades and firing off good pokes. Soraka completely nullifies all of that, replacing any health her ADC or whoever you're targeting loses. This is only made much worse by windspeaker's blessing. Your only hope is to have a good engage support or jungler by your side like Nautilus, Leona, Alistar, etc. Always try to jump in on the Soraka, as attempting to burst any other enemy while Soraka lives will more often than not prove futile. Other than that try to be a bit more cautious in lane, as overextending against a Soraka without results will see to it you find yourself in a losing war of attrition.

VS

Swain

Medium

Swain can be difficult to deal with. Early on in the laning phase he is easily bullied, and this part is crucial to beating him later on. If you cannot gain an early lead on him, he'll simply become uncontrollable with his ultimate's sustain and constant damage. 

VS

Talon

Medium

Talon is another matchup in which positioning is important. Out scaling him is critical to success. Exhaust and Barrier are your friends. Again, push him out of lane in the early levels and out farm him.

VS

Thresh

Hard

Thresh is the ultimate support counter to Jhin. Able to take advantage of Jhin's immobile nature, peeling him and catching him out with ease, Thresh's mere presence is enough to force Jhin away. Play safe, wait for his hook to be down before trying anything.

VS

Tristana

Hard

There will rarely be an instance where you can fight a Tristana on your own. She holds too much consistent damage and burst for you to ever beat her one on one. Stay passive when you're alone, give her alot of space, and keep your wits about you in preparation for team fights and ganks.

VS

Udyr

Hard

Champions that are good at ganking and sticking to their targets can be a massive pain for Jhin, and Udyr is no exception. Keep wards up during the laning phase and try not to stray too far from your turret. Always be watching your flank, as Udyr player generally try to come in from the back because of their lackluster gap closing. An early Zeal may help you evade this monster, but always be on your guard. If you have a bad feeling about your positioning, listen to it.

VS

Varus

Easy

Jhin has a bit more going for him in the terms of trading and poking than Varus does. You can easily poke him out of lane or burst him outright as long as you keep it quick. Don't let him build blight stacks up on you and an early QSS may not be a foolish pick up. Swiftness boots may also aid you in dodging his piercing arrow. Just need to apply some fancy footwork.

VS

Vayne

Easy

Jhin is easily able to out-damage and out trade Vayne quite early. Keep up harass, zone her away from farm, and do as much as you can to set her back in the laning phase. Be aware Vayne is always dangerous, and her late game damage and kiting abilities are potent. Ending the game before she can reach such power is a priority. But if you can, there should be little problem.

VS

Yasuo

Medium

Fighting a Yasuo requires a little bit of know-how, and a little bit of teamwork. Ask your jungler to provide some early ganks, and keep Yasuo's wind shield down. Remember positioning is key, being too far forward will spell your doom. I cannot emphasize that enough. But if you can keep your distance and push him out of lane with some solid harass and early ganks, you can outscale him quite nicely. It's also a good idea to roam bot and top when you can in an effort to gain a lead over Yasuo, and it's a good way to help your team out.

VS

Zed

Medium

Jhin surprisingly handles assassins well for an immobile AD carry. The amount of poke he brings allows him to bully assassins out of lane early on. This is more difficult against a Zed, since he packs Shurikens and Shadows which grant him the power to poke and farm from a relatively safe distance. However he can only do it so often, so do your best to zone him from farm pre 6, but be aware he still has quite a bit of damage up his sleeves. Positioning yet again is your friend, especially post 6. Play more passively after that, and try to roam and help your team out more than trying to gain a lead yourself.

Shameless Self-Promotion Back to Top

My channel, where you can watch how bad 'good players' actually are.

https://www.youtube.com/channel/UCCUpULKVz5hoHBwMnAB0QPA


Thank you for reading, I wish you the best of luck with this champion on the fields of justice.


Unless you're playing against me.



Then I hope you feed.
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