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All Guides Jhin Guides Sweet Jhin Music (Patch 6.13)
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Jhin Statistics for Töri

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

Value
Average
Games Played
7
Win %
44
Kills
6.0
Assists
7.9
Deaths
5.5
KA:D Ratio
2.5
Gold Earned
11.6K
Creep Score
181.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash is pretty standard for ADCs. With Jhin being a fairly immobile ADC, (no form of escape other than his trabs and possible W root), he needs the extra escape potential Flash brings to the table! Besides, who doesn't like the animation?

7.png Again, fairly standard for ADCs. Heal will allow you to escape death, speed yourself up, or allow you to win a skirmish. It is also very important to Jhin due to his lack of sustain.

New Runes Back to Top

Masteries Back to Top

I know, I know. This is probably the same Mastery Page you see everywhere else for Jhin. "But Sven! Why are you just copying what you see?" Well my friend, that's because it is simply the best route for Jhin to go! Allow me to go in depth here, but if you prefer a TL;DR, you go 18/12/0 With Deathfire Touch as a keystone.


Ferocity - We start with Sorcery, due to the extra 2% ability damage it brings! All of your abilities damage the enemy team, and with how Jhin scales, they do TONS of damage late-game. The extra 2% may seem like it won't matter, but it will go a long way once your Dancing Grenades start to his for 600+. Feast and Vampirism are both for sustain in lane. Jhin does not utilize much life steal, so his sustain will come from these two masteries. Oppressor will do more for Jhin rather than Bounty Hunter due to it's consistency. If you find yourself behind, it will do the same damage, whereas Bounty Hunter will give nothing at the start of a game and requires kills on 3/5's of their team to start doing more than Oppressor does. Battering Blows adds extra Armor Penetration, so it's a bit of a no-brainer. Our Keystone in this build is Deathfire Touch. Jhin gets soooooo much bonus Attack Damage from his passive that it makes DFT an incredible choice. Abilities that proc this are his passive, Q, W, E, and R. Sooooo...literally all of his kit will proc his Keystone!

As for Cunning, Savagery will help with early farming, Secret Stash will add sustain (biscuits!), Merciless is incredible on Jhin because every 4th shot of his functions as a crit and an execute, so enemies below 40% HP will get dominated by Jhin, and Dangerous Game will help Jhin through touch fights.

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
jhinpassive.pngjhinQ.pngjhinW.pngjhinE.pngjhinR.png
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jhinpassive.pngWhisper: 


DEATH IN 4 ACTS: Jhin's basic attacks use ammunition and his attack speed cannot be improved except through growth (level). Jhin can attack 4 times before having to reload for 2.5 seconds, and automatically does so after 10 seconds of neither attacking or using an ability.
The final shot is a guaranteed critical strike that also deals 15 / 20 / 25% of the target's missing health bonus physical damage. Against structures the final shot will critically strike but deals 44% reduced damage and doesn't apply the bonus physical damage.

EVERY MOMENT MATTERS: Jhin's critical strikes grant him 10% (+ 4% per 10% bonus attack speed) bonus movement speed for 2 seconds, but his total critical damage is reduced by 25%.
Additionally, he gains 2% - 40% (based on level) (+ 4% per 10% critical strike chance) (+ 2.5% per 10% bonus attack speed) AD as bonus attack damage.

In addition to this, Jhin's 4th auto-attack will do 44% extra damage to structures.
 ------------------------------------------------------------------------------------------------------------------------------------------------

jhinQ.png Q: Dancing Grenade


RANGE: 550
MANA COST: 40 / 45 / 50 / 55 / 60
COOLDOWN: 7/ 6.5 / 6 /5.5 / 5 seconds

ACTIVE: Jhin launches a canister at the targeted enemy unit, dealing physical damage. Dancing Grenade can bounce to up to three additional units.

Each unit killed causes the subsequent bounce to deal 35% increased damage.

Minimum physical damage: 50 / 75 / 100 / 125 / 150 (+30/35/40/45/50% AD) (+60% AP)
Maximum physical damage 123.01 / 184.52 / 246.04 / 307.54 / 369.05 (+73.81/86.11/98.42/110.72/123.02% AD) (+147.62% AP)
 ------------------------------------------------------------------------------------------------------------------------------------------------

jhinW.png W: Deadly Flourish


RANGE: 2500
MANA COST: 50 / 60 / 70 / 80 / 90
COOLDOWN: 14 seconds

PASSIVE: Enemy champion that have been struck by Jhin's basic attacks or any allied damage, or are inside a Lotus Trap, are marked for 4 seconds.

ACTIVE: After a delay, Jhin fires a laser in the target direction, dealing damage to the first champion that it hits, and 65% damage to non-champions along the way.

Champions marked are rooted and Jhin gains Every Moment Matter's movement speed.

PHYSICAL DAMAGE: 50 / 85 / 120 / 155 / 190 (+70% AD)
NON-CHAMPION DAMAGE: 32.5 / 55.25 / 78 /100.75 / 123.5 (+45.4% AD)
ROOT DURATION: 0.75 / 1/ 1.25 / 1.5 /1.75 seconds
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jhinE.png E: Captive Audience


RANGE: 550
MANA COST: 30 / 35 / 40 / 45 / 50 +1 Lotus Blossom Trap charge
COOLDOWN: 2
TRAP RECHARGE TIME: 28 / 27 /26 / 25 / 24 seconds
TRAP AOE RADIUS: 2175
TRAP VISION RADIUS: 260  

PASSIVE: BEAUTY IN DEATH: Whenever Jhin scores a takedown on an enemy champion, he summons a blooming Lotus Trap on their corpse.

ACTIVE: Jhin places a Lotus Trap on the target location that arms and stealths after a brief delay, and lasts for 2 minutes. The Lotus Trap blooms if an enemy unit walks over it.

Captive Audience uses stock and Jhin can store up to 2 charges at once. Beauty in Death does not consume charges.

Blooming Lotus Traps slow all enemy units inside for 2 seconds by 35%, after which they explode, dealing damage to nearby enemy units. Non-champion units only take 65% damage. A bloomed Lotus Trap reveals all units in its area for 4 seconds. Subsequent traps deal 65% damage to enemy champions.

MAGIC DAMAGE: 20 / 80 / 140 / 200 / 260 (+120% AD) (+100% AP)
NON-CHAMPION DAMAGE: 9.75 / 48.75 / 87.75 / 126.75 / 165.75 (+84.5% AD) (+65% AP)

(I know, that's a loooot of info.)
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jhinR.png R: Curtain Call

MANA COST: 100
COOLDOWN: 120 / 105 / 90
RANGE: 3000 at edge of cone

FIRST CAST: Jhin channels for 10 seconds and fully assembles his weapon before taking aim in the target direction, revealing all marked units in a huge area and gaining the ability to reactivate Curtain Call up to 4 times. If cancelled early, Curtain Call's cooldown is reduced by 10% per unused shot.

SECOND CAST: Jhin fires a round in the target direction that stops on the first enemy hit, dealing physical damage to all units hit and slowing them by 80% for 0.75 seconds.

Curtain Call's damage is increased 2% for everyone 1% of the target's missing health and the final shot critically strikes for double damage, increased by bonus critical strike damage.

MINIMUM DAMAGE: 50 / 125 / 200 (+25% AD)
MAXIMUM DAMAGE: 150 / 375 / 600 (+75% AD)
MINIMUM CRITICAL: 100 / 250 / 500 (+50% AD)
MAXIMUM CRITICAL: 300 / 750 / 1200 (+150% AD)

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Items Back to Top

Starting Items

    The safest start to a game. Sustain and extra damage will help from Doran's Blade and the biscuit will help with more sustain. Warding Totem will allow for you to, well, ward.

Core Items

    This is what you want to rush! 250% crits for a guy who crits consistently from level one is an easy choice!
    This thing gives crit, mana back on crits, and cooldown reduction. Three things that are enough to make Jhin sing!
    In my opinion, these are the only boots for Jhin. He has no movement skills, so he needs all the help he can get.
    I've become quite fond of Youmuu's lately. It will give him movement speed on activation, but also extra Attack Damage, Armor Penetration, and Cooldown Reduction!

Situational Items

    When against an AP-heavy team, this will add some durability and is a nice Attack Damage boost!
    The tank-shredder! If the team has multiple pesky tanks, build this.
    A second wind can be the difference between which team gets aced. Build this if you find yourself getting picked out against Assassins

F I N A L  B U I L D (In Order):

3031.png ---> 3508.png ---> 3009.png ---> 3142.png ---> 3087.png ---> 3036.png ---> 3026.png ---> 2140.png

Matchups Back to Top

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

  • Ashe
    Easy
  • Ezreal
    Medium
  • Jhin
    Medium
  • Lucian
    Hard
  • Miss Fortune
    Easy
  • Quinn
    Medium
  • Sivir
    Medium
  • Twitch
    Medium
  • Varus
    Hard

VS

Ashe

Easy

Be warned of her ult. Past that, it's a farm lane where your aggression will out-do hers.

VS

Ezreal

Medium

Much like Caitlyn, he's obnoxious due to his ranged poke. You will win all-ins provided you have an engage-heavy support (Alistar, Braum, Leona).

VS

Jhin

Medium

Now THIS is the biggest skill match of them all, seeing as he's you and you're him! Be wary of traps and use what you know you're supposed to do against him.

VS

Lucian

Hard

He will, in American Football terms, put you on skates. this means he's very mobile and presents a very big problem. Try to farm the lane out and counter his engages.

VS

Miss Fortune

Easy

Roughly equal range and you will outdamage her at just about every point in the game. You will win 1v1s.

VS

Quinn

Medium

Can be troublesome due to her blind. Avoid that pesky bird and you'll be in the clear!

VS

Sivir

Medium

Farm lane at it's finest. She will attempt to poke you but, much like Caitlyn and Ezreal, dodging her poke will allow you to ride the lane to a nice game.

VS

Twitch

Medium

Twitch can actually be more of an issue than you may think. This is a lane where levels 1-5 are important to assert dominance and try to pick up a kill. At 6+, his ult will win him direct fights.

VS

Varus

Hard

This. S U C K S. His Piercing Arrow will chunk you out of lane and he farms better than Jhin does. Try to get what you can and look for the end of laning phase.

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