All Guides Jhin Guides [s7] Masters Jhin Only guide by #1 Jhin NA (lolskill) (Unfinished, Updating daily)
2 years ago

Jhin Statistics for I Keep It Taco

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

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Watch my Twitch at

masters Jhin.png


4.png Flash is one of the most impactful ablities in the game. It allows you to have multiple types of positioning with it and because of that it is a required summoner spell on Jhin. 

7.png Every AD should be seen with heal. In the bot lane the efficiency of heal doubles because it'll always be you with your support in the bot lane. The movement speed also helps when running away, kiting, chasing, etc..

3.png Exhaust is a good summoner ability if you're playing mid Jhin vs an assassin. And need the reduced damage to win skirmishes. 

6.png Ghost is the best summoner spell for mid Jhin when you aren't playing against an assassin because it allows you to be extremely mobile and apply an insane amount of kill potential pressure. A good example is if I have frozen my lane at lvl 2 near my tower and I'm playing against a Vel'Koz. I can just use ghost and start attacking + chasing him till he reaches his tower and by this point he's already dead. 

New Runes Back to Top

Masteries Back to Top

Each mastery choice explained and their next best alternative. 

Ferocity section explained

Sorcery.jpg - Sorcery: increases spell damage by %2. Basically, the damage you get from the %2 increased spell damage on all of Jhin's abilities is greater than the 4% attack speed converted into AD. 

Double%20Edge%20Sword.jpg - Fresh Blood: This mastery allows for consistent extra damage against champions. This is extremely good if you're the type of player that has a strong laning phase and can usually win trades and snowball your lane. If you're a more passive player that does not try to engage and start trades or fight in the bot lane. I recommend going the next best alternative which provides extra sustain in lane Feast.

Vamp.jpg  - Vampirism  : +2% Lifesteal and Spell Vamp. Getting this combined with a Doran's blade (5% total together) provides you with great lane sustain which you can use to your benefit when starting trades and trying to win the lane. Jhin's 4th shot in lane on minions allows him to heal a lot very often especially if you're pushing the lane. However, if you're a less lane focused type of player and wish to simply scale I recommend going Natural Talent. It provides good scaling in terms of AD. 

Double Edge Sword New.jpg - Double Edge Sword: Deal 5% additional damage, take 2.5% additional damage. A few people go Battle Trance which is the next best alternative (Gain up to 5% increased damage over 5 seconds when in combat with enemy champions). However, I will explain why Double Edge Sword is the better mastery to take. The first biggest reason is. Double Edge Sword provides 5% addition damage from the moment you enter the game. You want to make sure you have the highest damage output in order to help secure those super early kills. Because all it takes is 1-2 kills to snowball and secure the game.  With Battle Trance. Let's say you land a W + Auto (Land W proc Battle Trance take a second to walk up to the target and another second to shoot = 2%). 2% increased damage there. 2nd auto 3% increased damage. 3rd auto 4% increased damage. 4th auto 5% increased damage. Jhin reaches the %5 by the end of the combo. And by this point he's already done using everything. You'd rather have the 5% increased damage apply from the start of everything instead of the end. There are different examples of this throughout the game. Another example is that you need to quickly use Ult from afar. After your first shot gets increased by %1. 2nd shot %2. 3rd shot 3%. 4th shot 4%. Assuming you're landing and shooting them quickly so they can't dodge any. This is nothing compared to having the 5% increased damage on each shot from the start of the Ult. And the 2.5% increased damage is not going to make the difference between life and death for a good ADC player. You should not be taking damage to the point that you're close to dying. Because in the end the 2.5% increased damage isn't whats going to kill you. 

Battering blows.jpg - Battering blows: +7% Armor penetration. Jhin does not need the 7% Magic penetration from Piercing Thoughts unless hes going AP.

Death Fire Touch.jpg Death Fire Touch: 8 damage + 60% bonus attack damage. Jhin gets a lot of bonus attack damage from items and his passive. So, for example. In the average Jhin game. Jhin gets anywhere between 200-600 Bonus Attack damage. Sometimes even more if you're lucky with dragons and barons. But, the 60% really starts to stack up as you get more and more items on Jhin throughout the game. And the best part is that this keystone has no cooldown. So, everytime you use abilites it'll always proc on anyone hit by it. Which increased your damage output a lot when you're constantly switching targets in a teamfight. Because of this there are no good alternatives. Warlord's Bloodlust provides lifesteal and Fervor provides extra AD both are not worth it at all compared to Death Fire Touch especially considering Jhin is one of the very few champions that go extremely well with Death Fire Touch and are extremely effective and efficient with it. Another keystone people used earlier this year was Thunderlord's Decree. The Koreans used it alot at the start when Jhin was new because it gave Armor penetration in the skill tree and amplified every trade in lane. Thunderlord's Decree is still the better laning keystone for Jhin but, it essentially becomes useless out of lane leaving Jhin with no keystone out of lane. While Death Fire Touch just scales and becomes stronger and stronger always being relevant with Jhin in the game. 


Cunning section explained

Savage.jpg - Savagery: Single target attacks and spells deal 5 bonus damage to minions and monsters. This helps a lot when you're shoving lane with auto attacks or abilities. Espeically to get level 2. This also applies to your Q W E. So, it helps you a tiny bit in the wave clear department. Which is really good if you learn how to use your abilities to wave clear. Savagery also helps you with your Q when you want to push or kill minions with Q to bounch off to the enemy. 

Secret stash.jpg - Secret stash: Your potions and elixirs last 10% longer. Your health potions are replaced with Biscuits that restore 15 health and mana instantly. This is much better than Runic Affinity because thats for Junglers and better than Assassin because Assassin doesn't work since you have a support in the botlane. 

Merciless.jpg - Merciless: Deal 5% increased damage to champions below 40% health. As an ADC and as a player who needs to make sure they have the highest damage output starting at level 1 to ensure they get the very few early but, impactful kills. You must go Merciless. It's just basically free damage compared to Meditation which only gives small amounts of mana which won't be a problem if you're having good mana management. That's why supports take Meditation and not Merciless. They don't exactly do much damage but, could use the mana to use abilities more often. 

Green Father's gift.jpg - Greenfather's gift: Stepping into brush causes your next damaging attack or ability to deal 3% of your target's current health as bonus magic damage. This is better than Dangerous Game because it's impactful before getting any kills. While Dangerous Game is only impactful after getting the kill. With Jhin you want to trade and maximize your damage during the lane in order to secure every kill and make good trades. With Greenfather's gift you can enter a bush then try to use Q/W to apply the effect. The ability also works on minions so it helps to shove/push the wave. It's especially useful if you have a support who can engage next to a bush and you'll be able to apply the extra damage from Greenfather's gift which will help secure the kill. Dangerous Game is still a great alternative to Greenfather's gift but, Greenfather's gift provides you with more power in the lane. For people who play passive or do not like to force trades too often can take Dangerous Game if they wish since it's still a great mastery to go. 

Resolve section explained

18-0-12 isn't a common rune page for Jhin. However, a good amount of players take it including some pros. The only reason why these pros go 18-0-12 is soley for Insight which gives 15% CDR on Summoner Spells. Everything else in resolve for an ADC is very very underwhelming. But, if you wish to go this runepage for the CDR Summoner Spell advantage I suggest taking these. 

Recory> Tough Skin> Veteran's Scary>Insight.

Abilities Back to Top


          Jhin's abilities in details. Go to the Ability Tips section for tips.

Skill Max Order: jhinR.png>jhinQ.png>jhinW.png>jhinE.png

  jhinpassive.png Passive: Whisper

DEATH IN 4 ACTS: Jhin's basic attacks use ammunition and his attack speed cannot be improved except through growth by level-upJhin can attack 4 times before having to Disarm icon 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 icon critical strike that also deals 15 / 20 / 25% of the target's missing health bonus physical damage. Against structures the final shot will Critical strike icon critically strike but deals 44% reduced damage and doesn't apply the bonus physical damage.

EVERY MOMENT MATTERS: Jhin's Critical strike icon 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.


       jhinQ.png Q: Dancing Grenade

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

ACTIVE: Jhin launches a canister at the target enemy, dealing physical damage. Dancing Grenade bounces to up to three additional enemies beyond the first, with each kill it performs increasing its total damage by 35%.

「 MIN. PHYSICAL DAMAGE: 50 / 75 / 100 / 125 / 150 (+ 30 / 35 / 40 / 45 / 50% AD) (+ 60% AP) 」

「 MAX. PHYSICAL DAMAGE: 123.01 / 184.52 / 246.04 / 307.54 / 369.05 (+ 73.81 / 86.11 / 98.42 / 110.72 / 123.02% AD) (+ 147.63% AP) 」

      jhinW.png W: Deadly Flourish

Deadly Flourish
RANGE: 2500
COST: 50 / 60 / 70 / 80 / 90 MANA
Caught Out

PASSIVE - CAUGHT OUT: Enemy champions damaged by Jhin's basic attacks, his allies, or inside a blooming Captive Audience.png Lotus Trap are marked for 4 seconds.

Deadly Flourish

ACTIVE: After a delay, Jhin fires a shot in the target direction, stopping at the first enemy champion it collides with, dealing physical damage. Deadly Flourish deals 75% damage to non-champions along the way.

「 PHYSICAL DAMAGE: 50 / 85 / 120 / 155 / 190 (+ 50% AD) 」

Damaging a Caught Out champion Root icon roots them and grants Jhin Whisper.png Every Moment Matters' bonus movement speed.

The Caught Out mark only appears if Deadly Flourish can Root icon root the enemy. If the ability's cooldown is longer than 4 seconds or isn't ranked up the mark won't appear.

  • DURATION: 0.75 / 1 / 1.25 / 1.5 / 1.75

                  jhinE.png E: Captive Audience           

RANGE: 750
 COST: 30 / 35 / 40 / 45 / 50 MANA + 1 CHARGE
RECHARGE TIME: 28 / 27 / 26 / 25 / 24

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

Jhin additionally stores a Lotus Trap periodically, up to a maximum of 2 stored at once. Beauty in Death does not consume these Lotus Traps.

ACTIVE: Jhin places a Lotus Trap on the target location that arms and stealths after a brief delay, lasting up to 2 minutes. The Lotus Trap blooms if an enemy walks over it, Sight icon revealing all enemies within for 4 seconds.

Blooming Lotus Traps Slow icon slow all enemies inside for 2 seconds by 35% before detonating, dealing magic damage to all enemies hit. Lotus Traps deal 65% damage against non-champions and champions recently damaged by one.


jhinR.png R: Curtain Call 

RANGE: 3000
COOLDOWN: 120 / 105 / 90

FIRST CAST: Jhin channels for 10 seconds and fully assembles his weapon before taking aim in the target direction, Sight icon revealing all Caught Out Caught Out enemies in a huge area and gaining the ability to reactivate Curtain Call up to four times.

SECOND CAST: Jhin fires a Curtain Call Shots round in the target direction that stops at the first enemy champion it collides with, dealing physical damage to all enemies hit and Slow icon slowing them by 80% for 0.75 seconds.

「 MIN. NON-FINAL PHYSICAL DAMAGE:40 / 100 / 160 (+ 20% AD) 」

Curtain Call's damage is increased by 2.5% for every 1% of the target's missing health, and the Curtain Call Final Shot final shot Critical strike icon critically strikes for 100% × (1 + bonus critical damage) bonus damage.

Items Back to Top

Starting Items

Core Items

    LETHALITY BUILD: Ghostblade>IE>RFC. OR Ghostblade>RFC>IE. Then situational items SPECIAL NOTE: In the late game sell Ghostblade for better late game items like ER/Bloodthirster.
    CRIT BUILD: Essence reaver> RFC> IE > BT
    DO NOT BUILD THIS FIRST, IT IS A COMMON MISTAKE FROM MANY. Essence reaver provides a lot of mana regen, CDR, and has the same combat stats. It also has a better build path for the laning phase. You need to think IE as a rabadons. It gets more efficient the more Crit and AD you have. This is why people don't build rabadons first anymore. There are better early game choices. And IE should be treated the same way.
    Go Berserker's Greaves for the extra AD when the enemy doesn't have many slows. The 35% attack speed gets converted into AD with your passive. If the enemy has a ton of slows or you want to buy boots quickly and for a cheaper price go Swiftness.
    Never build this item. Shiv has a little bit more damage and waveclear but, RFC allows for so many possibilites in positioning to kite, chase, pick, catch, etc.. RFC makes each bullet count with it's long range. Go to the section on how to waveclear using Jhin's kit without the need of Shiv!

Situational Items

    If there is a troublesome tank stop what you're building and make a last whisper!!!!!!!! These items are extremely important to go when you're facing 1 or more hyper tank. A hyper tank is someone who will usually have between 150-250+ Armor. And a ton of HP. You'll need to get rid of them because most of the time they'll be the ones stopping you from entering the teamfight freely. Most of the time you'll be the only one on your team who has the potential to deal with them. I suggest going Lord Domink's 99% of the time because it increases your total damage by 15% with it's passive. While Mortal Reminder is the one you'd want to pick when against a heavy healer like Vlad/Mundo/Singed.
    These are the best MR items. If you want a CC cleanse + lifesteal go Scimitar. If you want a high amount of MR and a magic damage shield with some offensive stats go MAW. If you want some MR with a banshee-like active and lethality bonuses go Edge Of Night
    This is a viable 4th Crit item to replace Bloodthirster if you find yourself not needing the lifesteal. Or, if you don't need a last whisper you can combine PD with the BloodthirsterI usually take this when against a melee comp that has ranged champs who can't really hurt me. It gives you 100% Crit and a ton of MS mobility and a good amount of damage because of how it's stats convert to AD using your passive.

There are 2 builds to Jhin currently. 

- Lethality build is much like the Armor pen build but, it's overall stats has been nerfed. However, it still provides more damage as a 2 core item set than the Crit build. So, if you have strong laning with Jhin and are able to snowball yourself often. Go Lethality to compliment and help your strong laning. Lethality does more damage than Crit build as a 2 core item set from the laning phase - early game. 

- Crit build is for Jhins that can't guarantee themselves to win lane hard and often. I suggest going Crit build as it is not an all-in build unlike Lethality which is a high risk-high reward build. And will outscale the Lethality build once you get to 3 core items. Crit build does more damage than Lethality as a 3 core item set from the mid-late game. 

So, what build should I go? 


3142.pngLethality? 3031.png 3094.png

If you're a lane focused player and know how to abuse laning with Jhin and reliably snowball most of the time. Going the Lethality build will amplify your damage and power everytime you snowball in lane. You want to see the Lethality build as an all-in type of build. If you're snowballing and know you can keep pushing that lead Lethality will give you the best stats to push that lead. However, if something goes wrong and the snowball slows down than Lethality will lose it's damage quickly because it doesn't scale well into the mid game unlike Crit build. Because if the snowball stops and the enemy catches up and starts building Armor you'll be a Jhin with 300~ AD, No Crits, No Last whisper. Unlike a Crit Jhin who would have more AD, Crits, and a Last Whisper to amplify it all. The idea behind Lethality is to get a big enough gold lead to if the mid-late game does come you're already building Crit items quickly. Small note: If after building Ghostblade and getting a lead you notice your team losing the lead do not build Duskblade and instead build IE. Then RFC, and whatever items you need in that given situation. 

Build Order:  3134.png--->3133.png--->3142.png--->1001.png3006.png3009.png---->1038.png--->1037.png--->1018.png--->3031.png----> 3086.png---->3094.png-. Items after this are situational. Sell Duskblade then Ghostblade in that order in the super late game to buy better items. Make sure to buy Last Whisper at any point in this build if you need it.

Note: After getting your first "Crit" item. Prioritize Cloak of Agility over Pickaxe because it gives almost the same amount of AD but, gives Crit chance. Prioritize B.F over Cloack of Agility. .



There are different reasons to go Crit. If you're snowballing but, don't want to go all-in and risk throwing away gold. You go Crit. If you're playing a pretty tanky teamcomp ex: (Gnar/Zac/Alistar/Ezreal with iceborn/Aol Sol) where Lethality won't do much against. You go Crit with a last whisper. If you're playing against a very unfavorable match up and do not think you'll even get a chance to snowball. Go Crit. If you just want to farm gold and get a few kills and safely scale into the mid-late game. Go Crit. Crit Jhin is the safest and most reliable build you can go with Jhin. The only negative is that it doesn't provide as much damage in the laning-early game as Lethality but, provides a lot more damage after that.

3031.png VS 3508.png: The big debate

  1. The build path of Essence reaver is a lot better for laning. That's the first plus. Sometimes you'll be forced to back early and with Essence reaver you can buy 1 or 2 long swords. Which is really good for laning. 
  2. Look at the stats. They're the same. Now, look at the passives. Essence reaver provides infinite mana. Very good for defending towers since you'll be able to spam jhinQ.png+jhinW.png+jhinE.pngto clear upcoming minions waves and stop pushes/seiges. And you can use the spam infinite mana advantage to constantly shove lanes or harass enemies using your abilities. Now onto the CDR. You start off with 10% CDR which is "ok" at best. Once you get RFC. You now have 30% CDR which helps your W and R a lot in terms of having them avaliable to make picks, plays, engages, and catchs.
  3. Infinite Edge is exactly like Rabadons when it comes to Jhin. Rabadons gives more AP (damage) the more AP you have. Now. When you buy IE as a first item. You get the 50% increased critical damage so it brings your total Crits from 147.5% to 187.5%. That's nice and all. But, you only have a 20% Crit chance. So, it's not really reliable and will only be reliable with your 4th shot. Then you have to look at it. Is a IE Crit from a 136 AD Jhin really scary? Or is a IE Crit from a 800 AD Jhin scary? The IE passive doesn't give you that much extra damage as a first item. IE gives you 136 AD when you finish it. ER gives you 136 Ad when you finish it. ER Crits for 198 Damage. IE Crits for 255 Damage. That's 58 extra damage on Crits. And if we include the average armor the bot lane has by the time you finish IE. That 58 extra damage once it reaches the enemy will be 38-41 damage. So, trading CDR + Infinite mana for 38-41 damage on Crit is not worth it at all. 
  4. This is why every high elo Jhin player goes ER first then gets IE as a 3rd item. The efficeny of IE is much better later in the game when you have a lot more AD and Crit to abuse the IE passive. The ER laning-early game benefits vastly outweight the IE 38-41 extra damage benefit

NOTE: The exception to getting IE first is if your entire team is behind and you know you won't be able to use W or R to kill people because they're too ahead and you know the mana regen won't help defend or push because they're so ahead. In this case you'd want to go IE RFC + Lord Dominik's. Because usually when a team is super ahead they'll be ramping up armor on their top+ jungler. This build is to increase your auto attack damage for the mid game since you're not in a position to take advantage of the ER early at all. 

Build Order: 1038.png and/or3133.png1036.png1036.png depends on your first back. --->3508.png ---> 1001.png3006.png3009.png--->3086.png--->3094.png--->1038.png--->1018.png--->1037.png--->3031.png. At this point start building situational. Make sure to buy Last Whisper at any point in this build if you need it.

Note: After getting your first "Crit" item. Prioritize Cloak of Agility over Pickaxe because it gives almost the same amount of AD but, gives Crit chance. Prioritize B.F over Cloack of Agility. 

Matchups Back to Top

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

  • Caitlyn
  • Draven
  • Vayne



Caitlyn is one of the few champs that are very good against Jhin in the laning phase. 

She'll try to push and rush level 2 with her  caitlynpiltoverpeacemaker.png and keep trying to auto you till she pushes the wave under tower. After she pushes the wave under tower she'll keep trying to poke you with auto-attacks or caitlynpiltoverpeacemaker.png as soon as she sees you trying to get farm and walking up to it. If the push is going well for her then she'll start placing caitlynyordletrap.png traps under tower to restrict your movement. Making it easier to reliably land caitlynpiltoverpeacemaker.png s onto you or if you try to dodge it you'll step on a caitlynyordletrap.png or get close enough for an auto.

To prevent all of this from happening in the first place. You want to makes sure you and your support try your best to clear the first minion wave and secure level 2. Because if you're able to do that you hurt Caitlyn's advantage on you a lot. However, good Caitlyn's will still put a lot of pressure onto Jhin with auto's and caitlynpiltoverpeacemaker.pngs.

BE VERY CAREFUL AROUND CAITLYN'S caitlynyordletrap.png. In most cases, if a Jhin steps on Caitlyn's trap when Caitlyn and her support are next to Jhin. He'll get snared for the duration of the trap. Get auto'd by Caitlyn's passive from the Trap. Then get hit by her caitlynpiltoverpeacemaker.png. Then get hit by her support's autos and abilities. And Caitlyn will try to finish you off with her caitlynentrapment.png to add another passive proc. This usually kills the Jhin even if hes at full HP. Be very careful around her caitlynyordletrap.pngs.

One of the good things is that Jhin's kit has a longer range than Caitlyn's. So, if your support manages to land a CC onto Caitlyn or a knockup. Be sure to follow it with a jhinW.png+ walk up+ auto+ auto+auto+jhinQ.png+4th shot. And if shes still alive. Try to finish her with jhinR.png. But, if she's being safed by her support don't waste it and keep the advantage that you forced her to back and you now have a CS + EXP advantage. And denying some CS to the tower. Caitlyn's tower. 

NOTES FOR LATE GAME VS CAITLYN: Do not try to 1v1 Caitlyn in auto attack range. She will always be able to auto you first thus making her full hp vs a lower hp Jhin. She'll auto once or twice then E and finish you off with her passive. Fight Caitlyn using your kit. It's the best way. But, if shes already low. Feel free to fight Caitlyn in auto attack range usign your RFC




Draven is the ADC with the highest damage in the early stages of the laning phase. Because of his dravenspinning.png he can easily secure the level 2 advantage for his lane. Try to match his level 1 shove with your autos + Q + help from your support. If you notice Draven is outpushing for the level 2 powerspike. Back off and let the wave push closer to your tower. A level 2 draven with dravendoubleshot.png against a level 1 Jhin is deadly. 

The Draven lane will almost always win the 2v2 fights unless the Draven gets caught out by an ability and allows Jhin to do a W+Q+4th shot combo (Sign of a bad Draven player if this happens). For Jhin to win this lane you either wait for support or make really good but, short trades with your support. Or wait for jungler/teammate assistance. 

Draven and his support will try to catch you a lot using his dravendoubleshot.png and whatever support he has at the time. Be very careful with how close you get to him and pay attention to where your wave is currently sitting. If it is in the middle of the lane Draven can just stand in the middle of the wave and use dravendoubleshot.png + dravenfury.pngas soon as you get close and once you're slowed you'll either lose a lot of hp, blow summoner spells, or die. 

Other than the brutal laning phase vs Draven. Jhin counters Draven very hard outside of lane because Jhin can catch out Draven a lot from mid-late game with jhinW.png + jhinR.png. However, a match up is the match up in lane. Because of this Draven is "hard". 



Vayne is strong in pro-longed trades. Jhin excels at short trades. 

Tips for abilities Back to Top

jhinpassive.png  Passive: Whisper

  • The passive whisper gives more AD from Critical Chance. So, when building attack speed items always prioritize the Crit parts.
  • The gun automatically reloads after 10 seconds of not attacking. One important detail you need to know and use is that you can stop the automatic reload by using any ability or attack. When you're trying to hold your current bullets cause you're close to your 4th shot or at your 4th shot. You'll want to delay the reload by attacking or using an ability every few seconds. This can be used to zone people out or if you're in a close fight and need the extra damage from Q to execute with 4th shot. You can place a trap and delay the reload long enough for Q to come off cooldown and Q+4th shot for the kill. 
  • Q makes an auto attack reset. So, you usually want to Q right after an auto whenever possible except when its possible for you to save your Q for your 4th shot. 
  • Q prioritizes champions when they're close enough so, try to find the right angles. 
  • Q will not bounce to a target you don't have vision of. Sometimes this is a disadvantage. Sometimes it's not.  [Hard to explain in words. Insert Clip of example]

jhinQ.png Q: Dancing Grenade

  • One of the biggest uses of Jhin's Q. Is the Q+4th shot combo. Basically when you get your 4th shot and want to trade or fight. Make sure to use Q right before your 4th shot in order to amplify it's execution damage which is based off missing HP. 
  • Always pay attention to the creep wave. You want to use Jhin's Q like Miss Fortune's Q and try to abuse their positioning so they take more damage from your Q if you're able to kill minions with it. One trick I use is that I will use my Q to go from the left side of the minion wave to the right. Usually, when you use it on the left the enemy won''t think much about it. But, if you aim it properly from the right angle once it reaches the right side it'll bounce onto the enemy if they're not paying attention. 
  • The last trick and usually unknown fact about Jhin's Q. Jhin's Q damage will be amplified if the minions it bounced off dies after the bounce has already happened. So, the way I use this trick is. If theres 3 minions + 1 champion. He's going to run soon cause the minions are getting low. I'll quickly use Q and it'll start bouncing to the 3 minions + 1 champion. After the 1st bounce and 2n bounce. The minions are alive. After it bounces off of those minions. I'll clear both of them with a W and once it kills the two minions the Q damage is now amplified for the 2 minion kills even though they're dying after the grenade had bounced. Then I'll clear the 3rd minion and right before the 4th bounce lands on the champion it's already been amplified by 3 minion deaths. Even though the minions died after the bounces. 

jhinW.png W: Deadly Flourish

  • When you're aiming with W the most reliable and consistent way of landing this skillshot is to wait for them to be slowed, CC'd, or to walk into a narrow path. A narrow path is when they only have one path to take. [Need to find a good picture to show this will update later]
  • This ability will show you if you've hit something even if you don't have any vision. Much like Yasuo's tornado. After it's hit something W will show a small effect where the target has been hit. Even without vision. So, usually what you want to do if you have no vision and want to facecheck safely. You can stand from a certain angle then aim at multiple bushes and if theres no effect from your W then there are no enemis in there. [Update with picture as well]
  • This  ability works well with Greenfather's gift. So, if you're able to go into the bush then aim it at someone it'll apply the extra damage from the mastery. 
  • It has a 0.75 second windup. Almost as long as Thresh's 1 second windup. You usually want to predict where they'll go or what'll happen to them next. So an example is if I have a Thresh on my team. And I see he's going to throw a hook on lets say an Ashe. I'll try to predict where the enemy will be positioned after Thresh's hook pulls her and I'll make sure to time it at the right time so as soon as the hook frees her she'll be snared and we don't stack our CC. Making it a very efficient combo in terms of CC time. 

jhinE.png E: Captive Audience

  • You want to place your traps along side bushes that will help stop ganks. Placing them in the lane bushes always delays or stops the enemy from trying to use the bush to their advantage. Example, a Blitz or Leona trying to hide in there. If you keep playing bushes you'll always see them before they can get close through the bushes. 
  • Your E provides vision. It's a small ward. There are certain spots where it will act more as a ward than a trap. And it will help prevent ganks from certain types of junglers. Look at the Trap Placement Map for more. [Update with picture]

jhinR.png R: Curtain Call

  • First off. Let's start with the R aim. Jhin's R is in the shape of a cone. You want to make sure to get the most of it from certain angles. Try to cover as much of the area your target is running from and make sure he's not too close or too far. You want to try to get the enemies at the middle of the cone because that'll provide the best positioning for you to aim at and it gives you the most time to hunt them down. 
  • There are different times where you should do "Fast firing" and "Slow firing". Fast firing is shooting your first bullet as soon as you ult. Landing the first bullet. And spamming R to shoot bullet after bullet. The reason is because once you land your first bullet they're now slowed for 80% and you want to land your 2nd bullet while they're under the affect of the 80% slow. So, you keep shooting. You want to use "Fast firing" against enemies who don't have dashes or have dashes on cooldown. Now "Slow firing" is where you don't rush your shooting and take your time aiming. But, some times you do. And example is when Bang was sniping Sneaky. and quickly shot the 1st,2nd, and 3rd bullet. By the time he shot the 3rd bullet. Sneaky was low enough to die to the 4th shot. At this point Sneaky had saved his dash to dodge the 4th bullet. After shooting the first 3 bullets quickly, Sneaky had thought Bang was going to shoot his 4th shot quickly as well. But, Bang waited an extra second and Sneaky used his dash before Bang shot his 4th shot. After Sneaky used his dash Bang used his 4th shot and secured the solo kill. Another example is when someone has a lot of movement speed or is moving all over the place and int his case it's much better to take your time to aim and reliably land the shoots by predicting rather than relying on your slow. 

Laning Phase Back to Top

How to trade successfully with Jhin. Back to Top

This clip will give you an idea of how you should be trading and positioning for the trades.

 jhinQ.png    jhinpassive.png 4 !

[Clip] Ways to use traps to control enemy movement's while in combat Back to Top

There are ways to control your enemy movements. The opportunities to do so mostly appear when retreating, being ganked, or kiting with the team or by yourself. These short clips are examples of some of these situations and will show you what these opportunities will look like. 


Trap Placement Maps for both sides on Summoner's Rift Back to Top

Here are two maps, one for each side, to help you grasp an idea of good trap placement. Click on the word and it will open on Imgur.

jhinE.pngTrap Placement Red Side jhinE.png

jhinE.pngTrap Placement Blue SidejhinE.png

[Clip] Ways to Waveclear with Jhin's kit. Back to Top

Combos to Waveclear

Jhin has great waveclear without needing 3087.png if you use the proper combination of abilities in the proper manner. By watching these different examples you'll learn how you should combo your abilities depending on the type of creep wave and where it is positioned. 

It's basically different combos using jhinQ.png+jhinW.png+jhinE.png all together. Along with some auto attacks. 

Early Game Back to Top

Mid Game Back to Top

Late Game Back to Top

In the late game when you're full build or almost full build. You need to make sure you're around your teammates at all times. Jhin is a very adc to catch and kill if hes alone with no one to help him. Even with 4.png. You want to get your team to move with you. 

Late game defending: Let's say you're defending a tier 3 tower. Try to place traps in front of that tower before the next minion wave reaches. If you manage to place the traps. The traps will clear the entire wave and delay the enemy push. It won't work forever because people can simply send their tanks to walk over it or use a red trinket or control ward to stop the trap from triggering. Make sure when they're hitting your tower. You're all the way in the back. There are many times where the enemy flashes and uses 1 CC ability on Jhin because he was standing in front of the enemy team and they lost because of that one mistkae. Stay in the back. Wait for one of the teams to make the first move. Then use your W+ Autos or R to do damage and help win the fight. 

Late game attacking: 

Send Feedback