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Jhin Statistics for Poast

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

Value
Average
Games Played
40
14
Win %
60
43
Kills
6.0
6.6
Assists
9.1
8.6
Deaths
4.8
6.1
KA:D Ratio
3.2
2.5
Gold Earned
12K
12.1K
Creep Score
176.3
172.8
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png There's no argument you can make to not take flash.

7.png Heal is very good for botlane since you get a heal and small ms boost for yourself and your support.

New Runes Back to Top

Masteries Back to Top

Sorcery/Fury, the bonus attack speed from fury is minimal, but so is the damage from sorcery, so it doesnt really matter which one you take here, but sorcery is the better. Fury gives you an extra 1 AD and +2% MS on crit, while sorcery usually gives an extra 10-30 damage over an entire fight, if you were wondering.


Fresh Blood and Feast are both good options here. Fresh blood helps with trading early on, and feast helps with lane sustain. Expose Weakness is straight up the worst.

Vampirism is the better option here because it helps you sustain in lane better, but Natural Talent isn't that horrible either, you just get more immediate value out of Vampirism.

Bounty Hunter is the best option here, because it allows you to scale really well. Assuming you're able to net kills throughout the game, bounty hunter will slowly become very powerful, eventually giving you a massive +7.5% damage bonus at 5 unique champ kills. Double-edged sword is ok, but it can hurt you early on during laning trades. Despite this, it's still a pretty good option. Battle Trance is by far the worst of the three. Jhin doesn't have the 5 seconds it needs to ramp up the damage.

Since Jhin deals 90% Physical damage, we take Battering blows, and not Piercing thoughts.

Deathfire Touch is the best keystone for Jhin. His W and each bullet of his R trigger the lengthy 4 second burn, while his Q and E detonation trigger the 2 second burn. Since DFT has such great Bonus AD scaling (15% bonus AD per second as magic damage) and Jhin ends up with 500-600 + AD late game, DFT will be hurting pretty badly. Warlords is usable, but the damage DFT provides is just too good to pass up.

Abilities Back to Top

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

Usually we start with a point in jhinW.png, because of it's higher range, damage, and 0.75 snare at rank 1, but if you want to push up your wave early on, you can skill jhinQ.png.


Max out jhinQ.png first to help control your minion waves and last hit.

Max jhinW.png second to increase its snare duration from 0.75 to 1.75, strengthening your catching power.

Max jhinE.png last because it doesn't scale very well with levels, and our other two abilities do much better with the points in them instead. You don't have to skill this ability at level 3, 4, or even 5. The value of the trap early on in the game is usually pretty low, and its good to have extra points in jhinW.png. That being said, you can still level this at level 4 if you're more comfortable with it.

Get a point in jhinR.png at levels 6, 11, and 16.


Items Back to Top

Starting Items

Core Items

    Swifties vs CDR Boots is personal preference, and also depends on your matchup. Swifties are great for when the enemy team has annoying slows.

Situational Items

Matchups Back to Top

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

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