All Guides Jhin Guides [Patch 7.5] Perfection isn't good enough
1 year ago

Jhin Statistics for Ursinho Amigo

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


You'll pretty much always be taking flash.png Flash and heal.png Heal. flash.png Flash should be self explanitory, giving an infinite amount of offensive/defensive uses and should be taken on nearly every champion every game. There are a few exceptions to this rule, but jhin.png Jhin is not.

heal.png Heal is the best defensive summoner spell for bot lane, as it directly affects your lane partner as well as yourself which gives it a huge amount of utility in the form of baiting, saving yourself or saving an ally.

The reason you want a defensive summoner on ADC is that you have a lot of DPS, so the longer you can survive, the more damage you'll put out, usually out-damaging what you'd get from Ignite. And if it can go as far as to save your life, then that's even better, as ADC's are very important to have alive for both providing DPS and taking down towers. On jhin.png Jhin this is even more pronounced as you can deal a lot of damage outside of the range of ignite.png Ignite making it even less useful in comparison to the swiss army knife of heal.png Heal.

New Runes Back to Top

Masteries Back to Top

bounty-hunter.pngvs double-edged-sword.png vs battle-trance.png
You can take any of these masteries here. They all have unique pros/cons. bounty-hunter.png Bounty Hunter is great if you believe that you can kill 2 of the enemy team with relative ease (such as a weak bot lane matchup) as 2% damage with no drawbacks is better than 3% with 1.5% increased self damage or a ramp up to 5%. That being said, if you can bully lane with burst (such as if you have a mage support) then double-edged-sword.png Double Edged Sword is better as you'll have 3% increased damage from level 1 with 0 ramp up. The 1.5% damage is negligible as a stiff breeze will kill you, but comparing it directly to bounty-hunter.png Bounty Hunter then it gets outclassed at 2 kills.

battle-trance.png Battle Trance is, on paper, pretty mediocre because of the way jhin.png Jhin plays around fights, but it has for sure been overlooked (by myself included.) Jhin can stay in champion combat for a lot longer than you would first think. Not because he wants extended trades but because of deathfire-touch.png Deathfire Touch , your keystone of choice. Hitting a target with DFT will cause you to get into combat with them, and because it'll last at least 2s (the burn after hitting someone) you'll stay in combat for a while. Not to mention, it triggers when you get hit (and as soon as you're in combat, you instantly get 1%, making it better than Double edged after 1 short second.) It's hard to measure if you're in or out of combat, but the best way to check is if you have lethality items, check your movement speed as they give out of combat MS. Once your MS lowers, you're in combat (of course you need to hit a champ or get hit, but once that happens you can stay in combat for a long time getting free damage.)

warlords-bloodlust.pngvs fervor-of-battle.png vs deathfire-touch.png 
Never go fervor-of-battle.png Fervor of Battle , Jhin has no synergy with it. It takes 8 auto attacks to get max stacks, and if you're able to auto attack 8 times (with reloading in between) you're either dead or the target is dead. There is never a situation in which this keystone will work on Jhin.

warlords-bloodlust.png Warlord's Bloodlust is the defense KING, you get an incredible amount of sustain which is beautiful if you need it. I take this against super hard enemy team comps that have sustained DPS. I'll usually be building phantom-dancer.gif Phantom Dancer as well for the same reason. (yasuo.png Yasuo, olaf.png Olaf or dr-mundo.png Dr. Mundo are examples) However, you don't always need it and shouldn't default to it. That goes to deathfire-touch.png Deathfire Touch as it's what you'll be going for 90% of the time.

deathfire-touch.png Deathfire Touch gives your abilities a DoT based on your Bonus AD, and because of how much AD jhin.png Jhin get's... It's REALLY strong. Your Q gets 22.% of your bonus AD on every target hit, your W and R get 45% on every shot. To give you a rough estimate, that's about 250 damage EVERY ULT SHOT AND EVERY W on top of its normal damage. There is a downside however, and that is it's only noticeable super late game. You'll still be getting it most of the time because even with 2-3 items your burn is still very solid.

Honorable mention to stormraiders-surge.png Stormraider's Surge . With the nerfs to DFT and the Warlords change, you can get a lot of utility by getting SRS.

Abilities Back to Top


The Combo: 

jhine.png ---> jhinw.png --->  jhinpassive.png ---> jhine.png ---> jhinpassive.png ---> jhinq.png ---> jhinpassive.png ---> jhinr.png
                             E (trigger)       W        (2nd AA)       E         (3rd AA)        Q        (4th AA)       R

Throw a trap down at their feet immediately once you all-in so they are forced to flee or stand on the trap to take damage, and reset your 3rd auto attack with a quick Q. Save your 4th AA for the last part of the combo to get the execution damage. Finish them off with your ultimate if they didn't die or ran away.       

jhinpassive.png jhinq.png jhinw.png jhine.png jhinr.png

jhinpassive.png Passive: Whisper

DEATH IN 4 ACTS: Jhin's basic attacks utilize ammunition and his attack speed cannot be improved except through growth. Jhin can attack 4 times before having to reload for 2.5 seconds, and the final shot is a guaranteed crit that also deals 15 / 20 / 25% of the target's missing health as bonus physical damage at levels 1/6/11.

EVERY MOMENT MATTERS: Jhin's critical strikes deal 25% reduce damage, but his critical strikes grant 10% (+4% per 10% bonus attack speed) movement speed for 2 seconds.

Additionally, his attack damage is increased by 2% - 40% (based on level) (+4% per 10% critical strike chance) (+2.5% per 10% bonus attack speed).

Whisper's 4th auto attack does a 44% mini-crit to towers and structure.  

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 75% damage to non-champions along the way.

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

PHYSICAL DAMAGE: 50 / 85 / 120 / 155 / 190 (+50% bonus 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

jhine.png E: Captive Audience

RANGE: 550
MANA COST: 30 / 35 / 40 / 45 / 50 +1 Lotus Blossom Trap charge
TRAP RECHARGE TIME: 28 / 27 /26 / 25 / 24 seconds

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)

jhinr.png R: Curtain Call

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.

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 0.5 seconds.

Curtain Call's damage is increased 2.5% 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: 40 / 150 / 160 (+20% bonus AD)
MAXIMUM DAMAGE: 140 / 350 / 560 (+70% bonus AD)
MINIMUM CRITICAL: 100 / 250 / 500 (+50% bonus AD)
MAXIMUM CRITICAL: 300 / 750 / 1200 (+150% bonus AD)


jhinr.png Curtain Call (R) is maxed first simply because it does excellent damage and gives Jhin the ability to pick off targets from safety during teamfights and from behind his tower.

jhinq.png Dancing Grenade (Q) is maxed second. This is his best damage ability and it can potentially do 205% damage to a champion if you're able to bounce it correctly and land the 4th hit. It takes some nuance and understanding of wave manipulation to use it effectively. Practice in custom games to get a feel for how much damage it does during the game.

jhinw.png Deadly Flourish (W) is maxed third. This ability is mainly used for poke and utility. Proccing your Deathfire Touch at any opportunity makes this a great third maxed ability. The snare also becomes longer at higher ranks.

jhine.png Captive Audience (E) is maxed fourth. This ability has incredible damage, a nice slow, and is invisible, which gives Jhin catch potential and pressure during lane. If he can stack these through kills during a teamfight, he can wipe an entire team from afar. The AD ratio and base damage when maxed on this ability is insane. This ability is also great for clearing waves when combined with Dancing Grenade (Q). However, since you'll be using Deathfire Touch, you want to be able to poke more than use these traps. The AD ratio on these is good enough to not have to level up for the base damage.


Q: I see some famous streamers putting no levels into E? Why?

A: Some people think it's a better skilling route to not put any points into E. I do it sometimes as well. If I'm against a jungler who ganks by running up to you (Evelynn, Hecarim, etc) I'll probably put a point into it. If I'm against something like Zac or Lee Sin, then I'll skip putting any points into E. Also, if you're Top and Mid are highly mobile lanes that are hard to gank, the jungler will probably go for ganks on botlane. That might make me put points into E as well. It's highly situational. The build here only allows for one path, so I put the safe ability leveling path into the guide, taking E at level 4.

Items Back to Top

Starting Items

    The sustain build. A safe early game item. The extra HP it gives you is very important during laning phase.
    If you're going for a Lethality build, this is the best start to get a Ghostblade or Edge of Night first.

Core Items

    First, get a Youmuu's Ghostblade or an Essence Reaver because they give the best stats for Jhin. Default to Youmuu's Ghostblade as the crit build is weaker in general.
    Second, get your T1 boots. You'll want to upgrade them to T2 boots once you have your second item, or are in the process of making the second item idealy. If the enemy team have a lot of "run at you" champions like Olaf or Syndra then getting early swiftness might keep you safe.
    Third, get your AS/Crit item if you went Essence Reaver or IE if you got Youmuu's Ghostblade.
    Fourth, get Rapid Firecannon if you don't have a Zeal item, or get Infinity Edge if you have. A basic Last Whisper can slot in before your Zeal item if the enemy team are getting really tanky.
    Fifth, get Armour pen (Mortal Reminder/Lord Doms) if the enemies are tanky. If they are not tanky, get Lifesteal (BT/Mercurial/DD). If lifesteal won't help you and you started ghostblade, get an Essence Reaver for insane damage vs squishy targets.
    Sixth, lastly get Armour pen if you haven't yet and the enemies are tanky. Get lifesteal if you haven't yet, and if you went GB > IE and you have 6 items, sell GB for ER. If you don't need ANY % penetration (all the enemies are squishy) then instead of selling GB for ER, keep GB and buy an ER last. You can also buy a Phantom Dancer here if they have NO tanks and you want 100% crit chance. 100% crit is pretty damn powerful, but is also very greedy.

Situational Items

    You should get this item second or third. Statikk Shiv is weaker than Rapid Firecannon because of the latter items utility. That being said, this item WILL deal more damage (AoE and can crit) so this for sure is higher DPS. However, usually you don't ened help with clearing waves or doing damage in a single shot so RFC is better in 95% of situations.
    The Bloodthirster's little brother. On paper, this item seems god tier giving Jhin every single stat he wants except crit chance. Before 6.4, this item was simply a worse BT. Giving less lifesteal and no direct mitigation (the bleed doesn't actually remove any damage making it pretty bad on a champ who attacks slow so he can't lifesteal through the bleed) in exchange for 5% healing on abilities and 10% CDR. Let me tell you, it was not worth the trade off EVER. Now in 6.4, with Deadly Flourish and Curtain Call becoming single target, not only will Deathfire Touch become super strong, Death's Dance will now get a full 15% heal from every ult shot and landed W. I still think BT is better, but at least now DD is viable rather than straight trash.
    Whilst The Bloodthirster gives more lifesteal and a fat shield, it doesn't have the great stats this thing does. In patch 6.9 this item and it's component Quicksilver Sash got gutted. It no longer removes Debuffs, just CC. This means it will no longer help against Zed, Trundle and Fiora all of whom can now ruin your day. I suggest to no longer buy this item and simply get a Maw for AP damage, Steraks for AD and maybe even a Guardian Angel instead. The item is still good vs pick champions such as Ahri or Morgana but it's main use was for champions like Zed.
    This is perfect against magic damage burst that isn't set up by CC, so you should buy this against the likes of LeBlanc or Kassadin. It also gives CDR. When the passive shield procs, you gain a 20 AD and 10% lifesteal/spell vamp. This is great because it only procs when you get low, meaning when it does you'll attack to get some HP back. Great synergy with itself.
First, get a youmuus-ghostblade.gif Youmuu's Ghostblade or an essence-reaver.gif Essence Reaver because they give the best stats for jhin.png Jhin. Default to youmuus-ghostblade.gif Youmuu's Ghostblade as the crit build is weaker in general.

Second, get your T1 boots. You'll want to upgrade them to T2 boots once you have your second item, or are in the process of making the second item idealy. If the enemy team have a lot of "run at you" champions like olaf.png Olaf or syndra.png Syndra then getting early swiftness might keep you safe.

Third, get your AS/Crit item if you went essence-reaver.gif Essence Reaver or IE if you got youmuus-ghostblade.gif Youmuu's Ghostblade.

Fourth, get rapid-firecannon.gif Rapid Firecannon if you don't have a Zeal item, or get infinity-edge.gif Infinity Edge if you have. A basic last-whisper.gif Last Whisper can slot in before your Zeal item if the enemy team are getting really tanky.

Fifth, get Armour pen (Mortal Reminder/Lord Doms) if the enemies are tanky. If they are not tanky, get Lifesteal (BT/Mercurial/DD). If lifesteal won't help you and you started ghostblade, get an Essence Reaver for insane damage vs squishy targets.

Sixth, lastly get Armour pen if you haven't yet and the enemies are tanky. Get lifesteal if you haven't yet, and if you went GB > IE and you have 6 items, sell GB for ER. If you don't need ANY % penetration (all the enemies are squishy) then instead of selling GB for ER, keep GB and buy an ER last. You can also buy a phantom-dancer.gif Phantom Dancer here if they have NO tanks and you want 100% crit chance. 100% crit is pretty damn powerful, but is also very greedy.

This paragraph covers the 3 defence items jhin.png Jhin gets if he needs to survive: steraks-gage.gif Sterak's Gage, guardian-angel.gif Guardian Angel and banshees-veil.gif Banshee's Veil.

steraks-gage.gif Sterak's Gage is the counter to unstoppable burst. Giving you a small amount of base AD and a decent chunk of health. More importantly it gives you a big shield that procs if you take a certain amount of damage within a short space of time, perfect against rengar.png Rengar or talon.png Talon as their burst isn't stopped effectively by Mercurial or raw armour and they deal no magic damage.

guardian-angel.gif Guardian Angel is only really brought against unstoppable burst like the gage, but it's super late game and the assassin can ignore the HP/shield steraks gives. This is probably the best defence item to get if you're not sure what to buy but you know you need to live longer. Giving dual defence stats and a second life is really nice. If it's super late game and the item is on cooldown, sell it for something else until it comes back off CD.

banshees-veil.gif Banshee's Veil is the counter to magic damage burst and hardcore initiation. You'll want this if the enemy has champions like malphite.png Malphite or a god tier blitzcrank.png Blitzcrank as the Mercurial won't stop their initiation and usually if you get hit by one of these, you die. Buy one of these as your 5th/6th item depending on the game. Most of the time the BT/Mercurial is good enough to keep you alive. 

statikk-shiv.gif rapid-firecannon.gif

Ok a small little "addendum" for these 2 items. statikk-shiv.gif Statikk Shiv is more damage than RFC, and rapid-firecannon.gif Rapid Firecannon is more utility than shiv with its range. But there is a small point to note here, and that is these do MAGIC damage. Why is this important?

If the enemy team is building a lot of MR because you have a magic damage heavy comp (this is rare in the current meta, but still happens) it means the damage statikk-shiv.gif Statikk Shiv gets becomes less and less useful outside of just waveclear.

If your team has a lot of magic damage, and by the time you're finishing up your zeal item, check to see how much MR the enemy team has. If they have a decent chunk, it might be worth it to get rapid-firecannon.gif Rapid Firecannon for the utility as the damage from Shiv vs MR'd targets will be a lot lower, and the utility will outweigh the damage.

Matchups Back to Top

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

Laning Phase Back to Top

Laning Phase

This part of the game mainly is dictated by your support, as depending on who you have is how you should play. If you have a thresh.png Thresh for example look to pick fights with your 4th jhin-whisper.png Whisper shot or set up jhin-deadly-flourish.png Deadly Flourish with a jhin-captive-audience.png Captive Audience/thresh-death-sentence.png Death Sentence. If you have a passive support like a janna.png Janna then you should only look to trade if you land a bounced up jhin-dancing-grenade.png Dancing Grenade and you have your 4th shot prepped and you'll be backing out before your opponenet can land an attack or two.

Most of the time, you'll want to focus on farming up, then holding onto your 4th jhin-whisper.png Whisper shot until a creep is about to die and you can't waste mana on it or until you can auto attack an enemy. Properly CSing is hard on jhin.png Jhin because of the fact he needs to reload every 4 shots, but that's where jhin-dancing-grenade.png Dancing Grenade comes in.

After a few levels you can 'prep' the backline to ready your jhin-dancing-grenade.png Dancing Grenade some bounces. As it deals more damage after each target it kills, you can attack the ranged creeps so that the grenade will kill its first and second target guaranteed, then it'll either bounce to more creeps killing them thanks to its bonus damage, or bounce to a champion and chunking them.

You'll want to try and force down the enemy tower in conjunction with getting your first item, so that when you start to go mid/top/objectives you'll have some power behind your attacks.

AVOID EXTENDED TRADES. This is because jhin.png Jhin is more of a hit and run type champion in lane as he needs to reload and has low AS. Also, warlords-bloodlust.png Warlord's Bloodlust being very common right now means that you need to either all in them and kill them in one go (great with a mage support like zyra.png Zyra) or just farm it out because they out-sustain you.

Put your jhin-captive-audience.png Captive Audience all around the lane entrances, bushes and just in generally annoying places. The mana isn't negligible in conjunction with your other abilities, so make sure to not just throw them out randomly unless you plan on going B soon or have a lot of mana to spare. Placing them in the river will slow down/reveal potential ganks. I would also put one on the exploding plant if you get enough time to throw one over the dragon pit of the wall below blue buff. It'll allow you to either pop the plant meaning they can't use it to get a sneaky gank off, or it'll be safe for 2 minutes as it'll nearly always proc when they use allowing you to run.

Look for a free jhin-deadly-flourish.png Deadly Flourish if your support CCs an enemy, even more so if they step on your jhin-captive-audience.png Captive Audience. You can win trades very hard if you manage your jhin-whisper.png Whisper ammo properly and land your CC on targets about to be hit by a trap.

Mid Game

Mid game usually starts after most people are finishing their first/second item and towers have started to drop. This is where jhin.png Jhin starts to pick up because in lane you cant set up your beautiful show as easily. With jhin.png Jhin you'll want to be grouping instead of split pushing as he's very vulnerable to assassins and duelist/fighters. So with this in mind you'll want to stick around the big objectives looking to start skirmishes with 5-6 people.

Killing towers isn't easy on jhin.png Jhin as he can't push them down very fast because of his limited attack speed. That being said he's great at actually sieging because of his staggering range and potential for fallback traps allowing you to escape if something goes wrong. Set up jhin-captive-audience.png Captive Audience around routes to flank you and give the places you can't trap a wide berth so you can run easily. Harass your opponents with jhin-deadly-flourish.png Deadly Flourish and cleanup anyone on low HP with a jhin-curtain-call.png Curtain Call. If you simply cant even get close to a fight because they have a fed zed.png Zed or something, then sit in the fog of war (ask the person on your team who has a sweeper to check for you) with a huge jhin-curtain-call.png Curtain Call angle.

You can do the same around Dragon or the Rift Herald but aside from stopping your opponents getting them, or getting the Herald yourself they're not that valuable in comparison to towers or general area denial. Taking control of both jungles and side lane routes is a sure fire way to choke hold the opposing team, and jhin.png Jhin is fantastic at that.

Late game

Late game starts to roll around when ADCs can 3 shot people, tanks never seem to die and supports become CC bots. Or more accurately, around 4-5 full items on champs. Here is where team fights start to break out all the time.

jhin.png Jhin will want to do the same as he did in mid game, but will instead of wounding champions he can outright kill them with his W into ult combo. Also jhin-whisper.png Whisper will really ramp up in the later levels, giving you some absurd AD allowing you to 1-2 shot enemy squishies with relative ease.

Prep traps where your team wants to fight and set up an easy jhin-curtain-call.png Curtain Call. You can either stay around the team-fight landing jhin-deadly-flourish.png Deadly Flourish's to keep people CC as you clean them up and then using your jhin-curtain-call.png Curtain Call to execute, or open with the jhin-curtain-call.png Curtain Call to mass slow a target allowing your tanks or brusiers get into range to murder their backline. Just make sure to be safe when you wind it up, an assassin can kill you faster than you can cancel the ultimate so don't do it without vision or without a nearby ally to peel.

Do your best to avoid any 1v1s, because whilst you can deal 50% of peoples hp per auto, you can't auto very often. People like vayne.png Vayne or lucian.png Lucian can and will still wreck you if you overstep your bounds.

Pros / Cons Back to Top



+ Strong Lane Presence
+ Satisfying Animations
+ Game changing ultimate
+ Excellent Scaling
+ Incredible range and objective control
+ Obscenely high AD

jhin-dancing-grenade.png jhin-deadly-flourish.png jhin-captive-audience.png


- Has no mobility at all
- Weak self peel, W just can't cut it
- High skill ceiling
- Sluggish from low attack speed
- Ult takes getting used to
- Unique laning phase

So overall jhin.png Jhin is a late game caster like carry that has some lane presence thanks to jhin-whisper.png Whisper and a solid mid-game thanks to his range and CC. He excels when he forces opponents to play his game. Incredible damage with jhin-whisper.png Whisper and semi-reliable crits gives him similar DPS to other ADC's even without AS. However, he's one of the most immobile champions in the game and has no way to protect himself outside of well laid traps. A champion that can be picked up and played by most players, with a skill ceiling so high it's hard to see.

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