All Guides Jhin Guides Carry in 8.14 with Jhin
0
0
Updated
2 months ago
Views
599
Comments
0

Jhin Statistics for ryanvan27

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

Value
Average
Games Played
120
8
Win %
58
44
Kills
8.3
6.1
Assists
8.6
8.0
Deaths
5.2
5.6
KA:D Ratio
3.3
2.5
Gold Earned
13.5K
11.5K
Creep Score
205.4
179.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

127.jpg

You will be running Flash and Heal every game as botlane Jhin. The flexibility of Flash allows for creative outplays or pure mobility. You will have a support with you in the botlane so bringing heal will be very valuable as the health and speed burst will affect you and a teammate. You should always go heal unless the meta changes such as the ardent censor meta. Teleport is viable in higher ranks due to the safety net it provides and the useful quick rotation but I do not recommend running it unless you are in a 5 man or higher elo. 

179.png

New Runes Back to Top

127.jpg

Fleet Footwork and Sorcery will be the optimal setup for Jhin and sets him up for late game success. While FF has been nerfed multiple times, the lane sustain is still useful even if little. The movement speed burst, however, is important to set up potential 4th shot poke. FF also scales better than other options such as Arcane Comet, which can be used for a lane dominant style of play. You would want to pair FF with Overheal as any heals from FF or your support will give you a nice shield at 100% hp. You have the option to take Bloodline or Alacrity. This is mostly personal preference as the life steal synergizes with Overheal but Alacrity provides free AD and mobility down in the later game. Depending on the meta, both are optimal and you cannot go wrong choosing one over another. Sorcery as the secondary tree gives you an abundance of extra AD for late game insurance in both Gathering Storm and Celerity or Absolute Focus. 

Alternatively, Hail of Blades and Sorcery has risen up in popularity due to the unique attack speed scaling from Jhin's passive which grants Jhin an abundance of AD and movement speed whenever he critically strikes. The Domination + Sorcery set up also provides 11 flat AD which is more noticeable in the early game compared to the attack speed from the Precision tree. Taste of Blood replaces the lane sustain from Fleet Footwork. So all in all, the Domination Jhin provides more raw damage while the Precision set up has more utility, so take Hail of Blades if you are the only carry/damage threat while Fleet Footwork is solid against divers or if you have more of a utility role in a team composition.179.png

Abilities Back to Top

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

Passive - Whisper jhinpassive.png 

Jhin's basic attacks use ammo and his attack speed cannot be improved except through growth by level up. Jhin can attack up to 4 times before reloading, with his final 4th shot critically striking for a percentage of the enemies missing health and providing extra movement speed. 
Jhin also gains extra scaling when you purchase attack speed or crit chance as it boosts a percentage of his AD.

Jhin's passive is what makes Jhin a unique and special ADC. Without the traditional high attack speed, Jhin puts more damage and utility in each of his auto attacks until his last auto. It is especially important to utilize the movement speed when you crit with Jhin as it makes an immobile ADC much more slippery. 


Q - Dancing Grenage jhinq.png

Jhin launches a grenade at an enemy dealing physical damage. The grenade bounces 4 times and increases the damage for each following bounce if it kills an enemy. 

Jhin's Q is his bread and butter poking and wave clear ability. You are going to want to level up Q first and max it at level 9. Remember to target low health minion in lanes to increase the damage of the final bounces to enemy champions. When trading in lane weave in your Q between your autos to maximize your damage output. When flashing on an opponnent with your 4th shot, it is normally best to auto Q if the enemy still has summoners as it is faster than the Q auto even if it does less damage. 


W - Deadly Flourish jhinw.png
Passive - Enemies damaged by Jhin or his allies, or inside a blooming jhine.png Lotus Trap are marked for 4 seconds.
Active - After a delay, Jhin fires a long-range shot, stopping at the first enemy champion hit, dealing physical damage and rooting them if they were marked. If Deadly Flourish jhinw.png hit an enemy champ, Jhin receives movement speed from his passive jhinpassive.png.

Use Deadly Flourish jhinw.png to catch out enemies and chain CC with your support in the bot lane. It is especially easy to hit this ability if the enemy champion was previously CC'd. Don't forget to snipe minions that you would have missed when you are coming back from lane. Level this up at 2 and max it second. 


E - Lotus Trap jhine.png

Passive - Jhin summons a Lotus Trap jhine.png after he kills a champion
Active - Jhin throws out a trap that gives him vision and stays there for up to 2 minutes. If an enemy steps over the trap, the trap slows for 2 seconds before exploding for damage.

An often under appreciated and underutilized ability, use Lotus Trap at choke points and in bushes to provide vision and possibly damage. Treat them like budget wards in the early game and flank covers in the late game. Level this up at 4 and max them last. 


R - Curtain Call jhinr.png

Jhin begins channeling for up to 10 seconds where he can shoot 4 long ranged sniper shots. The bullets stop and slow when they hit an enemy champion. The 4th shot deals bonus missing health damage and also critically strikes.

Jhin's ultimate may be the most fun and powerful ultimates in the game. Even if you are not in range to help a fight, you can cast your ultimate to output massive damage or use this ability to pick off opponents. The versatility of this ability is limitless. You don't always have to fire your shots right away, take your time to visualize your opponent's dodging pattern will make it much easier to land your shots. You can use your ultimate to start a fight or to slow down or kill fleeing enemies. Take this ability at level 6, 11 and 16. 

179.png

Items Back to Top

Starting Items

Core Items

Situational Items

127.jpg
Starting Items:

Buy boots and 4 potions if you are in poke lane which requires you to dodge skillshots. The added security of 4 potions allows you to stay in lane longer. In the case you face an opposing lane with undodgeable poke damage such as Caitlyn, Doran's Shield is a solid buy. Otherwise, you can go the standard start of Doran's Blade and 1 pot.


Core:

Most of the time you will be rushing Stormrazor, followed up with Rapid Fire Cannon and topped off with IE. The boots of choice will be Swiftness Boots for added mobility or Berserker Greaves for additional crit mobility and damage. Remember that if the enemy team is frontloaded with either AD or AP, Tabi and Merc Treads are still very strong alternatives to Swiftness Boots. This build heavily synergizes with Jhin as it gives him all the stats he wants and allows him to carry as well. The first shot Stormrazor crit along with the 4th shot crit gives Jhin alot of consistent damage which does not rely on RNG compared to many of the other crit ADC's. Rapidfire will allow Jhin to easily get the crits out with the extended range and IE will give the extra punch with true damage being very effective against health stacking opponents. 

This is the standard build for most crit ADC's at the moment but Jhin has a hand up on most of the competition with his long ranged utility to set up plays for the team even if he does not have the items to carry fights yet. Beware of getting into skirmishes against teams with mage or bruiser bot lanes as they are much stronger in the early to mid stages of the game where you do not have the necessary items to deal maximum damage. 

Situational:

A special case for the core build is often if you find yourself winning the lane hard in the early and the enemy team does not have many tanks. You can opt into rushing a Youmous Ghostblade which will spike your ability damage in the early to mid stages. Build RFC second and delay Stormrazor to third and IE to 4th item. To finish off builds, if the enemy team has lots of healing, build Mortal Reminder, otherwise, take LDR. Usually, you will also want a Mercurial Scimitar if the enemy team has CC but a Bloodthirster is a viable alternative. As Jhin is a relatively immobile AD without his crits, he is very prone to divers. Most of the time Guardian Angel will deter assassins and divers as you will revive after the initial burst, creating you much more space to navigate around team fights and allowing you to flash in for the 4th shot on a carry with the insurance that you will revive. Hexdrinker is a good third defensive item against heavy AP comps especially if you cannot QSS most of the damage potential. It also upgrades into Maw of Malmoritus in the late game, keeping a lot of the gold efficiency within the item. 


179.png

Matchups Back to Top

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

  • Ashe
    Easy
  • Caitlyn
    Medium
  • Draven
    Hard
  • Heimerdinger
    Hard
  • Jinx
    Easy
  • Kai'Sa
    Medium
  • Kalista
    Easy
  • Kog'Maw
    Easy
  • Lucian
    Medium
  • Miss Fortune
    Medium
  • Sivir
    Easy
  • Swain
    Easy
  • Xayah
    Medium
  • Yasuo
    Hard

VS

Ashe

Easy

Ashe is an immobile but long ranged ADC, she has a lot of utility to set up ganks and all-ins so beware. Other than that she doesn't have much presence so Jhin dictates the pace of the lane. Use this to your advantage.

VS

Caitlyn

Medium

Caitlyn is known as the quintessential lane bully with her long auto range and zone control abilities. You will need your support to capitalize on her over aggression and try to force an all-in when she overextends to poke you. Remember to dodge her abilities as one could lead to a massive combo.

VS

Draven

Hard

Ninja Tabi 3047.png are a must buy vs Draven. Focus on trading with 3rd + 4th shots instead of early clips as he can threaten an all in. Keep your distance away and only go in when your support lands CC or you receive a gank. 

VS

Heimerdinger

Hard

Heimer is one of the most annoying lanes that you can deal with as it is almost impossible to win the lane by yourself. You would need a very early level 2 or 3 gank or monumental misplay from Heimer or his support to gain a lead against him. His W poke is almost undodgeable if used right and his turrets deny the potential to all in against him. Take Doran's Shield and try to farm up to the mid and late game against Heimer as lane will be very uninteractive. 

VS

Jinx

Easy

Jinx is a fairly weak laner which scales into a formidable carry in the late game. Similar to Kog, you dictate the lane and can control how to play it out. Just remember you are put on a clock as she out scales you. 

VS

Kai'Sa

Medium

Kai'sa is a moderately strong laner that also scales insanely. The one major weakness she possesses is her short range, which is punishable in lane. If you or your support catch her out with CC she should always die. Focus on not getting hit by the enemy CC as Kai'sa can follow it up with her ult and passive stacks. Don't try to take any 1v1s against her.

VS

Kalista

Easy

Kalista is a very weak solo Q champion as she takes a lot of coordination to use her utility ultimate. Her overall kit is very weak in the current meta and does not do a lot of damage. Her laning is average at best but there are some very talented kalista players that can fully utilize her. Take the aggression in lane and you will outscale her. 

VS

Kog'Maw

Easy

Similar to Jinx, Kog'maw has a weak laning phase but will outscale Jhin with his on-hit build. With this in mind, putting pressure on Kog in lane is very helpful as it will delay his powerspike if shut down correctly. Try to play aggressive and call for ganks on a Kog lane.

VS

Lucian

Medium

Lucian is a strong ADC in the current meta that punishes immobile ADCs very well. You can trade against him in lane due to his short range but beware in the side waves as he can duel very well. Try to outscale Lucian and play more for teamfights.

VS

Miss Fortune

Medium

MF is a very strong lane bully currently due to her empowered Q chunking for almost half your health. To even stand a chance you will have to position away from the minion wave, denying her the opportunity to land a Q on you. She is quite immobile when her W is down so try to chain CC her. 

VS

Sivir

Easy

Sivir will most likely keep your wave perma pushed so there won't be much opportunities to trade unless you give up the push. Try to call for ganks when waves just arrive so Sivir is caught off guard with her short range. Try to also match her push as best as you can to deny her the bot priority she gains with the early push.

VS

Swain

Easy

Swain as an AP mage botlane is very easy to deal with as long as you dodge his Nevermove which is a slow skillshot that returns to him. Swain's damage early game is very low so abuse that with frequent poke and trades. Beware of him after level 6 as he then gets quite tanky and hard to kill without a gank due to his ultimate. Swain is an easy lane but gets harder to deal with in team fights and skirmishes as the game drags on.

VS

Xayah

Medium

Xayah is a decent laner with short range that has to play around the placement of her feathers. As long as you respect the damage of her feathers and play accordingly, Jhin should win lane. Her late game can be better than Jhin if played right but if you look for the 4th shot in late game situations you can catch her off guard. 

VS

Yasuo

Hard

Yasuo is a very difficult matchup due to his ability to navigate the lane and choose the fights he wants. If Yas is paired with a support that can CC you and lock you down then it is crucial you dodge it as once Yas gets on you, you are almost always dead. Look to poke Yasuo down and beware of his windwall as it can block all of your damage. 

Mid/Late Game Back to Top

Compared to other ADC's, Jhin has an earlier spike in power due to his ability to contribute consistent damage with his stormrazor auto and 4th crit shot. Keep in mind to keep moving or using abilities in between your auto attacks as the innate bonus movement speed makes it hard to get hit by enemy skill shots. Do not be afraid to flash 4th auto on a low hp enemy and use the movement speed to dodge any incoming skill shots. Another possibility is to start a team fight by using ult to try to pick off an opponent. The most important skill is the ability to recognize when to join a fight using your ultimate or getting into auto attack range. This skill will build up with more time playing Jhin as only experience can teach you a lesson from a good play and bad play. 

Remarks Back to Top

127.jpg

Jhin is a very different and unique ADC to play and is also beginner friendly as he auto attacks much less than other ADCs. With a strong power level throughout the whole game, Jhin has a high floor and high cap. Remember to keep your CS up by regularly visiting the side waves but beware to not get picked off as you do not have much mobility to work with. Pay attention to your minimap and teammates as you can easily set up potential picks.  With many different builds, the flexibility Jhin provides alongside with utility is very important to a team composition. Whether he carries the team or plays in a supportive role, Jhin is a very strong pick when the enemy team is full of squishy champions (most of the time in soloq).

If you have any questions or comments please leave them below!
Thanks for reading!
179.png

Send Feedback