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Recommended Items
Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order
Whisper (PASSIVE)
Jhin Passive Ability
Threats & Synergies
Introduction


I am Vapora Dark, an EUW ADC player who's been Master tier every season since season 5. Vicious Skittle is a friend of mine who's been too busy to keep up with MOBAFire in recent times, and so I've taken on the task of keeping his guides updated. I hope I can do him justice and that you will benefit from this guide just as much as if he were still maintaining it.
Vicious Skittle is a Diamond tier player on EUW who has peaked at Diamond 2. He's been playing



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Pros
+ Strong Lane Presence + Satisfying Animations + Game changing ultimate + Excellent Scaling + Incredible range and objective control + Obscenely high AD |
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Cons
- Has no mobility at all - Weak self peel, W just can't cut it - High skill ceiling, more skill shots in 1 skill than most champ kits - Sluggish from low attack speed - Ult takes getting used to - Unique laning phase |
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Maxing R > Q > W > E is the best all around ability build for

Ability Description
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![]() | Whisper |
Death In 4 Acts: ![]() The final shot is a guaranteed critical strike that also deals 15 / 20 / 25% of target's missing health as bonus physical damage. Every Moment Matters: ![]() Additionally, his attack damage is increased by 4% - 44% (based on level) (+ 4% per 10% critical strike chance) (+ 2.5% per 10% bonus attack speed). |
This passive seems a lot more complicated than it actually is.



The AD being increased by crit chance and attack speed, well thats a different story. Click HERE to go to the next section of the guide that covers how the multiplier works and the best way to utilize it.
Ability Description
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![]() | Dancing Grenade |
![]() ![]() Cooldown: 7s/6.5s/6s/5.5s/5s Mana Cost: 40/45/50/55/60 Each unit killed causes the subsequent bounce to deal 35% increased damage to deal up to 110.72 / 172.23 / 233.74 / 295.25 / 356.75 (+ 98.42 / 116.87 / 135.32 / 153.77 / 172.23% AD) (+ 147.62% AP) physical damage if it kills on the first 3 bounces. |
The most simple ability in


This is your waveclear and trading ability, prep the enemy backline by auto attacking the caster minions so they'll die to the first hit, allowing it to then do more damage to the other creeps and most likely one shotting them. The perfect scenario for this ability is to kill 3 ranged creeps with it, then for it to bounce to an enemy champion. It also has a pretty gnarly AP ratio allowing for some AP


You should max this ability FIRST for its waveclear, reliable poke and the fact the AD ratio increases based on its level, unlike the other abilities.
Ability Description
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![]() | Deadly Flourish |
Passive: Enemy champions that have been struck by ![]() ![]() ![]() Active: After a delay, Jhin fires a laser in the target direction, dealing 50 / 85 / 120 / 155 / 190 (+ 50% AD) physical damage to the first champion that it hits, and 75% of that damage to non-champions along the way. Cooldown: 14s Mana Cost: 50/60/70/80/90 Champions that are marked by the passive of ![]() ![]() ![]() |
This ability has the longest range of any basic ability in the game. At a whopping 2,500 range (TF's



This ability is best used in conjunction with a well placed

I max this ability SECOND. Having a 2,500 range root is so good for making mid game picks, and even with a CC heavy comp you'll just be adding more CC to it. Nothing feels quite as nice as watching a


Ability Description
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![]() | Captive Audience |
Passive - Beauty in Death: Whenever ![]() Active: ![]() Captive Audience uses stock and Jhin can store up to 2 charges at once. Beauty in Death does not consume charges. Cooldown: 2s + Ammo recharge: 28s/27s/26s/25s/24s Mana cost: 30/35/40/45/50 + 1 Charge Blooming Lotus Traps slow all enemy units inside for 2 seconds by 35% and mark them with ![]() |
This ability is what lets





Try placing these all over and around the objective you plan on trying to get, when getting towers you should place them around the sides and slightly behind you allowing you fall back over them then turn a fight. Or when fighting for Drag/Baron/Rift you should place them wherever the enemy frontline plan to come from. Landing your

I max this ability LAST. Whilst the damage increase is very apparent, the utility

Ability Description
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![]() | Curtain Call |
First Cast: ![]() ![]() ![]() Second Cast: ![]() Cooldown: 120s/105s/90s. Mana cost: 100 ![]() ![]() ![]() |




If a target is marked by your



I max this ability 6/11/16 (whenever I can) like 95% of other ultimates in the game.









4% per 10% Crit chance
2.5% per 10% BONUS attack speed
A BASE multiplier per level


So what does this mean to you? At full build



With the change to ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Again, not much choice in this tier. ![]() ![]() ![]() ![]() |
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Offence: Attack Damage +6 |
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Flex: Attack Damage +6 |
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Defense: Armour +5 |
As


You'll pretty much always be taking





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







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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







Most of the time, you'll want to focus on farming up, then holding onto your 4th



After a few levels you can 'prep' the backline to ready your

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



Put your

Look for a free




Mid game usually starts after most people are finishing their first/second item and towers have started to drop. This is where


Killing towers isn't easy on






You can do the same around Dragon or the Rift Herald but aside from stopping your opponents getting them, or getting the herlad 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


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 teamfights start to break out all the time.


Prep traps where your team wants to fight and set up an easy




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



In closing,


Proper early game management is what seperates a FOTM Jhin from a good one. Snowballing and built adaptation will truly make you shine and allow you to scale into something monstrous. However if all else fails, getting 800 AD is a great insurance for late game.

Now if you don't mind, take a bow... It's your Curtain Call.


BBCode help: Janitsu. Just made everything a little cleaner.
Content help: Vapora Dark. A few sections of this guide are similar versions to his Tristana Guide because of how well written and how it's 100% applicable to this guide and any ADC guide in general.
Headers and Titles: Hopper. Incredible artwork that I couldn't even pretend to emulate
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