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Runes: DH Runes
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Threats & Synergies
Tristana
Tristana is a sort of kryptonite to Jhin, in low elo especially. If she gets a W on top of you and a bomb, you basically die before you can get all your shots off. I always 100% ban this champion because she's so aids to play against as Jhin.
Nautilus
Nautilus
Champion Build Guide
I have been playing League seriously since the beginning of season ten, so I'm still a relatively new player. I started out playing a lot of top lane and jungle, but I didn't like the champions that much so I was starting to bounce between roles. I ended up getting Jhin randomly in an ARAM game once and instantly fell in love. I was drawn to the sort of rhythm that comes with Jhin's gameplay and mechanics, as well as his design and lore being really well done. His utility combined with high skill expression really kept me playing him again and again and again. He is my highest mastery champion with the highest amount of kills and I don't intend on slowing down my points gain. Early on this season I got tired of playing ADC due to the state of the role right now. I was playing mid lane as a Katarina/Akali player, but recently got bored and switched back to Jhin.
But why do I as a average elo player think that I am qualified to give a guide on a champ? Well I consistently have high cs and high KDA games on Jhin, so I must be doing something right lol.
Pros of Jhin:
Super Satisfying - As stated above, the rhythm of playing Jhin is unlike any other champion I've played. You will be whittling your enemy down shot by shot until you can hit that oh so rewarding fourth shot. I'm serious it never gets old.
High Skill Expression - You don't need to have god level mechanics to play Jhin well, but having god level mechanics on Jhin will make you play him amazingly. He becomes an incredibly big-brained and versatile champion if you know what you're doing, but we will get into how to be versatile later in this guide.
High Damage Output - Jhin has an incredibly high damage output at nearly all stages of the game thanks to his passive. This means that you will likely always be doing a decent amount of damage (so long as you are participating in fights :)).
Utility - Jhin also supplies great utility to a team with his W and E. So even if you aren't dishing out crazy amounts of damage, you can still help your team by landing good Ws or zoning with E.
Cons of Jhin
Immobile - Jhin does not have a crazy amount of mobility in his kit, in fact he only has some movespeed from his passive when you land crits. This means that you are incredibly vulnerable to CC and being collapsed on, so having good positioning is something that every Jhin player must work on.
Peel Reliant - This kind of builds on the con above. Since Jhin has no real mobility, he has a bad time playing against burst champions. If you get jumped on by an assassin and your team doesn't peel, there's nothing that you can really do most of the time. That's why Jhin is a fun champion in my opinion. Not because he gets one-shot, but because he is really about keeping enemies where you want and controlling the pace of each fight to your wishes.
Somewhat Reliant on Skillshots - In lots of scenarios, you will need to hit your W with Jhin in order to get an engage, catch up to an enemy or get away from an enemy, so if you don't hit it then well... Have fun? Point is, your options for fights with Jhin are greatly diminished if you cannot land a W. Practice practice practice.
Death in Four Acts:
Jhin's basic attacks consume ammunition for 4 rounds. He will reload over 2.5 seconds immediately after expending all rounds or withholding leftover rounds after 10 seconds of being out of combat and not being affected by crowd control. The latter reload can be interrupted by declaring an attack or casting an ability. Jhin's final round attack has an uncancelable windup versus champions, always critically strikes its target, including structures, and also deals 15 / 20 / 25% (based on level) of the target's missing health as bonus physical damage to non-structures.
Every Moment Matters:
EVERY MOMENT MATTERS: Jhin gains 4% − 44% (based on level)「 (+ 0.3% per 1% critical strike chance) (+ 0.25% per 1% bonus attack speed) 」 AD as bonus attack damage. Additionally, critical strikes grant Jhin 10% (+ 0.4% per 1% bonus attack speed) bonus movement speed for 2 seconds.
Q - Dancing Grenade
Jhin launches a canister at the target enemy, dealing them physical damage. The canister then bounces to up to three additional nearby enemies beyond the first, dealing them the same damage. The damage is increased by 35% of the base damage if the target the grenade last bounced off of dies shortly after being hit.
W - Deadly Flourish
PASSIVE: Enemy champions who cross over a Lotus Trap or are damaged by Jhin or allied champions are marked for 4 seconds.
ACTIVE: Jhin fires a shot in the target direction that deals physical damage to all enemies in a line until colliding with an enemy champion, reduced by 25% against non-champions. Hitting a marked champion roots them for a duration and grants Jhin Every Moment Matters' bonus movement speed.
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