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Choose Champion Build:
-
Jhin ADC
-
Jhin Mid
Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Whisper (PASSIVE)
Jhin Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Lucian
Tough.
Ideal
Strong
Ok
Low
None
Introduction
Hello. I am just a guy that likes to play league, so I thought I'd share my favorite Jhin builds with the wonderful community of Mobafire since I love to spread knowledge.
I have a youtube channel and twitch channel which I post/stream on, so check them out if you want.
YouTube: Click here.
Twitch: Click here.
On to the guide!

Passive - Whisper
Jhin's pasive is pretty sweet. Jhin can only hold 4 shots in his gun, Whisper, and his attack speed scales with his level. To compensate for a slower attack speed, he also gains a large amount of additional AD that scales like crazy. All bonus attack speed from runes, masteries, items, or other sources is converted into additional AD.
Jhin's basic attacks essentially mark enemies, which will be important for landing a good skill combo with his W later on. Enemies will also be marked for Jhin if the enemy was hit by a lotus trap or friendly champion attacks/abilities.
His fourth shot is guaranteed to critically strike and deals extra damage based on missing health. Try to land the fourth shot on your lane opponent, but if you can't no biggie. Don't waste the shot though, because after 10 seconds of not attacking Jhin will have to reload.
Cool tip: Using one of Jhin's abilities refreshes the 10 second no-attack timer, so if you are trying to position for landing a fourth shot, you can refresh the timer by throwing down a trap or using his W. This way you can make sure that you don't waste the fourth shot, and land them crits boiz!

Q - Dancing Grenade
Always max Dancing Grenade (Q) first as it has a short cooldown and it is your main source of harass. You can also use your Q to clear waves pretty quickly, but the danger of doing that (especially in mid) is that you open yourself up to ganks by being pushed up.
Use his Q as a way to poke people down, and if you get ganked use it to deal a significant amount of damage so you have a better chance of being able to kill either the jungler or laner.
Dancing Grenade increases damage output by 35% for each unit killed by one of the hops, so if you time it right you can bounce it off a couple of minions to increase the damage before having it land on the champ you want to hit. So if you wanna poke at the end of a wave, leave 2 minions low and release the nade when an enemy champ is nearby the minions.

W - Deadly Flourish
Jhin's W is a very good ability if used correctly. If you hit a marked enemy with it, it roots them, which is great for setting up wombo combos or picking off specific champs in a team fight. His W will stop upon hitting an enemy champion however, so make sure to position yourself in a way where your target isn't behind one of their teammates. Deady Flourish can pierce through minions though.
The range on this ability is pretty large, so you can use it to snipe enemies trying to recall or escape.

E - Captive Audience
This nifty trap is similar to a teemo mushroom. You set it, it arms, and then it goes into stealth. It lasts 2 minutes and Jhin can store multiple traps which are created every 24 seconds when the ability is maxed.
When stepped on, these little traps mark the enemy and after a few second delay the zone around it bursts out AD. This ability is good to combo with W because of the mark. If you cant lay an AA on your opponent, throw a trap down in a choke point and sooner or later he'll step on it. You could also lay them down along your path when being chased. Then hit your W to root, Q grenade for damage, Ignite, Crit, AA. If they are still alive you can execute them with ult. These traps are crazy good and scale with 20 / 80 / 140 / 200 / 260 (+1.2 per attack damage) +100%AP. So if the enemy cant get out of the trap, a trap could potentially do over 800 damage. Yeah, I went there.

R - Curtain Call
This is Jhin's epic ultimate ability. The map zooms out, and Jhin roots himself in preparation to unleash 4 damaging shots. The shots damage in a cone, slowing them by 80% for 0.75 seconds and dealing 50 / 125 / 200 (+0.25 per attack damage) physical damage, increased by 2% for each 1% Health the target is missing. The 4th shot crits for 100 / 250 / 400 (+0.5 per attack damage) physical damage.
So if someone is tryna back when they're low? Snipe them. That's really the only logical thing you can do. Make them FEEL the crits. Thank you RITO.
Anyways, this ability is pretty self explanatory, but the aiming takes a little practice. Similar to a Xerath ult.
Playing mid
If you are playing mid, I usually take ignite. Always take flash when playing any lane, unless your champion has a better alternative or lots of escape.
You can take heal in certain cases where you are against heavy burst champions (e.g. fizz or zed). Again, it depends on your situation.
Playing ADC
Almost every ADC ALWAYS takes heal and flash. Very self explanatory.
- Use your W sparingly, you need it to root enemies
- Place traps in gank paths (e.g the bushes surrounding your lane) to prevent ganks
- Traps grant you vision of anyone affected by them so placing them in the bushes can save you from ganks
- Try not to use Q for farming, since you will most likely push up your lane which opens you up to ganks
- Using any of your abilities refreshes the reload cooldown making it so you don't have to reload after 10 seconds of not attacking.
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