Hi everyone, my IG is "4gunshoot" (EUW), i'm a plat ADC main and this is my first ever guide. I have mostly played Jhin since his release in Season 6. Jhin is pretty unique as a character and by far my favorite champion.
I loved his design from the beginning, and if you want to become a true Jhin main i really suggest to read the lore of the ionian criminal psychopath.
Doesn't do well into tanks until their health gets lowered
Low DPS in general compared to other adcs(see why in "abilities")
Abilities
In the boxes below you can find the abillity description and my tips
Abilities
Whisper
Ability
INNATE - DEATH IN 4 ACTS: Jhin's basic attacks consume ammunition within 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 his lv) of the target's missing health as bonus physical damage to non-structures.
INNATE - 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.
NOTES:
This ability is what define Jhin as a champion
He has only 4 bullets in his magazine, after using all of them he is forced to reload, his 4th shoot will always critically strike its target and does dmg based on the target's missing health, so if you want to maximize your damage, use it to execute enemies.
This passive also gives Jhin bonus mov.speed and this is your main source of kiting; you have to learn how to make the most out of it, which comes with experience, but what separates good Jhin players from the bad ones is how they "space" the enemy.
Jhin attack speed cannot be improved at all except through growth, but both atk.speed and crit are turned into bonus AD, but the percentage converted is very low(see above for more infos).
His 4th shoot can also be used to executes objectives like drakes, barons, or towers(especially late game it does more dmg than
Smite
),but
Jhin
will automatically realod if he whithholds leftover rounds for more than 10 sec of being out of combat, so you can delay reloading by using abilities.
Dancing Grenade
Ability
TARGET RANGE:550
ACTIVE: Jhin launches a grenade at the target enemy that deals physical damage, it can then bounce to up to three additional nearby enemies, dealing them the same damage.
The damage is increased by 35% of the base damage if the enemy the grenade last bounced off of dies shortly after being hit.
Notes:
Your Q range is the same as your autoattacks(550)
Good for wave clear but has also good damage stats, even better if the enemy the grenades last bounced off dies, so usually you want to set up the "bouncing path" before, in order to maximize the damage onto enemy champions or minions (like shown in the video), but i'd like to mention that your not obligated to make the grenades kill the target upon landing to have your next bounce empowered, in fact, if the previous target dies during q travel time it will get bonus dmg anyway.
Deadly Flourish
Ability
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
NOTES:
This ability is a skillshot so if you want to have more chance to hit your targets, usually chain
Deadly Flourish
with someone else cc or take advantage of
Captive Audience
,in alternative, if you want to take the initiative, especially during laning phase, when an enemy is going for a last hit, that's your best timing.
Do not waste
Deadly Flourish
if your jungler is about to gank you, this is Jhin best tool to set up ganks, its cd is fairly long(12 sec)
Deadly Flourish
can be used to check if enemies are hiding inside a brush
Be aware of the bonus movement speed you get from rooting an enemy, it can be useful to chase low health targets or to escape deadly situations
If you cast
Deadly Flourish
before getting cc'd, your channeling won't get interrupted, this means you can apply its effects no matter what.
Deadly Flourish
won't go through
Wind Wall
but can't be blocked by
Blade Whirl
Deadly Flourish
+
Flash
Captive Audience
Ability
PASSIVE: Jhin periodically stocks a Lotus Trap charge, up to a maximum of 2.
PASSIVE - BEAUTY IN DEATH: Whenever Jhin kills an enemy champion, he summons a Blooming Lotus Trap on their corpse.
ACTIVE: Jhin places a Lotus Trap at the target location which, upon landing, becomes stealthed after arming over 1 second, lasting for up to 180 seconds and granting sight within its radius. The Lotus Trap blooms upon enemy contact, with enemies in the area at the time of its trigger becoming revealed for 4 seconds.
Blooming Lotus Traps slow enemies within the area by 35% for 2 seconds before exploding, dealing magic damage to enemies. Lotus Traps deal 65% damage against non-champions and champions who have been struck by another Lotus Trap in the last 1 second.
NOTES:
This ability is pretty straightforward. I mainly use
Captive Audience
while reloading, or to surprise/control particular spots(like shown in the photo below)
E red side wall trick
watch cursor positiong to replicate this
Curtain Call
Ability
ACTIVE: Jhin channels for up to 10 seconds, transforming his weapon into a powerful cannon, gaining the ability to recast Curtain Call up to 4 times within its duration.
RECAST: After 0.25 seconds, Jhin fires a round in the target direction that grants sight around its trajectory for 0.5 seconds and deals physical damage, which is increased by 0% − 300% (based on target's missing health), to all enemies in a line until colliding with an enemy champion, slowing them by 80% for 0.5 seconds, and revealing them for 2 seconds. Each cast has a static cooldown of 1 second.
The fourth shot critically strike for (100% + 35%) bonus physical damage
Notes:
you can both initiate fights or finish kills because each bullet applies a slow effect and also dmg based on the target missing health, but like your normal 4th shoot, the last bullet applies even more damage, extremely important when trying to steal neutral objectives.
During
Curtain Call
you can use
Farsight Alteration
if you need vision
In case you want to kill someone that is escaping from you, before using
Curtain Call
, try to snipe them with
Deadly Flourish
, less health = more dmg from each bullet
Runes (Loadouts)
PRO
Sorcery
Dark Harverst
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- Shard
Unlike every other ADC, i always prefer to take double adaptive to have more dmg, because
Whisper
translates 10% attack speed into about 3 AD, whereas adaptive gives you 5. That 10% though gives 1% to crit movement speed, which isn't relevant.
Switch armor for MR whenever you're facing multiple ap or your enemy laner is an APC.
- Precision (primary - secondary)
Precision
Fleet Footwork
is the best and most versatile runes for
Jhin
, it increases kite potential, sustain and synergizes very well with
Rapid Firecannon
, and more in general scales with AD.
Presence of Mind
offers mana regen and
Jhin
needs to spam ability, even for farming, without this runes you'll find yourself out of mana most of the time.
Alternative
Triumph
more high risk, high reward rune
Legend: Bloodline
here is the best option almost in every scenario, you gain lifesteal, which allows you to not consider building any early into the game.
Alternative:
Legend: Tenacity
super situational, take this only if enemies have a lot of CCs.
Coup de Grace
is the last choice for the
Precision
precision runes tree, best overall rune to increase your dmg.
Alternative:
Cut Down
is good vs champions who like to build hp
(Aggressive)if you choose to start
Long Sword
or
Boots
take
Cut Down
into consideration because a good amount of champions would already have 10% max health more than you from the get-go( even some adcs, i did the math for you, for
Jhin
specifically, if they have more than 643hp the rune gets activated) .
- Inspiration (secondary)
Biscuit Delivery
gives both mana and health back, it also increases your mana pool permanently.
Time Warp Tonic
more kiting / survivability, the fact you get 50% of mana or health restoration from a consumabale in an instant could be game changing in some situations and synergizes with
Biscuit Delivery
.
Alternative
Cosmic Insight
item and summoner spell haste
- Sorcery (secondary)
Sorcery
This are the runes i use the most, the reason is simple, in my elo games tend to go into late game often, so i prefer to put more resources into late game.
Celerity
enhances all mov bonus(
Whisper
),which means more kiting potential, i consider this vital on
Jhin
.
Alternative
Absolute Focus
gives bonus ad while above 70%, viable if you think you can get good poke without losing too much health.
Gathering Storm
AD boost, theoretically speaking offers infinite scaling, even if bonus stats early game are pretty low, it increases its value after +30 min.
other viable options are:
Nimbus Cloak
extra mov. speed, this used to be a must have, but after some nerfs it slowly fell down in popularity.
Manaflow Band
if you struggle with mana, this could fix your problems, highly prioritize
Manaflow Band
if you haven't
Presence of Mind
in your primary tree.
- Domination (primary - secondary)
Dark Harvest
increases your overall dmg against enemies which are below 50 % health, collecting a stack every time, and increasing your dmg (+5) based on the number of stacks you've collected, very aggressive rune compared to
Fleet Footwork
and often paired with the lethality build .
Taste of Blood
sustain always good and simply more reliable than the other 2
Eyeball Collection
more AD
Treasure Hunter
heals you for 1.2(+2.5% bounty hunter stacks)of the damage dealt by your abilities, up to 14%, only 33% for AOE damages (
Dancing Grenade
).
Alternative:
Ingenious Hunter
reduces item and trinket cd (
Galeforce
,
Maw of Malmortius
,
Mercurial Scimitar
,
Guardian Angel
,...)
Summoner Spells
Breakdown
Flash
Summoner Spell
mandatory, it helps you dodging key abilities and generates new opportunities to kill people(like flash+ 4th shoot)
Heal
Summoner Spell
you 're gonna run heal most of the time since it improves 2vs2 trades a lot and also grants to you and your ally a mov speed boost.
Exhaust
Summoner Spell
you want to use exhaust if there are a lot of assassins in the enemy team or vs particular matchups (check matchups if you want to know more)
Barrier
Summoner Spell
good vs burst champions, i mostly use this whenever i have a
Yuumi
support(if she takes heal)
Cleanse
Summoner Spell
it helps a lot vs cc's based comp,
Ignite
,
Exhaust
(but remember airborne, nearsight, and suppression effects won't be cleansed)
Skill Path
You're gonna use this skill order almost everytime,
Dancing Grenade
is your main source of poke/wave clear, so you wanto to max this first, it increases dmg, and lowers cd .
Deadly Flourish
for 2nd because your cd remains the same , so it just scales with dmg and root duration.
TIP: Don't automatically level up Q as soon as the game starts, because sometimes you and your team will invade enemy jungle and you could find
Deadly Flourish
root more useful than
Dancing Grenade
.
Standard skill path
Jhin
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5
5
5
6
6
6
6
7
7
7
7
8
8
8
8
9
9
9
9
10
10
10
10
11
11
11
11
12
12
12
12
13
13
13
13
14
14
14
14
15
15
15
15
16
16
16
16
17
17
17
17
18
18
18
18
Item Builds
- Recommended build
Crit is the most popular build for reasons, most reliable while being good in all situations; it also provides better scaling than lethality.
Galeforce
is your go to mythic item, because amplifies Jhin aggresion and mobility, after that your build becomes very flexible based on enemy comp / personal preferences.
Breakdown
Galeforce
Item
The best mythic item for Jhin, good base stats, more burst + a free out of jail card vs skillshots thanks to it's active; the cherry on top, it grants all other legendary items 2% mov. speed
The Collector
Item
This item helps execute enemies, very good vs squishy targets, and it gives more gold for each kill, if you can get ahead early into the game this will help you snowball even more.
Base stats are good, but i suggest to avoid
The Collector
in case enemy comp tends to build a lot of armor.
Rapid Firecannon
Item
"Rapid fire? Huh. Where's the drama in that?"
Jhin benefits a lot from RFC, more range(especially good for your 4th shoot) + mobility(crit+ atk speed+ mov. speed).
Infinity Edge
Item
Great dmg booster, you usually build this as 4th/5th item because it enhances crits when reaching 60% critical strike chance
Lord Dominik's Regards
Item
Good if you have to deal with armor, it usually completes your build, but if enemies are particularly tanky you can decide to slot it in as your 2nd item.
Boots of Swiftness
Item
You're going to buy this almost every time, mobility is key with Jhin, swap it with
Mercury's Treads
if you need tenacity / MR or, with
Plated Steelcaps
if the main source of incoming damage is AD.
- Item path
CRIT
LETHALITY
EXPLANATION
STARTER
Doran's Blade
Item
Doran's Blade
classic start, very good on low base hp adcs (ex
Zeri
) and suggested vs all-ins matchup(
Leona
,
Pyke
,
Thresh
,...)because you have more health to play with and omnivamp that helps you recover from occasional trades
Long Sword
Item
Less tanky since you don't have that + 80 health you would get from
Doran's Blade
, but is compensated by 3x
Health Potion
, which restores 150 HP each for a total of 450, and (+2) more AD, from a theoritical POV allows you to permanently be ahead of the enemy adc (if he starts
Doran's Blade
) by 350 gold, because
Long Sword
-->
Noonquiver
or
Serrated Dirk
, meanwhile Doran's evolves into nothing.
Also good vs champions that tend to poke you more frequently
Boots
Item
Jhin
has a unique start, thanks to both high base HP(585) and AD(59 + 14= 73), you can start
Boots
+ 4x
Health Potion
. If dodging skillshot is a top priority on your list, or more in general, you value kiting over other stats.
SITUATIONALS
Maw of Malmortius
Item
After patch 12.3 changes, it gives 5 more AD and now shield scales with AD(168.75%), good defensive tool when you have to deal with AP champions
Bloodthirster
Item
Gives 20% lifesteal which is quite a big deal when Jhin's AD reaches absurdly high levels, in addition to this, it grants a shield if you overheal. So when you combine
Bloodthirster
with
Legend: Bloodline
in your runes, then you get a good amount of sustain and shielding for yourself, build it over other items if you struggle surviving burst damage.
Mercurial Scimitar
Item
Lifesteal + magic resist and remove a CC. Active also grants a nice 50% movement speed buff for 1 second. Very good against particular spells(
Realm of Death
,
Nether Grasp
,
Whimsy
), buy it when canceling a CC might save your life or help you score a kill.
Guardian Angel
Item
Provides 40 Armor and 40 AD, stats-wise not the best item, but you can't be one shotted with this item, they have at least to kill you twice!, jokes aside, the revive is good if assassins are a burden to you.
Serpent's Fang
Item
In case you need anti-shielding
Stormrazor
Item
Could potentially buy it as a final item, but most games don't go that long and even then there are other options that might be better
Death's Dance
Item
Got changed in 12.3, building DD seems a waste to me, both AD and armor are good but ability haste is just worthless, i'd still prefer going bloodthrister if i need extra lifesteal and survivability
Jhin is considered to be a utility carry, in fact he excels when paired with aggressive supports. His kit revols around going in and out of fights constantly, like a conductor( "One, two, three, four, two, two, three, four." - Jhin counting ), you want to dictate the tempo of the engage. Long trades usually go in enemy favors, simply because you have a dead timer after firing your 4th bullet, so while stuck reloading, reposition yourself and act accordingly to your game plan.
Combo
AA +
Dancing Grenade
(classic fast combo)
typical trading pattern, use this to punish whenever they go for last hits
Dancing Grenade
+ 4th shot (more dmg)
Your bread and butter, nobody can match the damage Jhin is able to pull off with this, moreover, if your target has low hp. As you rank up the ladder players becomes aware of Jhin one shots potential, so consider to use
Flash
to gap close and show the power of FOUR. Side note, you also get mov speed, both good for chasing or escaping.
AA +
Dancing Grenade
+
Deadly Flourish
This combo is pretty deadly if you manage to land it and your support is able to follow up. It has a lot of damage and since they're snared and landing
Deadly Flourish
gives you a movement speed boost, you can push for an extra auto or two. Consider this combo at 3 or 2 bullets so you can end it with your 4th shot.
- Laning phase
How you play this portion of the game determines also the approach to the other phases. Your poke with enchanted
Dancing Grenade
and 4th shoot damage is quite oppressive during early stages, and the abilty to follow up engages with
Deadly Flourish
, gives Jhin a strong kill threat.
- Mid / late game
Maintaining high cs throughout the game is really important to stay relevant, macro-wise after taking bot tower, mid lane is usually, the lane you want to rotate to, you can push waves pretty fast and just by having your minions into their tower you' re able to put pressure on enemy team (vision control --> steal jungle camps) and to access fights more easily than bottom lane.
Side laning without a support isn't suggested with Jhin, more often than not assasins or bruisers will have easy time killing you but if you're forced to, try to take vison first and then go for waves, you're always squishy even if you're fed, so don't throw leads just because you dont want to share farm.
Do not forget about Jhin's abilty to contol spaces and make picks with
Deadly Flourish
+
Captive Audience
, it's really game-changing, especially around neutral objectives.
Matchups
Matchups
Tristana
Champion
HARD
SUGGESTIONS:
Exhaust
, freeze / play near your side of the lane
One of the hardest if not the hardest matchup. Her entire kit basically counters Jhin's, better dps on single target + higher mobility.
Tristana from LV 1 to 4 has less range than you (525-545 vs 550), poke her with your superior range and
Dancing Grenade
At lv 2, with the combination of
Rocket Jump
/
Explosive Charge
she (and with the help of her support) is able to stack
Explosive Charge
quickly enough to get a jump reset and kill you so be aware of the possibility to get enaged on since the beginning.
Your options are very limited, play around her W/E cds and if you freeze the lane in front of your tower, she can't directly jump on top of you, then rely on your support and jungle to make plays.
LV 6 doesn't make things easier for you,
Buster Shot
enchances her alredy deadly burst combo, play even furthest away, staying in her Wrange means death, avoid at all costs 1vs1, even if from ahead she can stiill kill you.
Draven
Champion
HARD
SUGGESTIONS:
Exhaust
,
Plated Steelcaps
His laning phase is stronger for 1v1s, 2v2s, short trades, and extended trades.
Draven relies a lot on snowballing; your primary focus is to denying him a kill lead. Farm safely and scale.
Your trading window is very limited, but be aware of his
Spinning Axe
usage, if he has recently dropped one and if you're smart enough with your four you can win the trade.
if he gets cc'd, that's your green light, burst him down in this little opportunities your support gives and remember if Draven doesn't win lane he'll most likely tilt.
Lucian
Champion
MEDIUM
SUGGESTIONS:
Exhaust
,
Plated Steelcaps
Lucian prevail in lane, his kit fairly counters
Jhin
,
Piercing Light
is good a poking tool,
Ardent Blaze
helps him chasing targets and
Relentless Pursuit
is a great reposition ability and chaining all of them grant him more burst than yours (
Lightslinger
).
Keep an eye out when
Relentless Pursuit
is on cd, because he might expose him self, even more if he tends to use it aggresively.
In general you're going to want to outscale and deny him leads since he needs leads as part of his own win condition.
Caitlyn
Champion
MEDIUM
Do not allow her to get control of the lane through shoving, her range superiority has the advantage when the enemy is forced to farm under tower because she can freely poke and take turret plates while enemy can't retaliate back.
Once the laning phase is over, if you are even or ahead then Caitlyn has lost her own win condition
Ashe
Champion
MEDIUM
SUGGESTIONS: early
Boots of Swiftness
Ashe is an immobile adc and like you it's picked for her utility rather than damage output.
She has more range than you (600), but her poke is very easy to dodge if you stand behind your wave, so as for most matchups, you should be able to poke with
Dancing Grenade
, which is far more reliable than
Volley
.
Look forward to engage her often with
Deadly Flourish
, she has no escapes and it's easy to catch her off guard whenever there is mark on her head.
Ashe slows is kinda annoying but after buying
Boots of Swiftness
you're able to deal with it easily.
if she has
Enchanted Crystal Arrow
available she might becomes a threat to you, take space to give yourself time to react and avoid ulting if she can easily hit you
Miss Fortune
Champion
MEDIUM
Miss fortune during laning phase, relies mainly on poke with
Double Up
so it's fair to say this match up comes down to skill, whoever hits more abilities and lowers the counterpart's hp, takes the advantage, play on the side of your wave, don't give her chance to hit you with empowered
Double Up
.
She isslightly favored in extended trades because she has
Strut
, which allows her to do more damage.
You have better all-ins, specifically more burst, so if you have the chance to hit
Deadly Flourish
, take them as you'll most likely come out on top.
After 6 be careful, if you get cc'd, you're gonna get one shotted with
Bullet Time
.
Aphelios
Champion
MEDIUM
Aphelios is all about gun management. He is immobile, squishy, and Jhin has the burst damage and catch tools to kill him.
Pay attention to his gun combo(especially when he has chakrams). Punish him when he has weak guns and you'll come out on top!
Jinx
Champion
MEDIUM
Jinx is an immobile hyper carry. It takes awhile for her to come online. Her weakest point is her laning phase so you want to play aggressive,
Switcheroo!
is an incredible scaling tool, but early she has a few downsides, it requires a lot of mana and withouth any bonus attack speed is quite weak. Take advantage of your fast trades when she goes for cs, especially in her minigun form
After laning, Jinx outscales
Jhin
and in the mid-late game even if you two are even it will be hard to kill her off because of her long range auto attacks.WHen she gets 3/4 items you can't afford to 1vs1, but you can easily capitalize on mistakes, try to cc her and burst her down.
Kai'Sa
Champion
MEDIUM
Very weak laning phase and low range adc, which means she will usually struggle to fight back if you constantly poke her down, she is even weaker when doesn't have
Icathian Rain
(at any stage, has higher cd than
Dancing Grenade
), bully her and get leads from laning to close out the game, or stay ahead at all points.
Extremely powerful scaling, with both AD and AP setup, If you reach late game, but 1-2 items ahead of her then it doesn't matter if the game goes late. But be careful because pure 1vs1 aren't usually on your side
Ezreal
Champion
EASY
Ezreal relies on poking from distance with
Mystic Shot
, which means he spikes when his
Manamune
transforms into
Muramana
, usually around mid game, so his laning phase is pretty weak considering you can play behind minions and avoid his poke, which is something he can't do so easily.
Aggressively force Ezreal to back off and waste
Arcane Shift
, is the way to get a lead on him, after he burns this ability, he has to wait a lot before he comes up again (28 - 22 sec), take advantage of this windows and finish him.
Twitch
Champion
MEDIUM
SUGGESTIONS:
Control Ward
Play aggressive in the laning phase to punish his weak early game. Poke and engages are clearly in your favor, whenever you hit
Deadly Flourish
try to kill him or at least force his summoners.
Without
Ambush
is very vulnerable and doesn't have damage to retaliate back with you, just pay attention if he goes misses or runs into brushes to go stealth and plan something cheesy.
Usually after lv 6 the matchup changes in his favor (thanks to
Spray and Pray
), bully him before that.
Mid-late game be careful, when you go for cs because he will try to assassinate you a lot.
Senna
Champion
MEDIUM
Play aggressive in the laning phase, she has very low damage stats, and very easy skill shot to play around, both poke and all'ins are effective tools to shut her down during his weakest point of the game.
Don't let her scale, because her weak early is compensated by an insane late game, her bonus range would often cause you to get poked without even being able to land a single aa.
Sivir
Champion
MEDIUM
Sivir outscales Jhin, but she is abusable during the laning phase. Take advantage of it by playing around her low range and all-in. She can block your abilities with
Spell Shield
but it's cd is very high during early stages, without it she becomes vulnerable, spam your Q during this windows and don't give her opportunities to hit both, you and the minion wave with
Boomerang Blade
.
Kog'Maw
Champion
MEDIUM
Poke, poke and poke, weak laning that you must take advantage of, play around his cds (especially
Bio-Arcane Barrage
). Most of the time, this bot match-up is heavily influenced by the type of support each of you have, but if you let him scale, you're going to play on the back foot all game long.
Varus
Champion
EASY
SUGGESTIONS: early
Boots of Swiftness
Varus is an early to mid game champion. As long as you make sure not to let him catch you with his ultimate
Chain of Corruption
you should be able to kill him and outscale him throughout the game from laning phase to the late game. Play aggressive while also positioning well-enough.
Vayne
Champion
MEDIUM
As others hypercarry, Vayne has an incredibly weak laning phase and a good mid-late game.
Take short trades with her at first and try not to let proc her
Silver Bolts
, after she gets low HP, then you can decide to go for long trades or engage for an all-in. You will come out on top in both.
After 6 it's not easy to stop her while invisible, so follow the previous rule, poke at a safe distance and wait until she gets low.
Final Hour
gives her a lot of mobility, so don't give her opportunities to chase you.
Samira
Champion
MEDIUM
Very skill-dependent matchup, play behind minions, abuse your range, don't let her jump on you and always take space to win trades
Your
Deadly Flourish
is the only ability that goes trough
Blade Whirl
, keep this in mind when she is already close, because this might let you escape from her deadly all-ins .
Kalista
Champion
MEDIUM
Another very situational match up, her mobility is annoying to the point you'll have hard times hitting her + her ability to chase you and her good damage in lane makes her a worthy opponent.