Jhin 2 Win
A Comprehensive Guide to Jhin
January 1st, 1 ⸱ 26 min read
Jhin in the Meta
"Our performance begins."
has been one of the most consistent, reliable, and popular bot-lane picks for the past two seasons. He has a unique play-style unlike any other ADC; Jhin is an interesting hybrid marksman with elements of both AD burst assassin and catcher mage. Jhin
There are only upsides to picking this champion in solo queue: Jhin is very safe in lane and a good choice if picking blind or picking first; he has excellent scaling throughout all stages of the game and can play from behind using all the utility in his kit; most of his match-ups are favourable, with only a few counter-picks; and his Fourth shot gives him great objective control on dragons and baron.
His simple kit is intuitive - it makes him a wise choice for bot-lane fills - but it also leaves open a lot of room for creativity and mastery by more seasoned players.
Jhin is a thematically compelling champion; each of his spells and abilities have a distinctive flair and drama that are a joy to watch unfold on your screen.
This is how I like to play him.
"Yes, the gun is ironic."
"The composition needs something."
There are two primary keystones builds Jhin can take advantage of. The high-risk high-reward keystone is , and is taken generally to punish enemy mistakes in early laning phase.
In lower elos, people will not respect Jhin's early game damage, and will freely trade with you when your Fourth shot is active. Additionally, given the popularity of some mage supports such as
, Lux or Zyra , this rune gains a lot of value if taken. However, there are some cases where this rune will get no value in lane - sometimes your support just cannot do the damage, the enemy support is a sustain enchanter, or you are repeatedly ganked or roamed on by mid. Xerath
In the event you do not get many stacks in the early/mid-game, Dark Harvest is essentially a dead rune. So pick it wisely, and only take if you have confidence you can snowball the lane from an early stage.
Dark harvest is pretty straightforward, it has strong interactions with the execute in Jhin's kit - ,
, Whisper , Curtain Call etc. The bonus damage from the rune scales from the total souls you have collected, so you must be aggressive to ensure you're getting soul stacks early on (by damaging champions below 50% hp). It does 20-60 bonus damage based on level and + 5 damage per soul. Essentially a 25% bonus AD ratio. With crit and AD stacking, it can add a lot of damage mid-late game (when properly stacked). Unfortunately, the rest of the Domination tree is mediocre for Jhin. Dancing Grenade
gives decent sustain. It scales with level, and has a 20 second cd. The only valid option in the first row. (in the second row) grants bonus AD from champion take-downs. Its useful for snowballing, and grants a lot of bonus AD at full stacks. The final row should be which is a mediocre scaling rune for healing. It is not a great option for early sustain unless you are getting kills. This rune is also less effective with Area of Effect abilities such as Jhin's
. Dancing Grenade
Dark Harvest - Secondary Trees
There are two secondaries you can choose to take when playing Dark Harvest. The first, and probably default, will be Precision. offers great sustain, and scales off minion kills. It is much safer and a more reliable form of sustain that scales off more than just champion take-downs. should be your other rune for additional mana, but can be taken instead for additional execute damage.
The other secondary that can be taken is Sorcery, with and . is extremely useful for Jhin, as it shores up his major weakness - immobility. It grants 35% bonus movement speed for and 25% bonus movement speed from . Always take this rune from Sorcery. is more bonus AD, and is better with the Dark Harvest tree.
In higher elo, you will want to take . Its the better overall rune for Jhin, and interacts strongly with the movement speed from
passive. Fleet Footwork is better for laning (it provides additional sustain) and is stronger for team-fighting with the bonus movement speed. This rune makes Jhin's early-laning safer, and allows you to scale better in games where you will not necessarily be snowballing. It also allows you to take Precision tree runes, which are by far the best on Jhin. Whisper
and are standard. is preferable, but can be taken if the enemy team has 3 or more tanks/bruisers who build health or a mid-laner that builds health items.
Fleet Footwork - Secondary Trees
Again, there are two secondaries that can be taken with Fleet Footwork. The superior option is Sorcery, as it gives you access to and . Celerity is completely broken on Jhin; it enhances the movement speed on his passive
, it boosts the movement speed from , it works with the bonus movement speed on passive, it interacts with . It even works during river-walking! This rune opens up a lot of opportunities for kiting and outplaying with Jhin's movement, a mandatory rune! See if they can catch you now! Whisper
There are some instances, however, where the sustain from Fleet Footwork is not enough for laning. In heavy poke lanes consider taking Inspiration secondary, with for sustain and bonus mana, and for additional movement speed and instant health.
"Smiles, everyone, smiles!"
- Also, standard, but can be replaced situation-ally.
- This summoner is very useful when the enemy team's win condition on bot roams is heavy cc (think
jungle with Sejuani / Zyra / Morgana support, or Lux Jungle with Amumu + Ashe bot-lane). Also good into control mages mid. Drawback of Cleanse (and Exhaust for that matter) is that most players will try and burst you down levels 1-2 to punish you for not taking heal. Consider Inspiration secondary in this instance. Leona
- Great into 'counter' picks. I personally believe that Jhin is one of the most solid bot-lane picks to choose blind, but there are some players that will try and counter with
or Tristana . Exhaust is also good into Twitch , a Samira with good set-up (something like Vayne ) or Thresh . Also great to take if the enemy team is very engage heavy, and you suspect that you will lack peel against back-line/tower dives. Draven
"I shall choreograph this affair."
Most people choose to go Q-W-Q for better poke and harass early game. However, Q-W-E allows you to control the wave better early game, so it is my default order.
first, as it does the most amount of damage. Dancing Grenade can be maxed afterwards, but is only taken early for the root, and not the damage scaling. Deadly Flourish is lowest priority. Take Captive Audience when it is available at levels 6, 11, and 16. Curtain Call
"Rapid fire? Huh. Where's the drama in that?"
Very safe start. Pick if the enemy team has strong engage you'd wish to avoid, or if they have strong poke. Combos very nicely with the Inspiration Secondary build. The down-side of boots start is the missing AD. However, it allows you to recall and buy completed .
+ is a standard start for all-in comps.
Notes on Long Sword Start
I personally start in every game where I feel start is not necessary (most games). Many Pro players - across every region - are also starting + 3 as opposed to + health pot as ADC. The reasons are as follows:
1. gives 2 more AD, comes with 2 extra pots, and will build into your first item! As Jhin this will be or . , on the other hand, gives 2 less AD, 80 more HP and 2.5% omnivamp but it builds into nothing. It is also sold at a gold loss later in the game. Therefore, buying puts you permanently ahead in gold (vs. the other ADC) by 350 gold!
2. This is important because the Mythic ADC items are one of the most important power spikes in the game currently. In particular, gives Jhin great escape utility for team fights, and insane kill pressure with execute + Fourth Shot.
3. Being 350 gold ahead towards that Mythic item spike means that, assuming both ADCS are farming equally, you can base before the enemy and return to lane with a massive advantage to snowball off of. It allows you to spike before they do, given equal laning conditions. Furthermore, this lead stays with you the entire game! Even after one item, you are still 350 gold ahead of them for your second, third and fourth item.
4. The extra form start also allow you to stabilize the lane in the event that you mess up a trade or make other mistakes. They allow you to recover better from jungle ganks too. Also, if you have priority in lane but are taking extra damage shoving the wave, healing up with the extra pots allows you to maintain this lead (and can potentially make you very healthy for a tower dive).
5. Consider choosing the rune when starting . When the enemy team has tanks & bruisers (that build health items) this rune should be taken anyways. If, however, the enemy adc has high base HP when buying , you could be doing anywhere from 5-10% extra damage to them at level 1! For example, Jhin's base HP when starting long-sword is 585. A
starting has 690 health. The calculation for is [x - 0.1] x 1/9 + 0.05, where x is the additional maximum health that the target has in relation to you. In this scenario, Jinx has 18% more max HP than you -> [0.18 - 0.1] x 1/9 + 0.05 = 0.059 or 5.9% bonus damage. Jinx
Regardless of what item you chose to start, should be your first back. If you've been reading so far, you know that Jhin's entire kit is enabled through bonus movement speed on
crits. This item makes Jhin very hard to catch, and increases his kill pressure early on. Jhin has enough initial damage to delay an AD buy. A Jhin with and a or two is much more of a threat than a boots-less Jhin with . Generally, try to avoid buying and , but if you back with low gold consider picking them up. Whisper
These items are in order of priority. gives a lot of AD, and is required for the build-path. is also an important buy early. This item is completely broken - its the most gold efficient item in the game. The lethality passive also gives Jhin great burst early game. With and you have 60 AD (almost as much as given from ) and can basically never lose trades.
has been covered, but it is Jhin's main mythic. synergizes
well with the execute in Jhin's kit, and makes your Fourth shots that much more deadly.
scales very well with AD and crit, so always be looking to buy items that maximize these stats. is very broken on Jhin, even into squishes (who have some armour from growth). can be taken for additional slow utility. is very situational, and can be a gratuitous buy, but it is the only other item with 55 AD. is commonly bought on Jhin, but I personally do not believe it is necessary. The extra energized attack is only effective for one auto, and the lack of AD on this item can make you feel weak mid-game. In high elo you may be punished for skipping this item, but for maximum damage it doesn't quite fit. The attack speed is converted into some AD and a slight increase to movement speed on Whisper crits, but these ratios are not enough to compensate for the lost AD from other items. Totally your call. Whisper
is great if the enemy team has a fed AD assassin one-shoting you. is not a great buy for Jhin, and should be avoided at all costs. The stacking passive from this item takes forever to stack given Jhin's fixed attack speed. Only buy this if your teammates refuse to buy anti-heal. is great into champions with point and click cc such as
, or if you forgot during champ select. Malzahar
Common ADC Match-ups
"My critics are... usually short-lived."
Common Support Synergies
"This stage is beneath my talent, but I shall elevate it."
Win-rates are taken from Platinum+
"The end is important in all things."
Thank you OnlyGuides for the opportunity to publish this! The formatting tools were a breeze to use and allowed me to make my guide look just the way I wanted it to. There is a bug in my Soraka drop-down that I can't seem to fix though 😭. I hope everyone has as much fun reading the guide as I had writing it. I wish everyone the best of luck with their guides too, and see you on the rift! Maybe I've inspired you to try Jhin 🙂.