Jhin is a marksman who can be played in the Duo Lane. Jhin has a unique playstyle compared to other traditional Marksman. Jhin's weapon, Whisper, fires at a fixed rate and carries only four shots. Even though the 4th shot will always critically strike and do a lot of damage, Jhin has to reload afterwards, making him very vulnerable to any incoming damage. So, keeping track of how many bullets you have when playing Jhin is essential.
Jhin's hand cannon, Whisper, carries 4 shots before needing to be reloaded and fires at a fixed rate. The final bullet will critically strike and deal additional missing Health physical damage. Whenever Jhin crits, he gains a burst of movement speed for a few seconds. Jhin's Attack Speed doesn't increase his attack speed; instead, his Attack Speed is converted into Attack Damage.
There is an indicator undeath Jhin's mana bar, which shows how many shots he has left until he needs to reload. When you are about to fire your 4th shot, you need to make sure you are in a safe place to run away, as this is an opportunity for the enemies to jump onto you.
Jhin launches a magical cartridge at an enemy, dealing physical damage before bouncing to a nearby target that has not yet been hit. It can hit up to 4 targets, and gains damage each time it kills.
When farming with Jhin, if you want to push the lane quickly, you can auto-attack a minion until it gets low on health and then use your Dancing Grenade so you can clear the whole wave with one Ability. Sometimes, you can even hit an enemy champion with the Dancing Grenade if you bounce it off a few minions, which can give you a huge advantage early on.
Jhin fires a long-range shot that stops on the first champion hit. If the target champion was struck by Jhin, Jhin's allies, or Lotus Traps within the last 4s, they are rooted, and Jhin gains Movement Speed as though he had crit them.
Deadly Flourish can be very difficult to hit since it has a narrow width, so you often want to wait and use it as a follow-up to your team's crowd control. Jhin can use Dancing Grenade on minions to bounce onto enemy champions, allowing you to hit Deadly Flourish and follow up with more auto attacks since the enemies will be rooted.
Jhin places an invisible trap that reveals nearby enemies when walked over. It slows enemies before dealing magic damage.
These traps are best placed in chokepoints where enemies struggle to dodge or walk around. You can also use the traps to help you push minion waves. The traps, combined with your 4th shot passive and Dancing Grenade, make it easy to push minion waves so you can go back to base and buy some items or loot to rotate and help your team.
Jhin channels his ultimate to fire four super shots at extreme range in a cone. The shots stop on the first champion hit, slowing it and dealing physical damage. The 4th shot is guaranteed to crit and does a lot of damage.
When using Curtain Call, you need to make sure you are safe away from any enemy champions since Jhin will be standing still and stuck when using his Ultimate, which means you will be vulnerable to anyone jumping onto you.
The Collector gives Jhin early armour penetration and critical strike, and can execute targets with low health. This can give you huge snowball opportunities in the early game to rack up some extra gold.
Magnetic Blaster's increased range helps by giving you more access to reach people with each auto-attack. A long-range crit allows you to poke before fully committing to a fight.
Mortal Reminder is mandatory if enemies are playing against tanks that are building a lot of armor. The percentage armor penetration means you can still be useful even if you can only hit the enemy's front line.
Onto the runes, we have:
Fleet Footwork is the best rune for survivability, sustain and scaling movement speed with Jhin's passive. Helps you kite and trade much more efficiently throughout the game.
Brutal increases Jhin's auto attack damage, giving him the most damage out of any champion when auto-attacking champions.
Coup de Grace provides additional damage that helps burst enemies when they are low on health.
Giant Slayer is another good option when playing against bruisers and tanks that build a lot of health.
The healing from Bloodline will be more beneficial for Jhin in terms of sustain and survivability compared to the attack speed increase from Alacrity.
Bone Plating is an excellent choice for surviving all-ins from enemy champions. As the carry for your team, you'll get a lot of focus from the enemies.
In the early game, Jhin is best played aggressively. Fleet Footwork allows you to trade with sustain. Ensure you consistently hit your 4th shot from Whisper on enemy champions. This will deal a lot of damage, but be careful because, after the 4th shot, you will spend a bit of time reloading, so don't get caught. With Jhin, you can also auto-attack one of the melee minions, then use Dancing Grenade to kill 1 of the melee minions, and then it will bounce to other minions and even champions, and it will do increased damage. You can also use Captive Audience on the ranged minions to help push early on.
Once you reach the late game and have your core items, you're online. It's always best to stay grouped with your team and stay as far back from the enemies as possible, allowing your front line to move forward and take the damage. One misstep can equal death. As the marksman, you will be doing the most damage on your team, so positioning is crucial; one misstep can equal death. Make sure you take advantage of Curtain Call's range. Sometimes Jhin can be used for crowd control as a setup for his team's success.
Jhin is a unique champion, but one of my favourite designs. Once you understand how to utilise the 4th shot mechanic mixed in with his abilities, you can start to take advantage of his insane burst damage.
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