

Jhin Champion Guide





Overview
- •Jhin's Basic Attack has a fixed
Attack Speed.
Instead, he gains
AD ↑ based on
Attack Speed and
Critical chance.
It holds 4 shots and reloads when empty.
The 4th shot always deals
Physical Damage based on Target's Missing HP and is a
Critical. - •Jhin's
Critical damage is reduced by 25%, but
a
Critical triggers
MS ↑.
- •Q fires a Single Target Targeted Physical Damage Projectile. If enemies not yet hit by Q are nearby, it Chains. On Kill, the next Chain's Physical Damage increases.
- •W fires a Minion Pierce Physical Damage Projectile.
Targets damaged by Jhin or allies,
or touched by E, are Marked.
Hitting a Marked target with W adds
Root.
When
Root triggers, P's
MS ↑ activates.
- •E places an Invisibility Trap.
When an enemy steps on it: AoE
Slow, Mark, and Revealed.
Shortly after, it Detonates for AoE Magic Damage. - •E's Passive Bonus: when Jhin gets an enemy champion On Kill, Summons an E that Detonates shortly after.
- •R readies a sniping stance that fires 4 shots in total. (
Channel)
Fires Minion Pierce Projectiles.
Physical Damage based on Target's Missing HP,
Slow, and Revealed.
The last shot is always a
Critical.
TMI
- •Jhin's
Critical deals 25% reduced damage.
200% reduced by 25% equals 150%. - •The 4th shot reloads automatically if unused for a while. Using a skill resets the timer. Holding onto the 4th shot has many advantages. Place traps to extend its duration and keep the 4th shot.
- •E (Trap)'s Invisibility is not revealed by Scryer's Bloom or the Rift Scuttler's vision shrine.
- •E's DoT
Slow lasts while standing in the Trap area. - •R (Curtain Call) has a 60-degree angle and 3500 range.
- •Jhin actually has two guns. His right arm is a mechanical arm. Basic Attack uses a pistol. Q fires a grenade from the mechanical arm. W uses a rifle. R fires both guns combined.




























