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huanfeng LoL Jhin Build

by Zaraki Kenpachi

Suning huanfeng Season 11 Pro Build for Jhin – Learn how the World Finalist huanfeng plays Jhin. Complete pro build of items, runes, and additional tips!

Jhin

Mind of the Virtuoso

Role: Bottom

Type: Marksman

 

huanfeng’s stats on Jhin:

Win Rate: 75%

KDA: 8.1

CS: 7.2

Abilities

Passive

Jhin’s hand cannon, Whisper, is a precise instrument designed to deal superior damage. It fires at a fixed rate and carries only four shots. Jhin imbues the final bullet with dark magics to critically strike and deal bonus execute damage. Whenever Whisper crits, it inspires Jhin with a burst of movement speed.

Whisper
Q

  • Cooldown: 7/6.5/6/5.5/5
  • Cost: 40/45/50/55/60
  • Range: 550

 

Jhin launches a cartridge that deals physical damage before bouncing to a nearby enemy that has not been hit yet.The cartridge can hit a maximum of t times. Enemies that die shortly after being hit increase the damage of subsequent hits by {{ percentamponkill* 100 }}%.

Dancing Gernade
W

  • Cooldown: 12
  • Cost: 50/60/70/80/90
  • Range: 3000

 

Jhin fires a long range shot dealing physical damage to the first champion hit, and p damage to other enemies along the way.If this skill strikes a champion that has been damaged by an allied champion within the last n seconds, it will Root them for n second(s) and grant Jhin Whisper’s Move Speed.

Deadly Flourish
E

  • Cooldown: 2
  • Cost: 30/35/40/45/50
  • Range: 750

 

Passive: Champions Jhin kills will create and detonate a Lotus Trap at their location.Active: Jhin places an invisible Lotus Trap for n minutes that creates a zone that Slows by {{ trapslowamount* 100 }}% when stepped on by an enemy. After seconds, the trap detonates, dealing magic damage.This ability has 2 charges (p second refresh).

Captive Audience
R

– Cooldown: 120/105/90

Cost: 100

Range: Global

Jhin sets up and channels, enabling him to fire 4 super shots, each dealing between c and c physical damage to the first champion hit based on their percentage missing health and Slowing them by {{ slowpercent* 100 }}% for n seconds. The fourth shot critically strikes for {{ fourthshotmultiplier* 100 }}% damage.

Curtain Call

Skill Order

Q

  • Cooldown: 7/6.5/6/5.5/5
  • Cost: 40/45/50/55/60
  • Range: 550

 

Jhin launches a cartridge that deals physical damage before bouncing to a nearby enemy that has not been hit yet.The cartridge can hit a maximum of t times. Enemies that die shortly after being hit increase the damage of subsequent hits by {{ percentamponkill* 100 }}%.

Dancing Gernade
W

  • Cooldown: 12
  • Cost: 50/60/70/80/90
  • Range: 3000

 

Jhin fires a long range shot dealing physical damage to the first champion hit, and p damage to other enemies along the way.If this skill strikes a champion that has been damaged by an allied champion within the last n seconds, it will Root them for n second(s) and grant Jhin Whisper’s Move Speed.

Deadly Flourish
E

  • Cooldown: 2
  • Cost: 30/35/40/45/50
  • Range: 750

 

Passive: Champions Jhin kills will create and detonate a Lotus Trap at their location.Active: Jhin places an invisible Lotus Trap for n minutes that creates a zone that Slows by {{ trapslowamount* 100 }}% when stepped on by an enemy. After seconds, the trap detonates, dealing magic damage.This ability has 2 charges (p second refresh).

Capive Audience

Summoners Spells

Heals the caster and the allied champion nearest to the cursor (prioritizes the most wounded allied champion if no allied champions are near the cursor) for 90 − 345 (based on champion level), while also granting both targets 30% Movement speed icon.png multiplicative bonus movement speed for 1 second. Champions affected by Heal within 35 seconds cause subsequent Heal casts on them to restore 50% less health.

 

Cooldown: 240 seconds

Heal

Teleports your champion a short distance toward your cursor’s location.

 

Cooldown: 300 seconds

Flash

Runes

Precision

Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized.

 

Energized attacks heal you for 3 – 60 (based on level) (Adaptive ratio: +30% of Bonus Attack Damage or +30% of Ability Power) and grant +20% Movement Speed for 1 second.

 

On ranged champions, against minions, the healing is only 20% effective.

Fleet Footwork

Damaging an enemy champion increases your mana regeneration by 1.5 − 11 (based on level) mana per second, reduced to 80% effectiveness for ranged champions, for 4 seconds. When triggering this effect, energy users regenerate 1.5 energy per second, instead. Takedowns restore 15% of your maximum mana or 15% of your maximum energy.

 

Note

On Manaless champions, the rune is exchanged with Rune Triumph.png Triumph.

Presence of Mind

Gain 0.6% life steal for every Legend stack (max 15 stacks) for a maximum of 9% life steal.

Gain Legend stacks for every 20 points earned:

20 points for champion takedowns

20 points for epic monster takedowns

5 points for large monster kills

0.8 points for minion kills

Legend: Bloodline

Deal 8% more damage to champions who have less than 40% health. This does not apply to true damage.

Coup de Grace

Sorcery

Casting a summoner spell grants the ability to pass through units and provides a bonus of 5 – 35% movement speed (based on summoner spell cooldown) for 2 seconds.

 

Cooldown: 60 seconds, reduced by Cooldown Reduction.

 

Hexflash, Smite, Zoe’s Spell Thief, ARAM’s Mark: 15% movement speed

 

Heal, Ignite, Cleanse, Exhaust, Ghost, Barrier: 25% movement speed

 

Flash, Teleport: 35% movement speed

Nimbus Cloak

All movement bonuses are 7% more effective on you and you have 1% additional Movement Speed.

 

Celerity
Bonus

Offense- +9 Adaptive Force

OFFENSE – Adaptive Force+9

FLEX – +8 Magic Resist

Starting Items

  • 70 Health

 

Focus: Attacks deal an additional 5 physical damage to minions.

 

Siphon: Killing a minion restores 6 Mana. If you can’t gain Mana, restore 3 Health instead.

 

Cost: 400 (400)

Doran’s Blade

Active – Consume: Drink the potion to restore 150 Health over 15 seconds.

 

You may carry up to 5 Health Potions.

 

Cost: 50 (50)

 

Health Potion
Health Potion

Core Items

  • 60 Attack Damage
  • 20% Attack Speed
  • 20% Critical Strike Chance

 

Active – Cloudburst: Dash in target direction, firing three missiles at the lowest Health enemy near your destination (prioritizing champions). Deals a total of (180 – 220 (based on level) + 45% bonus Attack Damage) magic damage, increased against low Health targets by up to 50% (60s cooldown).

Mythic Passive: Grants all other Legendary items 3% Move Speed.

Maximum missile damage dealt when enemy Health is below 30%.

Cloudburst’s dash cannot pass through terrain.

 

Cost: 3400 (625)

Galeforce

  • 55 Attack Damage
  • 20% Critical Strike Chance
  • 12 Lethality

 

Death and Taxes: Dealing damage that would leave an enemy champion below 5% Health executes them. Champion kills grant an additional 25 gold.

 

Cost: 3000 (425)

The Collector

  • 35% Attack Speed
  • 20% Critical Strike Chance
  • 7% Move Speed

 

Energized: Moving and Attacking will generate an Energized Attack.

Sharpshooter: Your Energized Attack applies 120 bonus magic damage. In addition, Energized attacks gain up to 35% bonus Attack Range.

Attack Range cannot increase more than 150 units.

 

Cost: 2500 (750)

Rapid Fire Cannon

Full Build

  • 60 Attack Damage
  • 20% Attack Speed
  • 20% Critical Strike Chance

Active – Cloudburst: Dash in target direction, firing three missiles at the lowest Health enemy near your destination (prioritizing champions). Deals a total of (180 – 220 (based on level) + 45% bonus Attack Damage) magic damage, increased against low Health targets by up to 50% (60s cooldown).

 

Mythic Passive: Grants all other Legendary items 3% Move Speed.

Maximum missile damage dealt when enemy Health is below 30%.

Cloudburst’s dash cannot pass through terrain.

 

Cost: 3400 (625)

Galeforce

  • 55 Attack Damage
  • 20% Critical Strike Chance
  • 12 Lethality

 

Death and Taxes: Dealing damage that would leave an enemy champion below 5% Health executes them. Champion kills grant an additional 25 gold.

 

Cost: 3000 (425)

The Collector

  • 35% Attack Speed
  • 20% Critical Strike Chance
  • 7% Move Speed

 

Energized: Moving and Attacking will generate an Energized Attack.

Sharpshooter: Your Energized Attack applies 120 bonus magic damage. In addition, Energized attacks gain up to 35% bonus Attack Range.

Attack Range cannot increase more than 150 units.

 

Cost: 2500 (750)

Rapid Fire Cannon

  • 70 Attack Damage
  • 20% Critical Strike Chance

 

Perfection: If you have at least 60% Critical Strike Chance, gain 35% Critical Strike Damage.

 

Cost: 3400 (625)

Infinity Edge

  •  40 Attack Damage
  • 40 Armor

Saving Grace: Upon taking lethal damage, restores 50% base Health and 30% max Mana after 4 seconds of stasis (300s cooldown).

 

Cost: 2800 (50)

Guardian Angel

  • 60 Move Speed

The strength of movement slowing effects is reduced by 25%.

 

Cost: 900 (600)

Boots of Swiftness

Situational Items

  • 20 Attack Damage
  • 25% Attack Speed
  • 20% Critical Strike Chance
  • 7% Move Speed

 

Sepsis: Dealing physical damage applies 40% Grievous Wounds to enemy champions for 2 seconds. Dealing 3 consecutive Attacks to an enemy champion enhances this effect to 60% Grievous Wounds against them until the effect is allowed to elapse.

Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.

 

Cost: 2500 (650)

Mortal Reminder

  • 40 Attack Damage
  • 20% Critical Strike Chance
  • 30 Magic Resist

Active – Quicksilver: Remove all crowd control debuffs (excluding Airborne) and also gain 50% Move Speed for 1 second (90s cooldown).

 

Cost: 3000 (225)

Mercurial Scimitar

  • 5 Attack Damage
  • 20% Critical Strike Chance
  • 20% Life Steal

Ichorshield: Life Steal from Attacks can now overheal you. Excess Health is stored as a 50 – 350 (based on level) Shield that decays slowly if you haven’t dealt or taken damage in the last 25 seconds.

 

Cost: 3400 (600)

Bloodthirster

Quick Analysis

Jhin is a champion that goes well with every Summoner’s Spell. Huanfeng’s usual choice is Flash + Heal, but Cleanse, Ghost, and Teleport are viable options too.

RUNES:

Dark Harvest is the rune that most people prefer on Jhin in season 11. However, huanfeng goes with Fleet Footwork. He has played a number of games with Dark Harvest, but Fleet Footwork is the keystone he sticks to mostly.

Presence of Mind, Legend: Bloodline, and Cut Down are all complementary runes for Jhin’s kit and huanfeng makes sure to pick them up in every game.

And Biscuit Delivery and Time Warp Tonic are there to help him get the most out of the laning phase. The extra health potions also activate the movement speed from Time Warp Tonic, which is crucial for Jhin because he is an immobile champion.

ITEMS:

 

To solve the problem with Jhin’s mobility, huanfeng goes with Galeforce as a mythic item. The item is fantastic on Jhin. It provides him enough damage and critical chance, while giving him a free dash.

From there, haunfeng goes to building The Collector and then Rapid Firecannon. This completes his core item rotation and maximizes Jhin’s damage in the mid game. And Infinity Edge is the last item huanfeng tries to get before finishing the game.

As for defensive options, Guardian Angel is huanfeng’s first choice. However, he can go for Mercurial Scimitar if the enemy team is full of CC, and Bloodthirster if he needs extra survivability.