
This Is My Calling

Dark Harvest
Damaging a Champion below 50% health deals
adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 11.
Dark Harvest damage: 30 (+11 damage per soul) (+0.1 bonus AD) (+0.05 AP)
Cooldown: 35s (resets to 1.0s on takedown)Why?
Dark Harvest on Jhin makes you a late-gaem 1-shot scaling machine at 3+ items. 4th shot plus Dark Harvest will kill nearly anyone
Taste of Blood
Heal when you damage an enemy champion.
Healing: 16-40 (+0.1 bonus AD, +0.05 AP) health (based on level)
Cooldown: 20sWhy?
Taste of Blood further empowers your ability to take strong trades in lane with the ability to heal off some of the incoming damage.
Grisly Mementos
Collect 1 memento on champion
takedowns , up to 18 total.
Gain 6 Trinket Haste for each collected. In game modes where vision Trinkets do not exist, instead gain 3 Summoner Spell Haste.Why?
Grisly Mementos's additional stacking AD is great when paired with Jhin's naturally high AD for massive burst damage and kill potential.
Treasure Hunter
Gain an additional
50 gold the next time you collect a Bounty Hunter stack. Increase the gold gained by20 gold for each Bounty Hunter stack, up to130 gold .
Bounty Hunter stacks are earned the first time you get a takedown on each enemy champion.Why?
Ravenous Hunter further empowers your lane trades when combined with a good bounce from [Q] across multiple champions/minions.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 secondsWhy?
Manaflow Band empowers your ability to continue spamming [Q] in lane for harass and sustain.
Gathering Storm
Every 10 min gain AP or AD,
adaptive .
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...Why?
Gathering Storm's massive late game stacking AD further pushes Jhin into ridiculous AD numbers granting you the ability to 1-ahot squishy champions in the late game.






It Hurts so Good

Arcane Comet
Damaging a champion with an ability hurls a comet at their location, or, if Arcane Comet is on cooldown, reduces its remaining cooldown.
Adaptive Damage : 30 - 130 based on level (+0.05 AP and+0.1 bonus AD )
Cooldown: 20 - 8s
Cooldown Reduction:
Single Target: 20%.
Area of Effect: 10%.
Damage over Time: 5%.Why?
Arcane Comet is a solid offensive rune choice for Jhin thanks to its **high Bonus AD scaling**. If procced when using [W] for a root or [R], it's almost guaranteed to hit.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 secondsWhy?
Manaflow Band provides you the mana sustain so you can start Doran's Blade instead of the typical Doran's Ring. As an alternative, you can also start Doran's ring and talk The Ultimate Hat here instead.
Celerity
All movement bonuses are 7% more effective on you and gain
1% Move Speed .Why?
Jhin is one of the fastest moving AD Carries in the game thanks to his **passive, Zeal stacking, and tendency to build Ghostblade** allowing you to position better for your 4th shot. The Movement Speed from **Ghostblade and Zeal items act as a small AD steroid** thanks to Celerity.
Gathering Storm
Every 10 min gain AP or AD,
adaptive .
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...Why?
Gathering Storm makes Jhin a late game monster with this naturally high Attack Damage and Attack Damage scaling on his passive.
Triumph
Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold.
'The most dangerous game brings the greatest glory.'
—Noxian ReckonerWhy?
As a long range utility AD Carry, Jhin is often licking up a number of assists throughout the game and the extra bit of gold and healing can go a long way in snowballing a lead.
Cut Down
Deal 8% more damage to champions who have more than 60% health.
Why?
Cut Down is an AD Carry's most reliable form of damage mitigation, especially when dealing damage to the enemy top, jungle, or mid who often build at least 1 health item.






Shall we dance?

Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized
Energized attacks heal you for 10 - 130 (+0.1 Bonus AD, +0.05 AP) and grant20% Move Speed for 1s.
For Ranged Champions, Healing is 60% effective and Move Speed is 75% effective. All healing is 15% effective against Minions.Why?
Jhin loves the healing from Fleet Footwork for sustain, but the movement speed to get into 4th shot range is the real kicker here.
Absorb Life
Killing a target restores 1 - 23 Health based on level.
Why?
Thanks to **Fleet Footwork** it's quite easy to gain a reliable shield to keep you healthy in small trades.
Legend: Alacrity
Gain 3% attack speed plus an additional 1.5% for every Legend stack (
max 10 stacks ).
Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.Why?
Attack Speed on Jhin acts as a great **AD multiplier**, combined with Absolute Focus and Gathering Storm
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Why?
Jhin's **4th shot** execution damage pattern screams for you to take Coup De Grace so you can quickly and painless execute your target.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana.
After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Cooldown: 15 secondsWhy?
Manaflow Band on Jhin is excellent for empowering your early game harass and waveclear with [Q].
Gathering Storm
Every 10 min gain AP or AD,
adaptive .
10 min: + 8 AP or 5 AD
20 min: + 24 AP or 14 AD
30 min: + 48 AP or 29 AD
40 min: + 80 AP or 48 AD
50 min: + 120 AP or 72 AD
60 min: + 168 AP or 101 AD
etc...Why?
With Jhin's passive acting as an Attack Damage modifier, you'll be hitting insane AD numbers in the late game.





