How strong do you guys think Jhin is?

Arkiece·2/19/2016, 7:15:18 AM·2 votes·1,098 views

I've been playing a ton of Jhin recently. Im absolutely in love with him. All the hate you guys are giving him seems completely unfounded to me. Yeah hes immobile, but so are Jinx, Kog Maw, Twitch, who are all hyper carries who have found times of extreme strength in the meta; and personally, Jhin's passive makes him borderline more mobile than any of those mentioned. Early game he gets seriously bullied because of it, yeah, but he should, everyone needs a weakness. His lane mobility is literally the same as Jinx, even the hitboxes are comparable when talking about Morg bindings or Blitz hooks. But late game, he crits 3-4 times every reload, and speeds around the battlefield fast enough to completely make up for his lack of other mobility. And people who complain about his laning strength might just be playing him wrong. Again, early mobility is a problem, so its tough to win a lane if you get hooked of any kind, but against almost anything else, he excels in lane. His fourth auto has great zoning potential, and picks people down to lower and lower health as the damage scales with health missing. Not only that, but his kit feels great, cohesive. Compared to someone like Kindred, who is just a disjointed conglomeration of abilities, his kit synergizes with itself nicely, with the zoning and trading from 4th auto/Dancing Grenade, the hyper long range catch from w and ult, the execute from the ult and 4th auto, the mobility from his crits that shores up his lack of dash; I could keep going on the different synergies and combos from his kit, but this is already turning out longer than I anticipated. And from an aesthetic/design standpoint, hes literally one of my favorites. His sound design...is so good. Every auto feels unbelievably satisfying, the ult hitting a champion just FEELS devastating, the ambiance from the background humming, and the music during ult. I feel like the puppet master of the Rift, and it feels damn good too.

ANYWAY. Enough for my justification, at least till I hear your guys opinion. I just wanna know what makes you guys hate him so much; I've literally had people ban him if they see hes my preferred pick in ranked. I'm worried hes gonna blow up in popularity and win rate, and hes gonna get nerfed, and it makes me scared haha. So many champions seem bad on release till people figure them out. I remember Azir, Kalista, Yasuo, and Tahm Kench all having abysmal win rates on release, and people begging for buffs, before they blew up, became pick or ban, and needed serious nerfs. Gotta wonder if Jhin is the same.

10 Comments

DrShoking2/19/2016, 7:28:56 AM2 votes

with team = mlg 360 no scope easy faZe clan

without team = assassin food.

Stars Shaper2/19/2016, 10:03:07 AM1 votes

Middle of the pack. He is at his best when he can peel for others and securing executions either with his ultimate or last shot which is a different role than your damage spammer ADC.

BRBGTGBOWFLEX2/19/2016, 10:34:49 AM1 votes

You do not understand the history of Azir, Kalista, Yasuo, and Tahm Kench. All were weak on release. All later were over-buffed. They then had rampant win-rates and had to be nerfed. Tahm Kench was very weak on release and is now currently very weak (you will see him fall off in competitive). This is largely because the stack change from 7 seconds to 5 seconds is enormous mechanically. Yasuo's EQ combo did not work on release. They fixed that and then buffed his ult to give him full shields. Azir received a lot of buffs. Same with Gnar.

Aside from that topic, Jhin is currently Mediocre and in the Lower 20% of Champions.

Specific Issues:

Q- Bouncing Grenade

  • Setting up a 3 minion kill bounce to a champion, the highest and best usecase of Q is unrewarding. The damage is just not there, especially given how difficult it is to pull off.
  • In teamfights it is really lack luster and sort of functions as a gimped auto attack. Even maxed it is too weak.
  • As wave clear it only does 4 and if it does not kill all targets it is very likely to put them in range to die to minions.
  • It doesn't allow a W stun for some reason. This would actually give it a use case, but for some reason, it does not work with W.

E- Traps

  • Too much counter-play. The slow is not strong at all, nearly anyone can escape it or basically ignore it. The delay time also does not fit very well in terms of usefulness.
  • Too limited. Cait gets 3 of her traps, and those ones are hard CC on touch. Jhin only gets 2 and the timer for them is huge. There also just isn't much of a point to deploying them everywhere-- and during teamfights the slow is just not consequential enough. Jinx gets a root. Cait gets a root. Nearly all marksmen have better tools that work like this one.
  • Low reward. Even landing one of them is not like that crazy. I actually think there's something wrong with armor pen on them, so if your target is armored these things barely scratch.

W - Root

  • Needlessly thin projectile. We get it, he's sniping, however, it feels pointlessly thin.
  • Doesn't proc off of his Q, which would actually unify his kit.
  • Extremely low damage. Jinx's Zap does way more. I think the "goes through minions" property is overvalued.

R- Ult

  • Setup time is really penalizing and the disclosure of exactly where Jhin is, doesn't help much.
  • Range is pretty lackluster actually, compared to global ults that do not give away position, it never really hits the huge range level.
  • Projectile speed is awful. If you can see him firing through a trinket, they are all easy dodges.
  • Damage is really mediocre except to very low health targets.
  • You're way too often penalized for using this ability, since it's inferior to auto attacks during teamfights, and Ezreal/Jinx have way better "kill the runners" ultimates.

Auto Attacks

  • 4 is really limited.
  • The damage is just not that impressive for the burdens.
  • Horrible for taking towers, a primary function of the ADC role.
  • Offers windows of helplessness not found on nearly any other ADC.
  • Makes many ADC items useless or ineffective, limits viable item pool without really adding much of interest.
  • Cannot provide the high sustained damage of Twitch, Cait, Vayne, Trist, MF, Kog, etc, but also cannot compete with the burst/mobility combo of EZ, Graves, Corki. Lacks the utility of other ADCs.

Jhin's major problem is that he functionally works like having some immobile AD caster type and that he takes up one of your slots that is important for countering tanks (without being able to counter them). Conceptually, he is an amazing champion, but the limitations around the number 4 are not really equal to the strengths. All of his abilities feel too underwhelming.

Gypsylord is a great champion designer. Personally, I blame the retarded mantra of "COUNTERPLAY EVERYWHERE LOL" for the problems with his design. Counterplay is a cowardly value that degrades "play" or what the primary purpose of a champion is. It is fine to build elements of counterplay, but E feels absolutely unplayable, and like it exists more for your opponent to show you how much it sucks, than for you to meaningfully interact with the game with it.

Arkiece2/19/2016, 9:06:15 PM1 votes

I just don't know if people are taking advantage of his strengths correctly. He doesn't have as much up front damage as other adc's, but as they get lower he is more and more of threat, in and out of lane. You have to adjust your playstyle a bit to fit him, but atleast for me, the results are worth it. Hell I've got a 71% win rate with him across 38 games, and I just hit diamond yesterday. I won't be so pretentious as to throw out every one else's opinion, but it makes me question whether I'm really good at him or if he's just stronger than anyone seems to acknowledge.

Critmaster Garen2/19/2016, 9:57:56 AM1 votes

i dont know, but i noticed people seem to use his ult improperly. i remember in one of my last games i spammed laugh, while jihn shot me somewhere from off screen with all 4 bullets, and then walked away.

dear jhin players. if you see that your ult isnt going to hit or have an effect because youre shooting at a bruiser at full health, then cancel it and preserve its cooldown. i see so many of them just wasting their bullets because they dont seem to know they get a good portion of the cooldown refunded when they cancel the thing early.

also, did you notice your ult scales largely with missing health? dont shoot it at a tanky target above 50% hp.

Peel Your ADC2/19/2016, 7:23:12 AM1 votes

Weak champ, free food every time he thinks of being alone anywhere.

Especially when an assassin mid has already been picked.

"Maybe Fizz won't just walk up and delete me this fight :D"