Jhin seemed nice on the paper.

PinguinZo··2 votes·709 views

Basically another one of those "farm yourself into late game and maybe get a lucky kill from time to time" champ. Here are a list of problems, mainly all in his abilities:

Basic build: 0 chance to escape any form of encounter he isnt prepared for beforehand 2 minutes . Ashe has slowing arrows to kite, Varus has tons of damage burts and AOE slow. Jhin has nothing except 4 shots until he gets a slight movement buff and an AOE stun that needs 2 minutes to arm up. Later to that. His attack range seems pretty... awkwardly low from what I imagined. I mean he can snipe people from 5000000000000000 Teemos but can`t hit anything with his long range pistol from 2 meters or what? Come on He is the most squishy champ I have seen to date, it feels like even a ward can take more hits than Jhin.

Passive: interesting idea. Basically forces him to play into late game though and makes him the handicapped brother of kalista, who needs 4 shots to even GET a slight movement buff. Oh yeah and his attack speed it crippled by levels. The Attack speed AD gain is..... pretty meh. Considering you could build pure damage to achieve the wished AD faster, Riot is basically noob-trapping people into thinking its better to rush 3 stat items to get the max out of his kit. The crit is nice. Nothing more.

Q: Basically same range as his basic attack and deals 0 damage. It is required to be leveld though since its his only reliant farming tool. Thats it. A farming tool. 0 Damage to champs because by the time it bounced to them, they are already out of range or only hit by the first 3 low damage jumps.

W: by the time this thing even actiavtes, u are already respawned from your death. Painful death. Oh and u got to deal damage to even proc it, not to mention it has to even HIT something because this thing is thiner than Threshhook hitbox. It has the slowest slow slow effect I have ever seen on an ability which makes the 2 seconds standing still time u have to use before using it totally meaniningless. Damage is not a topic on this spell.

E: Acceptable. A good trap and extra back secure. Yet the planting range makes it useless for teamfights and prepared skirmishes cause you have to get in such a close deadly position you are basically forcing yourself to get killed, dimishing the ADC role as a whole. The arm time makes this tool basically useless cause everyone sees where u plant it beforehand. You cannot throw it AT people , neither infront of yourself cause both are sidestepable or take far too long to arm and detonate.

Now for the Grand Finale, his R: Risky ability... which is basically only useful to clean up after your team has done 90% of the work. If you hit, that is of course. If you use it to engage it is pretty lackluster because its like a Nidalee spear: sidestepable by 2 meters just from moving a little to the right or left. Yet it deals not even 1 % of the damge from a Nidalee spear. U are wasting your presence in the potential teamfight to TRY to slow the enemy. Not to mention u are stantionary, making u the perfect Shaco backstab target because your team cant come and help u in time since U are too far away. Atleast u get the CD back if you decide to dismantle and reposition.

Suggestions:

General : this guy is FAR FAR FAR FAR too squishy for the risks he must take in literally everything he does. Give him slightly more hp or gains per level.

Passive: Decrease the general movement speed gain on the 4th shot, but give him a slight movement boost already on the 2nd shot. It is REALLY REALLY hard, if not impossible to position with Jhin because literally 1 wrong step means your death or 1/2 of your hp gone, and the damage is not compensating for anything.

Q: If his general stats get buffed, this can stay a farm tool.... It would be nice if the grenades would slightly bounce faster from target to target or if they would be able to bounce around on the same targets at least 2 times.

W: Decrease cast time or increase spread OR give Jhin a slight movement speed after the ability ends, regardless if he hit a champ or not.

E: slightly increase the planting range OR, and this would be more fun: Make the arming time dependent on WHERE Jhin throws them: if they directly hit a champ, they slow them on impact for less than the slow on plant would be, basically INSTANTLY detonation so to say or make them arm up faster the closer Jhin throws them around him.

R: Increasing the bullets hitbox should be enough to make up for everything else. If that is too much, atleast let Jhin recast his ulti instead of putting it immidiately on CD after cancel for a few seconds, similar to Darius Ulti on kills. It not only makes more sense, but it would fit Jhin general gameplay idea more, being the ranged sniper who can reposition on a deadlier mark.

I want to like Jhin, but he seems really really really lackluster on the long road and has far too many weaknesses for the amount of strenghts he gains only after 30 minutes into the game.

2 Comments

Project omen1 votes

He just came out. He will receive nerfs in the near future, just like every new champion.

Penns1 votes

Just like Tahm and Illaoi.. oh wait kek

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