Jhin Lane Bully AND Late Game Hypercarry?
I've still yet to understand Jhin as a champion concept. I hesitate to think that would design such a poor champion concept that can transition from an early game lane bully to a late game hypercarry the way he does, but matches don't lie. When on our team or the enemies, any Jhin seems to just absolutely crush their lane embarrassingly bad and them transition into the mid and late game as unstoppable hypercarries. They might have only picked up 1 kill in the laning phase, but it feels like he doesn't need anything to go off. Like Kled, he's going full I-will-100-to-0-you-with-1-salvo-and-2-abilities ham right from level 2.
He's the Zed of ADC's right now and games honestly feel like, "pick Jhin, ban Jhin or if you're picking adc before the opponents, pick something that won't get crushed quite as hard by a Jhin, just in case they pick Jhin."
Riot seems to like to balance champions by 3 steps:
- design champion and launch him with clearly OP scalings and base damages so people will buy the new OP champion.
- Nerf them into the ground to reel in his audience so they don't destroy the game too much.
- Give them some QoL buffs to ensure that a bit of their power comes back and they remain competitive.
- ?????
- PROFIT!!
Except with Jhin, Riot started the design launch and just forgot about steps 2 and 3. He still feels new-champ OP even though Riot says he's in check. What's up with that?
and find that the best time to target Jhin is just as he fires his 4th shot because he's defenseless and won't be able to put out enough damage over a short amount of time. This is early game of course, but I'm sure knowing this might help someone else.
and win lane/game.
last, my bad though
.
is a better late game build, I think.
who is constantly beside him.