Could I get some Jhin advice? He feels very impotent to me.
I wanted to like Jhin as a carry rewarding careful positioning, but he just feels very impotent to me.
I'd love to know if I'm missing something or doing something wrong so I can improve with him, so I'd welcome your advice.
At the moment he feels like an ADC with a kind of decent harass game, but absolutely no mid or late game potential.
The one thing about him that feels solid is using his fourth attack to harass and run away before the enemy can retaliate.
Its feels like a slightly riskier version of Caitlyn's Headshot stacks, but its still solid.
Combined with Dancing Grenade he feels like a decent lane bully early, but problems start when any serious fight does.
First off, the reload means that starting with the fourth hit in a fight feels crippling to his dps while starting without it seems like a losing proposition against most ADCs.
Even if they don't win the fight early with superior burst, I always feel like I need more than four shots to actually kill the ADC unless the Support is contributing some heavy burst damage.
It feels like he has inferior burst damage and sustained damage to most ADCs, which makes me wonder what the point of playing him is.
Second, his abilities seem to have a lot of counter play with very little power in return.
Dancing Grenade can be decent as a minor harass tool, but it feels hopelessly outclassed as a burst tool compared to what most ADCs bring to the table.
Setting up a minion wave for high damage bounce chains is extremely obvious to any opponent who has played against a Jhin for a few minutes, and yet the damage reward for doing so is barely noticeable.
Deadly Flourish is a fine ability as a long-range root, and though it isn't an useful damage tool it does its job well.
Captive Audience, on the other hand, feels like complete garbage as anything other than a glorified ward.
The slow rarely makes much difference with so many dashes in the game, and anyone remotely paying attention can easily walk out of its radius before it deals damage.
I'd be fine with this if its damage was actually decent, strong enough to turn the tide of battle and transition a retreat into an attack, but it is not to be.
It barely does more damage than a bog-standard auto-attack: most ADC on demand nukes do as much if not more damage than this easily avoided skill that typically must be placed before a fight starts to be effective.
Finally, his ult feels extremely easy to block or avoid as anyone with a dash while offering only underwhelming damage.
Its only use seems to be to maybe, maybe pick off someone fleeing from a fight with a sliver of health.
Using it anywhere near a fight feels too risky, and using it from a comfortable range ensures that Jhin will be very poorly positioned to help his team when it ends.
I want to love Jhin, but he seems to have all the weaknesses of an immobile ADC with mediocre utility and damage.
Maybe I'm building or playing him wrong, maybe I just haven't seen a Jhin get the gold he needs to succeed yet, but he just feels pointless at the moment.
Any advice or videos for successful Jhin play you have would be appreciated.
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