critical analysis of Jhin

Aerith Lilly·1/12/2016, 10:47:31 PM·1 votes·1,265 views

Okay there has been a LOT of negative reaction to this champion. I'd like to take some time to drill down a bit on his kit and shed a different perspective.

Passive :

Jhin’s gun - Whisper - chambers four shots, the last of which always crits and applies extra damage based on a portion of his target’s missing health. After firing all four shots, Jhin takes a moment to reload.

      I feel that this passive is very much like graves' passive. He more than likely will be packing quite a PUNCH for his autos. Removing his attack speed makes him more about tactical counterplay and pressure. 

      Attacks will have a high base damage. will require cost reward thinking. Do I poke enemy adc or do I time last hit and miss out on one or the other. However the percent health damage on missing health will make long trades with him very dangerous.  Additionally it looks like the 4th shot does about 25% more damage than the first 3. Assuming the minions have 0 armor and 100 health in the video, they are taking 75 damage leaving 25 while last one is killed.  Hopefully the movement speed bonus is a flat amount. This will give him a great amount of mobility and rewarding him for timing his battles. It makes it more of an involved dance of attack and defense. Instead of auto attack someone to death. 

Jhin’s crits deal less damage than normal, and his attack speed doesn’t actually scale with attack speed. Instead, Jhin gains attack damage from any attack speed and crit chance he earns through itemization and runes, while crits give him a burst of movement based on his attack speed.

Q: DANCING GRENADE Jhin throws a cannister at a nearby targeted enemy. After landing, the cannister bounces up to four times on other nearby enemies. Killing an enemy with Dancing Grenade causes the following bounces to deal extra damage.

I had to watch this moves video a few times to really find the value in the move... but once I saw it, its really apparent. It looks like again using the 100 HP metric above that each bounce is 25% stronger than the last if a kill happens. This can be used to counter his need to reload by giving him a move to farm effectively when hes been pushed under tower. Jhin isn't an early game brawler. He's not a late game adc bully either. He's a very tactical and mechanically complex champ with tons of accessibility. Land your Q to farm, or to get extra damage on champions running away in groups. I potentially see this being the skill with the lowest cooldown from a balance standpoint. however if W is the lowest cooldown, I'd be ecstatic.

which leads us to :

W: DEADLY FLOURISH Passive: Enemy champions that have been struck by Jhin’s basic attacks, Captive Audience, or any allied damage are marked for a few seconds. Active: Jhin fires a massively long range shot that damages all enemy minions and the first enemy champion in a target direction. If the enemy champion he strikes has already been marked, they’re briefly rooted, while Jhin himself gains a burst of movement speed.

Why is this skill so awesome? It's everything I wanted Lucians similar skill to be. Its not clunky, and clearly riot has learned from that mechanic. I can see this having some high damage potential(again the 100 hp minions all took 50 percent health damage.) Think W => Q combo. Will clear a whole wave. Additionally with the right positioning, we get situations like

E ability triggered by enemy, Auto, W (stunned enough time for an auto so... Auto , Auto, Auto , Q for finish at range.

E: CAPTIVE AUDIENCE Jhin places a trap on the ground that turns invisible after arming. Enemy champions that walk over the trap trigger it, revealing and marking them with Deadly Flourish and creating a large slowing zone. After a brief pause, the trap detonates, damaging all enemies inside its explosion.

wow thats a lot of damage. 90 damage on our visual 100 minion hp vacuum theory. A huge amount of range. If this is like teemo mushroom and you can have many than it is amazing. I realistically have my expectations set at a 3 cap limit... one can dream though. It seems to give a 34 to 40% slow which makes landing your whole kite kit mechanic more feasible. more than likely only one point will be taken into this and it will be maxed last(unless you can lay tons of these down. :p)

R: CURTAIN CALL Jhin fully assembles his weapon before taking aim in a target direction, revealing all marked targets in a huge area. He can then fire four rounds that stop at the first enemy champion struck, slowing them and dealing damage based on their missing health. Jhin’s fourth and final shot with Curtain Call deals massively increased damage and is guaranteed to crit.

Wow what a cool ult. More than likely you will be able to move cancel or input R cancel out of the ultimate. It gives you a HUGE amount of vision by pulling the camera back further than maximum amount. Which is pretty game breaking. Your ult now provides a much LARGER visible field of vision. If you and team have been warding well you get a luxury view of the map whil ulting. It looks like his passive stacks on this ultimate as well. rewarding you for having "deadeye" precision and landing all your shots. (What will prove to be interesting is can you stack 3 auto attacks and then activate ultimate and proc fourth passive with first ultimate shot.) This adds even more depth to the kit. ) I doubt this will be possible but one can dream.

I can't really say much about build as we don't have hard numbers to look at regarding the abilities, and this is merely speculation.

However, I hope i've given you a different perspective on this champion and some excitement for possibilities as well. !!!

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