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the Virtuoso

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Whisper (Passive)
Jhin's hand cannon, Whisper, is a precise instrument designed to deal superior damage. It fires at a fixed rate and carries only four shots. Jhin imbues the final bullet with dark magics to critically strike and deal bonus execute damage. Whenever Whisper crits, it inspires Jhin with a burst of movement speed.

Dancing Grenade (Q)
Cooldown: 7/6.5/6/5.5/5 Cost: 40/45/50/55/60 Mana
Jhin launches a cartridge at the targeted enemy that deals 50/75/100/125/150 (+30/35/40/45/50% Attack Damage) (+60% Ability Power) physical damage before bouncing to a nearby target that has not yet been hit.

The cartridge can hit a maximum of 4 times. Each kill by the cartridge increases the damage of subsequent hits by 35%.

Deadly Flourish (W)
Cooldown: 14 Cost: 50/60/70/80/90 Mana Range: 3000
Jhin fires a long range shot that stops on the first champion hit, dealing 50/85/120/155/190 (+50% Attack Damage) physical damage to it, and 75% of that damage to minions and monsters hit along the way.

If Deadly Flourish strikes a champion that has been hit by one of Jhin's basic attacks, Lotus Traps, or allies within the last 4 seconds it will root them for 0.75/1/1.25/1.50/1.75 seconds and grants Jhin movement speed as though he had crit them.

Captive Audience (E)
Cooldown: 2 Cost: 30/35/40/45/50 Mana Range: 750
Jhin places an invisible Lotus Trap that lasts 2 minutes and activates when stepped on, revealing nearby enemies for 4 seconds.

The trap leaves behind a zone that slows enemies inside by 35% and detonates after 2 seconds, dealing 20/80/140/200/260 (+120% Attack Damage) (+100% Ability Power) magic damage ( 65% damage on subsequent hits and vs. minions and monsters).

Jhin prepares a new trap every 28/27/26/25/24 seconds and can store 2 at once.

Beauty in Death - When Jhin kills an enemy champion a Lotus Trap will spawn and detonate where they were killed.

Curtain Call (R)
Cooldown: 120/105/90 Cost: 100 Mana Range: Global
Jhin sets up and channels, enabling him to fire 4 super shots at extreme range in a cone in front of him. The shots stop on the first champion hit, slowing it by 80% for 0.75 seconds and dealing 40/100/160 (+20% Bonus Attack Damage) physical damage, increased by 2.5% for each 1% health the target is missing (up to 140/350/560 (+70% Bonus Attack Damage)). The 4th shot crits for 200% damage.

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