Meta, tier list & top-player builds from the China server · live
烬 · 戏命师 Marksman A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 20 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Jhin: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Jhin players, captured in-game.
📖 How to play JhinCounted on 22 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
20 of the top 30 players have a public match history; the others keep theirs private.
















































































The toughest lane matchups for Jhin on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Zeri counters Jhin: Too mobile for your traps and your fourth shot: in the late game she slides under your W like water.
How to play Jhin into Zeri: Win the lane with poke: her early game is among the worst. Carpet traps on the side routes: her speed hates forced paths.
→ ZeriWhy Samira counters Jhin: Her W blocks your fourth shot and your R, and her dashes answer every CC your support lands: your perfect tempo against her chaos.
How to play Jhin into Samira: Root and traps BEFORE she enters, never during her engage. Save the fourth shot for the execution after her parry is spent.
→ SamiraWhy Lucian counters Jhin: His double-tap fits inside your reload gaps: in the same trade you have four shots, he has eight.
How to play Jhin into Lucian: Trade ONLY with the fourth shot loaded and W ready. Root his entry dash and let your support do the rest.
→ LucianWhy Ezreal counters Jhin: A skillshot duel: his Q punishes your frozen reload moments, your W punishes his greedy blinks.
How to play Jhin into Ezreal: ALWAYS move during the reload. Instant W on his offensive blink: it is the only moment he stands still.
→ EzrealWhy Ashe counters Jhin: Poke versus poke with crossing CC: her slow against your root. Whoever lands first takes the trade.
How to play Jhin into Ashe: Lay traps between you and her: her kiting walks into them. Keep your R to answer hers: the counter-snipe wins fights.
→ AsheThe champions Jhin works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Curtain Call (R) pins you for its whole duration and any crowd control cuts it short: after Unstoppable Force (R) nobody reaches you, and the four shots go out at a group that can neither dodge nor leave the line.
Without someone else touching the target first, Deadly Flourish (W) is just an 84-damage poke: Poison Trail (Q) ticks on anyone who walks near him, so your condition stays switched on all game. And Fling (E) into Mega Adhesive (W) roots whoever was reaching you.
Your worst moment is the reload, or the seconds you spend channelling Curtain Call (R): whoever reaches you then kills you. Shadow Dash (E) taunts that diver and keeps him facing the other way, and Stand United (R) covers you with a shield even from the opposite lane.
Your root is short as well as conditional: Brittle from Bellows Breath (W) adds 30% to any crowd control, including the one from Deadly Flourish (W). And the Call of the Forge God (R) recast knocks up a whole line, which opens your four-shot window.
Your four shots stop on the first champion they touch, so you need a target away from the others: All Out (R) grabs the carry and slams her out of her own team, rooted. From there Curtain Call (R) gets the clean line it asks for.
Worth it if you play for map control: Noxious Trap (R) mushrooms deal damage, so anyone who steps on one becomes rootable by Deadly Flourish (W), and they cover the same paths where you seed Captive Audience (E). In a straight fight, though, he gives you nothing.
Infinite Duress (R) suppresses for a full second: no dashes, no blinks, the target stays exactly where it is. That is the one moment you can afford to channel Curtain Call (R) on an already damaged enemy, which is where your shots hurt most.
Crescent Guard (R) knocks back everyone except the marked target: one button clears your firing line and peels off whoever was about to interrupt the channel. For a stationary marksman firing four shots there is nothing better.
Your clip holds four rounds and the reload is when you die: Frenzying Taunt (E) forces the diver to punch Rammus for its full duration, which is exactly the time you need to reload and get back to the crit shot.
Curse of the Sad Mummy (R) freezes a group for 1.5 seconds: you can empty the clip into the right target instead of the closest one, and reload safely. Bandage Toss (Q) opens that same fight from range, without you stepping forward at all.
Javelin Toss (Q) tags from outside everyone's range, so it arms Deadly Flourish (W) with nobody exposing themselves, and Bushwhack (W) mines the same paths as Captive Audience (E). She brings no hard crowd control at all, though: for Curtain Call (R) you are on your own.
Curtain Call (R) reaches far beyond what you can see, and Destiny (R) reveals every champion on the map: that is the pairing that lets you execute someone from across the river. In lane, a gold Pick a Card (W) stuns for 1.25 seconds.
Here your root works for him too: Vision of Empire (W) deals 50% more damage to anyone already locked down, so every landed Deadly Flourish (W) turns into an execute for him. And Nevermove (E) roots and drags the target into your firing line.
Your root is conditional, her stun is not: with Pyromania (P) charged her next spell locks the target down no matter what, and that is where you spend the fourth Whisper (P) shot instead of wasting it on a wave.
Whoever reaches you kills you, and Ring of Frost (W) roots everything around her: the diver plants himself there while you reload. Frozen Tomb (R) then freezes the carry you were aiming at, and a motionless target is all Curtain Call (R) asks for.
Worth it if you both play for burst: a target asleep from Sleepy Trouble Bubble (E) takes up to 40 bonus true damage on waking, and that is where you want the fourth Whisper (P) shot to land. But Zoe protects you from nothing, and you cannot move.
Death Sentence (Q) and Flay (E) hand you a target that is both stationary and already hit by an ally: the two conditions you need arrive together, from the same champion. And since you have no mobility at all, the Dark Passage (W) lantern is the only exit there is.
Curtain Call (R) breaks if any crowd control touches you mid-channel, and Black Shield (E) is the one shield that blocks the crowd control itself rather than the damage. Dark Binding (Q) is also two seconds of a motionless target, so all four shots land.
Hymn of Valor (Q) touches two enemies from range and arms Deadly Flourish (W) with nobody stepping up, Aria of Perseverance (W) keeps you standing through the reload seconds, and Crescendo (R) stuns the line you want to open Curtain Call (R) on.
What breaks your channel is almost always a projectile: Unbreakable (E) intercepts them and cuts everything else by 35%, with the shield facing your way. Glacial Fissure (R) knocks up a whole line, and against airborne targets the crit shot cannot miss.
Zenith Blade (E) roots, Shield of Daybreak (Q) stuns and Solar Flare (R) slows everyone else by 80%: no support keeps a target still for that long, and you need it still for four shots. Every shot of yours detonates Sunlight (P).
Aqua Prison (Q) knocks up and Tidal Wave (R) knocks up again before the first ends: two back-to-back windows, which for you means the crit shot plus Curtain Call (R). Tidecaller's Blessing (E) also slows whoever you have hit, and a slowed target stays in range.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | A | 50.99% | 13.81% | 0.61% | #7 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | A | 50.99% | 14.06% | 0.61% | #7 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | A | 50.93% | 14.74% | 0.5% | #5 / 22 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | A | 50.39% | 15.81% | 0.47% | #8 / 22 |
Jhin, Wild Rift's most theatrical marksman, turns basic attacks into a rhythmic burst weapon: his revolver Whisper only ever holds four rounds, and the fourth always critically strikes for a huge hit instead of scaling off attack speed like a normal AD carry. He mixes physical poke, a conditional hard root, and a genuinely long-range execute in Curtain Call, and his whole playstyle is built around patient setup - land a slow or a trap first, then let one perfectly timed shot finish the job.
Skill order: W > Q > E
Lane like a poke duelist: use Dancing Grenade from range to chip health and clear waves rather than forcing autoattack trades, and keep a running count of your remaining shots so you're never reloading right as an all-in starts. Pre-place Captive Audience traps in brush and river entrances - the 30% slow they apply is often all you need to convert a Deadly Flourish into a full root, and a jungler who walks into one hands you a free read on the gank. Look for trades only once you can promise a root: a landed W after a trap or your support's damage usually swings the exchange completely in your favor.
From the mid game on, Jhin wants to be at maximum range doing everything except initiating - he has no escape if the fight comes to him. Save Curtain Call for a target who's already slowed or rooted, since each of the four shots deals more damage as their health drops and the last one crits for 200%, easily enough to delete a squishy carry or snipe a fleeing target from well off-screen. Keep seeding Captive Audience traps on flanks and choke points so dives get slowed and revealed before they ever reach you, and remember every takedown drops a fresh trap on the spot - use that free vision and slow to chain straight into the next pick.