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Jhin, the Virtuoso


Jhin's another one of the stand-out champions with a unique and memorable theme that's brought to life by a unique and memorable gameplay hook and playstyle. A theatrical deadeye-assassin obsessed with perfection and the number four, Jhin's personality manifests as a super long-range marksman who can execute enemies that stand where he wants them to, but must reload after every fourth shot. 

Everything in this perfectionist's kit seems precisely in order, save for one ability that stands out: Dancing Grenade. My best guess is that it was included to compensate for how unwieldy his weapon is for killing minions (another small issue), but it doesn't feel particularly impactful outside of that - in general, it feels a bit out-of-place. 


To keep all of Jhin's abilities feeling important and make his last-hitting experience a bit easier for those who are just starting out with him (or who just want to focus on farming), I've replaced Dancing Grenade with an ability that shines a spotlight on his super elaborate weapon, and made Deadly Flourish his new bread-and-butter.

Now that Jhin has to assemble his weapon piece-by-piece, his strengths have been further pushed towards the tail-ends of fights, turning him into a patient killer that can give each battle one hell of a grand finale. While these changes deliver a bit of a blow to Jhin's spontaneity, the newfound strengths they make room for should keep Jhin as deadly and eccentric as he is now. 

All values in blue are meant to give a general idea of the ability's properties, and are subject to change.

Class: Marksman

Recommended Positions: Duo Sidelane (Carry)

Complexity: Medium

Innate: Whisper

Jhin's weapon has unique properties that develop as he assembles it. Additionally, Jhin gains 4% to 44% (based on level) + (0.4 per 1% critical strike chance)% + (0.25 per 1% bonus attack speed)% bonus attack damage.

The Hand Cannon is the base weapon, which has fixed attack speed, but grants Jhin 10% + (0.4 per 1% bonus attack speed)% bonus movement speed for 2 seconds with every fourth shot.

Adding the Stock causes every fourth shot to critically strike for 50% bonus damage, but Jhin must reload for the next 2.5 seconds, disarming him and disabling Deadly Flourish for the duration.

Adding the Barrel causes every fourth shot to deal 15/20/25% (based on level) of the target's missing health as bonus physical damage. Against structures, the fourth shot instead deals 20% bonus physical damage.

The fourth part of Jhin's weapon is a secret, only to be revealed during Curtain Call...

Q: Deadly Flourish

PASSIVE: Enemy champions damaged by Jhin or his allies, or caught inside a blooming Lotus Trap, are Caught Out for 4 seconds. 

ACTIVE: Jhin winds up for 0.75 seconds and fires a shot in the target direction that deals 45/70/95/120/145 + (45/52.5/60/67.5/75% total AD) physical damage to the first enemy in its path. The first champion hit is silenced for 1/1.2.5/1.5/1.75/2 seconds. If the enemy is

Caught Out, they are rooted for the duration.

With the Stock affixed, Deadly Flourish pierces through non-champions. With the Barrel affixed, Deadly Flourish's range is doubled. 

Deadly Flourish applies on-hit effects, progresses Whisper's shot counter, and gains benefits from being the fourth shot as though it were a basic attack.

Range: 1500

Targeting Type: Skill Shot - Line  

Cooldown: 12/11/10/9/8

Cost: 50/60/70/80/90 mana

W: Intermission

Jhin assembles the next part of his gun over 2.5 seconds, disarming and silencing himself for the duration. Intermission's progress is measured in Acts:

Act 1 affixes the Stock to grant Jhin 15/20/25/30/35% armor penetration.

Act 2 affixes the Barrel to grant 130/150/170/190/210 bonus attack range. 

Act 3 disassembles his weapon, restoring 50/60/70/80/90 mana.

Jhin will disassemble his weapon if he has not attacked an enemy within 12 seconds. Damaging an enemy champion with a Lotus Trap or rooting them with Deadly Flourish refreshes Intermission's cooldown by 75%.

Range: Self

Targeting Type: None 

Cooldown: 24/22/20/18/16

Cost: None

E: Captive Audience

PASSIVE: Jhin summons a blooming Lotus Trap under every enemy champion he kills. Additionally, Jhin periodically stores a Lotus Trap charge every 28/25/22/19/16 seconds,

up to a maximum of 4.

ACTIVE: Jhin places a Lotus Trap at the target location which stealths and arms after a 2 second delay, lasting up to 180 seconds. The Lotus Trap blooms upon enemy contact, revealing enemies in the area for 4 seconds.

Blooming Lotus Traps slow enemies by 35% for 2 seconds before detonating, dealing 20/80/140/200/260 + (120% total AD) physical damage to enemies within them. Lotus Traps deal 65% damage against non-champions and champions hit by one within 2 seconds.

Jhin can place up to 4 traps at a time, and placing a trap beyond this limit will immediately destroy the oldest one. 

Range: 750 (placement range), 260 (effect radius)

Targeting Type: Skill Shot - Placement

Cooldown: 2

Cost: 30/35/40/45/50 mana

R: Curtain Call

FIRST CAST: Jhin fully assembles his weapon and begins channeling for up to 10 seconds, gaining a wider field of view (though not a larger vision range). While channeling, Jhin can

re-cast Curtain Call up to four times, or cancel it early. Jhin cannot fire the first shot or cancel Curtain Call until after 1 second.

RE-CAST: After 0.25 seconds, Jhin fires a round in the target direction that deals 50/125/200 + (20% total AD) physical damage to all enemies hit, increased by 0% to 300% (based on the target's missing health), and revealing the traveled area for 1 second and all enemies hit by 2 seconds while also slowing them by 80% for 1 second.

The fourth shot will critically strike for 100% bonus physical damage.

Curtain Call can only be cast once the Stock and Barrel of Jhin's weapon have been affixed, and firing the fourth shot or cancelling Curtain Call will disassemble it. 

Range: 3500 (range), 60° (first cast angle)

Targeting Type: Skill Shot - Cone (first cast), Skill Shot - Line (re-cast)

Cooldown: 100/90/80

Cost: 100 mana

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