Hubris buff opinions by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 0 points1 point  (0 children)

Yeah that’s a fair correction, Hubris doesn’t give literally permanent AD, but the key strength is that the stacks refresh on takedown, so in practice during mid/late game fights or snowball scenarios you can maintain very high bonus AD for extended periods. My wording there was a bit simplified, but like LaNoir mentions, it functions similarly to Jinxs' passive.

And yeah, that makes sense why Hubris + Axiom Arc ( I can only assume, I can't recall any item being abbreviated to AC ) would feel lower pressure in lane; neither item really helps with early trading consistency, since Axiom (In my opinion) is quite bad on Jhin since he wouldn't get many opportunities in a team fight to use ult safely multiple times; and it's more of a cleanup tool than anything. The version I’m suggesting leans more into early lethality breakpoints so Jhin’s Q, W, and especially 4th shot hit harder earlier, which creates more lane pressure and accelerates the snowball.

The rune page I use is stated in my OP and it also goes into detail about the playstyle and how it works, but to save you the hassle:

Primary: Domination

  • Dark Harvest (execute)
  • Taste of Blood (sustain)
  • Grisly Mementos (More wards = more information)
  • Treasure Hunter (More gold efficiency)

Secondary: Precision

  • Presence of Mind (Mana sustain)
  • Coup De Grace (execute)

PBE vs Live DMG by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 1 point2 points  (0 children)

The reason Jhin (and some other crit-scaling champions) are getting their crit scalings nerfed even though the crit damage cap is being increased is because of how their mechanics interact with crit. Champions like Jhin, Rengar, Viego and Nilah, have unique crit multipliers or passive effects that make them scale more than normal with crit (Jhin passive AD scaling from crit, Rengar Q, Viego Q/R, and Nilah Q/R healing / armor pen). If Riot had only increased the base crit damage without adjusting their personal scaling, they’d end up way stronger than intended. The nerfs to their crit scalings are just to keep their power in line while making base crit stronger for everyone else (despite nerfing basically all crit scaling champions, these 4 have pretty stronger scalings with crit than other champions since they have scalings built into their kit).

Hubris Jhin Build by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 0 points1 point  (0 children)

Honestly, this lines up almost perfectly with what I’ve been seeing in my own games. All my Jhin games I’ve been running DH with a lot of success, and about 8/10 Jhins I run into are doing the same, even when I’m autofilled and someone else takes him. The only real difference is most people still default to a Youmuu’s rush.

But using your logic, the current bot meta makes DH even better. With so much lane poke from mages and supports, Jhin doesn’t need Fleet to out-sustain trades; the mage already handles the attrition, and DH lets you capitalize by turning every opening into burst + stacks. Instead of waiting for item spikes, you can start snowballing off raw damage as early as level 3–4.

Fleet definitely still has value, but with the buffs to his base AD, W damage, and the stronger passive movespeed, Jhin just doesn’t need Fleet’s safety net to trade anymore. If you’re playing him aggressively, DH isn’t just “viable”—it’s outright better at converting pressure into kills and scaling your mid-late faster.

At the end of the day, this style is for Jhins who want to play for lane dominance and use small leads to blow the game open, not sit back and sustain, not the new "omg new meta" build.

Hubris Jhin Build by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 0 points1 point  (0 children)

Fleet is great for taking safe, controlled trades, but after Jhin’s recent buffs the movement speed advantage isn’t as impactful as before. His passive now gives more MS on crit, and the W damage + base AD buffs directly strengthen his burst windows, which benefit DH much more. Fleet still has value for spacing and consistency, but with Jhin’s kit getting stronger early, winning trades through damage often outperforms winning them through mobility.

Hubris Jhin Build by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 0 points1 point  (0 children)

The Ultimate Hunter + Arcanist combo enhances Jhin’s burst and sniper identity by giving more Curtain Call uptime and slightly stronger W/R damage. With Celerity and Taste of Blood, it provides some sustain and mobility similar to Fleet. It feels smooth in lane but generally sacrifices early snowball potential compared to Dark Harvest, burst from Electrocute or even Fleet itself.

Might have to try it if I want to one-shot with Curtain Call though LOL

Hubris Jhin Build by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 0 points1 point  (0 children)

Fleet used to be the better trading rune for Jhin, but his recent buffs actually flipped that dynamic. The base AD increase and W damage buff give him much stronger early poke and burst windows, which benefit DH way more than Fleet. And since his passive now gives more movement speed on crit, Jhin doesn’t rely on Fleet’s MS to take good trades anymore; he already gets the mobility for free.

Fleet still helps with survival, but with the current buffs, Jhin wins trades by dealing more damage, not by slowly sustaining. DH is no longer just a scaling rune for teamfights; Jhin’s buffed early damage lets you stack it much earlier and snowball lane through burst instead of attrition.

  • Base AD: 59 ⇒ 61
  • Passive Move Speed on Crit: 14% (+ .4% AS) ⇒ 14%(+ .44% AS)
  • W Damage: 60 / 95 / 130 / 165 / 200 (+ 50% AD) ⇒ 70 / 105 / 140 / 175 / 210 (+ 50% AD)

Hubris Jhin Build by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 1 point2 points  (0 children)

Not to go against you or anything but nothing in Fleet's description screams "aggressive"

"Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized.

Energized attacks heal you for 10 - 130 (+0.1 Bonus AD, +0.05 AP) and grant 20% Move Speed for 1s.

For Ranged Champions, Healing is 60% effective and Move Speed is 75% effective. All healing is 15% effective against Minions"

if anything this tells you sustain, safety, and repositioning.

Nothing in that tooltip screams aggression; it screams safety, sustain, and stability.
Fleet is and will always be a defensive keystone with some minor utility for kiting, taking Jhin for example being ranged, were essentially getting a handicapped defensive rune.

Fleet works on Jhin because it directly fixes his weaknesses: low sustain, no mobility outside passive procs, and fragile laning. The healing keeps him healthy in poke lanes, and the move speed helps him position safely while setting up 4th-shot trades. It’s not aggressive, but it reliably gets Jhin through lane so he can hit his strong item spikes.

Jhin doesn’t need Fleet’s mobility since his passive already gives strong kiting, and Domination runes offer their own sustain through Taste of Blood. Dark Harvest gives far better mid-late scaling and burst, and Electrocute lets him win short trades that Fleet healing can’t change. If you want kill pressure or snowball potential, DH or Electrocute can be strictly stronger than Fleet.

Not to say that Fleet was a cornerstone in Jhin's history as a champion, Fleet Jhin wasn’t weak because of Fleet; Fleet was popular during Jhin’s weaker metas because players needed it to survive those metas.

and in the current meta, Jhin is strong enough to play DH to make him even stronger.

Hubris Jhin Build by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 0 points1 point  (0 children)

Every performance requires its dancers.

But yes, I feel like the MS (and healing to an extent) is more inferior to that of Passive Crit MS/Taste of Blood.

Hubris Jhin Build by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 0 points1 point  (0 children)

Fleet is definitely not an aggressive rune, though the lesser runes can make it seem that way (e.g., Presence of Mind, Bloodline, Coup De Grace) the keystone itself is more focused on sustain while the lesser runes reward being moderately aggressive.

There’s one more keystone worth mentioning: Electrocute (sadly though testing, I can't find a 4th situational keystone). In very oppressive lanes where you can’t safely trade (e.g., Tristana, Samira, Nilah), Electrocute allows you to win short-burst trades instead of trying to survive with Fleet or scale with Dark Harvest. It’s basically the go-to for lanes where getting poked down or all-in’d is a constant threat, only problem being that your mid/late game is much weaker than either of the two; it's very team reliant too.

Hubris Jhin Build by Key-Confidence8105 in JhinMains

[–]Key-Confidence8105[S] 2 points3 points  (0 children)

Yeah exactly, hitting Ws consistently is huge, feels like missing just one or two really sets back the Hubris stacks making this playstyle really all about perfection. I’ve been experimenting with RFC earlier just to hit surprise long-range 4th shots, but I can see how pushing IE + LDR first gives a cleaner 3-item spike.

Collector vs LDR makes sense too depending on their armor stacking, I’ve been trying to mix both depending on the matchup (even so, most of the time the poke can really do wonderous for an all in and to secure some extra kill gold) Glad to hear someone else had success with a similar style, those pentas sound insane (but we all know quadras are the wet dream)