Support · Swiftplay · Matchup guide · Patch16.20.1
Jhin vs Vex
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
VS
Role fit
Support · Jhin
Jhin is normally played Bot and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon
?
Unreviewed route
No reviewed Jhin Support build
Jhin is normally played Bot and does not currently have a reviewed Support route. Support usually needs useful engage, peel or utility while operating on low gold income. Treat this as a deliberate experiment, not a standard recommendation.
A different lane's items are not relabelled as correct. Role income, map access and starting rules can change the whole purchase order.
A marksman Support still operates on reduced income. Fleet supports short trades and retreat timing; Heal keeps the shared lane safer.
Swiftplay
Primary tree
Precision
Fleet FootworkPresence of MindLegend: AlacrityCut Down
Secondary tree
Inspiration
Biscuit DeliveryApproach Velocity
Summoner spells
FlashHeal
Coordinate the Bot pair
Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.
Match the lane threat
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.
Matchup notes
What changes when Vex is opposite you?
Pre-game kit comparison
Kit comparison
Respect the opponent's reliable threat
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Your plan
Use the route you prepared
Keep Vex visible before committing. The second Bot-lane champion and nearby Jungler can change whether the same engage is safe.
Ability reminders
Jhin reminders
Deadly Flourish has incredible range. When approaching a fight be sure to look ahead for enemies that could be rooted.
Your ultimate deals significantly less damage to enemies with full health. Look to pick off weakened targets as they run away.
You can still cast your spells while reloading. Use them to fill the down time.
Ability reference
Compare both kits
Ability referenceData Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units)Data Dragon 16.20.1
Jhin
P
Whisper
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 Move Speed.
Q
Dancing Grenade
Jhin launches a magical cartridge at an enemy. It can hit up to four targets and gains damage each time it kills.
Cooldown (s) 7/6.5/6/5.5/5 · Cost 40/45/50/55/60 · Listed range (units) 550
W
Deadly Flourish
Jhin brandishes his cane, firing a single shot with incredible range. It pierces through minions and monsters, but stops on the first champion hit. If the target was recently struck by Jhin's allies, lotus traps, or damaged by Jhin, they are rooted.
Cooldown (s) 12 · Cost 50/55/60/65/70 · Listed range (units) 3000
E
Captive Audience
Jhin places an invisible lotus trap that blooms when walked over. It slows nearby enemies before dealing damage with an explosion of serrated petals. Beauty in Death - When Jhin kills an enemy champion, a lotus trap will bloom near their corpse.
Cost 30 · Listed range (units) 750
R
Curtain Call
Jhin channels, transforming Whisper into a shoulder-mounted mega-cannon. It is able to fire 4 super shots at extreme range that pierce through minions and monsters, but stop on the first champion impacted. Whisper cripples enemies hit, which slows them and deals execute damage. The 4th shot is perfectly crafted, epically powerful, and guaranteed to critically strike.
The exported range is not a verified gameplay distance. Check the current ability tooltip.
Cooldown (s) 120/105/90 · Cost 100
Vex
P
Doom 'n Gloom
Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Q
Mistral Bolt
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
W
Personal Space
Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
E
Looming Darkness
Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
R
Shadow Surge
Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000
Adapt the plan
What to do when the game changes
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Ahead plan
Use lane control to secure vision and safe pressure
1
Lane
Deny space with your lane partner, but keep the carry connected to the wave instead of roaming at every opportunity.
2
Map play
Move first with an ally, establish vision and protect the route your team will use to enter.
3
Fights
Start only when allies can follow, then change to peel if an enemy reaches the protected carry.
Even plan
Balance lane pressure with protection for the carry
1
Lane
Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.
2
Map play
Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.
3
Fights
Control one approach and keep enough protection for the enemy's most likely engage.
Behind plan
Protect safe farm and rebuild vision one area at a time
1
Lane
Stay for a crashing wave, block a dive and avoid spending the key defensive ability on low-value poke.
2
Map play
Enter darkness with another player and ward the nearest useful entrance instead of reaching for deep vision.
3
Fights
Peel first and punish overextension. A blind engage rarely repairs a losing game.
Pings, movement and objectives
Jhin Support map plan
Turn information into a shared decision. Move with an ally and preserve the tool that makes the next fight safe.
Ahead
Make the lead open the map
Ping
Use On My Way before changing angle, then Assist Me on Dragon after Bot is safe to move. Use Danger if the carry starts following through an unsafe route.
Map movement
Roam after a pushed wave, shared recall or when the carry can collect safely. Deep wards still require the Jungler or another nearby ally.
Objective
Arrive early, clear the enemy entrance and hold the key engage or peel spell. Do not chase away from Dragon and hand the opponent a free route back in.
Even
Create one clear numbers advantage
Ping
Use On My Way before an engage or roam, Enemy Missing as soon as a lane opponent disappears, and Danger when your carry cannot follow.
Map movement
Leave only on a safe wave or recall timing. If the carry would lose a full wave or face a dive, stay Bot and communicate that you are not moving.
Objective
Help Bot finish the wave, then enter river with the Jungler. Set vision before starting and avoid turning an even objective into an unseen gamble.
Behind
Stop the next loss before seeking a play
Ping
Use Retreat or Danger before an ally enters darkness, Enemy Missing immediately, and Assist Me when you need company to restore defensive vision.
Map movement
Do not abandon a crashing wave or vulnerable carry. Move after the wave is stable and use the nearest safe ward line rather than forcing deep vision.
Objective
If your team cannot enter river safely, ping Retreat and trade for farm, vision or another map resource. Contest only after creating a safe route together.
Objective setup
Four calls, in order
Pings create a shared plan; they do not replace checking waves, vision and who can move.
1
Before the move
Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.
2
Enter together
Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.
3
Before starting
Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.
4
During the contest
Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.
Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.
Keep preparing
Use the champion page or choose another opponent
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.