Xin Zhao Build
Standart 2 (Tank)
Next Items & Movement (situationally)
Not Updated For Current Season
Threats to Xin Zhao with this build
|Amumu||Fairly easy matchup early on. You out damage him by a lot so you can bully him around in his jungle for the better part of 15 minutes. You can also out gank him by a lot so focus on that over farming your jungle. Pro Tip: Start red buff and invade him at his second buff, ward the buff and wait for him there. Then take Audacious Charge level 2 and kill him/take buff.|
W - Battle Cry - Base Heal 26/32/38/44/50 ⇒ 30/35/40/45/50
E - Audacious Cry - 70/105/140/175/210 magic damage ⇒ 70/110/150/190/230 magic damage
Jungle Camps -
GROMP ATTACK DAMAGE 90 ⇒ 83
LARGE RAPTOR DAMAGE 55 ⇒ 45
SMALL RAPTOR DAMAGE 20 ⇒ 16
Quite a few changes here! First of all, straight up ability buffs to E and W. W now heals an extra 4 health during the early and mid-game. Pretty big for sustain. In addition, the gromp and raptor damages were lowered, so Xin Zhao can easily have a full health clear in the jungle.
The buffs to his E means that he will be slightly stronger mid-game when he maxes out E. It's only 20 extra damage, but it IS strictly better.
Xin Zhao now easily has one of the highest-health clears of any jungler. Abuse it by going for a fast level 3 gank.
I often play Xin as jungle but also as the liner.
I have checked up many routes and points in jungle, and now have found a good way which I play.
I don't know as you to teach to be aggressive on a line, but you should understand that you can kill very easily, the main thing not to escape.... But to one against the big congestion of strong enemies, I suggest not to be put.
I should tell that I am allocated in fight potential differences on all other types of champions, and Xin - one of the strongest. Hope that this guide helps.
Base Attack Speed increased to 0.672 from 0.658
Attack Speed per level increased to 2.7% from 2.5%
Xin Zhao challenges his target with his basic attacks and Audacious Charge, reducing their Armor by 15% for 3 seconds. Only one target can be challenged at a time.
Three Talon Strikes
Now reduces his other ability cooldowns by 1 second with each strike
Attack Damage ratio increased to 1.2 from 1.0
Cooldown reduced to 9/8/7/6/5 seconds from 10.
Passive: Heals Xin Zhao for 26/32/38/44/50 (+0.7 Ability Power) every third basic attack
Active no longer reduces other abilities' cooldowns
Cooldown reduced to 16/15/14/13/12 seconds from 24/22/20/18/16
Mana Cost increased to 40 from 35.
Now challenges the target
Damage increased to 70/115/160/205/250 (+0.6 Ability Power) from 70/110/150/190/230 (+0.4 Ability Power)
Slow increased to 25/30/35/40/45% from 20/25/30/35/40%
Slow duration increased to 2 seconds from 1.5
Range reduced to 600 from 650
Cooldown reduced to 13/12/11/10/9 seconds from 16/15/14/13/12
Now knocks all unchallenged targets back
Now has a 1.0 bonus Attack Damage ratio
Cooldown increased to 100/90/80 seconds from 75
Armor and Magic Resist bonus adjusted to 15/20/25 per champion hit from 25 + 7/10/13 per champion hit.
Now has a new particle.
Pros / Cons
Unstoppable when feed;
Lanes well with stunner.
Picked on by ranged
A bit slow without items
Vulnerable to cc
No escape mechanism (except speed)
Personally I like to start with a Boots of Speed and 3 Health Potions . Another possibility is to start with Doran's Blade so you counter your squishyness early on with a bit hp. You can do this if you start without someone who can heal, but you'll have to base faster then. If you can't dominate your lane or your lasthitting isn't that good, consider buying another Doran's Blade. Try to farm as much as possible to get the items below as soon as possible.
Mercury's Treads: 25 Magic Resistance. UNIQUE Passive: Enhanced Movement: +45 Movement Speed.UNIQUE Passive: Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
(does not stack with other Boots). Mercury's Treads
these boots give additional magic resistance and reduces the duration of stuns, slows, taunts, fears, silence, blinds and immobilizes reduced by 35%. Buy shoes when you need speed and / or resistance to magic or reduce CC. Do not buy their shoes, if there is no justification for it is profitable situation!
(10 Attack Damage, 10 Life Steal.)If you feel you have to return to your base too frequently to heal up, and that your passive just isn't enough, consider purchasing a Vampiric Scepter here. This will later build into your Bloodthirster, but gives you some early lifesteal. I rarely feel that I need this item, but with the damage you will be dealing at this point, you'll be healed nicely from just the sceptre alone.
Blade of the Ruined King: 40 Attack Damage, 10 Life Steal. UNIQUE Passive: Your attacks deal 4% of the target's current health in physical damage and heal you for half the amount (120 max vs. minions). UNIQUE Active: Drains target champion, dealing 150 physical damage plus 50% of your attack damage and healing you by the same amount. Additionally, you steal 30% of their movement speed for 2 seconds (1 minute cooldown)..Buy this against a tanky team or a team with a lot of HP. It grants you a bit survivability and DPS. Don't buy this against a squishy team as it will have barely any effect.
Banshee's Veil: 300 Health, 45 Magic Resistance, 300 Mana. UNIQUE Passive: Blocks one negative spell every 45 seconds. This grants you more survivability, I would definately buy this if an enemy caster is dominating the game. But if you do not need survivability but need protection from magic and the ability to reset the CC is Mercurial Scimitar more suitable for you.
Trinity Force: 30 Ability Power, 30 Attack Damage, 30 Attack Speed, 10 Critical Strike Chance, 250 Health, 200 Mana, 8 Movement Speed Multiplier. UNIQUE Passive: Icy: Your basic attacks have a 25% chance to slow your target's Movement Speed by 30% for 2 seconds (20% for ranged attacks). UNIQUE Passive: Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 150% of your base Attack Damage. 2 second cooldown. Does not stack with Sheen or Lich Bane. Gives you a bit of everything, good overall item, expensive but grants you boost you can use. Extra movement speed, more survivability, a good choice for Graves.
Randuin's Omen:70 Armor, 500 Health. UNIQUE Passive: Cold Steel: If you are hit by a basic attack, you slow the attacker's Attack Speed by 20% and their Movement Speed by 10% for 1.5 seconds. UNIQUE Active: Slows the Movement Speed of nearby enemy units by 35% for 2 seconds + 1 second for every 100 Armor and Magic Resistance you have (500 range). 60 second cooldown.This seems like a great fit for Xin when facing a physical team. It gives you very high armor, as well as health. Good so far, right? The passive means when you are getting heckled, it can slow the enemy's movement speed and attack speed. This could help you run away, but it could also be a huge advantage in a 1 v 1 fight against another physical carry.
The active of this item makes my mouth water for a game on Twisted Treeline... It slows all movement and attack speed of nearby enemies by 35%. This, in combination with your audacious charge, can DESTROY a team. Charge into a group of enemies, pop your ult. If your team is any good whatsoever, you should be able to pick everyone off as they try to scurry away and can't attack quickly at all. I will definitely be testing this item the next time I find myself needing armor, and I'll update this to reflect my thoughts.
Situational last Items
The Bloodthirster: +
70 Attack Damage, 12 Life Steal. Passive: Gain +1 Attack Damage and +0.2% Life Steal per kill. Maximum of +30 Damage and +6% Life Steal. Bonuses are halved upon death.. This item is the first item I built, early on, thanks to your passive, you won't die much so you can definitely stack it to have a nice amount of life steal.
Infinity Edge: 70 Attack Damage, 25 Critical Strike Chance. UNIQUE Passive: +50% critical strike damage Infinity Edge gives a bonus critical chance and a higher critical strike. Therefore it's a must have on Graves. You can buy this item before The Bloodthirster if you don't need the lifesteal yet and want to do more damage.
Frozen Mallet: 30 Attack Damage, 700 Health. UNIQUE Passive: Icy: Your basic attacks slow your target's Movement Speed by 40% for 1.5 seconds.. This item grants you survivability, a little bit Attack Damage and a free CC, a 40% slow. Against a tanky team or a heavy burst team, you might want to pick this item as 2nd.
The Black Cleaver: 15 Armor Penetration, 55 Attack Damage, 10 Cooldown Reduction, 250 Health. Passive: Dealing physical damage to an enemy champion reduces their armor by 7.5% for 4 seconds. This effect stacks up to 4 times..Against a normal team, you can buy this item. Reducing Armor together with 250 health and attack damage is a good item for a carry. Don't buy this when some of your enemy's have over 150 armor. It's better to buy a Last Whisper then.
Last Whisper: 40 Attack Damage. UNIQUE Passive: +35% Armor Penetration. Use this against tanky team with a lot of armor, at least higher than 150, otherwise it's better to take The Black Cleaver which also grants. Together with the 25 Armor Penetration runes, you get: (Enemy Armor - 25 From Runes) * 0,6 From Last Whisper
Maw of Malmortius: This item was good on Xin. Now it is really really great since it gives AD, attack speed, life steal, great active and this passive... OH MY GAWD, the anti IHAVE6KHPYOUDONTEVENDAMAGEME effect. I really love it and i take it often (55 Attack Damage, 36 Magic Resistance. )UNIQUE Passive: Gain +1 Attack Damage for every 2.5% of your maximum Health you are missing. UNIQUE Passive: Lifeline: If you would take magic damage that would leave you at less than 30% of your maximum Health, you first gain a shield which absorbs 400 magic damage for 5 seconds. 90 second cooldown.
Mercurial Scimitar: 60 Attack Damage, 45 Magic Resistance. UNIQUE Active: Remove all debuffs from your champion and grants 50% movement speed for 1 second (90 second cooldown). Movement speed bonus does not work with Ranged champions.This one I would recommend to take the top line against magical opponents: Kennen, Vladimir and Mordekaiser etc.
Guardian Angel: 50 Armor, 30 Magic Resistance. UNIQUE Passive: Revives your Champion upon death, restoring 30% of your maximum Health and Mana. This effect can only occur once every 5 minutes.. Now they have to kill you twice! Together with Flash you can escape and deal tons of damage after that. If you are going to buy this, buy it as last item. It also grants you much Armor and Magic Resistance.
Boots of Swiftness or Mercury's Treads: Although I said that you don't actually need the speed, in some situations it's better to switch it with your Berserker's Greaves. The same goes for the Mercury's Treads, when the enemy has a lot of CC (stun, silence, snare, fear, taunt, knock-up), you can switch your boots to minimize the duration of CC.
Time to refine.
50 Attack Speed. Passive: Deals 40 magic damage on hit.
Passive: Killing large monsters increases the magic damage of this item by +1. Champion kills or assists increase the magic damage of this item by +2. UNIQUE Passive: Challenging Smite: Smite can be cast on enemy champions, marking them for 6 seconds. While marked, you deal 18-69 bonus true damage to them on hit, have vision of them, and reduce their damage to you by 20%.
UNIQUE Passive: Jungler: Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters.
This item allows for an earlier safer dragon kill.(By far the best item in the game for a jungler. Free ward every 3 minutes, Deal 45 magic damage on hit to monsters over 2 seconds and gain 10 health and 5 mana per second while in combat with monsters. This item allows for an earlier safer dragon kill.
From the very beginning of the game jungler usually takes blue buff, because it gives a lot of experience. If you are paring the entire jungle on your side, you get a level 4.
Blue buff is best to give the AP-casters, or magicians. Champions, are heavily dependent on the blue buff: Anivia, Karthus, Cassiopeia, and others. Buff also does a really good AD-champions, who use a lot of abilities: Corki, Ezreal. Under a blue buff can easily collecting all the stacks charges on the Tear of the Goddess for such dependent on mana champions like Ryze.
Red buff also needed jungler as blue buff to get a big boost at the start of the experience, to take the fourth level as quickly as possible. It is recommended to give red buff jungler, which is very much gank. This will make it more successful Hanka, due to additional net damage and slowing.
Red buff at the end game is best to give the AD-carry or melee bruyzeram. In the early and mid-red buff needed bruyzeram / jungler because they gank often. But when it's time timfaytov active, then mark your buff your AD-carry, to make kiting easier.
When to take that?
It is best to take the buff when they just appeared. Do not tighten in order to get buff, unless of course you do not want to take just 2 buff. Do not wait one more minute to get buff. If you wait longer, there is a high probability of running into a counter-jungling from the opposing team. If you can not stop a counter-jungling, do not take risks in order to select this buff. If you die, the opponents and get the gold with you, and buff.
Why to worry about them?
You should always get a buff to your team - they give a huge advantage. Blue buff gives preeminence casters because they are not worried about mana regeneration. They can spam your abilities for as long as 3 minutes and harass your opponent until his death. If you or poke pu***** enemy skill or you just need a blue buff, you mostly get the advantage over the enemy. A good example are the Brand, Anivia, Gragas, Morgana.
In turn, the red buff works well with the champions, having long-range attacks (mainly AD-carry): Caitlyn, Kog'Maw, Ezreal and Tristana.
Most dueling situations as time dependent on these buffs (unless the AP-carry accidentally take red buff). It is always a bad choice, as the AP-carry rarely use auto attack. In contrast, I believe that the blue buff for AD-carry - it's not so bad, but the AP-carry it fits better. AD-carry use it for that a 20% reduction in cooldown, allowing them to more spam your skills, besides not worrying about mana. In that case, when you give blue buff to your AP-carry, they spam their skills more often and are not afraid of mana issues. For example, Cassiopeia and Karthus become one of the strongest AP-carry, if you give them the blue buff. They use their (Q) as often as possible during the 2:30 or 3 minutes. Their DPS is so high that they can easily Skipped line and go gank. Sion, by the way, also fits this definition.
If at enemies isn't present jungler and/or you are assured of yourselves, i offer to begin
with their red.
Runes and Mastery Trees I have forgotten to change, I apologize.
But on video it is shown, how there should begin in jungle the beginner, in ranked you naturally should begin with the blue.
And finally ...(Сheerfully)
- Good luck in jungle.
Positioning for the blue buff
Early in the game you have to make a choice: to attack the enemy or to protect their jungle. If you choose a raid, you will need to choose which of the buffs (or entire parts of the jungle), you will lead the attack. In order to make a competent and quick raid, you need to quickly purchase. You need to make a raid on the enemy only when you have a strong team for the first levels. For example, champions Alistar, Taric or Sion very good, given that they have a fairly long stun that can hold an enemy in place for a very long period of time.
Positioning for red buff
The attack on the red buff built around the same concept, but here the point is basically to slow the enemy jungler to level and reduce its gankovy potential. Taking the enemy red buff, you reduce the potential number of ganking: the lower level of the opponents in the attack, there is no delay and additional damage. In the picture below shows the path of the attack on the red buff for both teams. As I said earlier, you need a strong team for the first levels.
My number one choices for Xin's spells are definitely ghost and exhaust. You can argue the benefits of almost any spell, but these two are standouts for the style of play that this build suggests. I'm talking about getting your *** moving, while slowing down the enemy as much as possible.
Exhaust is key to this build. Your number one difficulty as Xin will be keeping your enemies from running so that you can unload on them. You already have a slow and a knock up, but exhaust is the icing on the cake. A lot of kills will come from chasing down enemies as they are running away. The speed you get Trinity Force, Phantom Dancer, and ghost help, but exhaust is what will make your enemy's escape downright impossible. Exhaust is also great for one on one fights with another powerful melee character. The reduced damage from the enemy can often times tip the scale in your favor. With the mastery points set as they are, you will also be reducing armor and magic resist for that extra little pow.
Ghost is another must-have. The vast majority of your kills early game will come from chasing enemies in your lane who you've already weakened. Late game, although you won't have a problem catching people because of your items, ghost let's you get to the other side of the map in a hurry, or chase down other people using ghost. Using this build, I have literally chased down slower enemies using ghost that have also exhausted me. That's the crazy speed we are talking here. Like I said, this build is all about getting to enemies quickly, slowing them down, and unloading your damage.
Another important thing to remember is that Xin has no real escape mechanism besides his speed. That being said, you can sometimes avoid ganks by using ghost and exhaust defensively. Don't be afraid to avoid your death by popping exhaust on the nearby carry and ghosting out of there.
Flash is a decent substitute for ghost. It can get you to a spot fast and save your *** from huge ganks. I still think ghost compliments this build more consistently, but feel free to make that swap.
Ignite can also be put in for those early kills, but in my experience the ghost/exhaust combo has allowed me to finish off most opponents. If you see the enemy team has a Dr. Mundo or Vladimir, then this spell becomes much more valuable. Don't underestimate the healing reduction it gives.
Teleport can be extremely useful on 5v5 for getting around, so you may need to make that change for ghost. Hopefully a tank has teleport instead, and you don't have to sacrifice that killing power.
Cleanse is never a bad idea on any champion, but your focus here should really be bringing the pain to the enemy. It can be extremely useful to diminish your vulnerability to CC if you are facing a Lux or a team with a lot of slows and stuns. Use your judgment based on the other teams champions.
In conclusion, Xin Zhao is a very fun and powerful champion to play. I would recommend all players to try him at least once. I know this is a short guide but I will be adding more as my Xin Zhao experience increases, and the more feedback I get from the community. Criticism is always welcome, as long as its constructive. I really hope this has helped and that you enjoyed it.
Successful to you games.
Thank you for attention.
- Essiz(RU)(2013-...)-ex(SonHar (NA)(2010-2013));
- WEAEW (EUNE)(2011-...).
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