Xin Zhao Build
Not Updated For Current Season
Xin Zhao, Dervish of Death
Xin Zhao is a champion based almost entirely on attack speed. Attack speed benefits all but one of his 5 abilities.
Xin Zhao is healed for 30 points for every 3 attacks that he lands. This amount increases by 5 every 2 levels.
This is Xin Zhao's healing ability. During team fights, if you have enough attack speed, this can can increase his effective health pool by almost 50% or more.
Xin Zhao prepares to unleash a fearsome combo, causing his next 3 standard attacks to deal his attack damage + 15 / 30 / 45 / 60 / 75 to enemy targets, with the final attack knocking his opponent into the air.
This is Xin Zhao's main Crowd Control(CC) ability. Keep in mind that you can hit minions with this, so it can be a wise idea, if you think your target will run at the first hit, to target minions for the first two blows, before going after the champion. This can net you some bonus attacks that would otherwise be impossible to land, and allows you to eek out a tiny bit more harassment than usual. The cooldown doesn't start until all 3 attacks have landed, or the ability times out.
Passive: Increases Xin Zhao's attack speed by 15 / 20 / 25 / 30 / 35%.
Active: Xin Zhao unleashes a battle cry, increasing his attack speed by double the passive amount for 7 seconds, and causing his standard attacks to reduce all other ability cooldowns by 1 second.
The cooldown reduction is nice, but do keep in mind that after the seven seconds has passed, you lose the passive bonus until it's back up. I prefer to hit this button after all three charges of Three Talon Strike are done with, so you actually recharge it in time to get full benefit the second time you use it.
Saving it until after the Three Talon Strike also allows you to begin recharging the ability a second time, allowing a delayed third use as well. An amazing combination that will cause any foe to run in fear of you.
Late game, activating this will cap your attack speed, meaning you'll really only be using it for the cooldown reduction. Keep this in mind when going for high-health target chases.
Xin Zhao charges an enemy unit, dealing 70 / 110 / 150 / 190 / 230 (+40% of ability power) damage to all nearby enemies and slowing them by 40% for 2 seconds.
This is a typical charge with a slow. You can target minions that are in range to slow champions that aren't in range to catch up to them as well. This is especially useful for hunting down foes in the jungle when they know Flash. They Flash out of range, you charge into a nearby minion to catch up.
Xin Zhao unleashes a fierce spear sweep on targets around him, dealing 150 / 275 / 400 + 25% of their current health in physical damage. His magic resistance and armor are increased by 30 / 40 / 50 for the next 8 seconds.
This is Xin Zhao's ultimate ability. You want to use this immediately after you charge, because it deals a percent of their current health. The higher their health is, the more damage it deals.
Keep in mind this is also AoE, meaning you want to position yourself so it hits as many foes as possible. High health, low armor foes will get annihilated by this.
An amazing item early game because, combined with his passive, it allows you to lane forever. the main reason I take this is because of the health bonus. It allows you to counter other Xin Zhaos by simply outlasting them. Since this champion seems to be all the rage these days, it's an impressive way to win the early game.
I take these because of the attack speed bonus. Obviously adjust for CC comps and the like. If you plan on getting Last Whisper, don't get these. You'll hit attack speed cap sooner than you'd like.
I take this because of three reasons. One, it gives attack speed, which is always a plus. Two, it gives run speed, which is imperative on a melee range CC character. And three, it gives massive survivability with that tiny bit of dodge. Paired with your passive, the dodge will go a long way.
I grab this because it synergizes great with attack speed. I absolutely love it as a second item. The health drain portion of it is wicked, and combined with the fact that Xin Zhao is a physical character, it can catch teams stacking Armor completely off guard with the magic damage.
Assuming the enemy has 100% physical damage reduction, and no Magic Resistance, at attack speed cap, They will die in 10 seconds from only Madred's. Now add in your physical damage, which can triple this damage per hit on a gold/level starved character, and you become a killing machine.
At this point in the game, I find that I'm a bit squishy, and then enemies tend to get away if they're losing team fights as I chase. This item helps with both of those problems. The game usually ends as I begin to build this, but when I do get it made, it makes ganks almost insanely easy.
If the opposing team has Cleanse, this item is a must. If the opposing team has almost no escape abilities, then realistically, one can skip this without much worry.
The next two items are really a toss-up. I usually never get to make either of them, and making both is out of the question, so here's how I decide.
I grab this piece of beauty almost always. You hit so fast, and crit so much, that the added benefit of this can end almost anyone's day. This is the item of choice for me.
I usually only grab this if the opponents are pinned in their base with, say a Heimerdinger, and they're stacking defensive items. I usually grab this item in place of Phantom Dancer if they're going as an all tank team too. The attack speed is really negligable. It's useless for you this far into the game, the only reason to have it is because of the armor penetration.
Xin Zhao, once he gets Phantom Dancer, can solo just about any minion. If the enemy team is missing, don't be afraid to jungle a bit until they show themselves. With your passive, you can come out of the jungle with both neutral buffs and full health.
When fighting, hit your Crescent Sweep first if you can hit more than 1 person, (or if it's a tank and you'll be fighting him for a while otherwise). Blow your Three Talon Strike and wait for the knock up. As the knock up hits, blow your Battle Cry, and keep spamming Three Talon Strike when it refreshes. You can get about three off before your Battle Cry wears off. In 7 seconds, you have 3 knock-ups. Their Carry isn't doing much carrying, are they?
This build works equally well in 3v3, but I usually take Ignite or Flash instead of Teleport. In 5v5, I find Teleport nets me more kills than either of the above, since a lot of players over stay their welcome when trying to push. It also ensures maximum time in the lane with the best items.
Other than that, have fun with him. I find Xin Zhao amazing fun, almost like Akali, but with more AoE annihilation.
If anyone notices anything wrong, or something that could improve this build, feel free to holler in the comments. Thanks for reading.
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