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Xin Zhao Build Guide by Calibern

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Calibern

Xin Zhao, *NOTE* Revamp coming soon. 7/23/12

Calibern Last updated on October 30, 2012
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Top/Jungle

Ability Sequence

1
3
5
7
9
Ability Key Q
4
8
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

7/19/12 XIN REWORK

Quoted:
Xin Zhao (Remade)

Stats
Base Attack Speed increased to 0.672 from 0.658
Attack Speed per level increased to 2.7% from 2.5%
Challenge (Passive)
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
Battle Cry
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
Audacious Charge
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
Crescent Sweep
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


As of patch v1.0.0.143 this guide is now outdated. Over the course of the next couple of weeks I will be updating my guide. Do not use this guide anymore as I will probably change everything in it. After playing Xin for some time I have come to conclusion, he is quite strong borderline OP. His burst damage is ridiculous, and his kit is just so good. He has sustain, hard cc, gap closer, a built in Last Whisper and steroids. He is much better then he ever was.


Guide Top

Introduction

Thanks to jhoijhoi for the amazing banner.


Hi, this is Calibern. My favorite class of champions are AD melee champions such as Jarvan IV, Tryndamere, and Gangplank. I am not the best League of Legends player in the world, but I believe I can help people learn more about Xin Zhao and the game itself. This a guide how to play Xin Zhao any way possible solo top, mid,and jungle. Only go top if you are experienced with Xin Zhao contrary to popular belief he is quite a hard champion to play. His lack in champion design needs to made up in player skill. Jungle Xin is easier to get a hold of, and has a different mind set that solo top. This is newly revision of my old Xin guide, Xin Zhao, Bane of Squishies. I would like to thank all the people who commented and read my guide the first time. The reason I didn't just unarchived the first guide is because many changes have occurred since it was first publish so I wanted to start fresh. Of course much of the information in this guide will be the same of the original one. If this is against the MOBAfire regulations, please PM me and I will delete one of the guides. Feel free to ask any and all questions in the comment section. If you vote I would appreciate it if you leave a comment. Don't feel obligated to read the entire thing, just looking at it I feel sorry for the poor sap that reads it all. Just browse through sections you feel like you should read. ctrl+f if a great tool to search up information.


Guide Top

Pros / Cons

Pros / Cons

Pros


+ Has huge sustain
+ Has built in dash
+ Has a knock up
+ Deals a lot of damage along with being tanky
+ Can lane against most ranged champions effectively
space
space
Cons


- Vulnerable to cc
- Not as tanky as lets say Garen or Jarvan
- Needs farm, or to be fed to be effective
- Takes a bit of practice
- Riot keeps nerfing him!


Guide Top

Runes

Runes

Greater Quintessence of Attack Damage
3

Greater Mark of Attack Damage
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9


I usually use Greater Mark of Attack Damage, and Greater Quintessence of Attack Damage for easily last hitting minions. Also Xin Zhao now scales with AD so they help his damage on both Three Talon Strike and Crescent Sweep. Notice that Challenge is armorREDUCTION therefore armor penetration marks and quintessence are extremely useful too. Picking between AD and ArP is up too you. ArP is useful if you are planning on killing your opponent over farming, while AD is better if you plan on farming more while under a turret. Next up I use Greater Seal of Armor, and Greater Glyph of Scaling Magic Resist to compensate Xin's squishyness at early to mid game. There are other options if you don't like the ones I chose.

Other options
- Greater Quintessence of Health the extra health helps early game and can save you from the extra damage from ignite.
- Greater Quintessence of Movement Speed Xin lacks mobility if he hasn't bought boots so this is a viable pick.
- Greater Mark of Attack Speed its meh... but its better than attack damage per level, and critical damage.
- Greater Seal of Attack Speed I don't really like using attack speed yellows, but its better than nothing.
- greater glyph of Replenishment Xin isn't really mana hungry, but there are times when you spam all your skills to get kills.
- Greater Glyph of Cooldown Reduction cool down reduction will let you spam your skills more (you really shouldn't but you sometimes will).


Guide Top

Masteries

Masteries
1/5
3/5
4/1
1/5
1/1
1/1
3/5
3/1
3/1
1/
1/5
3/1
4/1
1/1

Offense Tree
space
  • Summoner's Wrath - After the patch I've been using Exhaust and Ghost more and more so, it's pure stupidity to not get this mastery. It buffs both spells substantially for only one point.

  • Brute Force - I like this version of it better than the 1 crit chance. The 3 damage just benefits the most for you out of any of the other tier one masteries

  • Alacrity - 4% attack speed is nothing major for 4 points, but it is better than Sorcery .

  • Deadliness - Great mastery, took me awhile to see how good it was, but wow, the damage it gives is just amazing.

  • Lethality - Goes really well with Deadliness .

  • Weapon Expertise - I thought love was only true in fairy tales..., Now I'm a believer, Not a trace Of doubt in my mind, I'm in love I'm a believer..., All I have to say.

  • Havoc - T.T What have they done to you old friend... Either way 3 points for 1.5% damage is a toss up.

  • Vampirism - Mmmmm... Lifesteal *drools*, combined with passive its almost impossible to push you out of lane.

  • Sunder - Looks like the enemy is better off going into battle naked. Nothing changed about from the old masteries except it takes more points to reach it.

  • Executioner - 6% damage when enemy is below 40%, sign me up. Only thing I don't like about it is that it only works when enemy is below 40% health. The other top tier masteries work at all levels of health so unfair.





Defense Tree


  • Resistance - Get 3 points in this if you know that your laning against an AP champion.

  • Hardiness - Get 3 points in this if you know that your laning against an AD champion.

  • Durability - 108 health at level 18 may save your life.

  • Veteran's Scar- 30 health at level is can change the course of a skirmish.
space


Of course there are other paths you can take that work well. These masteries are the best for Xin, in my opinion. The offensive tree got some major buffs so it is a lot better for Xin as of right now. Going down defensive tree would probably be the second most effective. The utility tree is more catered towards mages and support so it isn't as useful, but still viable. If there are any paths you used that you found effective, then leave a comment and I'll test it out.


Guide Top

Summoner Spells

Summoner Spells

Top Picks:







Its the best summoner spell for tanky dps champion. With Summoner's Wrath it makes you hurt alot. Along with masteries, and runes the enemy will have no armor left. You can use it to slow enemies in chases, and as an escape mechanism. Using it on an enemy AD carry shuts them down for the entire fight, and makes them easy pickings. Also if your low on health with one enemy chasing you, this spell can make all the difference. Ex. you can knock them up, toss this spell on them, and you almost always get a free kill.


There are just some situations where you need to get past terrain, or get a huge distance between you and your enemy. Flash is perfect in these type of situations. It can get you in range of your charge. It has so many uses that any champion could use this. Even after the range nerf Flash is still a great summoner spell.


Ghost is only good if you get a head start from your opponent otherwise you just get cc'd and eaten. It covers more distance than flash, but its over time, so it's not as effective while tower diving. But it doesn't allow you to go over terrain so be careful when you are in a corner like the dragon lair, and baron lair. After the new mastery changes I feel like it does an amazing job at escaping and chasing with 35% movespeed. If someone tosses Exhaust on you you can activate ghost and negate the slow. Plus it last longer than exhaust.

]
Is really good at early levels for getting first blood, or shutting down Dr. Mundo, and Swain. If there is an enemy low on health toss this on them and get a free kill. Replace Exhaust with this if you want. I was underestimating this spell for a long time, but after using it a lot, I have seen its true value.


Viable Summoner Spells


  • Teleport
    Is viable if you are solo laning. It gives you great map control. Turret getting killed? teleport there in an instant. away from team fight? Teleport to a nearby unit. Make sure you take Flash or Ghost so replace Exhaust with this.
  • Cleanse
    Not one of my favorites, but it serves its purposes. CC reduction is awesome, but its cool down is less than ideal for a defensive summoner spell.
  • Smite
    Smite is absolutely a must if you go jungling on Xin. He can not jungle without it. It makes his jungling speed decent, and is great for stealing dragon and baron. However never get this if you are laning.
  • Any spells not discuss in this section are absolutely useless on Xin.


Guide Top

Skills






Xin's passive is very good through out the game. It's like a mini last whisper, but it applies a debuff letting your allies take advantage of it too. This means 2 things not only do your attacks hit harder, but if your are laning your minions do extra damage to the poor fellow. Note this is armor REDUCTION and not armor penetration. What this means for you: say enemy champion has 100 armor. First thing that gets taken off is the 15% from passive leaving them with 85 armor. Then your percent armor penetration kicks in (I'm assuming you didn't build Last Whisper) from Weapon Expertise , which leaves them with 76.5 armor. Afterwards they lose 6 armor from masteries and another ~25 from ArP runes if you choose to take them. That leaves them with 45.5 armor (.313 damage reduction) compared to the 60.5 armor (.377 damage reduction) if you didn't have this passive. Due to this I feel like it is worth way more than the passive 40% attack speed we lost for this new passive.

Notes:







This is by far my favorite skill on Xin. It gives a huge attack damage bonus, and on the third hit it knocks enemies in the air allowing you to get another attack in. Not many people use it to its full potential, because they don't realize it resets auto attacks so you should use after you hit and not before the fight occurs. Also this skill lowers all your spells' cooldowns. Has a 1.2 AD scaling, which applies to all three attacks making this skill very powerful.

Note:
  • Three Talon Strike's cooldown timer starts after the third hit is landed, not when you first press skill.
  • Only the third hit procs spell shields like Banshee's Veil, or Spell Shield.
  • Only the first hit resets auto attack timer.
  • Each buff has about a 5 second duration.
  • Attacks in three talon strike have a faster animation than regular attacks.
  • Knock up works in blind, and fear(if you move close enough to enemy, the knock up will activate and break the fear).
  • Gives you a slight range increase.
  • All three attacks gain the AD scaling.






Active gives you a huge attack speed boost, and passive gives you sustain. Has a .7 AP scaling which gives you an additional 3.5 points of healing from masteries when Ignite is down. It gives an additional 17.5 points of healing with Sheen, and additional 21 points with Trinity Force. READ SKILL COMBO SECTION!
Note:
  • It's passive works in blinds and on structures.






Gap closer that has AoE slow built in. Just get one point in it for utility. Three Talon Strike , and Battle Cry are better for damage now.

Note:
  • Xin immediately hits his target again after he lands Audacious Charge.
  • Has about a 600 cast range, which is about the same auto attack range of most ranged carries. Ex. Ashe has 550 range, Vayne has 550 range, and Caityln has a range of 650. *Note* auto attack ranges are slightly larger than spell range.
  • Can kill invisible units from AoE damage. (rarely works, but I gotten 2 or 3 kills from the AoE damage)
  • It is long enough to jump through some walls. Any wall you can put a ward through, you can dash through. Remember you need to have sight for it to work, so most of the time its useless unless there is a team fight going on.
  • Counts as magic damage, so works in blind, and can't be countered by dodge.






Overall I think this ultimate is beast. It has 1:1 AD ratio with bonus AD , and it now stacks with armor penetration. Also it deals heavy AoE damage with a knock back. Also the resistance buff is can save you from some unfavorable situations.

Note:
  • Its range is 375, which is a little more than Amumu's Tantrum.
  • Knocks opponents back by 650 units which is a little bit longer than your E range.
  • Can knock through champion made obstacles like Cataclysm, or Crystallize as well as map terrain.






Skill Combos





Skill Sequence Explanation

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
This sequence gives you max damage from your Three Talon Strike. Damage from it is devastating if you land all three hits. This is generally used if you out trade the enemy champion and want to go for a kill lane. Melee champions need to get close to you to deal damage, so most times you don't need the dash until they run away from your damage output. Audacious Charge is mostly used for utility so it isn't top priority. Battle Cry gives a lot of sustain so max it first if you are having a hard time in lane. Always rank Crescent Sweep when possible.


Guide Top

Builds

Build #1 AKA Tanky DPS Build





Most of the time your build will resemble this. Two defensive items are about all Xin needs. This particular build is used against a balanced team where they have 1 mage, 1 ranged AD, 1 offtank, a jungler (either a AD offtank, or Fid), and a support.This build deals major amounts of damage along with being decently tanky. Don't forget to use Randuin's Omen active its a life saver trust me. Along with your ult you are hard to kill for both ranged carries, and ap carries. Activate Youmuu's Ghostblade a little bit after you land all Crescent Sweep for maximum damage. This build doesn't have a lot of magic resistance, so make sure to target heavy AP users first, since most of the time you can kill them faster than they can kill you. Xin is one of those champions who can use tier 2 items extremely well, so don't feel like you have to rush any item. Try to get a little bit of everything, then rush one damage item, and one defensive item.



Build 2 AKA Trinity Zhao





Most damage is from Trinity Force and Wit's End. This is almost like tanking with Xin Zhao. You initiate the fights, and try to disrupt the enemies as much as possible. It won't be hard drawing their attention cause you are Xin. You deal decent damage, and can absorb almost anything they throw at you. You still have a lot of 1v1 potential, so don't think you can't take anyone in a fight. Unless its someone really fed of course. This build is really useful if no one else on your team is tanky, and you are left to soak up all the damage.




Build 3 AKA Super Tanky Build




When I say super tanky I actually mean **** load of HP. It does decent amount of damage. This is a meta golem build. Since the nerf to Atmogs, this build became a bit weaker, but still viable. I get heart of gold at the 12min mark, so I can get a decent amount of gold from it. I get The Brutalizer for the damage output from it. You usually don't need the survivability till mid game. I like to get Frozen Mallet over Warmog's Armor, because the extra 800 hp you get from warmogs is only 16 damage, while Frozen Mallet gives you 20 damage and a perma slow. The trade off is worth it in my opinion. This an adaptation of the metagolem build. It can be used when you need the extra survivability. This build is also great for fighting opponents that have high mobility like Ezreal, Kassadin, and Katarina. It's slow is so good for chasing them.



Build 4 AKA Aura Xin

Zeke's HeraldShurelya's Reverie


For times when you are forced into support role, because A. your team needed a support and you "forgot" to change champion or B. you are fell behind in early game and need to get back in the game. This build isn't as optimal, but it works phenomenal in certain situations. Like the Olaf and Jarvan IV, Xin has rather high base stats with his spells: Three Talon Strike, and Battle Cry, making him a good candidate for the Aura bot. With this build you no longer do large amounts of damage; that being said your auras provide your team a large buff. It makes the enemy AD champions less effective, while buffing your team with armor, MR, AD, attack speed, life steal. Your main damage source is from aegis and zeke's; while it may not seem like a large amount you are still able to damage your enemies enough to make you a threat. Main goal of this build is not to take kills, but give them to AP and AD carries. There is really no alternatives for items above except the frozenheart which you can switch out for a Randuin's Omen or more magic resist. As for last item its up to you, my advice would be guardian's angel for more defense, Maw of Malmortius for a bit more damage, or Atma's Impaler, but you can basically stick any item in there.


Guide Top

Core Build

Core Build

By far the best starting item for solo top at the moment. Unless it's going to be someone like Yorick, always get boots and health potions. Boots allow to escape from ganks easier, chase opponents easier, and you'll have to build it into tier 2 boots Xin Zhao can 1v1 most champions solo top even pesky ranged champions like Vladimir , and Kennen. Plus with your sustain, the extra 450 health from pots allows you to stay in lane for a very long time.


By far my favorite boots. It can be a lifesaver; never underestimate 35% cc reduction. It also gives a decent amount of magic resistance, but of the boots it is the most expensive. Use your rule of thumb to decide whether to get this, Berserker's Greaves , or Ninja Tabi. If they have at least 1 AP carry and 3 or more hard CC then get mercs. If they have heavy AD damage then get ninja tabi. If they don't have a lot of hard cc then you can build zerker greaves over ninja tabi.

or
These are the only two damage items you actually need. You get every thing you need from these two items: AD, Crits, move speed, attack speed, armor penetration... you name it it has it (except life steal). I don't like the options for life steal, I feel like they are too limited in what they do. Bloodthirster is a good item, but doesn't do enough to make it a core item, and the same thing goes for Zekes.



These 2 items are all you need to deal out a bunch of damage. The other 3 items should be situational. Most of the times it'll look like 1 armor item, one MR item, and 1 more offensive item. I highly recommend not swapping the core items for anything.


Guide Top

Situational Items




Offensive items are nice, but as the saying goes the best offense is a good defense. Defensive items allow you to survive and continue to dish out damage at same time. On the other hand no offensive items leave you useless to your team so be balanced in your item selection. Any item not discuss in this build are useless (in my opinion), or i forgot to add it in on Xin . Leave comment if you feel like I missed a item, or you feel like a item should be removed. Thank you for your honesty.



Item Sequence











The Bloodthirster
3700

Atma's Impaler
2300

Maw of Malmortius
3250
A
T
T
A
C
K

D
A
M
A
G
E

SPA
  • Infinity Edge- This item is the strongest ad item in the game.It makes you crit 50% harder then you usually would and on top of that it gives you 25% crit chance and 80 AD. With this item very few champions can 1v1 heck you can even 1v2 someone if you wanted to.

  • The Bloodthirster- Bloodthirster makes Xin almost unkillable if he has armor, because you deal less damage to him, but any damage he does take will just be regenerated. Though it is a pain in the *** to die and lose all your stacks. Farm up at least a couple of stacks before going into battle.

  • Atma's Impaler- Great item when you stack it with Warmog's Armor and Frozen Mallet. The armor gives you extra survivability, and crit chance and passive gives you a **** load of damage. There is a reason all offtanks have this build, it's just so good for tanking damage, and dishing it out.

  • Maw of Malmortius- Great item to buy if you want to build offensive and defensive. Gives you up to 40 AD as your health decreases. The MR and magic damage shield makes this item even better. Replace Banshee's, or FoN with this item.
SPA A
T
T
A
C
K

D
A
M
A
G
E

Item Sequence











Zeke's Harbinger
2250

Wit's End
2500
A
T
T
A
C
K

S
P
E
E
D

SPA
  • Phantom Dancer- I love this item. Gives move speed, crit chance,and attack speed. It will almost double Xin's damage output. It makes him uncatchable and makes it impossible to run away from him. It allows him to get his q off faster, and refresh cool downs faster. It synergies well with his skill set and my item builds.

  • Zeke's Harbinger- Great aura for a heavily AD team. Highest lifesteal ingame if you don't count fully stacked bloodthirster. It has armor reduction, so synergies with The Black Cleaver well.

  • Wit's End- Great item, I would get this over Hexdrinker. You can get those 4 stacks relatively fast. The 40% attack speed, and 42 damage are no joke either. It is a great item to get when you want some damage, but your enemy is really AP heavy
SPA
A
T
T
A
C
K

S
P
E
E
D

Item Sequence











Wriggle's Lantern
1800
L
I
F
E

S
T
E
A
L

SPA
  • Executioner's Calling- An over looked item, that has great stats for mid and early game. It's active will shut down a good Vladimir, or a pesky Dr. Mundo. The life steal and crit are just icing on the cake.

  • Wriggle's Lantern- One of the most price efficient items in the game. It is extremely good for farming and sustain at top lane. I would advise buying this before The Black Cleaver if you choose to get it. The free wards are great for seeing unwelcome visiters.
SPA
L
I
F
E

S
T
E
A
L

Item Sequence











Warmog's Armor
2850

Aegis of the Legion
1100
H
E
A
L
T
H


SPA
  • Frozen Mallet- Gives out 700 of health, and 20 AD. It's great for survivability, and deals decent damage. Perma slow is so useful when chasing, especially for the slippery champions like Kassadin. It build from Phage, and Giant's Belt which are both good items by themselves.

  • Warmog's Armor- Gives a huge health bonus, but its more of a look-at-how-much-health-I-have item than a you-can't-kill-me item. Use it with Atma's Impaler for huge amounts of damage and survivability.

  • Aegis of the Legion- The aura is so good. It is very price efficient and cheap. If you need a bit of offense, and survivability then this is the item to get. However it stops being useful late game, so don't get it too far into the game.
SPA
H
E
A
L
T
H

Item Sequence











Force of Nature
2610

Guardian Angel
2400

Quicksilver Sash
1300

Frozen Heart
2700

Randuin's Omen
2900
R
E
S
I
S
T
A
N
C
E

SPA
  • Banshee's Veil- This item saved my *** so many times. Disrupting one spell and seriously screw up somebody's combo, and is invaluable. It gives a huge chunk of magic resistance, and it gives out a decent amount of health.

  • Force of Nature- Great against AP heavy teams. It gives the most MR out of any item in game currently. The move speed and health regen are great. Not as noticeable as on let's say Garen, but it still has its uses. Stacks well if you go atmogs, or build a Frozen Mallet.

  • Guardian Angel- It's passive is awesome in a 1v1, and can help you survive a 1v5 (not usually, they tend to surround dead body unfortunately). Another thing I like about it is that it gives both armor and magic resist which is rare for a defensive item. They usually have one or the other not both.

  • Quicksilver Sash- This item is a lifesaver against Warwick's Infinite Duress , and Malzahar's Nether Grasp. Only downside is that it is not very cost efficient.

  • Frozen Heart- Armor is an upside, and 20% off attack speed is a lot. I always advise this over Thornmail, because Thornmail is only good against high damaging champs like Tryndamere. Whereas frozen heart is good against dps champions. Great against AD heavy teams. The aura is great, because it has a AoE attack speed debuff, so Ad teams are punished heavily. The mana isn't really worth it, but cdr allows you get your spells of cooldown by 2seconds for Q and E, 4 seconds for W, and 12 seconds off your ult.

  • Randuin's Omen- Randuin's is by far my favorite defensive item. It build from Warden's Mail and Heart of Gold which are good on their own. On top of that it has a beastly active, and passive. It is a lifesaver, I would advise this item every time there is a decent amount of AD champion on the other team.
SPA
R
E
S
I
S
T
A
N
C
E


Guide Top

Brief Overview of Jungle Xin

Pros
  • Super early and strong ganks
  • Not blue buff dependent in the least
  • Sustainable with his passive and Wriggle’s
  • Very strong early/mid game
SPA SPA
Cons
  • Squishy if you’re not ahead
  • Bad at teamfighting later in the game
  • Fades off in the late game as other AD carries step up
  • Tough to do well if you’re behind
  • Has a pansy voice for a manly man
Difficulty:

Xin Zhao is an auto-jungler. You just get some stuff, click and every once in a while push a button and bam you’re 18-0 and the game’s over already. While his power fades in the higher levels of the game, he can absolutely stomp worser players or people playing recklessly. His jungling is easy, ganks are easier and he is a strong damage dealer to begin with.

Jungling Speed:

He is quick in the jungle, but only has single target damage (AoE on charge doesn’t count). So as the game progresses he will clear faster and faster because he does more damage, but there is no magic AoE fast clear that the other junglers might have.

Jungling Sustainability:

His passive gives him life back on attacking and his abilities cost next to no mana. He is entirely blue buff independent in that respect and because he can keep his life up he is very sustained in the jungle.

Ganking:

Xin can start ganking right away at level 2. I have had games where I go from blue golem to bot lane and get a double kill right away. He only gets better and does more damage as the game goes on, so his ganks get better and better. His knockup duration and slow on charge was nerfed, so he dropped to a 9.

Ability to Deflect Counter-jungling:

He can usually chase someone out of the jungle pretty well, but isn’t always around to stop them. He will spend a lot of his time ganking as well as harassing lanes in general, so his jungle is ripe for the picking at those points. He doesn’t recover the best because his steroid is only for 3 attacks and attack speed, so crippling his jungle does hurt him a bit more than others.

Ability to Counter-jungle:

He can get in and out relatively quickly and kill the enemy jungler if he wants to. While that’s strong, he generally will be wanting to do better things with his time, like Warwick.

Post Jungling:

Xin is like Master Yi in that if he doesn’t get those early kills, he turns into a pile of useless. He will still dish out some damage, but when a character relies on dashing into someone’s face in order to deal it, they better do a ton of damage or have some tankiness to them. Xin will have neither if he gets behind. If he stays on par and sees mild success, he is still not the greatest teamfighter and his assassin-esque role is filled much better by other characters. When he is fed, however, Xin rocks the house until the late late game.

Tips and Tricks:
  • Three Talon Strike resets your auto attack, so swing then push Q for a quick double attack.
  • When using Three Talon Strike, you can hit anything twice and then the third hit will knock someone up. You can hit two neutral minions and charge out of the bush to get the third knockup hit on them.
  • When you are ganking someone, save your charge and use better positioning to get the hits in. They will flash away if you get close enough to hit them and THAT is when you should charge in. This will allow you to get them no matter what.
  • Your charge ability plus Three Talon does massive damage, so test your limits on who and when you can tower dive as Xin can generally kill someone before the tower even blinks and take only a hit or two.



~By Hahano
I did not write this part of the guide. It is an excerpt from Hahano's Who is your jungler and what does he do?


Guide Top

Jungle Xin




His jungle gets screwed up so easily, and he spams his skills a lot in the jungle so mana consumption is actually noticeable.. Before starting jungling learn how to gank. Ganks are what separates good Xins from bad Xins. Don't recklessly charge at the enemy when you can just walk up to them and wack them around. Learn how to cut off enemy escape points. Don't build for damage, utility is much more important for a jungler. Movement speed is much better for your ganking, and clearing time then a few damage items. That being said here's my mini jungle guide.





Item Choice




Choose your starting item depending on the situation. If you are new to the jungle or want to keep your health up, start off with Cloth Armor+ Health Potion. If you are more experienced start off with boots, or Vampiric Scepter for sustain and better ganks. Don't start with boots if you don't get a hard leash. On your first trip back get boots if you started with cloth armor, or Vampiric Scepter. If you started boots first get a Vampiric Scepter. After that either get wriggle's or tier 2 boots. Once you get a phage you can chase people much more effectively, and unstoppable in a 1v1 fight. Build [[trinity
force]], and Youmuu's Ghostblade in no particular order. From here build whatever you like. I usually build like something above, but you can build Atmogs, get more damage, or build tanky. Use your own judgement, but I would advise getting some defenses.

Masteries


Masteries
1/5
3/5
4/1
4/1
1/1
1/5
3/1
3/1
1/
1/5
3/1
4/1
1/1


Still working out the kinks due to the new masteries. As of right now these are the masteries I use. They seem to do a great job in the jungle so far. Leave any suggestions you have in the comment sections. The newly revamped offensive masteries make jungling extremely fast, and you can keep up levels with you solo top and mid. Using these mastries you can clear the entire jungle without going below half health. The Bladed Armor is so good in the jungle, so I place 9 points there for it. You could also go 9-21-0, that route works just as well, however I prefer this tree. I am always happy to hear what people have to say, don't be shy.

Runes


Runes

Greater Mark of Attack Damage
9

Greater Quintessence of Attack Damage
3

Greater Glyph of Scaling Magic Resist
9

Greater Seal of Armor
9
  • Greater Mark of Attack Damage- 8.55 attack damage is really good for clearing our minions and keeps your health up from attack damage. These are the best marks to use, and they are relatively cheap. Your q, and ult scale with AD, so its beneficial. They cost a grand total of 1845 IP for 9 of them.

  • Greater Seal of Armor- 12.69 armor blocks out so much damage from monsters. They keep you alive and healthy in the jungle. They are an absolute must. They cost a grand total of 1845 IP, it is really inexpensive.

  • Greater Glyph of Scaling Magic Resist- 24.30 magic resistance at level 18 makes it harder for mages to kill you. Makes you even tankier than you already are, so it is a smart investment. They cost a grand total of 1845 IP.


  • Greater Quintessence of Attack Damage- 6.75 attack gives you a grand total of 15.3 AD. They cost a grand total of 3075 IP.



Route:


  1. Start at wolves.
  2. Then move on to blue. You can take it out near 80% health with smite.
  3. At this time you should gank mid or bot if they are pushed up. Jungle if not.
  4. Move on to wraiths.
  5. Take red and gank.
  6. Next move on to golems.
  7. Gank at this time or take dragon.

Ganking

SpaceGanking on Xin is an art. They are executed quickly with deadly results. Contrary to popular belief, it can be challenging for some. If you are one of those people who wish to improve your ganking skills look no further. I know for me that the hardest part of learning to jungle Xin was knowing when to gank and how to gank. Let me just tell you if your in the lane mindset of Xin you will feed until you learn jungle Xin's mindset. All I can say is find the right balance of patience and aggression.
SpaceRemember always save your dash for their escape attempt if you can. If they warded you have to charge in when your allies initiate them, because they will be distracted. Take advantage of that and charge in at full force. Other times you can just stroll up to them and start wacking them around, and can save your charge for their inevitable their escape attempt. Their are 3 types of ganks and 2 styles of ganking. First type and most common is coming in from the side, and hoping you can kill them before they get to their tower. Second is coming in from behind them through the triangle bush, or the pathways in mid. This type of gank blocks off their escape route and forces them to run further, and almost always result in a kill, or having them use a summoner spell. Third type of gank is very effective, but you need to fulfill the requirements: be in side lane, and have partner fully pushed up. Basically you walk in to the very top bush while the enemy can't see you through the fog of war. Then you wait for them to push, and attack with everything you got. Using dash is most surprising, because the don't have time to react. The first style of ganking is the most common which is the dash and Three Talon Strike combo. It is a good combo, but I've seen it mess up a gank too many times, because I couldn't catch up to them after my dash was gone. Style 2 is more reliable, because the opponent can't escape easily. You walk up to the enemy and attack with Three Talon Strike saving Audacious Charge for their escape attempt.
SpaceWhen to gank is the most challenging aspect of ganking for most lane Xin mindset people. Don't gank when your health is questionable. The worst thing you could possibly do is give your opponent a free kill. If your opponents are pushed to your tower for god sakes don't charge in; walk up to them and hit them with Three Talon Strike. This almost always always net you a kill even if they do burn a summoner spell or two. Gank if you ally is in a close fight with the other team. It is always better to be called a KSer than let your ally fight it out and perhaps die.

Review Time



How to Gank

  • Walk up to opponent hitting them with Three Talon Strike to save Audacious Charge for their escape
  • Rush in with Audacious Charge and hope that you damage output is enough to put them down.
  • Use the side bushes to surprise your enemies
  • Use the triangle bush, or pathway to cut off enemy escape route
  • Use the fog of war from river to go in


When to Gank

  • Don't go in below 75% health if they are at full
  • Gank when they are pushed up
  • Gank if enemy jungler is about to gank allies
  • Gank if your ally is in trouble
  • Don't gank if they are at turret
  • Don't gank if their jungler is at dragon



Warding







Map Objectives- Dragon should be warded at 10 minutes if they have a jungler. The gold from dragon can be game changing. If you get it twice you already gave your entire team 380 gold which is like killing someone on a spree. Getting it three times is like giving each person on your team 2 kills. So that means dragon control is very important.
Baron buff is game changing. A baron buff can win you a game if you ace the enemy team at baron and steal the buff. A baron buff can make you lose a game if the enemy team gets it. Baron buff stats are as good as an item that cost 2k+ gold. So that means late game with all items max, baron buff will be like a extra item which as we all know is a major advantage.

Countering Counter Jungling / Ganks- These wards prevent the enemy jungler from gaining the upper hand. These wards are purely defensive. They can save your allies life, and sometimes your own.

Counter Jungling- These wards are used to counter jungle the enemy team. These wards are extremely offensive, and can net you 1 or 2 kills. They can help you steal a buff or two. However they are risky, so only use them if your team has an obvious advantage. Most games I won't get past orange level wards.


Guide Top

Laning and Countering Champions


High threat= don't get too aggressive, try not to push lane too far
Medium threat= harass if you can, last hit but don't push lane too far
Low threat= LOL you can tower dive them even if they have full health(joke), push lane as far back as you want (watch out for teammates obviously)

This ranking applies to if you are similarly skilled as person behind the champion. Some people who play Ashe well will not be a low priority, but a high threat. Use your judgement, try to assess their skill (attack them once see how they react), if their skill far surpasses yours then don't play offensively. P.S if there is a champion missing its because A. I never laned with them, B. I never laned against them, or C. I don't except you to be facing them any time soon. To find a champion easier use Ctrl+F, and type in champion name or the name of one of their skills. If there are any champions giving you a hard time, leave a comment and I'll address your problem. Leave any errors you see in this section in your comment.




Decent partner/ Medium threat





- You two will burst the enemy lane down to oblivion. You guys can do so much damage together, but you will fight over kills.

-Only engage her after her Mark of the Assassin debuff is gone. If shes low and in Twilight Shroud just use your ult should take care of her quite nicely. At lower levels it's worth investing in a Vision Ward in order to kill her. Akali is really popular right now, so she is played a lot. She snowballs really hard, so do not exchange deaths with her. One kill to her goes a lot longer than if you got one kill. If you can kill her w/o dieing then go ahead.




Great partner/ Medium threat





- The cc on this guy is insane. Knock up Pulverize, stun, pull(push but same idea), and he has a heal Triumphant Roar. Perfect laning partner. Harass your enemies,so they cannot get the valuable exp the need.

- STAY BEHIND MINIONS OR TURRET. You do not want to get Headbutt into his carry w/o your partner. You have to ignore him, and dodge him at same time. Kill his carry then he'll be easier to kill.




Great partner / High threat




- God I love Amumu (one of my mains). His stun is awesome, and his aeo damage skills are op. Just wait for him to Bandage Toss someone and between the two of you your sure to get a kill. Of course this only applies to those who master skill shots. In team fights his ult will be a lifesaver, and huge asset.

- For the same reasons that he is a good partner, he is also a high threat. You can't aim Amumu because he's the tank but if you ignore him his damage output is insane. His ultimate Curse of the Sad Mummy is one of the best in game.





Decent partner / High threat




- Stun, and charge about all i can say about her.

-I get this weird twitch thing in my neck every time I see Annie during the loading screen. She has an amazing burst, never runs out of mana, and never misses a last hit with Disintegrate. Harrass when she has 3 charges or lower otherwise you will be stunned when you charge. Don't bunch up with, because Summon: Tibbers will destroy your team.




Bad partner / Low threat




- Ashe will take your minion kills. Her damage early game is mediocre at best. She will die to enemy carries fairly easily. She is very squishy throughout the game. After laning phase is over you and her are best friends.

-Against an Ashe just use Audacious Charge and Three Talon Strike then exhaust 2 or 3 auto attacks and shes dead. Nothing to worry about. Enjoy your free food!





Great partner / Medium threat





-He's like a second Alistar he has a pull, knock up, and stun. He synergies well with Xin. Wait for him to initiate with Rocket Grab, then jump on the enemy and use three talon strike.

-His threat comes in the form of his cc. You can shut you down quite efficiently, and cause a lot of damage to your team. Be on the look out for Rocket Grab, always stay behind minions, and if he uses it your free to jump in for next 20 seconds. However Blitzcrank is quite squishy if he does not go tank.




Decent partner / High threat





-This guy harasses like a boss. He can zone out two people with absolutely no problem at all. His skill combo gives you a free kill. His damage output is insane especially his free ignite as a passive( Blaze).

-OMFG! Why the hell does he do so much damage T.T? Brand will do so much damage to you in lane, you won't be able to farm without taking a lot of damage. Most of his combos are skill shot base so try to dodge him and then charge him. Try to kill him ASAP,or you will be screwed in team fights. Brand excels at team fights with his AOE damage and Pyroclasm.




Decent partner / High threat





- He has great cc, and can shut down just about anyone. Just do e+q combo when he initiates.

- He has great damage output for a tank even if its a single target nuke ( Amumu in my opinion has best damage for a tank). Avoid going into team fights till he pops Rupture, also even if he's low he's deceptively strong so attack with caution.




Decent partner / Medium threat





-You guys don't really have synergy with Xin Zhao. Just pretend he's a true tank, and let him initiate first.

-He has huge sustain, and decent damage. Bring ignite with you if you know your facing Mundo. Mundo probably builds health, and not armor so he isn't as tanky as you think early level.




Decent partner / medium threat





-He harasses and you finish them off. Try not to take all the farm, he needs his item as much as you do. I hate Ezreal free week because it the same as having a feeder on your team. Very few people can get the hang of him in one game (imo one of the hardest champions to master).

- Ezreal's threat comes from his Trueshot Barrage. The global ult is a serious threat. And he's incredibly hard to catch because of his Arcane Shift. Key to taking out Ezreal is to A) dodge his skill shots B)initiating after Arcane Shift C) just auto attacking him because he's a free weeker.




Decent partner / High threat





-You guys have amazing sustain with his Drain, and your passive you'll never have to leave lane (except for items obviously). His Terrify is invaluable for killing enemy laners (just hit whomever he terrifies).

-CAWCAWCAWCAWCAWCAWCAWCAWCAWCAWCWACWACW! **** ITS Crowstorm! Fiddlesticks just melts everyone in team fights. Oh if he has Amumu on the other team its GG. The key is to knock him up when he draining. Avoid him when he has Crowstorm up (no ult can change the course of a team fight as fast as it). In lane remember his drain takes a lot of mana early levels, so let him drain you then walk out of its range to make him oom.




Decent partner / High threat





-He harasses really well, and deals a whole lot of damage. Just pick off any champion thats low. There have been many times when his global Cannon Barrage (is it just me or do ultimate names get a little bit redundant ex. Trueshot Barrage) has helped me escape or secure a kill.

-He harasses a lot and isn't susceptible to cc ( Remove Scurvy), so its really hard to kill him. All i can say is try not to let him farm.




Great partner / High threat





-DEMACIAAAAAA! You guys deal so much damage. Judgment+ Decisive Strike+ Audacious Charge+ Three Talon Strike= first blood and double kill.

-He is so tanky and can do so much damage at the same time. Basically impossible to kill for you, and he can regen any damage you do to him after a couple a seconds. Key to fighting Garen making sure he never has a chance to use Perseverance. Also avoid fighting him if you have 1/3rd of hp.




Decent partner / Low threat


CH-1 Concussion Grenade


-Zones enemies well, and turret deals amazing damage. but both of you need farm so its gonna be a long early game. Best way to fight with him is pick off enemies that are targeted by turrets.

-Stay away from his turrets. Dodge his grenade they add up, and he is mana hungry so try to take him when his mana is low. Remember his turrets go away if you kill him. He has huge regen, so don't harass and back off, keep the pressure on him. Early game he is a pain, but he starts to lose his effectiveness after mid game. Try not to leave lane against a dinger when you don't need to, he can push turrets like a frikin boss.




Decent partner / High threat





-You both have hard CC so initiating is easy. With her Equilibrium Strike no one will be able to defeat you, or escape.

- Facing Irelia is tough if she builds offtank. Offtank Irelia almost never dies, and can deal out a lot of damage. There is only 2 ways to prevent that. 1)Don't let her farm ALL GAME, early game especially, and try to gank her as much as possible. 2)Gank her if she is all alone, but never target her in team fights. If she build dps which no good player would do, kill her like any squishy.




Decent partner / Low threat





-Janna is a support champion so if you lane with her your cs will be higher. But you also become the only source of damage in your lane. What she lacks in damage she compensates in utility. Basically she is a toss up.

-The only thing to worry about is her cc. Her Monsoon can be a pain if its used during a team fight. She is really squishy due to the fact she'll be building cdr and aura items. You can target her in team fights, but make sure ranged carry is dead, or someone else will kill her.




Decent partner / Medium threat





-He has a great buff with his Demacian Standard, and deals a lot of damage using his e+q combo. Basically let his knock up the enemy and then you charge in and start attacking.

- There are 3 types of Jarvans; dps, offtank, and tank. Of the 3 offtank is most common. Offtank Jarvans deals decent damage but his true strength comes from being able to outlast you in battle treat him like Irelia in this case. Dps Jarvan is played alot like you actually. He goes and Cataclysm someone and starts wreaking havoc. Best way to counter is to just kill him, he's squishy so it shouldn't be a problem. Tank Jarvan deals quite a bit of damage for a tank. Just take out his squishies.




Decent partner / High threat





- Jax is basically another version of you. Has Leap Strike, attack steroid, and is tanky. Double jump someone and they are guaranteed to die.

-God I hate Jax, he deals so much damage, and is freaking tanky. He also has an AeO stun, Counter Strike, and huge dodge chance. Sword of the Divine meet you new friend. Pop the active, and attack. Alas the active isn't usually enough to kill a Jax. So you need to use this after he is about 3/4 or 2/3 of the way dead. Try not to engage him in full scale battles, he will win. He is one of the 3 champions you can't 1v1 fully fed. The other 2 being Tryndamere, and Olaf.




Decent partner / High threat





-He harasses well, and prevents enemies from flashing away. Just let him burst them, and charge in when they are at 1/2 health.

-His threat level comes from the fact that he can go in burst you down, and flash out. Before level 6, just wait for him to use silence on minion, and then charge in. Null Sphere has a 9 sec cool down (closer to 8 secs due to his masteries and runes) so take advantage of it.




Decent partner / Medium threat





-You both jump on enemy,and that's about it.

-AIM HER FAST. Never let her use her ult for the full 3 secs, you will get demolished. Best way to do this is save three talon strike for when she ults. She is squishy early game, so initiate when she is not around minions, otherwise she can Shunpo away.




Decent partner / Medium threat





-Last hit as much as you can while you let Kayle zone the enemies. Jump any enemies foolish enough to aim Kayle.

-Initiate after she has Intervention on another enemy. Harass as much as you can. She is played like a ranged carry so it is ok to aim her in team fights.




Decent partner / High threat





-Great damage and his stun comes in handy. You job is to keep him alive in team fights by taking out enemy champions who can kill him. He has one of the best ultimate, Slicing Maelstrom.

-Kennen can take out your entire team. Just like fiddles ultimate you should be weary of his. Its basically a combo of Amumu, and fiddles ult. In lane you have to deny his gold and exp. You have to dodge both his Thundering Shuriken, and juke his Lightning Rush to avoid his stun. Although in his ultimate form, you can not avoid his stun due to many Mark of the Storm falling down. Also take note in that his Electrical Surge has enough range that he can safely hit you when you behind your turret.






Decent partner / Medium threat





-I feel sorry for your laning enemies. Lee, and Xin can take out anyone with there burst. You go in first, because Lee's dash works better when they have lower health.

- Lee Sin at the moment is one of the most OP champions there are. Atmogs Lee= GG. He out sustains you in battle. Jungle lee has one of the scariest ganks in the game. His Sonic Wave / Resonating Strike, and Tempest / Cripple makes it hard to get away from (IMO Xin has the best gank in game). Best way to counter him is get bloodrazor, or gank him in jungle as much as possible (risky). Against lane Lee sin remember to dodge his q. Move around a lot, and make sure you there is always a minion between you and him. Never stay to close to the minion because he has an aeo damage spell.





Great Partner / Medium threat



finales funkeln

Lux- Great partner / Medium threat
-She has great range, and her snare and slow lets you stick onto your target better. finales funkeln is great for finishing off target you couldn't.

-Lux is one of my favorite people to lane against. She's one of the couple of people I can dominate in lane. Her skill shots are relatively easy to dodge. For her Light Binding just stand behind 2 minions. If she throws her Lucent Singularity you can either charge at her, or side step. Never move back unless you are out of her range, because most times you end up stepping into it. Also try to switch it up a bit, one time move forwards, the next sidestep, move backwards the next, and so on so she can't figure out your way of dodging.





Decent partner / Medium threat





-His q takes a decent chunk of hp of the enemy champions. That plus the fact that his slow allows you to save your charge for their inevitable escape, almost guaranteeing you a kill.

-I hate Malphite. He has a 50% attack debuff, that's right 50% it's AoE also, Ground Slam. His ult Unstoppable Force can make or break a team fight, so try not to bunch up, or stand in a line.





Decent partner / High threat





-First of all I gotta say he has a awesome name. Say it with me "Mal-za-har". Anyways he only has damage no really good cc that helps you. (Silence lets them run so I don't count it.) Your damage output enough should be able to kill enemy champions

-Oh god I hate his Malefic Visions are a pain in the ***. Stay away from your minions. It's like a disease, if your exposed for too long you will catch it. His Nether Grasp makes it a dps nightmare. He can drop you very quickly, and if you got no allies with cc then meet you in the after life. Also if he uses it on a carry, you have to drop everything and knock him up (that's what she said).





Decent partner / Low threat





-He has great utility with his Sapling Toss. His early game harass deals so much damage. His Twisted Advance lets you stick on your targets more easily, so you can save your dash for their inevitable escape attempt. He is also a great finisher for anyone who gets away from you.

-The things that make him a good partner are what you look for in an enemy. 1v1 solo top you absolutely destroy him. You can regen his sapling damage from passive so easily. That means they have to come close to you in order to turn up the pressure. That means all you have to do is wait for him to snare you and then commence attacking. He will be at about 2/5 hp and running away. That means you will have your charge up and q off cd in 2 seconds, allowing you finish him off easily. Never aim Maokai in team fights, he is only bait, so aim for the squishies behind him.




Decent partner / Medium threat





-If the enemy team has a huge range advantage, then you guys are screwed. Basically your raw damage output will be enough to take down most other lane
compositions.

-He becomes extremely problematic when he becomes fed. Best way to beat him is keep harassing him, Yi has little sustain, and his Meditate cost too much mana for him to constantly spam. Late game you have no chance at beating him. Never let him free farm, and shut him down mid game. You have a major advantage over him early game- mid game so that's the your chance to shut him down. If he uses his ult to get away at like 1/3 health don't bother chasing him.




Decent partner / High threat





- She has great harass, but so squishy early game. Just try to give her time to align her ult up. It deals ridiculous amounts of damage mid to late game.
-She is so easy to kill. If you get your Audacious Charge on her then she will have no way of running from you. Make it rain barely slows you, and her move speed will disappear. Save your Three Talon Strike for when she ults, so that way you can cancel it. Try not to stay behind minions, or else you will take massive amount of damage from Double Up. She is incredibly mana hungry, so best thing to do is wait for her to run out of mana.




Bad partner / Low threat





- Morde just isn't what he use to be. He doesn't pump out as much damage as he used to. He brings nothing to the team. Just let him harass while you farm, and occasionally harass anyone coming close to you. I would love to be facing you lane.

- Oh, how the mighty have fallen. I feared this champion once, but now he is just a shell of his former self. He has no sustain, and his skills drain his health. His shield is really weak now and without it Morde is squishy. Just attack him as much as possible, your sustain will be enough to absorb his hits.




Decent partner / High threat





-You two can out sustain anyone. Her Dark Binding, and Soul Shackles are great for sticking on to you enemy. Her Black Shield basically gives you Olaf's ultimate. You can run through the entire enemy team to their squishies without fear.

- Morgana absolutely dominates team fights. Don't bunch up with your allies when she is around. Avoid her Dark Binding it is relatively slow and easily dodged by using a minion as a meat shield. Charge her and then back off in order to make her use her Black Shield. Then your charge will come back up faster than her shield, so charge her as soon as it comes off cooldown if possible.




Decent partner / Medium threat





- Nasus has great CC and harass. He need the farm a lot more than you do, but take some of the minions. You should initiate the fights, and between the two of you they have no chances of escaping.

- He is one of the few champion you can beat in lane now a days. Just keep the pressure on him. The moment he gets close e + q onto him if he likes to fight you then max q first, if not max e first. You beat him in a straight up 1v1, but if he gets near your minions he can regain it faster than you can. Never aim him in team fights, go for the mage behind him. Nasus is so much harder to kill when you are in the middle of a team fight.




Decent partner / High threat





-She has great harass both AD, and AP. You guys can't be pushed out of lane. This lane is all about wearing down your opponent in small engagements and not full out fights.

- This lane is a toss up. Sometime I dominate, and others I am holding on to dear life. Early game you have clear advantage but as soon as she builds some sustain and armor you are screwed. AP Nidalee is far easier to kill than AD Nidalee.




Bad partner / Medium Threat





- This lane is all about over aggression. Olaf and Xin is a horrible combination together, unless they both target same person. Remember you guys can probably take down people faster than they can take you guys down. If you go defensive against a ranged team most times you will lose horribly.

- Olaf wins the lane if he can get that first hit off. If he goes cloth armor / boots + pot don't harass unless you have the advantage. You win in small engages if he just uses Reckless Swing and runs off. Remember if he does a hit and run strategy follow him until you get off all 3 hits unless you in trouble. You have no chance against a fed Olaf late game so don'y try.


Guide Top

Videos and Other Helpful Guides

I did not make any of these videos, I just found them. Watching these videos should help you game play.

Last Hitting- Try to do this every game in time it will become second nature. *Tip Melee Minions take 3 hits to die to tower, so you attack after second tower hit. Ranged minions are trickier, they take only 2 tower hits. So attack once wait for turret to hit then hit again.Of course this only applies if its only you and the tower w/ no minions around.
/league-of-legends/ability/audacious-charge-277


Guide Top

Closing

I hope this guide has help you improve your Xin game play. Please +1 my guide, or +rep me. Post your screen shots in the comment section, I always like seeing people do well with Xin Zhao. I would like to thank jhoijhoi for her hard work reviewing my guide, and the banner in my guide.