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Runes: High tempo early game choice
1
2
Domination





Precision






+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3

Flash

Smite
Items
Ability Order

Determination
Xin Zhao Passive Ability
Threats & Synergies


Extreme
Major
Even
Minor
Tiny

None
Low
Ok
Strong
Ideal



Jax


Champion Build Guide
Early Game
To describe Xin Zhao's use and reasoning behind this pick, let me tell you about an actual history thing that has happened in League of Legends.
In many regions, especially South Korea (LCK region), players got used to the "OPEN MID" opt-out strategy, a quick way to finish the game if enemy got ahead a lot in the early game and the game does not look winnable anymore.
Because of this trend, game length has decreased a lot, and early game picks were suddenly a lot stronger. With this, comes Xin Zhao into the game. Champion known to be stronmg purely in the early game and falling off later on especially if you do not get ahead early on. This pick is since then oftenly picked, especially in KR region for that reason, dominating the game heavily early on and making enemy "open-mid" or "surrender at 15".
Xin Zhao's early game is not much of a science. You are trying to gank the weakest opponent laners as much as possible, and fight enemy jungler 1v1 if the matchup allows you as well. Beside a very few champions, such as Olaf, you can always kill the opponent 1v1.
Xin has insanely strong 2v2 and 3v3s, and also counter gank potential. Basically you wanna fight enemy champions as much as possible, which is great especially in the current meta when the opposite->farming junglers do not work as well, because of the lack of scaling XP in the jungle.
In many regions, especially South Korea (LCK region), players got used to the "OPEN MID" opt-out strategy, a quick way to finish the game if enemy got ahead a lot in the early game and the game does not look winnable anymore.
Because of this trend, game length has decreased a lot, and early game picks were suddenly a lot stronger. With this, comes Xin Zhao into the game. Champion known to be stronmg purely in the early game and falling off later on especially if you do not get ahead early on. This pick is since then oftenly picked, especially in KR region for that reason, dominating the game heavily early on and making enemy "open-mid" or "surrender at 15".
Xin Zhao's early game is not much of a science. You are trying to gank the weakest opponent laners as much as possible, and fight enemy jungler 1v1 if the matchup allows you as well. Beside a very few champions, such as Olaf, you can always kill the opponent 1v1.
Xin has insanely strong 2v2 and 3v3s, and also counter gank potential. Basically you wanna fight enemy champions as much as possible, which is great especially in the current meta when the opposite->farming junglers do not work as well, because of the lack of scaling XP in the jungle.
![]() | Default jungle item enchantment |
![]() | If you are ahead in the game or just even but need to be a strong damage dealer, this is a great 2nd item. |
![]() | If you want some extra tankiness with armor and chase down enemy carry potential, good option to go for. This is actually a very casual choice for Xin Zhao as 3rd item against heavy AD teamcomps. |
![]() |
Ideal 3rd item if you want to keep building in the damage-bruiser path. If there are either heavy ad or heavy AP opponents, go for smh else (Maw, Randuin or GA) Do not combine with Maw! (same passiv) |
![]() |
Very strong item, even as 2nd choice, but 3rd and later ideally, if enemy has a lot of physical damage and critical dmg dealers. |
![]() | If enemy has a ton of magic damage with repetitive abilities (Cass E, Teemo E/R, Rumble etc.) you can go for this item. |
![]() | Possible alternative if you have already built cinderhulk and you are playing full tank. |
++ Very strong 1v1 + Very strong early game + Good for high tempo fighting early game (usually what SoloQ is) + Solid ganks + Good for jumping on carry in the middle of the fight and beating him down + Low mechanical skill requirement |
-- Weak scale - Weak agains't a lot of protect (heals or shields) - Weak agains't disengage tools - Falls off very hard if you do not get ahead in the early game |







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