Xayah Build Guide by DarkNavarre
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Runes: General use runes
+10% Attack Speed
Ability Order General Matchups
Threats & Synergies
Aatrox is very similar to Camille in that the lane is not yours to win, it is Aatrox's to lose. Aatrox can jump right on you and you won't really have much that you can do about it. Post six you can ult his chain to stop the pull but pre-6 you won't have any escape.
The Camille matchup is an interesting one, as it all depends on how good the Camille is, instead of how good you are. If Camille manages her abilities and ranges well, you generally don't have much chance of outplaying or out-trading her at any point in the game.
His pull is really nasty and has a deceptively long range that is comparable to your auto range, and he will always win trades past 1 or 2 autos, and mostly wins those trades as well. Play safe and definitely manage that lane well.
Gankplank doesn't care about your range, snare or anything else you do. Be very careful when up against this salty sea dog.
Jumps on top of you and bursts you down. High 100-0 potential while you are still squishy early. Also sets up ganks exceptionally well. Avoid at all costs. Recommended ban unless your team can pick him early in champ select.
Fiora is an awkward matchup for Xayah, as she both has a way to get and stay on top of you, and a way to prevent your escape by Riposting your snare. However, if she is using her abilities poorly, you can kite her relatively well.
Can cause major issues. Good method of getting on top of you and Bear trap on a rope can stop you getting away. Only go for short trades to whittle Skarl down whenever possible.
Can burst pretty hard in a short span of time but if she botches her timings, you can punish her pretty hard in return. Borderline threat level of 3.
Has good gap close and safety, as well as cc in his ult, as you can only dodge one of the spins with your own ultimate.
Yorick's ghouls are a real problem if you aren't able to get enough aoe damage going quickly enough. You can, however use your ult do dodge their initial lunge at you.
Pre-6, you should be able to bully her to no end, so long as you aren't getting to cocky and going for extended trades. Just be wary of her post-6 powerspike, even if you have been going even with her.
You have an easier time hitting Mundo than he has of hitting you, provided you keep minions between the two of you. However, when he does hit you, he hits like a truck. Additionally, unless you are ahead, you will be able to do less and less to him the longer the game goes on.
Gnar is really a matchup of who is better at punishing the mistakes of their opponent. Stay vigilant of his rage and allow him to make the mistakes as opposed to trying to force fights and risky plays.
Similar to Mundo. So long as you manage where the minions are relative to the two of you, you should be fine. but she will hit hard if she ever gets a hold of you.
This is a matchup similar to Gnar in that it relies on who can best punish the mistakes of the other. Let her slip up instead of trying to force a play.
See Irelia and Gnar. He's a bit more potent that the two of them with the reliability of his stun, but the general method of handling him is the same. Don't try to win the lane. Instead, allow him to lose the lane.
Again, allow him to make the mistake, then punish him for it.
Early game you should be able to bully him fairly well provided you can dodge his abilities. you'll need to be a bit more careful at six as his ult is a bigger power spike than yours is, but you scale faster than he does, so your mid game is stronger in general. Try for an early lead as he will eventually outscale you as the game goes on.
Punish him for trying to stack. When he withers just snare him and back off, then abuse wither's long early cooldown to force him to back off. He will only become a problem if you don't stay on top of punishing him and allow him to stack. Try and build an early lead to finish the game out before he gets too many stacks.
Even if he's able to get on top of you, after the initial burst there isn't much he can do. However, he is really potent in setting up ganks for his jungler, so be aware if he starts to get more aggressive.
Allow riven to make the mistake. Be aware if she gets aggressive, as she is good at setting up ganks for her jungler with her CC.
Let him burn his mana before going for extended trades. Otherwise just try and punish any mistakes he makes.
You can generally deal with Sion, but will likely have to burn your utility to do so, and can be at risk to falling to his passive.
Urgot can be an issue if he is able to catch you out with his dash. Otherwise he isnt too much of a hassle. Just punish his dash's cooldown whenever he misses it and whittle him down.
Can heal back most of what you do to him if you aren't consistently pressing him. Go for repeated quick trades to not give him a chance to rest and heal back up.
So long as you can kite and dodge his abilities you should be fine. Just make sure to not snare him in his q so you don't reset it.
He can jump on top of you and burst pretty hard, but post six you can ult his dash-ult combo and follow up with a snare to disengage.
If he gets on top of you, he can be a bit of an issue. But unless he's burning everything and the kitchen sink, you can just kite him back before he can ever get on top of you.
Can punish him fairly easily. Just be aware of where he puts his saplings and you should be fine. Don't step too close for his twisted advance and abuse your range advantage.
Be cautious of his dashes and gap closing ability, but if his dash is down, you can easily kite him.
If he catches you, he hits pretty hard, but you are generally good at kiting him around, and you can use your own ult to dodge his.
Biggest threat from Shen is his ability to set up a gank. Otherwise, let him burn cooldowns and punish him for it.
Singed isn't too much of a threat outside of his potential to set up ganks, but as long as you kite him well it shouldn't be an issue.
Cho doesn't really present much of a threat as long as you aren't failing to dodge his knockup, as without it, he has no reliable way to get on top of you and you can kite him easily.
There isn't much Poppy can do against you. Even post-6, because your ult isn't a dash, her W doesn't stop it, so you still have a reliable escape.
He doesn't have a reliable way to get on top of you, and post six you can just ult out of his ult to disengage if need be.
Xayah synergizes well with any jungler that has a reliable way to lock down enemies so she can set up her snare with just a q and an auto
Nunu & Willump
Good lockdown, but less reliable than straight up keeping them in one spot.
He can set up a cc combo relatively well, but since his cc pushes the enemy around all over the place, there are better synergistic options out there.
His CC is more useful than Hecarim's, but takes longer to set up. Borderline synergy of 4.
Champion Build Guide
Primary Runes: Resolve
Grasp of the Undying
This Rune is the core of the build. It is what allows you to start stacking health from the get go. Even though it has a lowered efficiency on ranged champions, it is still invaluable in improving your survivability into the mid and late game.
As you are going to be stacking health and have less AD than Xayah would normally be building, this rune is here in order to aid you in getting turret plates early as well as helping you to siege towers in the mid to late game. Font of Life is also a potential option, but your snare will be primarily used for disengage rather than engaging the enemy.
This rune is to assist in the repeated trades that tend to happen in top lane, though Second Wind is also a viable option against certain matchups, such as Darius, Gangplank or Singed
This rune simply stacks nicely with the Grasp of the Undying Keystone Rune, while the other two options, Revitalize and Unflinching, don't offer much to Xayah.
Secondary Runes: Precision
These three runes are interchangeable, depending on the matchup. If you feel you need more survivability, take Legend: Bloodline, more dps, take Legend: Alacrity, and if you are anticipating situations where you will be fighting multiple enemies at one often (such as frequent ganks from the enemy jungler), take Triumph.
Coup de Grace
This is a handy rune for top lane as most champions you face will be stacking health. The reason Cut Down isn't as usefull here is because you are stacking health as well, meaning they need even more health for you to get full effect. Last Stand is also viable if you feel you will be able to get a large number of Grasp of the Undying stacks against your particular lane opponent.
Attack speed is self explanatory, you want quick trades so you want more attacks in that short span of time. The armor runes can be swapped for or .
This item will be your go-to mythic roughly 90% of the time, unless you need a more defensive option.
This will be your defensive Mythic choice. This will usually only ever be used against your biggest threats, such as Aatrox , Darius or Pantheon.
For boots, you should be prioritizing a more defensive option, but can go offensive if you get a lead.
These will generally be your defensive boot options.
This item provides a good deal of the core tats you are looking for (Health and Attack Damage) while simultaneously providing a strong passive for dealing with the beefier opponents you will encounter top lane.
Blade of the Ruined King
Like Black Cleaver, this item gives strong core stats that you are looking for, and helps you deal with beefier opponents.
Alternatively, you can purposefully push the wave repeatedly towards the enemy tower, and use the opportunity it provides to get wards deeper into river or at the exits of the enemy jungle for earlier gank warning. If your opponent is really having a difficult time with the wave, you can even get a deep ward in the enemy jungle to keep track of their pathing and position.
You should only push for tower damage if you have either managed to push your lane opponent to recall, or you know that the enemy jungler is not in a position to gank you.