Xin Zhao Build Guide by HAMMERSLAYER
9.13 Gold Efficient Best Xin Zhao Builds and Guide [OnHold]By HAMMERSLAYER | Updated on July 13, 2019
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Press the Attack Builds
Phaseburst AKA Run and Gun Builds
Situational/Gimmicky DPS Builds
Tank/Cinderhulk Conqueror Builds
+10% Attack Speed
Threats & Synergies
Generally try to avoid combat with him and try to countergank him while not staying behind in farm.
After the Kindred stack changes she is incredibly easy to predict and it should be a very easy win as you mostly know exactly where she will be.
A jungler that will mostly farm until lvl 6 and then he will try to snowball during mid game, so try to get in front of him during early game while also trying to outfarm him.
A pretty even or similar matchup to Xin with the exception that she can not properly 1v1 him, try to outfarm her while not letting her pull off any ganks on your team during early and midgame.
She will be quite passive in the jungle while farming a lot faster than Xin and aim towards the dragon, try not to stay behind in farm and gank your lanes while she is farming.
A cheesy pick that will never play in the same way the same the last Shaco did, honestly nothing more to say, if you are good enough at jungle you can still predict his moves. (Also be prepared for jungleganks and protect your first blue/red).
A very active jungler that will hit level 3 fast and then try to gank the most availiable and gankable lane, be mindfull of his advances on the map towards your team and if you see him just harash him as you have the upper hand on 1v1s.
A very passive jungler at the first minutes but after a bit she still be all over the place ganking people that overextend. she will try to secure vision and crabs and there are not many chances for ganks she will powerfarm to reach the Ulti powerspike.
He has Burst and relativly ok clearing speed, he will try to gank a lot and some times also try to counterjungle, just try to avoid his combos and you should be more than fine.
I rarely see this guy, just do what you normally do in jungle and if he happens to counterjungler you for any reason just kill him and then emote over his corpse.
Ahhh, this guy, the pick with more than 30% pick rate in every single patch and season, every lee player does different things, the only thing that have in common is doing a lot of ganks, attempting to counterjungle and if they land a Q they might as well try to burst you down, if they land their Q start thinking of ways to outplay them or to not die, if they don't they happen to be nearby just kill them, in a 2v2 situation you can easily put him out of the fight fast as when all his spells go on cooldown you will still be well and alive and able to go on. Be mindfull and play smart against him, avoid straight up combat with him without help before you have some tanky item to survive his burst.
A very anoying pick that you should avoid fighting with at all costs unless she is too fat behind, just try to provide vision of her to your team so she can't pull off any ganks and play passive while farming.
Avoid all combat with him unless he wasted his E, he is one of the rare picks that can have an easy time against Xin, try to make ganks to lanes when you are sure that he is not nearby.
A very anoying pick, he will try to steal your buffs and jungle, and will start ganking later on in a more supportive way, try to harash him when he happens to be near you as he has no chance of 1v1ing and outgank him while trying not to fall behind in farm, if he pulls out Daisy then its good to have a smite ready just in case.
A very easy going pick, his pathing is pretty straightforward and so are his ganks, this to countergank him and outfarm him in the early and mid game while trying to kill his carries when he engages your team in late game.
A quite passive pick in the early stages that will get very active over time if he has the chance to gank in the instances of your lanes overextending, quite hard to kill but once you get Bloodrazor and BOTRK it should be a piece of cake.
A very aggressive pick, she will rush 3 and then gank the easiest lane to secure a kill in order to snowball, rarely she will try to counterjungle but she usually avoids it as she has low 1v1 potential against Xin, try to always keep an eye out just in case she is nearby.
A very very active jungler, he will clear quite fast and then attemp to gank overextending lanes trying to secure easy kills that will let him and his team snowball the mid and late game, try to provide vision of him to your team and follow him around while not letting him pull off any successfull ganks.
A very strong and active jungle pick that can 1v1 Xin Zhao at the right circumstances, he has very fast clear and will attemp to gank semi-extended lanes or he will just try to harash them in order to give an edge to his team during the early and mid game.
A very passive jungler most of the time, he will spend most of the time farming and trying to secure objectives like dragons and towers while ganking only the very overextending lanes that can provide with very secured kills which will allow him to snowball in late game.
A tank jungler with a moderetly slow clear, she will try to gank lanes every now and then or just babysit one of them, she can be easily 1v1ed with Xin and doesn't pose much of a threat.
A very active jungler that will rush some early levels and then attemp to gank any lanes availiable to him, he can babysit any lane and gank from weird paths that are closed to other junglers, its very important to have vision of him in order to avoid and counter his ganks, he can be easily 1v1ed but he will manage to run away most of the times.
A very passive jungler until level 6 that hits a powerspike afterwards, once he gets ulti he will search and target all lanes for potential kills that will allow him to snowball in midgame.
An active jungler that will rush level 3 and then try to find the easiest-to-gank lanes in order to secure kills for her and her team, her kit is quite strong but if you are close enough to countergank her she is and easy kill for a duelist like Xin Zhao.
He will play very passive during the early game while powerfarming for lvl 6, its good to rush a QSS against him and try to have vision of him around the time he hits lvl 6 as he will be desperatly try to find a lane to gank once he unlocks it, quite hard to 1v1 without QSS but still managable, once you reach mid and late game that you are more tanky its a piece of cake to kill him and always be mindfull of him ultying your carries while during a teamfight.
A strong jungler with a lot of CC, he has a good and relatively fast clear, he will gank any moderatly extended lanes without much effort while trying to be a supportive jungler with quite a bit of damage for his team.
A jungler with a fast clear and a lot of sustain, he is hard to 1v1 with Xin Zhao during the early game because of his Fear and damage reduction combinded with his sustain, he will try to rush lvl 6 and gank any lanes extended or not, before 6 he will only ganks overextended lanes and preferably with low health, he will rarely try to couterjungle but in case he does try to get vision of him beforehand and try to scare him away while avoiding combat.
A passive jungle pick with a tendency for counterjungling, try to avoid any 1v1 combat with him in early game and until you get Bloodrazor or Botrk, or both, he will try to powerfarm until 6 and get vision/crabs while harashing any availiable lane once he gets ulti and easily diving them, so once he gets his ulti try to be nearby to countergank him so he can't get kills and snowball the midgame.
A pretty hard matchup if he takes the lead, as long as you don't let him take the lead then you should have a relatively easy time against him. It also depends highly on how your team plays against him, the more they push the faster he will transeform and the harder it will be, it good to have good vision against him and play defensively.
All in all a rare encounter, he is relatively slow at clearing the jungle compared to your average jungle champion and has severe mana problems at the beginning of the game so he has to recall back to base very early, just after the blue expires. He can be melted down by a Xin Zhao with a Cleaver/BoTRK, the only thing to be wary of is keeping him moderately away from your squishy teammates during fights.
+10% Attack Speed
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
+15-90 HP (lvls 1-18)
+10% Attack Speed
+15-90 HP (lvls 1-18)
+10% Attack Speed
+15-90 HP (lvls 1-18)
A quick introduction of myself.
1) Start of the game, "Should i counterjungle?", the answer in most cases is NO, that is because even though Xin has a good jungle clear he is still clearing relativly slowly, if you want to harass the enemy jungler your best choice is to predict his ganks and try and countergank him, in that case if everything goes smoothly your team will almost certainly get 1-2 kills and you will walk out unscathed.
However, here is a small example of when proper counterjungling can dominate the game:
[It's kind of bugged so i can't embed the video)
2) 7-9 minutes of the game, "Should i take solo Dragon ?", that is dependant first on how fast the enemy jungler is with his camps, if he is very fast like Shyvana i would not recommend it as you will probably fall behind in levels and gold, instead you should just ward the dragon so you can stop her from taking it. Secondly, does your team need any help with ganks? if your team is in a bad spot and your lanes are pushed try to help them instead of taking dragon, if you relief some of their stress and put them on the lead then they themself will help you take a dragon together in more safety. Third and not so vital is if the dragon is worth taking at that stage of the game, is it an Inferal Drake? that is in most cases a very big deal and can help a lot in the future, is it an Earth Drake? it can certainly be of use for faster jungle farm and in turn ganks and also maybe to attemp and get Herald later, is it an Ocean Drake? this dragon could help your support and topper regen some health overtime while they are pushed in the lane undertower or if they wait for their fallen opponent to return to their lane while they avoid going B and they gain some extra EXP and Gold, is it a Cloud Drake? it might help a tad for people to go back to their lanes faster but in most cases the benefits don't show until late game or 2nd and 3rd Cloud Drake.
3) 10 minutes in the game, "Should i take Rift Herald ?", after the 2017 mid-season changes the answer is a definitive YES, first you must try and make a successful gank on Top or Mid and then ask your Midder and/or Topper to help you take Herald (after the waves are pushed so your laners don't lose farm in the meanwhile), whoever takes the Herald can fast recall to base if needed so preferably the one with the lowest Health/Mana and then after choosing the lane you want to push you can run it down that lane with Herald's help and sieging potential, be aware that the lane that is going to get pushed will lose some farm and most likely will be more prone to ganks,so in the end you must either provide help or ward for that laner or that laner must start roaming the rest of the map while you also press the advantage you already have with the extra push and not let the enemy laners have much time to respond or farm so you can further snowball the game.
4) 20 minuted in the game, "Should i attempt a 20 minute Baron with my teamates?", now this is a tricky one, even though i have done it countless times and it works in a lot of them i would not entierly suggest it, first of all in order for it to work you need to be sure that the enemy team has not spotted you and on top of that you really want only 3 people of your team to come (including you) as the other 2 push in order to not raise suspicion, you need to be swift, have at least 1 tank with you and be mindfull that if you fail and the Baron gets stolen or you all 3 die to enemies then you will be in a very tough spot, because of a failed call like that i have lost games and in turn if the call suceeds i have won games so be very mindfull when you make such a call.
5) 30 minutes in the game, "Should i split as Xin Zhao?", that is also entirely dependant on how the game has played you but in most games at that point of the game i either help team set fights or i just farm in my jungle and some pushed lanes as i don't want to get ganked by the enemy team or give them a chance to engage my team while i am away, try to skirmish for gold and push as much as you can without it being too risky or without vision.
6) 35+ minutes in the game, "Should i get Elder Dragon ?", that objective should and will never go uncontested, you need to carefully place wards and play back and forth with the enemy team until you can snatch the chance after a teamfight to take him and in some cases even Baron too.
Basically, if you botlanes will need more help, then you start topside, take the Red Brambleback , get camps, reach level 3 after taking the Blue Sentinel and then gank lane (if possible), if that's not possible then observe the map and farm your remaining camps. It's good to try and get Crabs but attemp to get the Rift Scuttler that will possibly go uncontested, often your laners might not follow you and you will end up trapped by 2-3 champions without help, dying just to contest a Crab. Xin must not fall behind so he must play safe.
One way to gank fast if you start Blue Sentinel side, is take the Buff, take Gromp , go to Rift Scuttler if you feel the enemy jungler won't attemp to take it, then either gank ot go take your Murk Wolf (if you want an uberfast level 3 then just take the 2 small wolves) and then go to the other side of your jungle or gank a shoved enemy lane.
If you start Red botside then take the Red Brambleback , go to Rift Scuttler (if you feel that the enemy jungler won't contest it), if you feel that Rift Scuttler will be contested then take your Raptors , go to the topside of the river fast and take that crab, take Blue Sentinel , then if you feel top or mid is gankable then try to help those lanes, if you can't gank then proceed to take Murk Wolf and Gromp .
If you start Red topside then take Red Brambleback , take Raptors , take Rift Scuttler , if your midlaner is push or in trouble attemp to gank mid (by that time the enemy jungle will be heading top so you are usually safe), then head towards Blue Sentinel and first take bottom Rift Scuttler if it's not taken, now at this point, if botlane is pushed then gank them, if it's not pushed then proceed to take your Gromp and Murk Wolf and then go B for items and head towards Top side in order to gank or take Krug and then gank Top or Mid.
Generally try to play safe and not fall behind, also always be mindfull of the enemy jungler, if you feel that you might counterjungled by him or and enemy laner then fall back, you will have a chance to catch up later in the game. It's generally a race of who can gank more effcitvely (that doesn't mean gank more) while also getting the most farm and not dying.
2) Use builds are deal enough damage but don't make you squishy, being squishy and diving into a fight head-first can throw you the game, for squisier builds you need better positioning and shotcalling.
3) Play safe in the jungle and don't try risky ganks and counterjungling, being left behind by the enemy jungler can prove very bad then you are not sure how to make a comeback on Xin.
4) Try ganking only the winning lanes, ganking the losing lanes can cause a failed gank and put you behind, thus making you unable to help the winning lanes and losing you the game.
5) Player very safe when attemping to get objectives alone and always keep in mind that in solo queue NONE and i repeat NONE will help you out or follow your calls (even if in the end they do follow and help you, just keep in mind that that's rare and you shouldn't count on it).
6) If you play on lower Elo meaning D3 and below then keep in mind that people usually don't ward properly, shove very often and don't look at the map, use that as an advantage to gank enemy laners without escape means.
7) Always consider which lane has the most synergy or most potential to win the game and focus on that lane (but don't obsess over it).
8) Don't stay over and over, babysitting a lane that has no problem laning and lose farm because of it, you can always re attemp a gank, but you can't stop camp timers from flowing, you have to fill your time with farming as much as you can without ignoring the lanes.
9) Avoid tower diving and wasting summoner spells, yes i do that a lot as well, i sometimes can't help it and towerdive like an idiot, or i flash for someone that i know he will escape, it happens to all of us, try to keep those urges low and don't waste your time on stuff like that.
10) If you see an enemy laner acting weird when you approach or they disappear when you go in your jungle then be very mindful that they have vision of you and you will either waste your time, ot get counterjungled by the enemy laner and jungle and die a miserable and frustrating death, it's not worth contesting a buff (even if it's your buff) when you see that you are outnumbered and none of the laners come to assist you.
11) A lot of people say "/mute all and you will have an easy game", no, don't do that, i agree muting those 1-2 people that keep trashtaking and don't contribute anything, but overall don't mute everyone, in case sometime you don't look at the map but someone else does and starts telling you or pinging you in rodfer to notify you and you have them muted then you will miss that information and either make a very bad call or die.
12) Avoid riksy team calls such as not sure Baron or Elder Dragon, or an inhibitor fight, these calls can lose you the game since once Xin goes into a fight, he can't really get out of it, he will either survive until the end of the fight or just die along with the team.
13) Be mindful of your positioning and know when you have to engage or when you just have to wait for an opportunity to dive the backline or peel for your own backline.
14) Don't be afraid to use your ulti, it cooldowns fairly fast and your Q can help with that even more, if you feel that your ulti will help you get a kill or escape then go ahead and use it, just be careful with that in late game since you will need your ulti in late game fights, in order to not get bursted down first.
Determination (Passive): is pretty much his old W passive, it provides very good sustain in jungle and some extra DPS.
Three Talon Strike (Q): A medium burst ability that also lowers your other skills cooldowns and knocks up the enemy, overall a great skill and with a 40% CDR build you can use it every 3 seconds and consantly lower the CD of your other skills.
Wind Becomes Lightning (w): A good damage, high utility skill that can be spammed with a 40% CDR build and a full leveled Q, it provides enough slow and range to catch people and also improves clearing speed greatly and thus is leveled up first.
Audacious Charge (E): This skill in the past was maxed first instead of 3rd but after the changes its advised to be maxed last. A lot people had the misconception that this skill was maxed first because of the "Burst" it gave to Xin Zhao during the engage but that is not true, the reason this skill in the past was maxed first is because the higher its level was the cooldown dropped, enabling Xin to catch his enemies in an easier fashion, after the changes the cooldown became "12 second at all levels" so its not worth maxing anymore, even the extra Attack Speed doesn't justify leveling it first or second.
Crescent Guard (R): This particular skill has a variety of uses in comparison to how simplistic it is, it can be used rarely as a final blow, some other times as a tool to save your team from an enemy engage, stun the enemy during a gank and knock him towards your team in order to guarantee a kill, knock a Rengar/Jax/Renekton/Lee Sin/Shyvana etc. that attempts you kill you or someone of your team, and lastly the most famous use of them all, to flank the enemy team and engage their carry or midder while using your ulti to knock everyone back while you burst their squishy down in seconds while they pray to somehow save him and not die to your team. This skill can be very crucial on whether you will survive a teamfight or not since it provides a fairly long time of (mediocre) invincibility.
Generally Xin Zhao has relativly low cooldowns on all his spells and with the help of his "Q" Three Talon Strike they get reduced even more, in a normal build its not something to be to wary of but just keep in mind the cooldown of your ulti and mostly your "E" Audacious Charge as it is your main gap-closer. In a 30%-40% CDR Build however as those listed above you should keep in mind that if played and kept in track properly then plently of combos can be made, the skill's low CD and the "Q" Three Talon Strike can assist you in spamming your "W" Wind Becomes Lightning
Xin Zhao has moderate mana needs with his most expensive skill being his Ultimate Crescent Guard with 100 mana, his "E" Audacious Charge with 60 mana and his "W" Wind Becomes Lightning with 45 manam along with his "Q" Three Talon Strike that enables him to constantly spam those abilities over and over, the main mana problems appear very early in the game but almost vanish later in the game by the time you get your jungle item that greatly boosts your mana regen, that's mainly because Xin Zhao stays in the map for extensive periods of time without the need to Recall , usually making the most out of all his mana and health.
Spirit Visage Is another item that is use almost always as it benefits Xin Zhao greatly by providing not only Health + Magic Resist and 10% CDR for a very low price but also 25% (30% with patch 7.9) buff to all heals, making is an outstanding combo with Blade of the Ruined King and Guinsoo's Rageblade or Death's Dance (which again will see a lot of play with patch 7.9 as it receives a fair bit of buffs).
Skirmisher's Sabre - Bloodrazor is reccomended since after the changes in his "W" he has enough slows to catch up to target and thus that extra dps and survivability + vision gives bigger of an advantage.
The boots that i was picking in most cases were Mercury's Treads as they provided me with a good amount of Tenacity ,which is a stat very important for Xin Zhao (normaly), as a stunned Xin Zhao is a dead Xin Zhao (most of the time), BUT because if they can't damage you, you can't die anyway i choose Ninja Tabi as they have currently too much value to pass up, you get 30 Armor and 10% less damage from all basic attacks plus the Movespeed (obviously) for only 1100 gold so unless they get nerfed or Mages and AP Champions take the spotlight i would suggest buying Ninja Tabi in 90% of the games. So Ninja Tabi in combination with Spirit Visage is in most cases everything you need to completly brush off any attacks from AD and AP champions, they are the 2 more hated deffensive items in the game ATM (justifiably I must say) and with the healing and DPS of Xin Zhao you will make people rage to oblivion while they hit their keyboards crying on how "OP" your champion is (Yes it has happened in a lot of cases with a lot of people raging and calling me an abuser with a noob "Right-Click Only" champ [even in D3+], but i ain't even mad, it feels great).
Also a very popular item that appearsis a lot of my builds is Black Cleaver for the reason thats its value and pricetag are out of this world, even after the 7.9 nerfs its still an outstanding item, not only do you get Damage,Health, 20% freaking CDR and Penetration but you can also easily stick to your targets with it with the Movespeed that it provides, which is very important as i mentioned before thats Xin's main disadvantage is that he can't stick to his targets and thats why such items are very important. Black Cleaver is an expensive item that works greatly on Xin Zhao but only during late game, during earlygame, you don't need the Health provided much as you are ganking every now and then but mostly making a lead on farm, because it has relatively low damage your clear will be slower, the 20% CDR is indeed fantastic but again mainly for the late game, early in the game your skills have moderate Cooldowns anyway and you don't spam them often so its not something you care much about anyway, the On-Hit Movementspeed gain effect again its not so usefull early because you just run around the map and the only things you hit are jungle mobs that you are farming, in ganks that movespeed won't be a tremendous bonus in the start as people die relativly easily anyway so they have no ability to try and escape, the reason you need that buff is for late game fights to stick on your targets, and lastly the (%)[Percent] Armor Penetration it provides early in the game is borderline useless because none
actually has high enough Armor for it to benefit from. (%)[Percent] Armor Penetration is a totally different thing from Lethality and for it to be good/usefull the enemy has to have a moderate or high amount of Armor, making (%)[Percent] Armor Penetration extremly weak early in the game and in the starting stages of the midgame.
Guinsoo's Rageblade is an optional item which provides a lot of stats and value for a hefty price but when utilized right it can provide you with those crazy 1v3 and 1v4 fights in which Xin Zhao shines, it can provide with a lot of Sustain and Damage but if needed it can alweays be replaces by various other items, some being Hextech Gunblade for more healing, Titanic Hydra for more sustain and damage-on-hit, Death's Dance for a considerable amount of extra burst and sustain + a lot of healing, Dead Man's Plate / Randuin's Omen for extra armor and health if needed, or even Mercurial Scimitar for when the enemy team has a crazy amount of CC or similar effects which you want to avoid in order to not get popped or stunlocked in a fight or before a fight.
Here is a usefull Chart i found that helps me to balance out most of the builds i create:
For that reason i suggest this alternative Precision/Domination rune settup in order to boost your Attackspeed greately:
Lethal Tempo: After a short time you can greatly boost your Attack Speed and has a very short cooldown.
Legend: Alacrity: As long as you farm/gank properly it gives a substantial boost of 18% extra Attack Speed.
Coup de Grace: Gives a little boost in order to burst the carries much like the old masteries.
Cheap Shot: Works perfectly as long as you can land your (W) Wind Becomes Lightning or (E) Audacious Charge or if you've built Blade of the Ruined King, providing stable extra True Damage.
Relentless Hunter: Provides utility in order to travel faster saving time between ganks and jungle camps.
Triumph: On a team fight, a gank with multiple participants and 1v2/3/4/5 can provide substantial sustain, but even in the case of normal early game ganks it can replenish some HP in order for you to not need to go B and proceed instead to clear the rest of the camps.
A good alternative is the Pecision/Domination path that provides some extra True Damage and some CD for your Ultimate:
Cheap Shot: An extra helping hand that can give you the edge on an early game duel or gank.
Ultimate Hunter: A more midgame oriented approach that along with your Q Three Talon Strike helps your Ulti CD faster in order to give you an advantage in a game full of teamfights.
A casual approach to the Precision/Sorcery path that fits an average playstyle:
Waterwalking: A way to be more confident in the river duels since Rift Scuttler is a very important objective in the recent patches and can attract a lot of attention.
Celerity: A mild way to help you reach the lanes faster and spend less time walk around in the jungle.
Another Precision/Sorcery path but this time more oriented towards a more healing/squishy approach that focuses on dealing a lot of damage through auto attacks during fights and costnatly healing up.
Nimbus Cloak: Mostly a rune that helps you disengage after using your Ulti instead of fighting, a good rune for a comp that requires fights with high mobility that go back and forth.
Celerity: A mild way to help you reach the lanes faster and spend less time walk around in the jungle.
An other option is the Precision/Resolve path in order to use a more tanky and team oriented build:
Press the Attack: The debuff it gives on the target can proc with all sources of damage and thus it is a substantial advantage for a team oriented playstyle.
Font of Life: Through this during a fight as long as you land your (W) Wind Becomes Lightning and partially your (E) Audacious Charge or if built Blade of the Ruined King you can apply another debuff to heal you and your allies during a fight.
Second Wind: It's a usefull option that provides some more survivability in order to help you tank a fight or go back to clearing camps after a gank.
A build focuses on steamrolling the game by providing you with some extra gold to jump ahead of the others in order to do that.
Magical Footwear: It saves you 300 gold while also providing you with 10 extra Movement Speed.
Future's Market: A nice addition for early game that helps you get crucial items faster, like Tiamat, Trinity Force, Skirmisher's Sabre or simply your Skirmisher's Sabre - Warrior. It becomes negligible by late game but by then it has done it's job.