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Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Determination (PASSIVE)
Xin Zhao Passive Ability
Introduction

Hi guys, my name's Joel. I'm a jungle main who's currently in Platinum. Xin Zhao was one of my favorite junglers last season. He saw a bit more play after the new feral flare. He's not as crazy strong now that it got nerfed so much but he is still a great champion who excels in jumping on and disrupting the enemy carries in team fights. His ganks early game are also very strong, and can easily snowball lanes. This guide will show Xin Zhao players specific strategies, tips, and builds in order to help them play him to his maximum potential. So, without further ado, let's get into it!
Why play Xin Zhao (and why not)?
Pros
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+ Excellent ganks + Great jungle sustain + Good CC in team fights + Naturally tanky + Naturally high damage + Good counter jungler/duelist + Can lock down enemy carries in team fights |
Cons
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+ Unreliable escape + Bad ults can be detrimental to team fights + Kitable + Doesn't do much if behind |
Runes




These runes are my usual setup for Xin Zhao. For marks, you want attack speed to get faster jungle clear in addition to being able to get your 3 Q procs off quickly when ganking. Armor is for early survival in the jungle and vs enemies. Magic resist helps you gank APs without taking as much damage early on. Attack speed quints are important for the same reason as the marks. Other possibilities:




Preferred Spells


Flash is probably the best spell on xin because flash ults can take a team by surprise and win a team fight very well. Also great for getting that last proc of talon strike or getting away over a wall if you're being chased. Try not to waste it unless a kill is guaranteed or you need to get away.
Viable Spells

I sometimes like to take ghost because it has significantly shorter cooldown than flash, allowing more use for early ganks and escapes. Another reason I take it over flash is that you are tanky enough to just run with ghost while getting whaled on from the enemies, while squishies need to get out right away with flash. Ghost takes you further in the long run. However, flash ults are an important part of Xin Zhao, so I usually take flash.
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Challenge (Passive): This passive reduces the armor of opponents Xin Zhao attacks making Xin Zhao an excellent fighter and helping his team deal more damage to people he focuses. This also synergizes quite well with
Black Cleaver. It can only be applied to 1 person at a time.
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Three Talon Strike (Q): This ability causes Xin Zhao's next 3 basic attacks to deal bonus damage and knock his opponent up on the last attack. It also reduces the cooldown of all his other spells by 1 second for each auto attack affected by three talon strike. Therefore, most of your abilities are on very low cooldown. This skill is basically where you get most of your damage and is great CC. Max it second after your slow.
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Battle Cry (W): This spell increases your attack speed when used and heals you on every third attack passively. When comboing, always use this spell before
Three Talon Strike because this way it will have its cooldown reduced more. Max this last.
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Audacious Charge (E): This spell is a targeted gapcloser+slow. It also applies challenge to the target. When ganking, if possible, use it after the enemy uses
Flash or their get away spell, so that you can still get to them. On the other hand, it can be used as a get away/juke spell if you are being chased. You can jump to enemy minions or jungle creep if you have vision of them. Max this first for the enhanced slow during ganks.
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Crescent Sweep (R): Xin Zhao's ult is somewhat complicated. It does damage in a sweep around Xin Zhao and knocks enemies back. However, it doesn't knock back anyone who has
Challenge applied to them. It also gives armor+magic resist for each champion hit by the sweep for a few seconds. What's great about this is in team fights, you can jump to the enemy ADC with
Audacious Charge and knock back their entire team, while the ADC is still getting hit by you. Now, their team is far away from the ADC and cannot protect him/her, and you've got loads of resistances to stop you from getting killed instantly. Before team fights, it is good for just damage in ganks. Remember to use it early when ganking because it does %current health. Don't be afraid to use this as the cooldown is quite low when you use your Q. Put a point in this whenever you can.
Ability Sequence Order
Obviously, max your ult first for more damage, better cooldown, and more armor/mr given. Next, max E for better ganks (the slow % is increased with each level) and more damage. Q is next for more damage in ganks, and finally W. I start with my Q usually for clear speed and skirmish/counterjungling capability. After that, usually go W for jungle clear but if you think you might level 2 gank then take E instead. |
Items
Item Sequence

Mercury's Treads
1250

Spirit of the Elder Lizard
2000

Sunfire Aegis
2700

Youmuu's Ghostblade
2800

Randuin's Omen
2700

Spirit Visage
2700
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Merc's are usually your best bet nowadays. Most teams have enough CC to warrant tenacity as an excellent option, and the magic resist is nice against those pesky mid laners. ![]() ![]() |
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This item gives great sustain early game with the %damage regen and extra AD, synergizing with itself. It also gives a lot of damage early on for your ganks. 10% CDR doesn't hurt either. All in all, a solid item for a high early damage jungler. However, it doesn't compare to the new ![]() |
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Used to be great with ![]() |
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This is a great item which synergizes really well with ![]() ![]() |
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Loads of damage from armor shred and AD, plus synergizes with your passive to remove like all of your enemies armor. Great item if you're ahead. Helps both your team and you. I don't take this in my main build anymore though because I think that ![]() |
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This is a good item vs really autoattack dependent enemy teams. I don't usually run it in my main build but if it's 4 AD then I almost always would take it. |
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Frozen mallet has its place, but its kiinda eh. Gives a laarge chunk of health, a bit of AD, and some stickiness, but it's very expensive. The sort of situation I could see it in is if they have AD casters who don't auto that much (so you don't really want thornmail so much) and also have AP damage (health provides defense against both obv), and people keep getting away from you because they're just too darned mobile. Against something like, ![]() ![]() ![]() ![]() |
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Great item against burstier AP champions like ![]() ![]() |
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This item got buffed, it's pretty good now. Get it against CC heavy teams if you think you can manage the active effect well. |
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This item is really strong as it helps you reach people to ![]() ![]() |
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This item is good against really bursty enemies who rely on a really big spell. I usually like ![]() ![]() |
When/Where to ward

Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle
(this map was taken from Jhoijhoi's great guide making guide)
A good place for pink wards is shown here:

I remember first starting playing LoL and I had no idea where to go when jungling. So here's the most common/easy jungling path that I usually do, shown for each side.
You usually want to start on whatever side your bottom lane is at for the best leash. However, if you want to gank bottom lane first, you can start on the other side so you can get to them after you're done with your second buff. After taking those first 3 camps, just look at the map and see if top or mid are more gankable. Who's more pushed, lower, etc. Remember that often the enemy jungler will be going to the same spot as you so you need to watch out. After you gank mid or top, if you're low or you got a lot of gold, you can go back and buy. Otherwise, head back into the jungle and farm some camps until another opportunity to gank shows itself.

Where and how to gank

LG=Lane Gank
RG=River Gank
TG= Tri Gank
River ganks are pretty self explanatory: walk in through the river and start attacking the enemy if they're pushed up. However, often the river is warded or the enemy is not pushed up. In this case, you may want to perform a lane gank. A lane gank is when your laner pushes up so the enemy doesn't have vision of the brush closest to your turret. The jungler then comes into that bush, waits till the enemies push too far or are in a bad spot (particularly helped out by a bait from the laners), and jumps out. Follow the arrows, but make sure the laners are pushed far enough up so there's no vision of you when you move between bushes. Communicate with your laners before you attempt this, because sometimes these bushes are warded. Another way to gank without being detected is coming through the tri bush. In bot on blue side and top on purple side ganking from their tri bush (TG(b)) will involve turret diving. Have your laners push the minions to the turrets so they will tank the turret while you get into position. However, as soon as you attack the enemies, the turret will turn on you, so be careful. You usually only want to dive if the enemy is already somewhat low. You cannot be low leveled for these types of gank or you will most likely die without superb mechanics. You can also gank from your tri bush (TG(a)) if the enemy is pushed up too far. You can often get behind the enemies more quickly than they can run to their turret. Mid ganks are pretty self explanatory from the arrows.
What to do in team fights
You have several simple goals in team fights. Number one is to get the enemy ADC dead/isolated/so low that they have to leave. If you do any of these, the fight is essentially won and you can take an objective or force a bad fight for the enemy. Your secondary goal is to peel for your own ADC, i.e protecting him/her from the enemies. What you can do to get to their adc is pretty simple: E to them, pop the active on






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