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Choose Champion Build:
Spells:
Smite
Exhaust
Ability Order
Determination (PASSIVE)
Xin Zhao Passive Ability
Introduction
Hello everybody, and welcome to another of my mobafire guides - I've worked hard to make this guide helpful, yet compact so please leave a rating, and your thoughts on my work - Hope you enjoy! ;)
Before you move on, I would like to ask you guys a favor, please please please... Don’t just downvote my guide, give me critics, or any source of reason why you downvote at least. There's nothing worse than getting random dislikes, when you can’t do anything about it.
- Thanks! ^^
Oh, and if you play on West, just add me.. My ingame name is Kadunz - See you ingame! ^^
Oh, and before you start reading on - I would like to say this thing, which you should always remember:
Don’t just play 100% like I say in this guide, adapt to Xin Zhao, find YOUR playstyle, and what you think is best for him! ;)
Future Updates:
Which jungler can he 1v1
A Xin Zhao spotlight
Green = Positive that this will be done in a near future.
Orange = Not sure when it will be done, but it will come at some point!
Red = May not come at all, but i hope i'll be able to make it.
Build 1 vs Build 2 (Solo Queue)
Build 1
- Pros:
- Very aggressive
- High damage output
- Great duelist
- Hard to 1v1
- Sticks to his target
- Cons:
- Less tanky
- Don't benefit your team much
As the pros and cons tell you, you want to be really aggressive and stick to their carries as good as you can, you actually deal quite an amount of damage but can't take major focussing - only use this if you actually got a main tank so you don' have to jump in and die instanly
Build 2
- Pros:
- Very tanky
- Great initiator
- Great benefit to your team
- Can tank their whole team and don't care :D
- Cons
- Less damage
- meh duelist
- more expensive
As the pros and cons tell you, this build are more defensive and you still do meh damage, you're really hard to kill and your ult still takes a chunk of their HP, you should be initiating the fight with


Build 1 vs Build 2 (tournament)
Build 1
- Pros:
- Very aggressive
- High damage output
- Great duelist
- Hard to 1v1
- Sticks to his target
- Cons:
- Less tanky
- Don't benefit your team much
As the pros and cons tell you, you want to be really aggressive and stick to their carries as good as you can, you actually deal quite an amount of damage but can't take major focussing - only use this if you actually got a main tank so you don' have to jump in and die instanly
Build 2
- Pros:
- Very tanky
- Great initiator
- Great benefit to your team
- Can tank their whole team and don't care :D
- got gp/10 items so hard to fall behind
- Cons
- kinda low damage
- meh duelist
- more expensive
- relies on your teammates (in tournaments your teammates will always be there for you i hope :D )
As the pros and cons tell you, this build are more defensive and you still do meh damage, you're really hard to kill and your ult still takes a chunk of their HP, you should be initiating the fight with


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Pros
![]() + Hard to kill with a nice passive + Does amazing damage special his AOE ultimate! + Really strong ultimate in team fights + Not very mana dependent + Short cooldowns because of his W ![]() |
space |
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Cons
![]() - You will often be called a troll in solo queue - Doesn't scale really well late game |
![]() Smite YOU NEED THIS ONE FOR JUNGLING! PLEASE DO NOT TAKE ANYTHING BY ELSE, used for both securing buffs and then also for stealing dragon, baron and buffs
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Runes
![]() I love to get a lot of AD (attack damage) on ![]() Greater Mark of desolation Greater Mark of alacrity If you don't have 9 of the AD marks or if you fell more comfortable with armor pen they are still real good |
![]() Gives you some flat armor, keeps you more healthy between camps or if you met an enemy jungler like ![]() ![]() Some nice magic resist which increases each level ![]() Some more ad runes, for the same reason as the ad marks |
These are the masteries i personal love and i almost use all games they are really aggressive and helps me win the early game i care so much about


















Basic overview over Xin Zhao's abilities and a short description on them
- Tireless Warrior
Xin Zhao restores 30 health for every 3 attacks that he lands. This amount increases by 5 every 2 levels.
This are just a little bonus lifesteal, really great in the jungle and it also allows you to heal up on turrets and this are one of the things that makes attack speed good on xin zhao
Effective use
For maximizing this effect you want some attack speed to help get the attack thats why i often go with both

- Three Talon Strike
in Zhao's next 3 standard attacks deal increased damage, with the third attack knocking an opponent into the air.
Xin Zhao prepares to unleash a fearsome combo, causing his next 3 standard attacks to deal additional physical damage, with the final attack knocking his opponent into the air.
This is one of the best abilities ingame for 1v1 IMO since it gives you an knock-up and increased damage on each strike
Effective use
For maximizing the effect on his Q you can reset attack animation (auto attack, press Q instantly after), but also some attack speed helps to get the third attack off
- Battle Cry
Xin Zhao passively increases his attack speed and can activate this ability to further increase attack speed and lower his ability cooldowns with each attack.
Active: Xin Zhao unleashes a battle cry, doubling the passive bonus for 5 seconds, and causing his standard attacks to reduce all other ability cooldowns by 1 second.
This is your inbuilt CDR which is pretty good actually and gets better when you get attack speed
Effetive use
For the most effective use, try to use it always to lower cooldown on your ultimate


- Audacious Charge
Xin Zhao charges an enemy, dealing damage and slowing it and all other enemies in the area.
Xin Zhao charges an enemy unit, dealing magic damage to all nearby enemies and slowing them.
Your slowing ability and your aoe damage when you're jungling
Effetive use
Try to always keep this up when you gank so you can use it when they flash, and this is your main engage ability in teamfights, it slows all enemies hit and if you combine it with a

- Crescent Sweep
Xin Zhao fiercely sweeps his spear around him, dealing damage to nearby enemies based on their current health.
Xin Zhao unleashes a fierce spear sweep on targets around him, dealing physical damage. For 6 seconds, his Magic Resistance and Armor are increased by 25 plus 7/10/13 for each champion hit.
This is a really good ultimate IMO
Effective use
To maximize the effect of this ability use it when you engage in the middle of their team to both increase the armor and magic resist gain but also to reduce the maximum amount of their HP
Starting items
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Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.

Order of priority; Use Sight Ward and Vision Ward where necessary:
Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
Normally players will gain gold and experience by moving along one of the three lanes and killing enemy creeps. Jungling is the term used when a player instead tries to gain gold and experience by killing the neutral creeps in one of the many camps littering the forested “jungle” area of the map.
Advantages to jungling
-Junglers will generally get less more quickly than other players. This is because a jungler often get fewer creeps and the jungle creeps are not worth that much.
-A jungler’s teammates will generally get experience more quickly than the other team if they don't have a jungler. This is because experience is split among two heroes sharing a lane, such that a hero who is alone in a lane (commonly referred to as a ‘solo’ or ‘solo lane’) levels up faster than either of two heroes sharing a lane. Normally there are five heroes splitting the experience from three lanes (2-2-1), however if one hero jungles there are now effectively four heroes splitting the same experience (2-1-1). Just remember that solo lanes mean faster leveling, and a team with a jungler has two solo lanes.
-A jungler’s moves are harder to predict. Because a jungler spends most of his time outside of the enemies field of vision, it is harder for the enemy team to guess where he is or what he is doing at any given time. This makes it easier for a jungler to assist one of his teammates in a surprise attack, or ‘gank’, on an enemy player.
I've been able to record a start yet, it will come, here's is stonewalls
In text format











Rys Aberdeen for the jungling section, This guide made an awesome volibear guide too, remember to upvote it!
Apotheosis - For the warding section, Check out Your Tryndamere Resource, by Apotheosis!
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