Xin Zhao Build Guide

Xin Zhao Basics (Outdated)

Uploader Fenixborn
Updated 4 years ago
194,812
78%
Runes
  • 9
    Greater Mark of Armor Penetration (+1.28 armor penetration)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Magic Resist (+1.34 magic resist)
  • 3
    Greater Quintessence of Attack Damage (+2.25 attack damage)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

This guide is as of now, outdated. His updated skill info is in the Updates chapter but the remake of this guide is in the unforeseen future. I am glad if any info in this guide is still helpful, but keep in mind it does not take his recent remake into account, thank you for your understanding.

3/18/2012 - Guide Released 4/13/2012 - Guide Approved 7/18/2012 - Mid-July Remake Xin Zhao (Remade) Stats Base Attack Speed increased to 0.672 from 0.658 Attack Speed per level increased to 2.7% from 2.5% Challenge (Passive) Xin Zhao challenges his target with his basic attacks and Audacious Charge, reducing their Armor by 15% for 3 seconds. Only one target can be challenged at a time. Three Talon Strikes Now reduces his other ability cooldowns by 1 second with each strike Attack Damage ratio increased to 1.2 from 1.0 Cooldown reduced to 9/8/7/6/5 seconds from 10 Battle Cry Passive: Heals Xin Zhao for 26/32/38/44/50 (+0.7 Ability Power) every third basic attack Active no longer reduces other abilities' cooldowns Cooldown reduced to 16/15/14/13/12 seconds from 24/22/20/18/16 Mana Cost increased to 40 from 35 Audacious Charge Now challenges the target Damage increased to 70/115/160/205/250 (+0.6 Ability Power) from 70/110/150/190/230 (+0.4 Ability Power) Slow increased to 25/30/35/40/45% from 20/25/30/35/40% Slow duration increased to 2 seconds from 1.5 Range reduced to 600 from 650 Cooldown reduced to 13/12/11/10/9 seconds from 16/15/14/13/12 Crescent Sweep Now knocks all unchallenged targets back Now has a 1.0 bonus Attack Damage ratio Cooldown increased to 100/90/80 seconds from 75 Armor and Magic Resist bonus adjusted to 15/20/25 per champion hit from 25 + 7/10/13 per champion hit Now has a new particle

[center]Welcome to my Xin Zhao guide to Solo Top and Jungle. Xin Zhao has come a long away from a feared "OP on release" champion to a rarely seen bruiser with amazing and unused potential. This guide will focus on the two roles listed above because it is where he works best, with some mention of his ability in other roles. Jungle Xin Zhao is not reliant on Blue Buff given his low mana costs, allowing him to give blues more sparingly than other junglers; albeit taking the first blue for experience. Your mindset as Xin Zhao will be to initiate team fights and disable enemy carries.[/center] [center][number]Pros +[/center][/number] [center][highlight]Strong ganks/initiation[/highlight][/center] [center][highlight]Fast jungle clears[/highlight][/center] [center][highlight]Low mana costs[/highlight][/center] [center][number]Cons -[/center][/number] [center][highlight]Item dependent[/highlight][/center] [center][highlight]Hard countered by CC[/highlight][/center] [center][highlight]Low durability without proper items[/highlight][/center]

[center][highlight]Solo Top Xin Zhao[/highlight][/center] [center][imgext=http://i.imgur.com/d65Lh.jpg][/center] [highlight]9 ArPen Marks[/highlight] will increase our damage throughout the entire game and negate any early armor. [highlight]9 Armor Seals[/highlight] will increase our overall durability to physical attacks. [highlight]9 Magic Resist Glyphs[/highlight] will increase our overall durability to magical attacks. [highlight]3 AD Quintessences[/highlight] will increase our early game damage and farming ability. [center][highlight]Jungle Xin Zhao - Standard[/highlight][/center] [center][imgext=http://i.imgur.com/7ng8t.jpg][/center] [highlight]12 ArPen[/highlight] and [highlight]14% Atk Spd[/highlight] are important because [highlight]12 ArPen[/highlight] lets us deal true damage to most of the jungle camps, allowing for faster jungle clears. [highlight]9 Atk Spd Glyphs[/highlight] are taken to improve jungle speed and ganking power by a small amount. [center][highlight]Jungle Xin Zhao - Magic Resistance[/highlight][/center] [center][imgext=http://i.imgur.com/1aaTC.jpg][/center] Take [highlight]9 Magic Resist/lvl Glyphs[/highlight] if you want more durability against magical attacks later in the game.

[title][img=skills/xinzhao/p.png] Passive: Tireless Warrior[/title] [number]Xin Zhao is healed for 30 points for every 3 attacks that he lands. This amount increases by 5 every 2 levels.[/number] [title]Explanation:[/title] A unique passive that encourages you to always be fighting. This will increase your sustain in the lane or jungle. This passive synergizes well with lifesteal. - This passive also works on towers. [title][img=skills/xinzhao/q.png] Q: Three Talon Strike[/title] [number]Xin Zhao prepares to unleash a fearsome combo, causing his next 3 standard attacks to deal his attack damage + 15 / 30 / 45 / 60 / 75 to enemy targets, with the final attack knocking his opponent into the air. Cost 30mana Range 375[/number] [title]Explanation:[/title] One of your main tools in a gank, use this to knock up targets. This ability resets your attack animation so use it right after an attack for maximum damage. use this in the jungle early on to clear it faster. [title][img=skills/xinzhao/w.png] W: Battle Cry[/title] [number]Passive: Increases Xin Zhao's attack speed by 20/25/30/35/40%. Active: Xin Zhao unleashes a battle cry, increasing his attack speed by double the passive amount for 5 seconds, and causing his standard attacks to reduce all other ability cooldowns by 1 second. Cooldown 24/22/20/18/16 seconds Cost 35 mana [/number] [title]Explanation:[/title] A strong passive/active AS steroid, this ability is a "one-point wonder" that will significantly increase jungle speed and overall damage. Note that [highlight]Three Talon Strike[/highlight] does not go on cooldown until the timer runs out or the 3rd attack connects, so wait until you connect the 3rd attack to activate this ability and begin reducing your cooldowns at the optimal moment. [title][img=skills/xinzhao/e.png] E: Audacious Charge[/title] [number]Xin Zhao charges an enemy unit, dealing 70 / 110 / 150 / 190 / 230 (+40% of ability power) damage to all nearby enemies and slowing them by 20 / 25 / 30 / 35 / 40% for 1.5 seconds. Cooldown 16/15/14/13/12 seconds Cost 70 mana Range 650[/number] [title]Explanation:[/title] A very strong gap closer ability, max this first for stronger ganks/initiations. When ganking, remember to save the ability until you actually need it to reach the target; sometimes walking up and using [highlight]Three Talon Strike[/highlight] and using this after they [highlight]Flash[/highlight] is a better option. Having an AoE slow on such a slow cooldown and low mana cost is what helps make Xin the initiator he is. [title][img=skills/xinzhao/r.png] R: Crescent Sweep[/title] [number]Xin Zhao unleashes a fierce spear sweep on targets around him, dealing 125 / 225 / 325 + 15% of their current health in physical damage. His magic resistance and armor are increased by 25 (+5/8/11 Armor and Magic Resist for each champion hit) for the next 6 seconds. Cooldown 75 seconds Cost 100 mana Range 350 [/number] [title]Explanation:[/title] This ultimate is one of the reasons Xin Zhao is such a strong initiator, use this after [highlight]Audacious Charge[/highlight] for maximum team fight effectiveness. The will be slowed and won't be able to escape the damage. This ability benefits from [highlight]Armor Penetration[/highlight] so items such as [imgsmall=items/youmuus-ghostblade.png] or [imgsmall=items/last-whisper.png] are recommended. If you are able to hit most of the enemy team it will do a large chunk of AoE damage and give your team an early advantage.

[number]~Starting Item Choices~[/number] [title]Boots of Speed and 3 Health Potions[/title] [img=items/boots-of-speed.png][img=items/health-potion3.png] These starting items offer the most versatility and should only be taken if you are soloing top against an AP champion. [title]Cloth Armor and 5 Health Potions[/title] [img=items/cloth-armor.png][img=items/health-potion5.png] Buy this against AD Bruisers top lane or for a more forgiving jungle. [title]Vampiric Scepter[/title] [img=items/vampiric-scepter.png] Buy this if you want a very sustained jungle route, offering gank opportunities with higher health. [number]~Boot Choices~[/number] [title]Mercury Treads[/title] [img=items/mercurys-treads.png] Buy this boots against AP or CC teams. You can almost never go wrong with these. [title]Ninja Tabi[/title] [img=items/ninja-tabi.png] Buy these boots against AD teams to reduce their overall damage. [title]Berserker's Greaves[/title] [img=items/berserkers-greaves.png] These boots are a rare buy; only get them if you feel you have no risk of getting CC'd or destroyed by an AD carry. [number]~Early Game Item Choices~[/number] [title]Doran's Blade[/title] [img=items/dorans-blade.png] Buy a couple of these against AP champions to provide sustain and health. [title]Vampiric Scepter[/title] [img=items/vampiric-scepter.png] If the Doran's Rings are not doing enough, buy one of these to increase your sustain against AP champions. [title]Wriggle's Lantern[/title] [img=items/wriggles-lantern.png] Buy this if you are jungling or if you are against an AD champion solo top. [number]~Core Item Choices~[/number] [title]Wit's End[/title] [img=items/wits-end.png] Buy this against AP champions or as your standard Attack Speed item. or [title]Youmuu's Ghostblade[/title] [img=items/youmuus-ghostblade.png] Buy this against Tanks and Melee champions or as your standard Attack Speed item. + [title]Frozen Mallet[/title] [img=items/frozen-mallet.png] Having this on top of your attack speed and gap closing slow, it will be hard for most champions to get away. [title]Atma's Impaler[/title] [img=items/atmas-impaler.png] This item works well in conjunction with Frozen Mallet to boost your damage and durability even further. [number]~Situational Item Choices~[/number] [title]Warmog's Armor[/title] [img=items/warmogs-armor.png] Buy this if you need the health against true of burst damage. [title]Randuin's Omen[/title] [img=items/randuins-omen.png] Buy this if your team needs an initiation more than just your charge and ult. [title]Guardian's Angel[/title] [img=items/guardian-angel.png] I personally recommend this as your standard defense item because it rounds out your defenses and allows for a more reckless playstyle. [title]Force of Nature[/title] [img=items/force-of-nature.png] This item is strong against AP in general and will give you amazing health regeneration with Frozen Mallet or Warmog's Armor. [title]Banshee's Veil[/title] [img=items/banshees-veil.png] Having this can block a spell from a combo reliant champion such as Leblanc, or against strong ultimates like Amumu's [title]Quicksilver Sash[/title] [img=items/quicksilver-sash.png] This item is more reliant than Banshee's Veil for blocking C but not spells in general. Buy this against heavy CC teams. [title]Trinity Force[/title] [img=items/trinity-force.png] Buy this over Frozen Mallet if you need general combat stats over a slow, mainly when your team already has the CC it needs. [title]Infinity Edge[/title] [img=items/infinity-edge.png] If you are fed, buying this item will melt the opposition. [title]Maw of Malmortius[/title] [img=items/maw-of-malmortius.png] This works great against the infamous "Double AP/Double WotA strategy", as it gives the early magic resistance and shield needed, as well as bonus AD. [title]The Bloodthirster[/title] [img=items/the-bloodthirster.png] If you think you need more sustain in teamfights then buy this item.

[center][title]Jungle Timers[/title][/center] 1 minute for wolves, wraiths, and small golems (all initially spawn at 1:40) 5 minutes for Red and Blue Buff (Buffs spawn at 1:55) 6 minutes for Dragon (Dragon initially spawns at 2:30) 7 minutes for Baron (Baron initially spawns at 15:00) Be sure to time your buffs and team objective to be better prepared to secure them. *It can be useful to type the timer into chat for a future reference. i. e. *dragon died at 8:47* "drag 14:47" [center][title]Being Invaded[/title][/center] The enemy team may decide to invade your jungle and unless your team is able to repel them or counter attack the best course of action is to immediately change your route by grabbing one of the enemies buffs. [center][title]Being Counter Jungled[/title][/center] If the enemy team has a mobile jungler such as Shaco he may try to steal your jungle camps and buffs and overall ruin your day, my advice is to ask for the assistance of your teammates to ward accordingly and either counter the counter jungling or get a kill. [center][title]Counter Jungling[/title][/center] Counter jungling can be a risky tactic without communication with your team; you could get jumped by 3 or more of the enemy team members at any time. Notes: Jungle camps will not respawn if one of the creeps is left alive at that camp, this is why you may see only one wolf, wraith, or golem left if you are counter jungled. Depending on the leash the enemy jungler gets, if he invaded, and what buff he acquired, the enemy's (or possibly your own) Blue or Red buff should respawn around 7:00 - 7:20, take this into consideration if wanting to counter jungle. [center][title]Smiting[/title][/center] Make sure to use your Smite as soon as the target is low enough health so that it isn't stolen from you. This is most important for securing Baron and Dragon unless you like your team being angry with you. Below is a helpful chart that lists the damage Smite deals per level. [center][imgext=http://i.imgur.com/Gv0G3.jpg][/center]

[center][title]Route 1; Standard Route[/title][/center] [center][imgext=http://i.imgur.com/aoy1k.png][/center] Start with [imgsmall=items/cloth-armor.png][imgsmall=items/health-potion5.png] or [imgsmall=items/vampiric-scepter.png], level Q -> W -> E, and max Q first A safe route that will leave you at level 4 and max health. Use this opportunity to begin ganking or farm the jungle more. [center][title]Route 2; Early Gank[/title][/center] [center][imgext=http://i.imgur.com/zGT7m.png][/center] Start with [imgsmall=items/dorans-blade.png] or [imgsmall=items/vampiric-scepter.png], level Q -> E Your ganks will be strong with a gap closing slow, a knock up with AD steroid and Red Buff all at only level 2. If played correctly, you will guarantee a summoner spell from the enemy. [center][title]Route 3; Counter Jungling[/title][/center] [center][imgext=http://i.imgur.com/AcGga.png][/center] Start with [imgsmall=items/dorans-blade.png], level Q -> E, and having [imgsmall=summoners/exhaust.png] or [imgsmall=summoners/ignite.png] recommended. The idea here is to rush through Wraiths and Red Buff for a quick level 2 and kill or delay the enemy jungler when they finish Blue Buff.

In the early stages of the game, last hit to the best of your ability and engage on the opponent when you think you can win a fight. Don't be afraid to use [imgsmall=skills/xinzhao/q.png] to last hit easier. A trick to use on Xin Zhao is hit the creeps twice with [imgsmall=skills/xinzhao/q.png] and use [imgsmall=skills/xinzhao/e.png] on the enemy to use the 3rd hit to knock them up; this strategy is very effective when setting up a gank for your jungler. You are a strong duelist early game with your AD and AS buffs and your passive so don't be afraid to fight your opponent 1v1 early on. Buy [imgsmall=items/ninja-tabi.png] against a mainly AD team, or [imgsmall=items/mercurys-treads.png] against an AP/CC based team. [imgsmall=items/wriggles-lantern.png] will keep you sustained in the lane against AD champions solo top, as well as providing you with a free ward and some combat stats (armor and AD). [imgsmall=items/dorans-blade.png][imgsmall=items/dorans-blade.png][imgsmall=items/vampiric-scepter.png] will provide the sustain needed to combat AP champions top lane and can be used to ease the transition into mid game. Make sure to buy [imgsmall=items/sight-ward.png] to protect yourself from enemy ganks so that you are maintaining your lane and not feeding.

Mid game begins around 20 minutes; and this is the stage of the game where more pushing and team fights occur, and you want to be a part of them. Xin Zhao has great initiation with [imgsmall=skills/xinzhao/e.png] and [imgsmall=skills/xinzhao/r.png] so don't waste your combo's potential. Having the ability to slow an area of units and take a decent portion of their health instantly cant turn fights into your teams favor. Having [imgsmall=items/wits-end.png][imgsmall=items/frozen-mallet.png][imgsmall=items/atmas-impaler.png] is one of my favorite item combos; it lets you be tanky while having CC, attack speed, and complementing your 1v1 abilities even more. Grab [imgsmall=items/the-bloodthirster.png] if you need more damage/sustain and you have a jungler or mid lane fulfilling the tank/off-tank role. The lifesteal works well with your passive and makes you hard to kill mid-game. Grab [imgsmall=items/guardian-angel.png] if you are the designated tank/off-tank and need to be initiating every fight for your team. Being in the fray has the risk of dying more frequently and the extra tank stats and passive will help a lot. Other tank items are also viable such as [imgsmall=items/force-of-nature.png] against AP or [imgsmall=items/randuins-omen.png] against AD.

If you used your time to farm and have acquired most of your desired items you should be able to complete your job of initiating/off-tanking for your team while doing significant damage with your items and abilities. When everyone has their full item builds; skill and positioning is more important than ever. Make sure you use [imgsmall=skills/xinzhao/q.png] on their carries to disrupt them during team fights and keep them from killing your team. Typical End Game Build [imgsmall=items/mercurys-treads.png][imgsmall=items/wits-end.png][imgsmall=items/frozen-mallet.png][imgsmall=items/atmas-impaler.png][imgsmall=items/the-bloodthirster.png][imgsmall=items/guardian-angel.png] [imgsmall=items/elixir-of-agility.png][imgsmall=items/elixir-of-fortitude.png]

Xin Zhao is one of the best initiators in the game and should be built to survive in the middle of an enemy team. What you want to do is use [imgsmall=skills/xinzhao/e.png] on the enemy team and then immediately use [imgsmall=skills/xinzhao/r.png] to try and hit as many champions as possible. After this, focus your attention solely on the enemy AD or AP carry. Use [imgsmall=skills/xinzhao/q.png] on them to be distruptive and then use [imgsmall=skills/xinzhao/w.png] when you connect your 3rd hit to begin reducing the cooldown of it. This should allow [imgsmall=skills/xinzhao/q.png] to be up much quicker and make you more useful in a teamfight. With [imgsmall=items/youmuus-ghostblade.png] or [imgsmall=items/wits-end.png] your [imgsmall=skills/xinzhao/w.png] active will be rapidly lowering cooldowns of your abilities and is why I recommend at least one of these attack speed items. With at least a [imgsmall=items/phage.png], your passive attack speed should hopefully activate a proc and let you lock down an enemy carry easier.

Thank you for reading my Xin Zhao guide! Like and comment if this build has helped you.

Comments coming soon!
Copyright © 2009-2015 SoloMid. All rights reserved Back to top