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XIN ZHAO BUILD GUIDE: Jungle Xin Zhao by Joequel

by Joequel (last updated over a year ago)

Featured756,223 Views 13 Comments
9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Movement Speed( +4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
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9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Challenge
QThree Talon Strike
WBattle Cry
EAudacious Charge
RCrescent Sweep
View Skill Order Details

Runes

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21 Defense
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9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Challenge
QThree Talon Strike
WBattle Cry
EAudacious Charge
RCrescent Sweep

Champion Matchups

Introduction

Hey there!

I'm Joequel and I've been playing this game since early 2011, and have played over 3,000 games of League.

I've mained top / jungle for the majority of this time and plan to write guides while my internet is down.



In this guide we will be talking about Xin Zhao, a very solid bruiser champion that can hop into fights and initiate, or simply peel and disperse enemies heading towards your back line.

I try to focus on a defensive set up over offensive as xin will get more than enough from cdr and hp to survive.

New Here?

Hey, this part of the guide is for the really new players of League of Legends, I've added this in hopes of catching your attention before you run off and just read a guide about a champion and jump in a game.

Table of Contents
1 Slang / Abbreviations
2 What is a Jungler?
3 Why have a Jungler on a team?
4 Situational?
5 What a Guide is to me




1-------------------- Slang / Abbreviations
First off I want to give some of the slang or abbreviations I may use commonly, this will help you get adjusted to common terms in League of Legends, a lot of it may even be self explanatory.

AD: Attack Damage
AS: Attack Speed
AA: Auto Attack
LS: Life Steal, a stat that gives you a % of health based on your auto attack damage.
SV: Spell Vamp, a stat that gives you a % of health based on your spell damage.
AP: Ability Power OR Ability Power Carry
ADC: Attack Damage Carry
Top: A spot or position on the map where you commonly see a single Tanky champion, Bruiser champion, or AP champion.
Mid: A spot or position on the map where you commonly see a single Mage or Attack Damage caster.
Bot: A spot or position on the map where you will see a duo of a Support and an Attack Damage Carry.
Jung: Short for jungle, for more on a jungler I'll discuss in the next section.
MR: Magic Resistance
ArP: Armor Penetration, a stat that determines how much armor is ignored when attacking a champion.
HP: Health Points
CC: Crowd Control, which is any state afflicted to a champion. Some examples would be slows, stuns, suppression etc.
Hard CC: This is CC that stops your character from moving or attack, which consists of stuns, knock ups, suppression, and knock backs.
Soft CC: This is CC that messes you up, but doesn't necessarily stop your character from moving or attack, examples would include silencing and slowing.
CS: Creep Score, this is how many minions you've killed in a game, may it be objective, neutral or standard lane minions.


2-------------------- What is a Jungler?

What is a jungler? We ask ourselves as we're first introduced to the game, well to put it shortly it's a standard position you find in this game.

It's a junglers job to defeat the enemies on your side of the respective jungle. This is going to allow you to have 1 less person in lane, this opens up the opportunity to have 2 lanes with just 1 player and have your third lane with 2 people.

The standard set-up is as follows
Top lane: Bruiser / Tank / Mage
Middle lane: Mage / AD Mage
Jungle: Tank / Bruiser
Bottom lane: Support + AD Carry

Not only does the jungler hold the job of clearing the jungle, but it means he's all over the map, this makes him able to walk into certain lanes to give his teammates a hand here and there. That's what we call a gank.

A gank can have many side effects, let's go over some common ones.

-You may successful gank the enemy laner and get a kill or assist.
-You may die to the enemy laner.
-Your teammate may die to the enemy laner.
-You may make the laner waste a summoner spell to escape from you.
-You may scare the laner and force them to miss CS because they are afraid you may show up again soon.
-You may hurt the laner so badly that they are forced to back off in fear of dying.


3-------------------- Why have a Jungler on a team?

Why have a Jungler? Sure the ganking sounds nice, but what if they don't have a jungler? Now you have a situation where 1 laner is against a group of 2.

While this is very common in early levels, once you get out there a jungler is seen every game, with the exception of goofing around or stubborn people who won't adjust for a team.

Let's get back at the situation where 1 laner is vs 2.

The single laner will get more experience, but he may be zoned out from some of it.
The single laner may get more CS since the other two are sharing, but he may get zoned out from some of it.

The problem with early levels of play is people don't understand that in some situations is worth losing a few CS to have a Jungler. While the beginning of the game may be very aggravating or boring, as long as you aren't dying to the enemy duo lane you and your jungler will hit level 6 before the enemy duo lane, this gives you a substantial advantage if you force a fight before they hit 6 so only you have your ultimates.

Basically you keep a jungler because you get more experience overall on the team, as well as more gold as you add in the jungle gold as well as you have another solo lane to soak up all of the gold in a single lane. It just takes getting used to playing against the 1v2 lanes.


4-------------------- Situational?

Situational is my favorite explanation in League of Legends. I say it so much that it gets obnoxious.

What you have to understand in League of Legends is many things can change or sway in games. You could have one character do better or worse, you could have a different team set-up, you could be up against a different team set-up, you could get a kill in game, but get an assist in another, and then no kills in the next.

What you really have to understand is, ADAPT. ADJUST. LEARN TO CHANGE. IT DOESN'T MATTER HOW IT'S SAID, DO IT! This game is so fun because of all the curve balls that can be thrown at you. Don't get stuck on 1 way of playing, learn that things can be different and you may have to adjust to fit what the current situation is.


5-------------------- What a guide is to me.

The last thing I want to quickly go over is what a guide is to me, the writer, Joequel.

When I started I followed guides 100%, or seemingly 100%. I figured whoever took the time to write it was better or more educated in the game than I was, and while that is true some of the time, it isn't true all of the time.

Many opinion falls into guide writing, and it's something you must always keep in mind. Some people are taught by their friends and old habits die hard when typing it into a guide.

Negative or inefficient things may fall in the writing of a guide and you need to be aware of that. Guides are to help steer you in the direction of another's mindset, they aren't 100% perfect runs of what you need to do.

The other thing to keep in mind is the game changes constantly. What was once good may no longer be good, some may update their guides while others may forget about it.


So read a guide with an open mind, make sure what you're reading is still accurate, and remember. A guide is there to help you, it's not a sure-thing. Make changes if you really feel they fit, or if they fit to your play-style. At the end of the day you're playing a game and you're supposed to have fun, maybe getting better is how you have fun, then by all means, keep at it.

Masteries

[http://i.imgur.com/oBHyaFm.png]

0 - 21 - 9

Let's run through these masteries.

Defense

Here is a lot more simple run-down. You want to get the reduction on minion damage and reflecting of it because you're the jungler! You deal with neutral minions quite a lot. We tack 2 points into armor to help us go further up on the tree, and we take the mastery point for smite because the gold you gain from it. Though may not see much at times, it DOES add up.

We want to take points in the health per level mastery because it adds up very nicely, and it allows us to grab Veteran Scars, which is a good grab for the early game. HP is the fastest way to get tanky, resistances are important but don't get as strong early as HP.


Tenacity, % HP and % Slow Reduction are a bit different from the rest of the points we've gotten, we grab these because of the mid to late game power it gives us as a tank. Xin loves to build HP and CC is one of the only things that will hold you back in the later stages of the game. All of these masteries help make you that much more dominant in what you do.

The last points we toss are in Defender and Honor Guard. Honor Guard is pretty self explanatory, no matter what damage you take, whether it be in the jungle, ganking, or team fighting. You take less damage, and as a tank bruiser, that's also a good thing to have.

The point in Defender is because we need to place a point somewhere, this is the most useful of the choices available to us. As a jungler it's true that you won't be seeing champions all the time, but what you do have to realize is that you're a champion that's going to be jumping into a lot of other lanes often and the variety of power this gives you is why we put a point into it. If you gank a lane and take an enemy out, chances are you aren't going to get fought by the enemy champion, so saying you only get 1 stack from this passive would more than likely be wrong. The only exception to this however, is if you're invaded on. Invading Xin Zhao is very scary as he's a very efficient duelist, and he has a skill set that allows him to lock you in place, so people often think twice about walking in his jungle.

This means that most of the time this mastery will only kick in when fighting 2 or more enemy champions. While it's not guaranteed, if you think about how you're positioned and the situations you could be put in, this is more than likely going to happen in those moments. The other great benefit is that it gives you ARMOR and MAGIC RESISTANCE. If we had not put the point here chances are we would have put it in one of the singular armor or magic resistance spots.


Utilities

Our first point is placed into the utility summoner mastery, this is only going to benefit us for the summoner Flash. It drops the cooldown so that Xin will find himself in situations where he's able to use it more often. We also drop the next 3 points in this row into a movement speed boost. This is going to help Xin Zhao make his way around the jungle to help him clear camps faster, it also is helpful in getting him around the map for lanes to gank. We use this mastery to get close and use our skill set to jump in to the enemy laner.

Our next row we start off by putting 3 points into the Mastermind mastery. This is going to drop our summoner spell cooldowns on Flash and Smite. Flash normally has a 300 second cooldown, but Mastermind comes into effect first dropping it by 30 seconds to 270. However, our utility summoner mastery drops it another 15 seconds after Mastermine to 255 seconds. Smite also goes down to 63 from 70 allowing us to get more out of our smite mastery and just being able to smite more in the jungle. The last point in this row is tossed into dropping out active items down a couple seconds. This last point is really open to any utility slot, I just choose this because I tend to get Solari / Shurelia / Randuin quite often on Xin.

Not only did we do this to improve our ganking, jungling speeds, and cooldowns on our summoners, we did all of this for the point into Runic Affinity. This summoner is going to increase our buff timers from 2:30 to 3:00 which is actually a very nice buff for Xin Zhao as he makes very good use of both buffs. Red is going to increase his ganking potential and help him execute the final attack on his Q, allowing him to get his CC in ganks. Blue buff is going to give Xin a substantial about of CDR and mana regeneration which increases his ability to jungle rapidly. Also it allows him to get off his E at least an extra time in a fight and with the mana regeneration you'll be able to walk away from the fight with mana to spare.

Masteries (In Depth)

Here's my attempt that going in depth into the mastery trees. I'll try to give my opinion on each and every option, and tell how it relates positively, or negatively to Xin Zhao.

Here are some quick summaries of the trees.

Offense: Xin Zhao can benefit greatly from the offensive tree. However, we find ourselves not needing the benefits of the offense tree when building in the jungle. From how we build we don't get many benefits from the tree. On top of that, the armor penetration you would normally go for is met short as your passive will be you enough penetration for what you want.

Defense: The defense tree is everything we would want and more as a jungler. Between the flat HP, hp per level and resistances we find ourselves starting off tanky and growing tankier throughout the rest of the game. We also find ourselves getting extra scaling and tenacity as well as reduced damage in the jungle. All of this and more make this the best tree for you to grab as a jungler.

Utility: Here's a tree we find ourselves tackling that may be avoided by junglers hoping to grab % penetration in the offense tree. Since Xin makes full use of his passive, he has less need for the penetration in jungle, as his mark will always be on the big jungle creep. Also, since he's maxing his E first in the jungle, a lot of the damage he deals will be magic damage.

So let's see how we benefit from the utility tree. For one we lose cooldown off of flash, we drop the cooldown of flash by 45 seconds, which helps you have it up to get more offensive (or even defense) opportunities. We also gain a fair bit of movement speed to speed up our jungle and help with ganks. At the end of the tree we also gain an extra 30 seconds on the red and blue buffs, which Xin makes excellent use of both.




From here we shall tackle each mastery in every tree, this is really only for people who REALLY want to read into masteries. Remember a page isn't perfect and you can always build to fit your own style or situation.


Offense

[http://i.imgur.com/Hyi7jA1.png]Summoner's Wrath

This is a very solid mastery if you were to use the summoners accociated with it. For information as to which summoners you should use, head over to that section of the guide.

Exhaust: Reduces the armor and MR of the foe you use this on by 10. This is great for early game ganking as it drops their resistances to help you do practically true damage.

Ignite: AD and AP is gained while the summoner is on AD. It helps finish a kill in lane, but won't help much as a jungler.

Ghost: Increases movement speed when you use ghost by a great amount. Worth using if you take ghost.

Garrison: You're not a bot lane character in dominion, so you wouldn't want this.


[http://i.imgur.com/Scx7trm.png]Fury

This mastery gives you attack speed which can help clear the jungle since Machete deals extra true damage on each hit.


[http://i.imgur.com/4eqSXaU.png]Sorcery

4% CDR which actually is quite useful to Xin Zhao. All the items you build that involve CDR hit 10%, so hitting 40% would force Xin to build 4 full items, in the jungle that's difficult, so taking these masteries and running CDR runes isn't a bad idea.

[http://i.imgur.com/5UfxJfG.png]Butcher

This applies bonus damage to minions and neutral monsters that you auto attack. We skip this because of the damage we get through our E and how fast we get madred's razor.


[http://i.imgur.com/1YU0wYN.png]Deadliness

AD per level and opens up armor penetration down the tree. If you want to grab the % penetration this is required.


[http://i.imgur.com/Znfft3m.png]Blast

Xin doesn't need AP, so this is ignorable.


[http://i.imgur.com/DB7LYlr.png]Destruction

Increases damage to turrets by 5%, it's really not a mastery worth it on a jungler. If you were to push down the tower as a melee champion, this mastery wouldn't make a big difference.


[http://i.imgur.com/a4l5DR2.png]Havoc

This mastery increases your damage by up to 2%, it's really such a small amount that it's negligible. There are a better use of 3 points than to get this mastery on a tank.


[http://i.imgur.com/2Ttb5l4.png]Weapon Expertise

If you need armor penetration this is a fine grab on Xin Zhao.


[http://i.imgur.com/5BSlDuu.png]Arcane Knowledge

Magic penetration isn't a stat Xin Zhao really needs, sure he deals a bit of magic damage but where it counts there shouldn't be much magic resistance, and 10% reduction isn't going to help enough.


[http://i.imgur.com/NDTzDDq.png]Lethality

Critical damage? It's too rare considering the tank build we're using.


[http://i.imgur.com/QK0Jekp.png]Brute Force

This is a fine grab on a top Xin Zhao, but as the jungler you aren't going to make the most use of this mastery, nor will you be building towards AD.


[http://i.imgur.com/eTwCxC3.png]Mental Force

Flat ability power? We aren't going to use this stat.


[http://i.imgur.com/x40U19M.png]Spellsword

You don't build AP, so this isn't worth it.


[http://i.imgur.com/nYUtOvF.png]Frenzy

You don't get critical hits, so this mastery isn't worth investing in.


[http://i.imgur.com/Q8Y8W1s.png]Sunder

Flat armor penetration is a solid stat on Xin Zhao, however going this deep in the offense tree means that you're losing our in the defense tree.


[http://i.imgur.com/wHsDULh.png]Archmage

You don't build AP, so this mastery isn't used.


[http://i.imgur.com/OCxCgoO.png]Executioner

While early you would make good use of this mastery you don't really use it later in the game, ultimately, you're way too far deep into the offense tree if you're here as a jungler.




Defense


[http://i.imgur.com/oOIl72T.png]Summoner's Resolve

This is a very good summoner if you use the summoner accociated with the mastery. As a jungle Xin Zhao we would definitely take this to get the extra gold for the smite mastery, since you'll be taking smite no matter what.

Cleanse: Increases the disable reduction by a second, it's not anything you would be carrying on a tanky champion.

Heal: Passively increasing health by 5 per level, again this isn't a very useful summoner for a jungle champion.

Smite: Extra gold on a jungler? Yes! This adds a lot of gold and should be grabbed on a jungler.

Barrier: 20 extra shield amount is good for an early usage, but really seems like a lackluster point compared to the rest. This isn't a useful summoner on a tanky champion.


[http://i.imgur.com/O0TpNos.png]Perseverance

Between the health pots and the regeneration in the W, Xin will be getting more than enough health regen.


[http://i.imgur.com/yPex9eu.png]Durability

Health per level is a very good stat to get on a champion like Xin. The health is going to build up overtime for free, and as a tank what more could you want? Oh you have to level this to get Veteran Scars? Icing on the cake, we'll talk about that mastery later.


[http://i.imgur.com/opqELvS.png]Tough Skin

Reduces damage taken from monsters. VERY good for a jungler, and it opens up Bladed Armor, which is a very VERY good mastery for junglers, but we'll talk about that in a bit.


[http://i.imgur.com/yDYgDXh.png]Hardiness

Armor? Armor! This is a helpful mastery for a jungler, however we only put two points in it because of all the points we put into the first row.


[http://i.imgur.com/M909zGv.png]Resistance

Magic resistance is a helpful statistic for tanks, however as a jungler, we'll be dealing with armor for the most part, the APs will stick to mid lane so we have time to build our own MR, we don't need our masteries to give it to us.


[http://i.imgur.com/RWwvt1N.png]Bladed Armor

Deals damage to monsters that hurt you, as a tanky champion who built for durability, this is going to help you clear quite a bit. This is a very solid mastery to pick up.


[http://i.imgur.com/u2ImENj.png]Unyielding

As a champion who deals mostly with neutral monsters, reducing champion damage isn't going to help you much. You don't do much trading like lane champions, and if a champion were to go all-in you most likely wouldn't be standing with 2 health. While in theory it COULD help you, it's such a long shot that it's not worth investing in this mastery or it's higher point.


[http://i.imgur.com/wHKtwKV.png]Relentless

Reduces slows by 15%, this helps a lot since we will be building as a tank and will be initiating for our team. This helps us get less kited in fights.


[http://i.imgur.com/wCngSkV.png]Veteran's Scars

30 flat HP for free? This is one of my favorite masteries, so my biased says to always get it. It's a great mastery to give you some good health right from the start of the game.


[http://i.imgur.com/cY2Kfnv.png]Safeguard

5% damage from turrets, while it sounds nice, it's so niche and random that you'd be better off investing in anything else. It's really just something that you don't need to invest mastery points into, but while your buy more items, you will be able to tank turret shots better overall.


[http://i.imgur.com/dakjxsy.png]Block

Reducing damage from champion basic attacks is just like unyielding, it's useful, but not useful enough to merit the use of your mastery points. It's something you'll build into.


[http://i.imgur.com/szdMDZw.png]Tenacious

Reduces the duration of CC. Vital to all tanks, a VERY solid mastery. It's not something you can just build more than one of, so all the extra points help with your task to becoming the tank of your team!


[http://i.imgur.com/DZ7Tzn3.png]Juggernaut

4% maximum health increase. You'll find yourself building a lot of flat HP, so letting it scale up by 4% in quite useful.


[http://i.imgur.com/JaXuBJe.png]Defender

Getting points based on the number of opponents is not the beset mastery. But what you have to realize is that out of the points available it's going to offer you stats that will be useful when they kick in. Say you're counterganking, well you're going to get some magic damage tops or jungles, and some physical damage. Well this is going to cover both of those instances, instead of dumping the points into just single armor or magic resist. It's also a great mastery for invasions, as the early extra armor and MR may save you from a bit of early damage.


[http://i.imgur.com/VqlMwmt.png]Legendary Armor

5% on bonus armor and resistances just isn't enough to dump 3 defense points so late, there are much better masteries to put points in. Even with 200 EXTRA armor you're only getting an extra 10 armor. At this point 10 armor makes such a little difference that it just shows how worthless this mastery is.


[http://i.imgur.com/nD02lGl.png]Good Hands

10% less time spent dead really doesn't mean much to you. You don't want to die, dying is bad. You don't want to waste mastery points for lessening a bad thing. Just don't do it!


[http://i.imgur.com/tTD5BnP.png]Reinforced Armor

10% less damage from critical strikes isn't really worth it. It's such a small portion of the damage you'd take, that it isn't worth such a late point in your mastery tree. Remember, the majority of your mastery points are there to help your early, not necessarily your late. (There are exceptions, but this isn't one).


[http://i.imgur.com/jcj37wV.png]Honor Guard

3% reduced damage taken from EVERYTHING? Hell yes. As a tank 3% less damage from everything is just too good to pass up.




Utility


[http://i.imgur.com/0VFZh2M.png]Summoner's Insight

Revive: Grants bonus health for reviving, but since you wouldn't take revive on Xin, this is a very neglectable benefit.

Teleport: Reduces cast time by 0.5 seconds. Doesn't really help much even if we ran teleport.

Flash: -15 CDR, solid for flash reduction.

Clarity: 25% extra mana, Xin shouldn't have mana problems, and even if he did, this summoner and mastery is not the answer.

Clairvoyance: Reveals champions seen by clairvoyance, we keep this summoner to the support, there's no reason to take this mastery for clairvoyance on your jungler.


[http://i.imgur.com/rgI7bC5.png]Wanderer

Movement speed when leaving the jungle to get in place for ganks. Also helps you get to camps faster. Very solid mastery.


[http://i.imgur.com/DwrKSKD.png]Meditation

Mana regen to help you get more mana, while it's a solid mastery it's not worth losing the movement speed for it, since you should be able to manage your mana more efficiently.


[http://i.imgur.com/ysADwtD.png]Improved Recall

Helps you recall a second earlier in Summoner's Rift. It's an alright mastery that's usually grabbed for filler. It's a fine choice to drop your extra point in.


[http://i.imgur.com/12SWLdr.png]Scout

Extra vision when wards are placed for the first 5 seconds. It's a point not really found to be that useful. As a tanky jungler you're expected to be like the second ward placer on the team, but this is still not worth the point used.


[http://i.imgur.com/yr7iu8U.png]Mastermind

Lower cooldown on Flash and Smite? It's a very solid mastery to go into if you find yourself going down the utility tree. 10% cooldown reduction on summoners is cool as not much really lowers the cooldown on summoner spells.


[http://i.imgur.com/GTHp3LH.png]Expanded Mind

Mana per level, while it isn't a bad stat, it cannot compare to the other options in the row, it's just not something you really need on Xin. There are better options.


[http://i.imgur.com/EcGW5qi.png]Artificer

Reduces the cooldown on activation items, since you find yourself with a good bit of these it's a solid choice to drop an extra point into.

[http://i.imgur.com/sltLdou.png]Greed

Extra gold over time is an interesting stat on a jungler. You should still be able to clear while having this statistic, but you're really dipping too far into the utility tree that you're taking too much out of the defense tree. It's an alright grab though.


[http://i.imgur.com/TnWhely.png]Runic Affinity

When you go for 9 points in the utility tree, this is the point to get. Increasing the buff duration is a very useful thing, and the only thing that can do it is this mastery. It's a very solid point to get, and as a jungler you utilize this to more than the most on your team.


[http://i.imgur.com/rMfI6bz.png]Vampirism

Lifesteal and spellvamp, when you have the W sustain Xin's skill gives, you really don't need a small amount of healing off of skills and auto attacks.


[http://i.imgur.com/UC7Wq1y.png]Biscuiteer

You do not need the biscuit as you have your passive and many health pots at the start of the game. It's really just a waste of a mastery point this far into the tree when you already have so many better options.


[http://i.imgur.com/SCSHSX3.png]Wealth

Extra starting gold gives you another potion, but with your W passive you really don't need it, there are other places to put your mastery points than in this mastery.


[http://i.imgur.com/5WFxuUc.png]Awareness

This increases your experience gain by up to 5%, this is a great grab for if you are heading this deep into the utility tree. While it's recommended to not going this far, if you did this would be the mastery in this section of the tree to grab as getting your ultimate opens up a lot of possibilities.


[http://i.imgur.com/9febzHs.png]Strength of Spirit

Extra health regen for the amount of mana you build, outside of frozen hear we don't really build much mana, so this really isn't a mastery you should even consider dropping points into.


[http://i.imgur.com/XEMBSP9.png]Explorer

A 60 second ward that you get at the start of the game. It's really something you don't need to consider as there are far too many options this far in for Xin that you wouldn't even begin to consider Explorer, besides you wouldn't even want to grab Biscuiteer, the prereq to get this mastery.


[http://i.imgur.com/W3bfg9L.png]Pickpocket

5 gold for auto attacks you land on enemy champions based on a 5 second cooldown. Sadly you don't see many enemy champions in the jungle, so this is a heavily wasted mastery on a jungler.


[http://i.imgur.com/sejCSbv.png]Intelligence

If you were to go this far into the utility tree, may you be happy to find 6% CDR close to the end. While it's not the most important thing, as Xin can build many items efficiently that give CDR, it's a nice grab if you're shooting very far for the utility tree.


[http://i.imgur.com/K6lEmQw.png]Nimble

Last, but not least, Nimble. Extra movements speed is a godsend on a jungler. While it's not something to go that far into the tree for as you are wasting a lot of durability building so far into the utility tree. If you made it to this point at least you can say you walked away with a nice boost of extra movement speed. It's a hard stat to build outside of boots, and Xin can't get enough of it as it only helps allow you to get into position to use all of your skills to be the best disrupting tank as possible.

Runes

[http://i.imgur.com/5C4VkpV.png]

[http://i.imgur.com/NViHqcx.png]Reds

Attack Speed: deals true damage and attack speed helps proc that true damage passive as often as possible. Also it helps you pull off the activation of when you purchase it. Lastly it also goes with your Q which will knock up a target on the third strike.

Armor Penetration: Flat armor penetration will go with your passive to mitigate jungle creep's armor values as well as make your ganks deal a bit more damage. A bad side to these runes is that as a jungler we max our E before Q, so a lot of the penetration is forced solely for the jungle. As our E deals magic damage.

Flat AD: Flat AD really isn't worth it for marks on Xin Zhao in the jungle. Attack speed and armor penetration offer a lot more than what Xin could ask for, in lane however, these are a fine choice as it helps you pick up CS you would have normally missed.

Armor: Not your best option, but it works. Armor to take less damage in the jungle so you can farm up more. However, Xin shouldn't really be played as a farming jungler.


[http://i.imgur.com/jDqRLLC.png]Yellows

Armor: Helps you take less damage while jungling, these are very important for your yellow runes and really cannot be compared to anything else. These are the most cost efficient seal runes and should be owned by all summoners.


[http://i.imgur.com/Du16beP.png]Blues

Scaling Magic Resist: As a jungler you will find yourself fighting the jungle creeps for a majority of the early stages of the game. The magic damage dealers shouldn't give you too much trouble while jungling. So while you jungle you will gain levels and catch up to the flat magic resist runes and eventually pass them up.

Flat Magic Resist: While it's less efficient than scaling, there may be instances where you need early magic resistance in case of double AP, magic damage junglers, etc.

Cooldown Reduction: Xin Zhao will make great use of these runes. However, losing magic resistance may also be a big loss to Xin. If you have the extra pages, a cooldown page wouldn't hurt considering the majority of CDR items that Xin builds will be 10%, and CDR maxes out at 40%.

Attack Speed: Xin doesn't really need more attack speed, he's going to get it from his W later in the game, it would only be to help his first clear, which isn't that bad, it's prefered to have magic resistance considering how difficult it is to build it in the current game.

Armor: Armor blues are very inefficient, it's better to go with magic resistance, but it's always an option.


[http://i.imgur.com/c0CB5YB.png]Quints
Movement Speed: Movement speed is something you will find less in the masteries this coming season. We don't dig in deep in the utility tree, so we're limited to the the single set at the beginning of the tree and these quints. They help your jungle speed and open you up to gank lanes better.

Attack Speed: It helps your clear, compared to movement speed it's quite negligible but it never hurt to clear the jungle that little bit faster.

Armor: Xin can take armor, but it isn't recommended. You really need the assistance clearing, the points into resistances where there are better offensive options usually end in going the offensive route.

AD: This is going to help you get some extra damage on your auto attacks and helps you clear a bit faster. It also brings a little bit more damage into your ganks.

Life Steal: Not the best, but, these are there as an option. Between your W and health pots you should have enough sustain and you would be better off putting these points into something to help you gank or clear.

Summoner Spells



Smite is what makes you the jungler. This summoner should be taken no matter the circumstances. You aren't the jungler if you do not have this summoner. This spell will allow you to deal a fixed amount of true damage to a target minion. This summoner has some very important aspects that make it the necessity it is.

The ability to last hit a buff or objective is huge. Being able to guarantee that you will get your red or blue buff could stop the enemies attempt at warding your buff and stealing it. Dragon or Baron Nashor will also be yours as your smite deals more damage than anyone in the game will be dealing in an instant. Be sure to check how much damage your smite does while doing the objective, and click the objective creature to see his HP, the second it's killable by smite, use the ability to secure it and it's benefits for your team.



Flash is the summoner spell you'll see the most in League of Legends and with good reason. The ability to escape an early invasion, to leave the enemy jungle you invaded, but turned sour, and the strength of flashing in and dashing to an enemy is just too much to give up by getting any other summoner. With the utility masteries we built into, we also find ourselves with a much lower flash cooldown than the usual champion, losing 45 seconds of the cooldown.




Other Summoners

While flash and smite are consistently your best picks, there are other summoner spells. So we're going to discuss the other summoner spell choices and why they are/n't worth using. Allow me to explain that I'm going to talk about replacing Flash with these summoners, as Smite is 100% required as a jungler.




Barrier is a summoner spell that's going to give you a shield that helps stop damage for a few seconds. While this can be a cool summoner to use to catch people off guard, it really has no use outside of that. In terms of closing a distance with ghost or flash, it cannot compare. And in terms of giving an edge in a 1v1 duel, I would prefer exhaust over barrier. Ultimately, this summoner isn't worth giving up your flash.




Clairvoyance is a summoner that reveals a part of the map that you select and allows you to see if buffs / camps / champions are there or not. As a jungler you really won't want to give up any fighting or escape potential for this summoner. Leave it to the supports, and even they don't find themselves spotting this summoner too often.




Clarity is a summoner spell that restores a % of your mana and mana to allies around you. This really is a complete waste of a summoner spell and should never been seen on any character. Mana pots are affordable in worst-case scenarios, and you cannot compare the worth of a summoner spell to that of clarity. Any spell would offer you more than clarity. Simply learning how to manage mana or wasting gold on mana pots would be your best bet if you have issues in this area.




Cleanse will break the CC put on your champion and reduce the effect on oncoming CC. However, as a tanky champion who builds into tenacity not only into an item but into your masteries as well, you shouldn't be too bad off taking the enemy CC. If anything it's better that the CC isn't being used on your carries. With your HP and resistances you should be able to absorb any CC and walk out fine. So ultimately, this is a waste of a summoner and you lose too much safety giving it up.




Exhaust is one of the best replacements for flash as it opens up many options of things you can do while still staying safe. It slows your enemy and decreases their damage output allowing you to get an advantage while dueling them and also forcing them to stay in the fight as they cannot run away from you.

This summoner has it's uses and I'll quickly go over them.

1. You gain a slow and attack speed debuff, this will help Xin win duels with the enemy jungler.

2. The slow will help enable your Q as it slows them down allowing you to get all 3 hits of your Q.

HOWEVER

There is a major flaw with taking this summoner, and that issue is simply..

You have NO ESCAPE if you get caught in your jungle or the enemy jungle, this restricts A LOT of freedom and should make you feel scared in the jungle if wards are not kept up by your team, which in solo queue isn't the easiest thing to guarantee.


Whether you take Exhaust or Flash is your choice, there are trade-offs, so it's up to you which is more important in your situation.



Ghost is one of the more solid choices of a summoner spell as Xin already has a blink-type ability in his arsenal. It speeds you up and lets you ignore unit collision. However, you should already have enough mobility advantages to differentiate yourself from the rest of the enemies in the game.

And you also have to remember that you lack the escape advantage of flash. You have to remember and realize how big an instant blink can turn a negative situation into a positive or seemingly better one.




Heal has become a more over-time spell than a burst heal like it was before. Now we have barrier which, even if we decided to use that, would be the better option. So basically this cannot compare to barrier, and barrier cannot compare to flash.




Ignite adds some extra damage to the enemy and hurts their healing potential. The problem with this is giving up the safety of flash, on top of the fact that all of your solo lanes already take ignite. There's no need to carry even more ignites on the team, so leave it to your solo lanes.




Teleport is a fun summoner that's there to make some pretty amazing ganks, but at the cost of your escape really isn't worth the risk of having. It makes for some great fun in normals though.

Skills

Passive: Challenge

Xin Zhao challenges his target with his basic attacks and Audacious Charge, reducing its armor by 15% for 3 seconds. Only one target can be challenged at a given time.

Explanation: What a fine passive it is. Challenge not only allows you to not only drop the armor of certain targets for yourself, it allows you to drop the target's armor for the rest of your team. Allowing your ADC deal a fair amount of extra damage, meaning when you peel for your ADC, their damage is also increased on the enemy you're keeping from attacking them.

Learning who to jump on to get the challenge passive is pretty important to learn. Communicate with your team and remind that what your passive is doing. A free additional 15% penetration isn't something to forget about, so it's important that everyone is aware of it.




Q: Three Talon Strike

Active: Xin Zhao's next 3 attacks deal bonus damage and reduce his other abilities cooldowns by 1 second each. The final strike also knocks the target into the air.
Cost: 30 mana

Cooldown: 9/8/7/6/5 seconds
Physical Damage: 15/30/45/60/75 (+0.2 per attack damage)


Explanation: A skill which provides great utility, damage, and CC to your kit. While we don't max this skill first as a jungler, it's still a great idea to take note of the fact that it drops your cooldowns on each attack. On top of that, it's also a auto attack reset, meaning if you activate this skill after you attack, you will immediately follow with another attack without waiting for the attack animation. Make sure to abuse the low mana cost of this ability in the jungle to lower your cooldowns.





W: Battle Cry

Passive: Xin Zhao heals himself on every third basic attack.
Active: Xin Zhao unleashes a battle cry, increasing his attack speed for 5 seconds.
Cost: 40 mana

Health Restored: 26/32/38/44/50 (+0.7 per ability power)
Cooldown: 16/15/14/13/12 seconds
Bonus Attack Speed: 40/50/60/70/80 %


Explanation: On your 3rd attack you get a bit of health restored passively, and if you activate the skill you get increased attack speed. While we don't make too much use of the active in our build, the free sustain in the jungle is a good thing to have. Also late game, having all of that extra attack speed doesn't hurt, but make sure to use this sparingly. Unless you have blue we want as much mana as possible for ganking. Activating this to get the third it on Q is also quite useful, so be sure to learn how to stabilize your mana efficiently.





E: Audacious Charge


Range: 600
Cooldown: 14 / 13 / 12 / 11 / 10
Cost: 60 mana


Active: Xin Zhao charges at an enemy, Challenging them while dealing magic damage and slowing enemies for 2 seconds within 112.5 range.

Magic damage: 70 / 105 / 140 / 175 / 210 (+ 60% AP)
Slow: 25% / 30% / 35% / 40% / 45%


Explanation: The skill that makes Xin Zhao the jungler he is. You get AoE damage to help you clear. It gives the most upfront, immediate damage on skill use. (In regards of Q, which requires 3 attack attacks to get the full damage effect). However, Q and E scale the same base damage wise (45 a level) and thus, since E is off of activation while Q is 3 auto attacks, E is going to be the most consistent. Also it's magic damage, meaning it isn't mitigated by armor, meaning Xin deals both types of damage. The only problem to this, is later when MR is built E is more for the utility than the damage. But where you need it for damage, resistances shouldn't really be a problem.

There are 2 other main reasons we max this ability. Number one, the slow % scales with level, meaning the more levels you put into the skill the stronger your ganks will become. Number two, cooldown is decreased with level. With E losing cooldown, Xin's Q, and cooldown reduction, E can get off of cooldown VERY fast. Allowing you to use the skill 2-3 times in most fights / ganks. Which means 2 gaps being closed and 2 AoE slows being dropped, on top of being able to use the skill you maxed first in succession quite early (giving you a good advantage in damage early game).




R: Crescent Sweep

Range: 187.5
Cooldown: 120 / 110 / 100
Cost: 100 mana

Crescent Sweep

Active: Xin Zhao unleashes a sweep around him that deals physical damage to enemies in range equal to a base amount plus 15% of their current health, knocking them back. Xin Zhao gains bonus armor and magic resistance for 6 seconds for each champion hit.

Crescent Sweep does not knockback a challenged target.

Base physical damage: 75 / 175 / 275 (+ 100% bonus AD)
Armor, magic resistance per enemy hit: 15 / 20 / 25




Explanation: A very dangerous ultimate. This skill gives you so much it's surprising when you look at all you get. First off, we have an AoE skill that's going to deal % current health to enemies. Meaning it's a great skill to use early in a fight. Next, it also deals a base damage, so even low health targets fear this ability. Next, it pushes back all enemies that aren't effected by your passive (only one can be under your passive). This knockback can be used for many things. It can separate the enemy team so your team can focus whoever you challenged with your passive. It can knock back chasing enemies that get to close to you. It can split an enemy team in half, forcing team fights in your favor. There are many different things you can do with your ultimate, you just need to learn and understand circumstances and take advantage of them. Lastly, the skill grants you resistances based on how many enemies you hit. This allows you to engage and when the enemy team recuperates from your engage and jump on you, the damage is mitigated and leaves less damage to inflicted on the rest of your team.

Skill Order

R > E > Q > W

R: Level your ultimate when available, this stands true for all champions. 6, 11, and 16 you level it.

E: The damage is more consistent, as with Q you rely on all 3 auto attacks hitting. Leveling E also makes the slow stronger. Also it gives Xin magic damage, allowing you to deal both types of damage early. Lastly, it lowers the cooldown so that when you finish your 3 Q hits, it's practically ready for use again.

Q: We max this skill after E because the damage is less consistent. Also this skill doesn't help with clearing as much as E does.

W: This skill is maxed last because you get enough out of the sustain from level 1. The attack speed isn't too important on a tanky jungle such as Xin, so it's active is very ignorable until later.

Item Builds

hunters-machete health-potion5

Your standard start on almost any jungler. This is going to help your first clear as well as give you more than enough health potitons to sustain in the jungle.


madreds-razors

Madred's Razors are a very solid item on Xin Zhao. This is going to allow you to continue to defeat the scaling jungle monsters. Since your E does AoE damage try to focus all of your auto attacks on the big monster in each camp, the AoE will clear the little monsters in each camp.



sightstone

This is an item that may or may not be grabbed depending on how you play, how much gold you're getting, and who you're playing with and how they play. This purchase, though 950 of your gold, may be the difference between saving your top and mid lanes, saving your team from several ganks which would end up being at least 300 gold apiece at least. Not to mention that as the jungler you're expected to purchase wards, this saves you quite a bit of gold over time, and pays for itself very fast.

Since you're a jungler, upgrading it to is perfectly fine. You'll be around the map enough to get the full effect of the item.




A very solid item when you get a kill or two in your ganks. Xin Zhao is a very dominant jungler and can make his mark of the map very early. If you manage to get some extra gold this is a very solid item for Xin Zhao. CDR AD and armor penetration. Xin Zhao loves all three of those statistics and will make usage of all of them. (I'll go more into this item's upgrades in the next section!)


mercurys-treads

When asked what boots would be the best purchase, in most scenarios, Mercury Treads is the clear answer. Getting Magic Resistance and Tenacity are both important stats. Magic Resistance in the sense that the only other item you'll really be building towards this is Bulwark, and Tenacity in the sense in that it's the cheapest Tenacity option out there.




Ninja Tabi offer you armor and reduction against the damage you take in the jungle and from enemy auto attacks. These are a very solid option for your boots, and the best choice when Tenacity isn't needed.




These are a less common, but viable option of boots to use. Attack speed isn't easily built or put to the full use later, but when you have a boot option that's 100 gold cheaper than the more common group of boots, it stands out.

Early if you need a quick boot upgrade and lack the 100 extra gold to get Ninja Tabi or Mobility Boots, it's a smart grab and helps you proc Madred's Razors in the jungle.


boots-of-mobility

A very good boot grab on junglers that help you get into lanes and force a lot of ganks. Later they should be replaced with Mercury Treads because the speed loses it's purpose when laning phase is over.


locket-of-the-iron-solari

Possibly one of the best early/mid game items on a jungler. This item is AMAZING for the amount it costs. Health, Armor, CDR and health regen are all amazing stats to have on Xin Zhao. Oh, that's not it? You also get an active that gives you and your team mates a shield that scales with level. When used correctly you can add a shield that blocks A LOT of damage.


aegis-of-the-legion

Here is your primary item purchase for magic resistance. This item gives a lot of great stats to help you out, and also spreads to your team as an aura. The upgrade helps make it an even bigger magic resistance item.



randuins-omen / sunfire-cape / warmogs-armor

Options to build your Giant's Belt into. All fill their own niches and are fine buys for this champion.


thornmail

A very underrated item, while it's underrated, many look at it to be bad because people don't understand the correct scenarios to build this item.

This item reflects auto attack damage back to the sender in magic damage. This could mean the death of certain attackers as DPS champions will build pure damage and find themselves getting weakened by doing their own job. Here's the main issue with Thornamil...

This item is PURE armor. There is no HP in this item. If you do not have the HP to back up the resistances you've wasted the whole point of the resistance. You need to maintain a healthy balance of HP and resistances. If you have no HP built and grab a thornmail, chances are you'll die before you really get an effect out of the thornmail because you'll be bursted down too heavily be magic damage or the trade off of physical attacks being through at you won't help as pure resistance build gets less effective the higher you get.

AD on Xin Zhao

A common thing seen when building Xin Zhao is AD on his character. While there's no doubt that AD is a good stat on Xin, it just really doesn't meet what we want to accomplish as a jungler.

AD is not a statistic that we want to build on Xin Zhao, we grab the brutilizer for the small penetration boost and CDR, but shouldn't be looking to upgrade it. I would suggest holding it until your last item, and selling it for another tank item.

is going to be applying the majority of our damage since it's the skill you max up until level 9, and what you have to realize is simply, junglers get some of the least gold amounts on the team.

Since his E scales with AP and we're leveling it for it's base damage and slow, we ultimately get magic damage which we wouldn't ever find ourselves building for (unless you want to try the AP Xin gimmick).

Only 2 skills scale with AD, Q and R. Q scales with a .2 (you could say 1.2, but what you have to remember is to use your Q you have to auto attack, which goes off of your AD). And R, which scales at a 1.0. The thing is, both of these skills are used for their utility more-so than their damage, while it's nice to get some damage, it's not something we can really afford in the jungle.

The other point to make is that there's not much Xin wants for AD that's fast and cheap enough to be built in the jungle.

Building cooldown reduction will end with more damage than Xin would get with AD because he maxes E first. The more E's you can get off in ganks, the more damage you will get down.


- Probably the best option to get in the jungle. It gives you 3 great stats Xin wants.

vs

: The better of the two. More immediate armor penetration, AD, crit, CDR and an active that works wonders for what you want, movement speed and more attack speed!

: A very overrated item on this champion. What you need to realize is the difficulty Xin has stacking this item. His W is a steroid, E deals magic damage and so only Q and R apply black cleaver. Thee issue with that? Q is your auto attack and R only applies 1 stack and has a dangerously long cooldown.

So let's compare the two items.

AD: 30 for Ghostblade, 50 for Black Cleaver
Armor Penetration: 20 for Ghostblade, 10 for Black Cleaver (Passive gives
HP: 0 for Ghostblade, 200 for Black Cleaver
Crit: 15% for Ghostblade, 0 for Black Cleaver
CDR: 10% for Ghostblade, 10% for Black Cleaver
Active: 40% attack speed and 20% movement speed for Ghostblade.
Passive: -5% armor for 4 seconds when dealing physical damage to an enemy stacking up to 5 times.

Cost: 2700 Ghostblade 3000 Black Cleaver

Honestly both items work on Xin Zhao, it's just difficult for him to apply the Black Cleaver stacks. So you get more out of the penetration of the Ghostblade because of how fast you use everything, the active also helps you perform ganks as it gives you a movement speed boost, and allows you to get the 3rd strike of your Q off faster to get the knock up.


Here are other AD options, and why they really don't fit what we want.

: This is an interesting item, but there's one big issue. If you really want the shield to block magic damage, why wouldn't you just build HP? The magic resistance from this item doesn't really justify it's purchase, and in the jungle you don't take enough magic damage to support this purchase.

If you really need MR I suggest heading towards a .




This item really has no place on a jungler. It's too big of a gold investment to have any use on Xin Zhao. Your madreds is more than enough to clear the jungle.




Now here's an interesting item. Phage has been hammered down with nerfs since it's popularity grew heavily with AD carries in season 2. It now costs over 1400 gold to purchase. In the end you receive the statistical value of 800 in AD and the rest of it going towards the HP and passive.

Here's my thoughts on this being bought on a jungler.

1. Big gold dump. You're wasting 1400 gold (which is already hard for a jungler to earn) on some AD, a small amount of HP and a passive that will proc off of LUCK.

2. Theoretically you need to attack at least FOUR times to get the effect to activate. If you were to get 3 attacks off as Xin Zhao you've already knock the enemy up in the air, so you should already be guaranteed the kill in most situations.

3. There are better options. If you were heading towards AD you could get a giving you AD, CDR and armor penetration. If you needed HP with a little bit more gold you could purchase AND gaining a HP value just shy of 600.

Ultimately this item isn't worth it until you upgrade it to and it really just isn't worth the gamble, so steer away from this item as a whole.




While we may pick up some AD, armor penetration and in very rare situations, attack speed, this is NOT a good purchase for Xin Zhao. You cannot afford to put 4,000 gold into a big offensive item to this. It leaves you wide open to be picked off in fights effortlessly as you're a melee fighter.




While we are in a meta that HP stacking is one of the primary strategies, this is not the greatest choice out there. It offers statistics that don't really blend together. Armor and critical chance are on two different sides of a spectrum, carry and tank. The extra AD is nice, but ultimately this is not how you want to build into it.




So this item has been reworked and it now holds a pretty interesting set of stats that Xin Zhao likes. It's nothing I would call core, but it is an option that he can take to be a damage-heavy jungler. It's not exactly my style, but if you have a tanky item or two it's really not a bad idea.




Sustained items really aren't the way to go in the jungle. You shouldn't need the damage and as the jungler you don't dont enough gold to support these purchases. If you were to invest in one of these items you would be left as a melee champion with no other items, ultimately getting picked off for nothing in team fights.



Xin Zhao doesn't have the cooldowns to support the Sheen, the Phage I already went into detail as to why it's not a purchase worth making, and Zeal is an item that can work on Xin Zhao, but for the purpose we want from him in this build, isn't worth it either. Ultimately, Trinity Force is a purchase to which Xin can ignore.

Jungling

Xin Zhao is a pretty standard jungler. However, a lot of his strength is in his early ability to gank. You can easily force first blood for your team if you position right, and where you start in the jungle could be what determines if you get that gold or not.

Ganking as Xin Zhao is very simple. Activate E, which will draw you to the opponent and auto attack them, after the auto attack immediately activate your Q to reset your next auto attack instantly, if you have red buff this is going to apply 2 red buff stacks immediately. Make sure you activate your W from the start, if you still have mana to activate your other abilities. Continue to auto attack to apply the knock-up on your target.

Post 6, this is very similar, just try to get your R to hit the enemy as soon as possible because your ultimate hits a % of CURRENT health. (This means the higher the health, the higher the damage). However, you need to make sure you ultimate is going to hit, while it's true your ultimate is worth the flash cooldown, chances are they'll be flashing from your E->Q combo anyways, so be cautious. If they do flash from you, don't be afraid to flash yourself to get the last hit on your Q, a successful gank is more important than your summoner.

Remember that as Xin Zhao in the jungle your role will primarily be to set up strong ganks to transition into a tanky initiator for your team.


Basics about Jungling

At 1:40 in the game 3 camps will spawn on each team, each containing Golems, Wolves or Wraiths. At 1:55 2 more camps will spawn wielding the Ancient Golem and Elder Lizard buff, these will give you differing benefits based on if you hold the buff from slaying the big buff monster.

At 2:30 Dragon spawns, and when slain, he gives the entire team 190 gold.

At 15:00 Baron Nashor appears, slaying this beast will grant everyone on your team 300 gold and a buff giving you many additional stats and incredible health regeneration.

After 5 minutes of slaying the ENTIRE camp (all minions in the camp die) of the Elder Lizard or Ancient Golem, it will respawn in the same location.

After 6 minutes of slaying the Dragon he will respawn in his lair at the bottom side of the map.

After 7 minutes of slaying Baron Nashor he will respawn in his lair at the top side of the map.

As a jungler it is not only your job to secure these buffs, but to also keep tabs on when they spawn and when they will appear for your team's benefits. It's also beneficial to know the enemies timers as it will give you a hint to where they are, or if you see them on the map, open your way to make counter play by stealing their buffs.

Go to your options in game and turn on time stamps to see the exact time Dragon and Baron are slain! This will make recording A LOT easier!



Some generic routes are as follows:


Standard (Farm) Paths

Wolves -> Blue (smite) -> Wraiths -> Wolves -> Red (smite) -> Golem / Base / Gank

Wraiths -> Red (smite) -> Golems -> Wraiths -> Wolves -> Blue (smite) -> Base / Gank


Fast Gank Paths

Wolves -> Blue (smite) -> Gank

Wraiths -> Red (smite) -> Gank


Smitless Paths (Level 3 Gank)

Wolves -> Blue -> Red (smite) -> Gank

Wraiths -> Red -> Blue (smite) -> Gank

Early Game

Early game is one of your strongest points as Xin Zhao, as your base damage and ability to gank is outstanding. A slight overstep and Xin Zhao will jump to an enemy and force them to either blow a flash or fight to the death. Lead with E to get you in position to proc your Red Buff on the enemy and make sure to use your Q to apply it faster, as well as lower your cooldowns to use E again and open yourself up to get that 3rd strike on E to knock the enemy up.

Make sure to take note of who buys wards at the beginning of the game in each lane so you'll see who is most open to a gank. Also remember that Xin Zhao is a pretty good duelist that can also cause disruption in the enemy jungle as well. Wards are your friend during this time, and if not used, your enemies biggest weakness.

Xin can successfully gank any lane if the situation is in your favor. If the enemy doesn't have any wards down then try to wait until they go in for a creep to last hit and then go in for the gank. Some people will even extend quite far for their minion kills or harass and it's the easiest time to catch them off guard.

Counterganking is another thing that Xin Zhao is very good at countering. Because of Xin Zhao's E he is able to close a gap and deal damage to multiple targets. This is ideal for counterganking because it means he will be there to not only slow both targets, but damage them as well. Just because your lanes are pushing doesn't mean you should just AFK farm the jungle. Remember the possibility of the enemy jungler to gank your lanes. If you have a jungler like or who use their skills to go in deep to a fight it's perfect for Xin Zhao as they hold no way to escape the pressure of your power gank without burning a flash, but with your own flash and you should be able to keep them to you, or even with the cooldowns that are lowered with your Q you will be able to E a second time in your countergank.

Mid Game

Mid game should be about the same as early, but now you can capitalize on your advantages much better with an ultimate. Not only this, but if you manage to get a kill in mid or bot lane, you could take that situation to grab an easy Dragon for your team. Giving you a gold amount equal to that of over 2 champion kills to your whole team (190 gold each).

Other than the additional pressure on Dragon, you should be looking for the same opportunities to gank and/or countergank. Xin Zhao is still a very strong character at this moment and you can even look more towards diving the enemies. (Though it was possible to do this in the early game as well, it's just a lot more safe!) Remember that using the minions with your can set up some interesting ganks or escapes because it will knock away all unmarked targets, and your will mark a target, which minions are included.

The other thing to be aware of in this segment is if you start breaking into team fights early. Xin Zhao holds a very strong presence in fights because of his ultimate. Also because you tend to get HP as early as possible it's great to initiate these fights, but make sure your whole team is in position so you don't get picked off for free!

Late Game

Late game isn't Xin Zhao's greatest point, so I hope you've done good throughout the game to get yourself some gold to be stronger than your opponents. Even if you didn't there are still things to note because of Team Fights. I'll talk about this more in the section below, but that's what will make up the majority of this point in the game.

I know you probably don't want to share, but as a jungle you're expected to have what you need at this point, sure you won't have a full build but you aren't expected to carry the team to victory (in most cases) and should be giving the creeps and jungles to the carries that need it. You want to make sure you keep wards down, and if you can, buy an oracles to help give you the vision advantage over the enemy team.

Baron is a big thing that is sought after at this point in the game. As the jungler you realize you're an ideal champion on your team to get the FINAL strike on this beast with your summoner spell. It is vital that you time your skills so that your Q + E + Smite will all be ready for the final strike at Baron. Assuming level 18 this will help issue you about 1300~ damage depending on your penetration and base stats (roughly, could be more or less, just keep a number around that in mind).

Team Fights

Xin Zhao has one of the scariest team fighting abilities in .

Your ultimate has the ability to single out or split the enemy team in half, allowing your team to collapse on 1-2 people and pick them off before the fight even really begins. This leads Xin Zhao to be an EXCELLENT initiator. Also with your you have the ability to immediately leap into battle and plan our your attack.

Something to keep in mind is your passive . This is going to lower the armor of whoever you dash to by 15%. This is going to help you destroy tanky targets, or just help so that you teammates will deal more damage to them. (Remember, you're reducing their armor, so everyone on your team who deals physical damage will benefit!)


Lastly, you really need to take note of your team. Say you have great initiate on another member in your team, say it's your support , top , or even mid , there are many scenarios where you may not be the initiator. So does that mean you should leap to whoever and use your skills? Not precisely.

While it's great to get an ultimate off that gives you the highest amount of base resistance stacks and give you as much damage as possible, sometimes you're just needed to peel. Think of it this way. If you properly use , , and you can knock an enemy away, slow them down, and knock them up while they try to attack your back line. Your can't always protect herself, but if you're using your abilities to keep them from doing damage to your AD carry, you'll give them many of opportunities to kill them off while in turn saving their life! Not only that, but your is going to help your AD carry to deal more damage to them as you peel for them!


Whether your job is to peel for your AD or AP carries, or initiate for your team, you need make it clear to your team what you're going to do, and how they should also follow up based on your team composition. Your game isn't always going to be the same, that's the best thing about League of Legends! Not only do we have a game that always changes, but just from your day-to-day game you get a different experience everytime you play.

Final Comments

I hope that my guide helped or at least answered a question you may have had about this champion. If you have any further comments or concerns, feel free to either post a comment or add me in game on the NA servers (Joequel) and if I'm available I would love to chat.

Comments

June 17, 2013 - 02:36 AM #1

its a good guide but alot of it has been taken from others guides but i still gave it a +1

April 27, 2013 - 09:21 AM #2

This is a good guide, was a pleasure to read. To be honest i am wondering about the down votings here, cant even understand... Whatever, +1 from me and one question: What is with the Item Wit's end? It is really effective on Xin.

April 14, 2013 - 09:54 AM #3

I don't think there's any controversy to the masteries, you simply deal mixed damage and benefit more from using flash to get ganks off.



Maxing E does help with the jungle though, it puts the little minions to 1 auto or with blue will kill them off while you attack the main mob.



Phil Stone was a different time, and I've corrected that. The Zephyr was just thrown in.. really no excuse for that.



Why you think you need ArP or AD over movement speed is beyond me o.o.. even with increased speed taking both ms runes and your utility is going to make your jungle faster and ganks more smooth. And as for phage, yes. You're wasting 800 gold in AD for a 25% chance to slow. You can say 2-3 will make it proc, but wasting 1400 gold for a majority AD item on this champion is a poor purchase in my opinion.



I very much thank you for this comment, I'll need to look over my guide and reevaluate some things I said, I appreciate the time you took to tell me this. :]

April 14, 2013 - 07:36 AM #4

There's a lot of controversial information in this guide, such as taking 0-21-9 over 9-21-0, building Philosopher's Stone, building Zephyr, saying "Max E for clearing jungle quicker" (you shouldn't be using E to clear the jungle unless you have blue buff because it'll put you out of mana fast) leveling E second (should definitely take Q or W whichever you didn't take at level 1, and take E at 3) why you take Q over W at level 1, and why you take MS quints over ArPen or AD since junglers start with Machete in s3 and the MS gained early game is very small not to mention Xin already has a slow, you saying "technically you have to attack 4 times to get the phage proc to activate", wha... the phage passive will probably proc on your second or third attack. And that was just from me skimming the guide.



April 6, 2013 - 11:40 PM #5

Don't listen to all of these who downvote your amazing work ! I really like your guide, it's giving alot of information about Xin Zhao, i don't know why people keeps downvoting this HUGE work ! Keep it up, and don't let these haters who don't know how to write their own guide shut you down ! (Sry for my bad english :>)

April 6, 2013 - 07:31 AM #6

And another worthless comment... I understand people don't like it from the down votes. Now lets try to explain why...



My cho guide has same formatting but has a lot more positive feedback, so I don't understand the issue here.

April 5, 2013 - 03:01 AM #7

How did this get approved? It's not that good.

March 20, 2013 - 07:46 PM #8

Bork is an interesting item but if you are going to build a scep you might as well just go up to wriggles. 3200 gold is a big investment for a jungled.



As for masteries having your flash sets up xin for too many ganks and having it up before a lamer if you pop it is huge. Lastly armor pen rly doesn't help you as much since you don't itemize for it. To eAch their own lols.



I'm just lost on why this has been down voted so hard.

March 14, 2013 - 10:56 PM #9

I liked this guide cause its exactly how I build xin zhao... even tho I prefer 9/21 masteries, the item selection is great. For example the sightstone which I take sometimes when I see that only the support buys wards.

People often forget that you have to build xin zhao tanky to fit into lategame thats why aegis and randuin are an excellent choice. I tried the blade of ruined king after buildind madreds (without wriggles) and its not bad, but you shouldnt upgrade it before having a defensive item...

March 14, 2013 - 07:16 PM #10

People are entitled to their own opinions, but if you dislike my guide, could you at least leave a comment?



I would like to improved the quality of the guide if anything, but people just dislike my guide and leave me nothing to work with :(.

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