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All Guides Xin Zhao Guides Xin Zhao- A Real Jungle Man [Outdated]
105
19
Updated
1 year ago
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267K
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11

Xin Zhao Statistics for Verenidus

Author's performance with Xin Zhao compared to the ranked average.

Value
Average
Games Played
5
Win %
45
Kills
6.2
Assists
8.4
Deaths
7.3
KA:D Ratio
2.0
Gold Earned
11.5K
Creep Score
66.4
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Pretty much a must on Xin Zhao, can be used both offensively and defensively to secure kills and to escape. I prefer flash over ghost due to the fact flash can effectively get you out of sticky situations, especially while counter-jungling.

11.png A MUST ON ALL JUNGLES, even if you can clear the jungle without it, it is important for late game last hits on baron and dragon.

6.png 3.png Can be switched out with flash, although I wouldn't advise it. Ghost is effective when using it to lane gank and to chase. Exhaust can be strong late game to help shut down the ADC, but it makes it much more difficult to secure kills early game and does not provide an escape option.

14.png Don't use ignite unless you really want to snowball early, and your team has lots of hard cc at early levels.

Runes Back to Top

  • 6x
    +1.7% attack speed Greater Mark of Attack Speed
  • 3x
    +1.28 armor penetration Greater Mark of Armor Penetration
  • 9x
    +0.16 magic resist per level Greater Glyph of Scaling Magic Resist
  • 9x
    +1 armor Greater Seal of Armor
  • 3x
    +2.25 attack damage Greater Quintessence of Attack Damage
  • 3x
    +1.5% movement speed Greater Quintessence of Movement Speed

In my opinion, the primary purpose of the jungle is to help secure kills and help lanes snowball rather to take kills for themselves and provide the carry role. For marks, I suggest using 3x armor pen and 6x attack speed. This will help you land your third Three Talon Strike and the knock-up without sacrificing too much damage. For seals, I strongly suggest 9x armor. It will help you mitigate damage for jungle creep allowing you to clear the jungle with more health, putting you in a better situation to gank. For glyphs, I suggest 9x scaling magic resist. You can trade this out for flat marks of magic resist, however, considering you are not laning against an AP champ, the early extra magic resist really isn't necessary, and you will have more magic resist for team fights in the late game. For quintessences, I suggest either 3x attack damage or 3x movement speed. If you are picking up exhaust as your summoner spell, I would say the movement speed quints are necessary to help you close in faster to be able to land your Audacious Charge and exhaust. Otherwise, both set of quints can be used interchangeably depending on preference.

Masteries Back to Top

0/1
0/4
0/4
0/1
0/1
0/3
0/3
0/1
0/1
0/1
0/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1

Offense: 0

0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1

Defense: 0

0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/3
0/1
0/3
0/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1

Utility: 0

For masteries, I suggest this defensive 9-21-0 build. Its purpose is to give you a stronger early game jungle clear and provide strong ganks, while becoming a strong initiator and tank with lots of cc to help peel and dive carries in the late game. I suggest keeping the offensive side of the tree the same, the CDR helping spam your abilities more often providing you with more damage and cc, but some talents in the defensive tree can be switched around. Reinforced Armor is great for teams with strong auto-attack ADCs with lots of Crit. Additionally, Tough Skin and Bladed Armor can be switched out for more armor, mr, or legendary armor if you are comfortable with your jungle clear and with your teams ability to leash.


A 21-9 Build is equally viable. However, many players prefer playing the fighter/bruiser/carry role rather than a tank role, which leaves many teams vulnerable in the late game. I prefer defensive because typically that is one of the major components a team lacks. In the event you find yourself playing with a top Cho'Gath building tanky and a Thresh support or any team comp with a very tanky top laner and support, I would suggest either using an offensive mastery tree (see ScubaChris's "Diamond Xin to victory!" http://www.lolking.net/guides/87569), or just build offensive items (See Items Section Below) while still using this mastery tree.

Abilities Back to Top

Passive
q
2
5
10
12
13
w
1
14
15
17
18
e
3
4
7
8
9
r
6
11
16

For the most part, there are two ways you can approach leveling up your abilities. The first way (and the way I've found most successful) is leveling up your E (Audacious Charge) first. I personally like to get 2 points in both my Q (Three Talon Strike) and E, mostly to help me clear jungle creeps faster. I don't like to waste mana spamming my E especially when I hand over my second blue to my midlaner, therefore I level up Q at level 5 instead of going 5 points in to E right away. The second way (usually only seen on jungle Xin's who pick up exhaust or ghost) is to level your Q first. This is the most offensive way to go for higher burst damage and faster clears. The trade-off is the longer CD of your slow and gap-closer, which may make you more vulnerable to being kited and hinders your ability to chase.


Whatever ability you pick at level 1 should be based on your team and level 1 strat. If I'm getting a hard leash or invading, I typically pick up Q first. If we're playing it safe and I'm not getting a strong leash, I'll pick up w for the extra sustain. I usually never pick up E first, only during some situations while invading. As for level 2 and 3 if I pick up W first I usually follow it by Q and go straight to red, where I should hit level 3 and have a good gank opportunity mid or bot/top. If I pick up Q first, I usually follow it up by grabbing E and look for a level 2 gank.

Items Back to Top

Starting Items

Core Items

    Mandatory Items
    Ancient Golem for a more defensive build, Elder Lizard for more offensive.
    Since patch 3.8, Madred's is no longer suggested.
    If you decide to go Madred's route

Situational Items

    Defensive Items (Build at least 2 of these)
    Offensive Items (Build at least 1 of these if you didn't build Elder Lizard)
    Boots
    If no Mercury Treads or Spirit of the Ancient Golem, replace an offensive item for Zephyr for the extra Tenacity.
    I suggest replacing Madred's for a 6th item if you did NOT upgrade to a Wriggle's
    Sample Full Build

Since season 3, most jungles should start off with the 1039_32.png and 5x 2003_32.png.


Mandatory Items: Every game I jungle with Xin Zhao, there are 3 items I usually buy. 1080_32.png then1001_32.png then 3190_32.png. Spirit Stone will help your jungle sustain, which will allow you to be able to gank more often while also supplying extra armor. Locket of the Iron Solari is a great item on Xin Zhao, because it provides Health, CDR, Armor and HPS, while giving you an AOE barrier for you and your team. And of course boots, mandatory on all champs.

Major Items: XIN ZHAO JUNGLE COOKIE CUTTER BUILDS DO NOT EXIST- MAJOR ITEMS SHOULD BE BUILT BASED ON YOUR TEAM COMPOSITION AND YOUR ENEMY TEAM'S COMPOSITION


Defensive Items: All viable options on Xin, they all have their strengths and weaknesses. Based on an enemy team comp, I would build these items accordingly.

Strong AD/Hypercarries: Randuin's, Sunfire, Warmogs
Strong AP: Spirit Visage, Warmogs
Strong Disengage: Randuins, Frozen Mallet
Strong Poke: Warmogs, Spirit Visage

*A lot of supports will build 3105_32.png but if they don't, it should be picked up ASAP (Unless you're playing an all AD Team).

Offensive Items: Same with defensive items, they are all situational. Items like Zeke's and Black Cleaver will give you more beef and cdr better for initiation and destroying carries while BOTRK and Maw are better for skirmishing in the jungle and utility. All options listed are appropriate.

Boots: Like I mentioned in the Masteries section, boots are purely based on preference and/or  situation. For strong AP teams or teams with lots of cc, Merc Treads are a must. For strong *AUTOATTACK* AD teams, Ninja Tabi would be a smart pick up. For teams with lots of slows/soft cc and for stronger ganks against kiting teams, Boots of Swiftness would be ideal. And if you just want to be super fast and run around the map ganking, then Boots of Mobility are for you!

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Amumu
    Easy
  • Cho'Gath
    Medium
  • Diana
    Easy
  • Dr. Mundo
    Medium
  • Evelynn
    Easy
  • Fiddlesticks
    Medium
  • Hecarim
    Medium
  • Jarvan IV
    Hard
  • Jax
    Medium
  • Kha'Zix
    Medium
  • Lee Sin
    Medium
  • Malphite
    Hard
  • Maokai
    Easy
  • Master Yi
    Easy
  • Nasus
    Hard
  • Nautilus
    Medium
  • Nocturne
    Medium
  • Nunu
    Hard
  • Olaf
    Easy
  • Rengar
    Easy
  • Sejuani
    Hard
  • Shaco
    Easy
  • Shen
    Medium
  • Shyvana
    Medium
  • Trundle
    Medium
  • Vi
    Medium
  • Volibear
    Medium
  • Zac
    Hard
  • Zed
    Medium

VS

Aatrox

Medium

Pretty weak early game. Can be extremely difficult late game if not targeted down or cc'd.

VS

Amumu

Easy

Weak early game, easy to counter-gank and counter-jungle. Shut him down early to prevent him from becoming a problem.

VS

Cho'Gath

Medium

Makes neutral monster smiting more difficult and he has some good cc. Shut him down early game and he's not too difficult to deal with.

VS

Diana

Easy

Not really seen in the jungle that often, but can be a pain. Avoid fighting her 1 on 1 because 1 wrong move and fights can easily go her way.

VS

Dr. Mundo

Medium

Don't let him go where he please(s). Can be annoying, but he's not too difficult to deal with.

VS

Evelynn

Easy

Early game, you will dominate her. She's extremely squishy and very easy to counter gank. Pink ward, predict her movements, and she won't be a problem.

VS

Fiddlesticks

Medium

Can be destroyed early 1v1, but good ganks with his ult can make him become really difficult, if he gets fed. Don't let him get to that point.

VS

Hecarim

Medium

He's got good ganks, you'll will beat him 1 on 1 early. However, he's got some strong ganks and late game he becomes a real hassle. Be wary of the Shadow of War.

VS

Jarvan IV

Hard

He's a good duelist, he's got strong ganks, his ult prevent's people from being knock out of it from your ult. He's a pain, deal with it.

VS

Jax

Medium

Will beat you 1 on 1. Will wreck your team if he get's fed. Don't be too zealous when Jax is in the jungle.

VS

Kha'Zix

Medium

Hops around, has a slow, and can go invisible. If he gets fed, he'll be a pain, otherwise he's manageable.

VS

Lee Sin

Medium

Can be difficult because he jumps all over the place. 1 v 1 it can go either way so be careful.

VS

Malphite

Hard

He's anti-ad, he's got a slow. Don't get caught out by him, he has the potential to 1 v 1 and can change a ganks outcome with his ult.

VS

Maokai

Easy

Easily counter-jungled, easily 1 v 1. Has a strong initiator if he catches you out, but like Amumu, if you shut him down early, he won't come back.

VS

Master Yi

Easy

Beat him early. Don't give him farm. Have a team with hard cc. Will not be a problem.

VS

Nasus

Hard

WITHER TOO STRONK, ULT TO STRONK. RIP in peace.

VS

Nautilus

Medium

Easy early game. Pain in the ass late game. All that cc...

VS

Nocturne

Medium

Can be a real pain if he get's fed early. Shut him down early, and he won't have the items to dive your carries late game.

VS

Nunu

Hard

CONSUME OP. BAN HIM!

VS

Olaf

Easy

Nobody plays Olaf anyway since his nerf, so there's no point in even saying anything.

VS

Rengar

Easy

Just don't fight him in the jungle and pink ward.

VS

Sejuani

Hard

Very tanky, lots of cc, great ult, she can be a real pain if she counter-ganks you.

VS

Shaco

Easy

Same as eve. Don't let him kill you at your red level 2.

VS

Shen

Medium

Has good global presence but is very easily counter-jungled. Take advantage of his slow clear times to get in early ganks or take his buffs.

VS

Shyvana

Medium

Watch out for counter jungling. After her recent buffs, she has become much more viable.

VS

Trundle

Medium

Don't get caught out, avoid fighting him 1 on 1 because he'll slow you to the end of time, that is of course until his team comes and kills you.

VS

Vi

Medium

You can beat her 1 v 1 most of the time early on, but she's got some good cc and can lock you or the person you're ganking for down long enough for help to arrive.

VS

Volibear

Medium

The passive, the slow, the flip. Thank god they nerfed his movement speed on his Q.

VS

Zac

Hard

Ban him or hope he's bad.

VS

Zed

Medium

Don't 1v1 him after level 6 and peel for your carries.

Pros and Cons Back to Top

PROS:

1. Three CC Abilities (Knock-up, Slow, Knock-back)
2. Very Strong Early Game
3. Gap Closer
4. Good Sustain
5. High Burst Damage
6. Mobile
7. Can be built Offensively or Tanky Based on Team Comp
8. Very Easy to Learn and Play (No Skill Shots)

CONS:

1. No Escape (Other than Knock-back from ult)
2. Damage falls off late game
3. No poke
4. Runs out of mana quickly in team fights
5. Early Game Dependant

Jungle Paths and Ganking Back to Top

To help understand jungle paths and ganking in general, I suggest watching Dan Dinh's:


The Mechanic EP2 - Smiteless Leash Gank Path and Pattern



The Mechanic EP3 - Other Jungle Paths and Gank Tactics



Personally for me, I prefer ganking mid or top/bot at level 3. If I'm on blue side the path goes as followed: Blue>Red>Mid/Bot>Wraiths>Mid/Bot. 

If I'm on purple side the path goes as followed: 
Blue>Red>Mid/Top>Wraiths>Mid/Top.

Typically, starting at blue and going for a level 3 gank bot is pretty difficult unless they enemy bot lane is way overextended. If you choose to start wraiths and red and either level 2 gank or go to blue then gank, it is much easier to gank because you can come around through tribrush avoiding the typical river ward. Although the tribrush is usually warded as well, there is a lower time to react from bot/top if they are farming in the center of the lane, and you will almost always burn flash.

Advanced Tactics Back to Top

TO BE THE BEST, WATCH THE BEST

Xin Zhao Jungelology, By Crs Stvicious


Trick2G- Utility Build Boots + 4 pot start

Interesting video to watch, check him out.

Read Through League Wiki's Xin Zhao Strategy and Tactics. It's got some good stuff in there.

Results! Back to Top

If this guide helped you or didn't help you, feel free to post your experiences in the comments!

Enjoyed this guide? Remember to thumbs up and check out some of my other guides:

Updates Back to Top

6/23/13: Updated Items- Madred's 3106_32.png has been replaced by Spirit Stone 1080_32.png in Core Items.

6/25/13: Added Aatrox and Nunu to match ups.
7/21/13: Updated Jungle Paths/Ganking. Updated Items. Updated Advanced Tactics.
8/7/13: Updated Items- 3107_32.png no longer in the game.
8/10/13: Shyvana increased to Medium difficulty from Easy.
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