See Xin Zhao's counters
Patch 26.18jungle

Xin Zhao Jungle Build & Guide — Patch 26.18

XinZhao

Tactical Dashboard

Difficulty
Damage
PHYSICAL
Class
Fighter / Skirmisher
Patch
26.18

Core Abilities

Determination
Every third basic attack deals bonus damage and heals Xin Zhao. The heal is your main source of jungle sustain in the early clear.
Three Talon Strike
Three Talon Strike
Empowers the next three basic attacks. The third hit knocks the target into the air briefly — your only on-demand crowd control before level 6.
Wind Becomes Lightning
Wind Becomes Lightning
Slash in a cone, then thrust forward in a line that slows and Challenges enemies hit. Challenged targets take extra E range and are easier to stick to.
Audacious Charge
Audacious Charge
Dash to an enemy, dealing damage and slowing nearby foes. Range is extended against Challenged targets — chain W then E to gap-close from farther away.
Crescent Guard
Crescent Guard
Knock all non-Challenged enemies out of a circle around you and become immune to damage from champions outside it. Use it to isolate a 1v1 inside the arena.

Skill Order

1
Q
2
W
3
E
4
Q
5
Q
6
R
7
Q
8
W
9
Q
10
W
11
R
12
W
13
W
14
E
15
E
16
R
17
E
18
E

Primary Combo

WEQAAR

Core Items

Gustwalker Hatchling
Voltaic Cyclosword
Plated Steelcaps
Black Cleaver
Death's Dance
Sterak's Gage

Situational Items

Mercury's Treads
Mercury's Treads
vs heavy crowd control or magic damage (e.g., Ahri, Brand): tenacity reduces stun length so you can chain W into E
Stridebreaker
Stridebreaker
vs teams with no peel for the back line (e.g., Jhin + Karma): the active slow lets you keep an isolated carry inside R after they Flash out
Sundered Sky
Sundered Sky
when you keep dying inside your own R (e.g., vs Jinx, Ashe): the crit-heal on the first auto buys the seconds the arena costs you
Guardian Angel
Guardian Angel
when the enemy team focuses you the moment you press R: a free second life lets you commit deeper into the back line
Maw of Malmortius
Maw of Malmortius
vs heavy AP burst (e.g., Syndra + Brand): magic resist plus a lifeline shield keeps you alive long enough for Determination heal procs
Edge of Night
Edge of Night
vs single-target hard CC pickers (e.g., Morgana Q, Ashe R): the spell shield blocks one game-deciding ability mid-dash

Runes

Primary · Precision
Conqueror
KeystoneConqueror
Triumph
Triumph
Legend: Alacrity
Legend: Alacrity
Coup de Grace
Coup de Grace
Secondary · Resolve
Bone Plating
Bone Plating
Overgrowth
Overgrowth
Stat shards
Attack SpeedAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Precision primary: Conqueror stacks fast because Q triple-strike plus Determination third hits keep you swinging on the same target. Triumph refills HP on takedowns, Legend: Alacrity speeds your clear and Q animations, Coup de Grace pushes damage on low-HP carries inside R.

Why secondary

Resolve secondary: Bone Plating absorbs the first burst when you E into a fight, and Overgrowth scales free HP — both keep you in melee range long enough to land the third Q hit and the passive heal.

When to switch secondary

If the enemy team has multiple squishy carries and almost no peel (e.g., Jhin + Karma + Twisted Fate), swap Resolve secondary for Domination with Sudden Impact (20-80 true damage after E dash) and Treasure Hunter (gold per takedown) to snowball harder.

Win Condition

Stick W onto a back-line carry, E in with extended Challenged range, Q-knockup them, then R to isolate the 1v1 inside the arena so their team's damage cannot save them while Determination heals you back up.

Weakness

Once E is on cooldown you have no second gap-close and no escape. Self-peel kiters (e.g., Kindred R, Graves E) or hard CC that locks you mid-dash (e.g., Lillia R, Morgana Q) shut down your only commit.

Overview

Xin Zhao is a melee fighter built around one idea: isolate a carry inside the Crescent Guard (R) arena and burn them down 1v1 while Determination heals you between auto-attacks. His kit is short-range and honest — no stealth, no global ult, no double dash. What he has instead is a hard 1v1 isolation ult, a heal on every third hit, and a combo that chains so smoothly that even a beginner jungler can press the buttons in the right order.

The game plan is simple. Clear to level 3, look for an early gank on a side lane (Q + W + E is enough kill pressure on a target without Flash), then spend every skirmish hunting the squishiest carry you can reach. You are not a flank or splitpush bruiser — you are an early-game skirmisher who has to turn ganks into kills before the enemy ADC out-scales you around minute 20.

Recommended Build

Starting items: Gustwalker Hatchling Gustwalker Hatchling (450g) + 1 Health Potion (50g): that is the full 500 gold you start with, and the Refillable Potion Refillable Potion (150g) does not fit alongside the pet. Gustwalker is one of the three jungle companions: it grows as you clear camps and, once fully grown, grants Move Speed when you enter a brush, increased after killing a large monster. Buy the Refillable Potion on the first back: it gives you 2 reusable heals so you can ignore the Determination heal when it would slow your clear timer.

Core items (in order):

  1. Gustwalker Hatchling Gustwalker Hatchling — companion pet starter (450g). It grows as you hunt monsters at no extra gold cost and empowers your Smite. Once fully grown it gives a burst of movement speed when you enter a brush, and a bigger one after killing a large monster — exactly what you want on a melee skirmisher that walks to every gank.
  2. Voltaic Cyclosword Voltaic Cyclosword — your main AD spike. The Energized auto-attack deals a slice of the target's current health as bonus physical damage and hands you extra lethality for 4 seconds, so fire it right after E.
  3. Plated Steelcaps Plated Steelcaps — armor and auto-attack damage reduction. Default boots when you sit inside melee range of an ADC and eat basic attacks for several seconds.
  4. Black Cleaver Black Cleaver — 3000 gold for 45 attack damage, 400 HP and 20 ability haste, and it sits on top of the Voltaic Cyclosword you already bought: Carve strips 6% armor per hit up to five stacks, and the lethality you are carrying then bites into a smaller number. Q's three strikes and the autos Determination makes you throw between abilities take you to the cap in about two seconds. The haste comes off R, which is the cooldown that decides how many fights you get to pick.
  5. Death's Dance Death's Dance — turns a share of the damage you take into a slow bleed (damage spread over the next few seconds instead of all at once). Lets you all-in (full commit until kill) and walk out healthy.
  6. Sterak's Gage Sterak's Gage — HP, Tenacity, and a big shield when you take heavy damage. Keeps you alive in the 2 seconds after you press R so you can still cycle Q auto-attacks and trigger the passive heal.

Situational items:

  • Mercury's Treads Mercury's Treads — instead of Plated Steelcaps vs heavy crowd control or magic damage (Ahri, Lissandra, Brand). Tenacity reduces stun duration so you can chain W into E when they catch you first.
  • Stridebreaker Stridebreaker — vs teams with no peel for the back line (e.g., Jhin + Karma). The active slow keeps an isolated carry inside R after they burn Flash.
  • Sundered Sky Sundered Sky — 3100 gold for 40 attack damage and a heal that was cut once, in 26.16; 26.17 went after the attack damage instead, 5 of it. At 100 gold more than Black Cleaver for 5 AD less, it no longer earns a core slot ahead of it. It is the pick when the problem is surviving your own R rather than out-damaging it: the guaranteed crit lands on the third Q strike and heals you while the arena keeps you in melee range.
  • Guardian Angel Guardian Angel — when the enemy focuses you the moment you press R. A free second life lets you commit deeper.
  • Maw of Malmortius Maw of Malmortius — vs heavy AP burst (Syndra + Brand). Magic resist plus a lifeline shield keeps you alive long enough to proc the Determination heal.
  • Edge of Night Edge of Night — vs single-target hard CC pickers (Morgana Q, Ashe R). The spell shield blocks one game-deciding ability mid-dash.

Boots: Plated Steelcaps Plated Steelcaps by default; Mercury's Treads Mercury's Treads when crowd control matters more than auto-attack damage.

Skill order: Max Q first (lower cooldown means more third-hit knockups and faster jungle clear), W second (more slow uptime and stronger Challenge mark for the extended E range), E last. Take a point in R at levels 6, 11, 16.

Runes: Primary Precision with Conqueror, Triumph, Legend: Alacrity, Coup de Grace. Conqueror stacks fast because Q triple-strike and Determination third hits keep you swinging on the same target — by the time Sterak's pops you are at full stacks. Secondary Resolve with Bone Plating and Overgrowth for survivability when you dive into the back line.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions XinZhao beats

  • Squishy enchanter with no hard self-peel

    Crescent Guard R knocks Yuumi out of the arena and locks her ADC inside the 1v1. Yuumi has no body while detached from her ally, and You and Me! W cannot save her from R isolation. Her ADC dies in melee range with no shield uptime to peel the third Q knockup.

    Yuumi
  • Squishy enchanter with no hard self-peel

    Crescent Guard R knocks Soraka out of the arena and locks her ADC inside the 1v1. Astral Infusion W costs her a slice of her own max health every cast, leaving her vulnerable, and Wish R global cannot keep up with Xin Zhao's auto-attack rotation plus Determination passive heal.

    Soraka
  • Squishy enchanter with no hard self-peel

    Crescent Guard R knocks Seraphine out of the arena and locks her ADC inside the 1v1. Surround Sound W shield breaks fast under sustained autos, and Beat Drop E slow does not stop Audacious Charge mid-dash because the dash is uninterruptible.

    Seraphine
  • Immobile ADC with no dash

    Wind Becomes Lightning W slows Jhin while Audacious Charge E closes the gap from extended Challenged range. Captive Audience W traps are short-range zoning, not escape, and Curtain Call R roots Jhin in place at exactly the moment Xin Zhao R isolation lands.

    Jhin
  • Immobile ADC with no dash

    Wind Becomes Lightning W slows Caitlyn while Audacious Charge E closes the gap from extended Challenged range. 90 Caliber Net E is a single short-cooldown displacement that cannot escape the full Q triple-strike chain once Crescent Guard R isolates her.

    Caitlyn

Champions that beat XinZhao

  • Ranged duelist with self-peel and disengage

    Quickdraw E dashes Graves out of the arena and Smoke Screen W blinds Xin Zhao's Three Talon Strike autos so the third-hit knockup never lands. End of the Line Q chunks Xin through his Determination heal at extended range outside Audacious Charge.

    Graves
  • Long-range crowd control that locks you mid-dash

    Lilting Lullaby R puts Xin Zhao to sleep before he can press Audacious Charge, voiding the entire engage. Swirlseed E lobs a long-range slow that keeps him out of range, and Blooming Blows Q kite damage chunks him through Determination heal.

    Lillia
  • Long-range crowd control that locks you mid-dash

    Dark Binding Q roots Xin Zhao while he is charging in, stopping Wind Becomes Lightning plus E chain before it starts. Black Shield E protects Morgana's carry from his Q knockup CC, and Soul Shackles R chains AOE stun if Xin commits.

    Morgana
  • Ranged carry with on-demand peel or disengage

    Enchanted Crystal Arrow R stuns Xin Zhao out of his dash, interrupting Audacious Charge mid-air. Volley W kite-slows him through Frost Shot passive, and Hawkshot E scouts his jungle path to deny the gank approach before he reaches the lane.

    Ashe

Key matchups

  • Lee Sin: Mirror skirmisher. He out-duels you at level 2 with Sonic Wave + Resonating Strike (Q) and auto-attack trades. Avoid him until level 3 with Q maxed first; then your sustained DPS plus Determination heal beats his burst.
  • Kindred: Hard counter. Her Lamb's Respite (R) voids the killing blow inside Crescent Guard, which is the one ability your kit revolves around. Don't 1v1 her in the jungle after level 6 unless your R is up AND her R is down; play for tempo on opposite side of the map.
  • Graves: Long-range skirmisher. He out-trades you in the open with End of the Line (Q) + auto-attack reload, and Smoke Screen (W) blinds your Q autos so the third-hit knockup never lands. Wait for him to walk into a chokepoint where W + E closes the gap before he can dash.
  • Master Yi: Watch your R. Yi's Alpha Strike (Q) makes him untargetable for the duration — if he uses it the moment you press R, you arrive on a target you can't damage. Wait for him to spend Q on a wave or camp, then engage while it is on cooldown (18 to 20 seconds, shortened every time he lands a basic attack).
  • Vi: Mirror lock-on diver matchup. Her Cease and Desist (R) knocks you up before you can press W + E, and Vault Breaker (Q) stops you from kiting. Don't 1v1 her in the jungle without your laners; force fights only when her ult is on cooldown.

Power spikes & win conditions

  • Level 3 (after first full clear): First real gank window. With one point each in Q, W, E you can full-combo a target who oversteps without Flash. Crab fights are real — your Q knockup wins most contested Crabs.
  • Level 6: Crescent Guard online. Cross-map dives and turret dives become possible. If a side lane has prio (priority — you can leave without losing farm), W + E into the lane and press R the moment the laner steps up to follow.
  • Voltaic Cyclosword completion (~ minute 10-12): Big tempo flip. The Energized auto-attack adds a burst of current-health damage plus 4 seconds of bonus lethality right after E lands, which makes your kill pressure on an isolated target almost guaranteed.
  • Sterak's Gage online (~ minute 22-25): You become the engage tool that survives the first 2 seconds of a fight. This is when you start hunting for picks (eliminating an isolated enemy out of a teamfight) on the enemy ADC or mid laner around objectives.

Common mistakes

  • Pressing R on the closest target instead of the carry. R decides which 1v1 you fight inside the arena. Centered on the enemy tank, the squishy carry walks out of the circle untouched. Reposition so the carry is stuck inside.
  • Casting E off-cooldown without a W mark first. Audacious Charge gets extended range against Challenged targets. Pressing E before W lands shortens your gap-close — often the difference between reaching the carry and dying halfway there. Always W first, then E.
  • Engaging without your team in vision range. Xin Zhao's damage profile is "burn one target inside the arena while your team handles the rest". If your laners are 4 seconds away, you arrive, isolate, and die before anyone follows up. Wait for at least one teammate in Flash range of the fight.
  • Spamming Q on a creep wave. Q is your only crowd control before level 6. Wasting the empowered third hit on a minion means you walk into the next skirmish without the knockup that interrupts long channels (Veigar W, Anivia R).
  • Building full damage when behind. When you're 0/3 and not snowballing (snowball = stacking kills into more kills), Sterak's plus Black Cleaver keep you useful as engage. Going full lethality on a losing game just makes you a 2-shot dive bot that dies before reaching the carry.

Advanced tip

Use Flash + R as a reverse positioning tool. Most opponents read your engage as "W + E then R on the target you dashed to" and pre-position to escape that line. Walk past a juicy carry as if you're engaging someone else, then Flash sideways into them and press R the instant Flash ends. The arena drops on a target that thought they were safe, while the rest of their team ends up outside the circle and cannot damage you. Save Flash for this play instead of burning it as a basic gap-close.

Past patches

No previous versions available.

Related jungle guides