Default to W > E > Q with R on rank-up.
N/A
elementy / Procent zwycięstw / Popularność
N/A
26.9N/A
- Cena łączna
- 3,000
- Cena
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 2,800
- Cena
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
- Cena łączna
- 3,000
- Cena
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 2,700
- Cena
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Cena łączna
- 3,000
- Cena
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
N/Aelementy
- Cena łączna
- 3,000
- Cena
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
50.86%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.60%- Cena łączna
- 2,700
- Cena
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
52.08%- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
54.09%- Cena łączna
- 2,450
- Cena
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
47.39%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
50.00%- Cena łączna
- 2,800
- Cena
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
47.37%- Cena łączna
- 3,100
- Cena
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
51.79%- Cena łączna
- 2,900
- Cena
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
49.15%- Cena łączna
- 2,700
- Cena
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
55.18%- Cena łączna
- 3,200
- Cena
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
49.23%- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
47.38%N/A
- Cena łączna
- 900
- Cena
- 500
+350 Health
52.05%- Cena łączna
- 400
- Cena
- 400
+150 Health
52.05%- Cena łączna
- 250
- Cena
- 250
+5 Ability Haste
46.09%- Cena łączna
- 900
- Cena
- 500
+350 Health
56.37%- Cena łączna
- 400
- Cena
- 400
+150 Health
56.37%- Cena łączna
- 50
- Cena
- 50
Consume Restores +120 Health over 15 seconds.
56.37%N/A
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
N/Aelementy
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
55.20%- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
55.10%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.66%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
55.29%- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
53.97%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
52.03%- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
61.59%- Cena łączna
- 3,000
- Cena
- 850
+50 Attack Damage 15 Lethality +250 Health Annul Grants a Spell Shield that blocks the next enemy Ability.
52.52%- Cena łączna
- 3,000
- Cena
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
52.23%- Cena łączna
- 2,950
- Cena
- 900
+55 Attack Damage 18 Lethality +10 Ability Haste Eminence Gain temporary AD based on champion kills on kill.
55.77%- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
60.40%- Cena łączna
- 2,500
- Cena
- 625
+55 Attack Damage 15 Lethality Shield Reaver Damaging an enemy champion reduces Shields they gain by % for 3 seconds. If they were not already affected by Shield Reaver, reduce Shields on them by %.
44.74%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
54.22%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
54.22%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
54.61%- Cena łączna
- 250
- Cena
- 250
+5 Ability Haste
48.94%N/A
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
N/Aelementy
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
56.40%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
56.46%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.61%- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
55.82%- Cena łączna
- 3,200
- Cena
- 775
+400 Health 20% Tenacity The Claws that Catch Gain bonus Attack Damage. Lifeline Taking damage that would reduce your Health below 30% grants a decaying Shield for 4.5 seconds.
55.92%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
57.02%- Cena łączna
- 3,000
- Cena
- 225
+40 Attack Damage +400 Health +20 Ability Haste Carve Dealing physical damage to champions reduces their Armor by 6% for 6 seconds. (stacks 5 times). Fervor Dealing physical damage grants +20 Move Speed for 2 seconds.
55.33%- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
54.60%- Cena łączna
- 3,100
- Cena
- 750
+60 Attack Damage +15 Ability Haste +40 Magic Resist Lifeline Taking magic damage that would reduce your Health below 30% grants a magic damage Shield for 3 seconds and +10% Omnivamp until end of combat.
57.71%- Cena łączna
- 2,700
- Cena
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
54.49%- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
57.10%- Cena łączna
- 3,000
- Cena
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
50.44%N/A
- Cena łączna
- 250
- Cena
- 250
+5 Ability Haste
57.65%- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
52.56%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
52.56%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
57.32%N/A
- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
N/Aelementy
- Cena łączna
- 2,900
- Cena
- 625
+60 Attack Damage +15 Ability Haste Ever Rising Moon Hitting a champion with 2 separate Attacks or Abilities within 2 seconds grants you a Shield for 2 seconds.
51.74%- Cena łączna
- 3,200
- Cena
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
50.29%- Cena łączna
- 3,100
- Cena
- 500
+45 Attack Damage +400 Health +10 Ability Haste Lightshield Strike Your first Attack against a champion Critically Strikes and restores Health.
52.76%- Cena łączna
- 1,250
- Cena
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
50.49%- Cena łączna
- 1,200
- Cena
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
50.48%- Cena łączna
- 3,300
- Cena
- 275
+60 Attack Damage +50 Armor +15 Ability Haste Ignore Pain A percentage of damage taken is dealt to you over 3 seconds instead. Defy When a champion that you damaged within 3 seconds dies, cleanse Ignore Pain's remaining damage and restore Health over 2 seconds.
48.58%- Cena łączna
- 3,000
- Cena
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
52.79%- Cena łączna
- 2,700
- Cena
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
56.18%- Cena łączna
- 2,800
- Cena
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
56.76%- Cena łączna
- 3,300
- Cena
- 150
+65 Attack Damage +15 Ability Haste 12% Life Steal Cleave Attacks deal physical damage to nearby enemies. Ravenous Crescent Deal physical damage to enemies around you. Your Life Steal applies to this damage.
47.90%- Cena łączna
- 3,000
- Cena
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
45.30%- Cena łączna
- 1,100
- Cena
- 300
+25% Attack Speed +45 Move Speed
58.58%N/A
- Cena łączna
- 350
- Cena
- 350
+10 Attack Damage
46.13%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
46.13%- Cena łączna
- 250
- Cena
- 250
+5 Ability Haste
56.90%- Cena łączna
- 1,050
- Cena
- 100
+20 Attack Damage +10 Ability Haste
53.33%Ulepszenia
Ulepszenia / Procent zwycięstw
| Nazwa | Rzadkość | Tier | Pick rate | Gry | |
|---|---|---|---|---|---|
Wybierz Transmute: Prismatic, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 61.27% | 6.49% | 723 |
Wybierz Master of Duality, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 57.73% | 6.16% | 686 |
Wybierz Zealot, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 56.91% | 7.15% | 796 |
Wybierz Get Excited, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 56.69% | 4.50% | 501 |
Wybierz Slap Around, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 56.01% | 7.39% | 823 |
Wybierz Symphony of War, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 55.51% | 4.08% | 454 |
Wybierz Heavy Hitter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 54.70% | 5.35% | 596 |
Wybierz Celestial Body, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 54.47% | 4.12% | 459 |
Wybierz Scopier Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.34% | 8.60% | 958 |
Wybierz Deft, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 53.24% | 7.62% | 849 |
Wybierz Executioner, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 53.02% | 6.25% | 696 |
Wybierz Quest: Steel Your Heart, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.90% | 6.20% | 690 |
Wybierz Upgrade Hubris, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.59% | 6.42% | 715 |
Wybierz Mystic Punch, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 52.53% | 5.85% | 651 |
Wybierz Goliath, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 52.12% | 4.24% | 472 |
Wybierz Tank Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 52.09% | 7.09% | 789 |
Wybierz Goredrink, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T1 | 52.03% | 6.65% | 740 |
Wybierz Demon's Dance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.70% | 4.74% | 528 |
Wybierz Vampirism, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.65% | 12.00% | 1,336 |
Wybierz Marksmage, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.35% | 4.67% | 520 |
Wybierz Critical Healing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 51.15% | 8.22% | 915 |
Wybierz Twice Thrice, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.85% | 10.00% | 1,113 |
Wybierz Tap Dancer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 50.84% | 4.29% | 478 |
Wybierz Thread the Needle, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.84% | 3.76% | 419 |
Wybierz Shrink Engine, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.64% | 4.19% | 466 |
Wybierz Dropkick, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T1 | 50.26% | 5.24% | 583 |
Wybierz Upgrade Sheen, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.25% | 7.24% | 806 |
Wybierz Soul Eater, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.22% | 6.06% | 675 |
Wybierz Lightning Strikes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.20% | 9.00% | 1,002 |
Wybierz Perseverance, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.18% | 4.90% | 546 |
Wybierz Firebrand, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T1 | 50.00% | 3.79% | 422 |
Wybierz Phenomenal Evil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 63.29% | 1.86% | 207 |
Wybierz Ethereal Weapon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 59.66% | 2.09% | 233 |
Wybierz Frost Wraith, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 58.16% | 2.15% | 239 |
Wybierz Grandma's Chili Oil, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 57.61% | 2.18% | 243 |
Wybierz Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 57.46% | 2.05% | 228 |
Wybierz Light 'em Up!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 56.89% | 2.54% | 283 |
Wybierz Dual Wield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 56.74% | 3.47% | 386 |
Wybierz Transmute: Gold, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 56.73% | 3.40% | 379 |
Wybierz Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 56.34% | 1.91% | 213 |
Wybierz Red Envelopes, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 56.33% | 2.06% | 229 |
Wybierz Transmute: Chaos, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 55.98% | 2.33% | 259 |
Wybierz Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 55.95% | 3.32% | 370 |
Wybierz Weighted Popoffs, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 55.73% | 2.82% | 314 |
Wybierz Cerberus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 55.30% | 2.71% | 302 |
Wybierz Divine Intervention, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 55.05% | 1.78% | 198 |
Wybierz Nightstalking, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.72% | 1.90% | 212 |
Wybierz Snowball Roulette, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 54.50% | 1.80% | 200 |
Wybierz Gash, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.42% | 3.55% | 395 |
Wybierz Snowball Upgrade, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.31% | 2.17% | 242 |
Wybierz Self Destruct, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 53.16% | 2.42% | 269 |
Wybierz Jeweled Gauntlet, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 53.10% | 2.60% | 290 |
Wybierz Pinball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 53.09% | 2.18% | 243 |
Wybierz Mad Scientist, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 52.87% | 2.19% | 244 |
Wybierz Double Tap, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 52.47% | 2.00% | 223 |
Wybierz Erosion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.91% | 2.11% | 235 |
Wybierz Biggest Snowball Ever, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 51.81% | 1.73% | 193 |
Wybierz Upgrade Infinity Edge, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.79% | 1.75% | 195 |
Wybierz The Brutalizer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.74% | 3.35% | 373 |
Wybierz Donation, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 51.69% | 1.86% | 207 |
Wybierz Typhoon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 51.29% | 3.13% | 349 |
Wybierz Final Form, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 50.75% | 3.61% | 402 |
Wybierz It's Critical, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 50.59% | 2.27% | 253 |
Wybierz First-Aid Kit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 50.15% | 2.97% | 331 |
Wybierz Apex Inventor, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 49.75% | 1.81% | 201 |
Wybierz Infernal Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 49.60% | 2.25% | 250 |
Wybierz Upgrade Collector, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 49.56% | 2.05% | 228 |
Wybierz Scopiest Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 48.72% | 2.45% | 273 |
Wybierz Rabble Rousing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.71% | 3.48% | 388 |
Wybierz Soul Siphon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 48.45% | 2.61% | 291 |
Wybierz Bread And Cheese, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 47.47% | 1.78% | 198 |
Wybierz Giant Slayer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T2 | 46.82% | 1.98% | 220 |
Wybierz Speed Demon, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 45.92% | 2.09% | 233 |
Wybierz EscAPADe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 45.74% | 1.69% | 188 |
Wybierz Shrink Ray, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T2 | 45.67% | 3.01% | 335 |
Wybierz Scoped Weapons, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T2 | 43.09% | 3.25% | 362 |
Wybierz Pandora's Box, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 58.93% | 1.51% | 168 |
Wybierz Escape Plan, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 58.54% | 1.10% | 123 |
Wybierz Blunt Force, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 56.74% | 1.60% | 178 |
Wybierz Buff Buddies, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 56.69% | 1.14% | 127 |
Wybierz Clown College, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 56.69% | 1.14% | 127 |
Wybierz Stats on Stats on Stats!, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 55.88% | 1.22% | 136 |
Wybierz Ocean Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 55.64% | 1.19% | 133 |
Wybierz Protein Shake, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 55.17% | 1.04% | 116 |
Wybierz Vulnerability, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 55.07% | 1.24% | 138 |
Wybierz Dawnbringer's Resolve, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 54.76% | 1.51% | 168 |
Wybierz Infinite Recursion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 54.33% | 1.14% | 127 |
Wybierz Tank It Or Leave It, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 53.97% | 1.13% | 126 |
Wybierz Cheating, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 53.57% | 1.26% | 140 |
Wybierz Bread And Butter, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 53.10% | 1.30% | 145 |
Wybierz Dive Bomber, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 52.38% | 1.51% | 168 |
Wybierz Quest: Icathia's Fall, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.88% | 1.19% | 133 |
Wybierz Fan the Hammer, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.80% | 1.25% | 139 |
Wybierz Impassable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 51.59% | 1.13% | 126 |
Wybierz Swift and Safe, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 51.49% | 1.20% | 134 |
Wybierz Guilty Pleasure, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 51.41% | 1.59% | 177 |
Wybierz Slow Cooker, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 51.13% | 1.19% | 133 |
Wybierz Leg Day, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 50.82% | 1.10% | 122 |
Wybierz Growth Spurt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 50.60% | 1.51% | 168 |
Wybierz Mountain Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T3 | 49.70% | 1.48% | 165 |
Wybierz Holy Snowball, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 47.54% | 1.10% | 122 |
Wybierz Spiritual Purification, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 47.46% | 1.59% | 177 |
Wybierz Outlaw's Grit, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.79% | 0.98% | 109 |
Wybierz Bread And Jam, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.75% | 1.38% | 154 |
Wybierz Magic Missile, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T3 | 46.22% | 1.07% | 119 |
Wybierz Blade Waltz, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T3 | 45.52% | 1.30% | 145 |
Wybierz OK Boomerang, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 62.79% | 0.77% | 86 |
Wybierz Upgrade Thornmail, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 60.53% | 0.68% | 76 |
Wybierz Circle of Death, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 59.38% | 0.86% | 96 |
Wybierz From Beginning to End, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 58.24% | 0.82% | 91 |
Wybierz Holy Fire, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 57.58% | 0.89% | 99 |
Wybierz Adamant, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 56.99% | 0.84% | 93 |
Wybierz Veil of Warding, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 56.90% | 0.52% | 58 |
Wybierz Ultimate Awakening, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 56.41% | 0.70% | 78 |
Wybierz ADAPt, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 56.38% | 0.84% | 94 |
Wybierz Windspeaker's Blessing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 55.07% | 0.62% | 69 |
Wybierz Ultimate Unstoppable, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 53.92% | 0.92% | 102 |
Wybierz Upgrade Immolate, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 53.92% | 0.92% | 102 |
Wybierz Quest: Urf's Champion, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 53.66% | 0.74% | 82 |
Wybierz Mighty Shield, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 52.50% | 0.72% | 80 |
Wybierz King Me, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 52.27% | 0.79% | 88 |
Wybierz Hextech Soul, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 51.52% | 0.59% | 66 |
Wybierz Prom Queen, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 51.49% | 0.91% | 101 |
Wybierz Courage of the Colossus, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 51.06% | 0.84% | 94 |
Wybierz Upgrade Sword of Blossoming Dawn, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.94% | 0.95% | 106 |
Wybierz Dashing, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Pryzmatyczne | T4 | 50.88% | 0.51% | 57 |
Wybierz It's Killing Time, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Złote | T4 | 50.77% | 0.58% | 65 |
Wybierz Firefox, gdy efekt pasuje do profilu obrażeń, przeżywalności i roli w walce. Zobacz szczegóły ulepszenia | Srebrne | T4 | 50.65% | 0.69% | 77 |
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Xin Zhao Skill Combos
Extracted from the skill order guide
Move to W > Q > E only when the lobby guarantees melee uptime.
Normal order: W max first, E max second, Q max last, take R whenever available.
Xin Zhao Counters
Counters and threats extracted from the matchup guide
Counters
10Xin Zhao counters these champions in ARAM: Mayhem.
Read counter detailsXin Zhao Team Comp Highlights
Partner patterns extracted from the team comp guide
Orianna
Orianna turns Xin Zhao’s direct engage into a delivery system. He gives her a fast-moving frontliner who can enter the enemy formation, while she gives him shielding, follow-up control, and damage on the exact area where the fight is starting.
Lulu
Lulu covers Xin Zhao’s biggest weakness: getting bursted after he commits. Her shielding, speed, and emergency protection let him stay in melee long enough to finish a target instead of trading his life for a half-health carry.
Miss Fortune
Miss Fortune loves enemies who are knocked up, slowed, or forced to walk in predictable lines. Xin Zhao gives her that by starting fights in a straight, obvious pocket. His presence also discourages divers from freely crossing into her channel area.
Thresh
Thresh gives Xin Zhao both an entrance and an exit. That matters a lot in ARAM: Mayhem because the lane is direct, fights start fast, and a melee champion who cannot leave after committing often becomes free gold. Thresh also adds catch threat before Xin has to risk his own body.
Anivia
Anivia gives Xin Zhao the terrain and control he needs to make his melee threat stick. Her wall and zone damage limit escape paths, while Xin punishes anyone trapped on the wrong side. Together they turn the narrow lane into a series of bad choices for the enemy team.
Xin Zhao ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Role | Xin is usually a primary or secondary engage who looks for Snowball hits or flank angles to force one target to deal with him. | Xin becomes a repeat skirmish trigger who is stronger entering after enemies burn movement, crowd control, or defensive augments. | Treat Xin as a champion who wins the second half of the engage, not the first. |
| Snowball Discipline | Xin often treats Snowball as his best engage button, and going in on a carry or low-health target is usually reasonable. | Snowball is a question, not an answer. Taking the second cast can deliver you into stacked augments and instant peel with no follow-up. | Throw Snowball to force movement; take the second cast only when the landing is winning. |
| Ultimate Usage | Xin often presses ultimate after diving to buy time and survive long enough for his team to follow up on the engage. | Use R to split the fight and deny ranged follow-up, forcing enemies to reposition before they burst you or your team. | Press R to separate the enemy backline from their frontline, not just to survive. |
| Dash Targeting | Xin can often use his dash as soon as a target is marked or reachable, since direct engages are more likely to stick. | The first dash is easy to waste. Augments create sudden escapes and counter-engage, so diving the nearest tank often fails. | Do not dash onto the first visible champion; make them spend cooldowns first. |
| Tempo and Resets | Xin can sometimes die for a winning engage, reset items, and come back while the lane state remains manageable. | One bad dive can chain into turret pressure or repeated stagger deaths because teams re-engage faster after winning trades. | After a failed engage, stop forcing the next Snowball and wait for key ally cooldowns. |
Champion Analysis
Rola / Procent zwycięstw
Xin Zhao the Seneschal of Demacia is a melee fighter with explosive burst damage and excellent engage capabilities in Hextech Mayhem, functioning as a melee fighter-assassin. His passive, Three Talon Strike, causes every third basic attack to deal bonus damage and heal him, providing excellent sustainability. His Q, Three Talon Strike, is his core damage ability, delivering three rapid strikes with the third strike knocking up the target, which is extremely valuable for controlling key enemy champions. His W, Battle Cry, activates to grant attack speed and health regeneration, dramatically boosting his sustained combat ability. His E, Audacious Charge, is his core mobility tool, allowing him to dash to a target and slow them, enabling him to quickly reach the enemy backline. His ultimate, Crescent Guard, deals massive physical damage to nearby enemies while knocking back all enemies except Xin Zhao, effectively isolating the enemy backline by pushing away frontline tanks. This straightforward yet devastating kit makes Xin Zhao one of the most effective engage fighters in Hextech Mayhem, with his knock-up and ultimate providing critical crowd control and disruption that allow him to dive the backline and create chaos. His burst damage pattern relies on chaining his abilities to maximize the knock-up and follow up with sustained auto-attacks, while his healing and attack speed boosts from Battle Cry keep him in prolonged fights. The combination of a mobility gap-closer, a knock-up, and an isolation ultimate gives him a unique strategic value as a primary engage tool that can bypass frontliners and pressure carries, but he must commit fully once he uses Audacious Charge, making positioning and timing essential to avoid being kited or blown up before his sustain comes online.
Kluczowe porady
Blog poradników / N/A
Xin Zhao the Seneschal of Demacia excels at forcing fights that other champions would lose, acting as a guided missile in ARAM Mayhem. His goal is to isolate a high-value target and trap them in his circle, avoiding poke and committing fully once a clear path to the enemy backline opens. The combo is E – Audacious Charge to close the gap, then immediately W – Wind Becomes Lightning to slow and block incoming projectiles with the wind wall, which is his most valuable tool for deleting enemy spells when timed against a mage or marksman. Landing the third hit of Q – Three Talon Strike knocks up the target, buying time to finish or reposition. Narrow-lane spacing makes his ultimate, R – Crescent Guard, incredibly powerful because the enemy has limited room to escape. By dashing past frontline carries and hitting squishy damage dealers, then popping R, he creates a 1v1 or 1v2 scenario inside his circle while their team is swept away. Snowball timing is essential for closing gaps but should not be used to start a fight when enemy hard crowd control is ready. The best snowball use is reactionary—throwing it when a key ability is on cooldown, or using it to dodge high-impact enemy ultimates by snowballing a target behind them. Target priority is straightforward: make the enemy carry’s life miserable by sticking to squishy damage dealers first, then enchanters or supports that prolong fights, and only hitting tanks as a last resort since his damage falls off against armor and health. If diving is not viable, he flips to counter-engage and peeling for his own carries, using E on the diver, Q to knock up, and R defensively to shove the enemy engage away, creating a protective dome. Augment trigger windows dictate his aggression—if an augment grants healing or shielding on ability cast, spam W off cooldown; if extra damage on the third hit, stack attack speed to reach the knockup faster; and area-of-effect augments maximize value by engaging into the middle of the enemy team. Push and pull rhythm matters: avoid mindlessly pushing the wave. Instead, let the enemy wave push slightly toward your tower so they overextend, then run them down the long lane. After a kill, shove the wave to reset; after a teammate loss, farm safely under tower. Dive timing requires numbers advantage or critically low enemies—the ideal sequence is E onto target, Q for knockup, auto-attack, tank two tower shots, then R to sweep enemies away and drop tower aggro or create escape room, always having an exit plan via Snowball or Flash before committing. When behind, Xin Zhao becomes a disruption tool rather than a solo killer, focusing on fishing for picks with Snowball, building durability, and using R to isolate the fed enemy carry for his team to collapse, or punishing overextenders under his own tower while holding R for maximum displacement when multiple enemies are in melee range.
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N/A / Ulepszenia
Xin Zhao the Seneschal of Demacia operates on a tiered game plan that shifts with each level bracket. From levels 1 to 6, he positions beside the minion wave, staying off-center from carries to threaten enemies who step forward without overextending. His trading rhythm avoids spamming short trades; instead, he waits for a key enemy poke or crowd control spell, steps up, hits the nearest target, then retreats before the enemy team collapses. Early Snowball is a commitment tool, thrown only when the target is close enough for team follow-up or after the target has used escape, and never taken automatically if it lands on a tank with four carries behind. Augments should support how the lane actually plays, favoring engage tools if his team lacks them or follow-up damage if hard engage exists. Push the wave when his team has health and poke control to create Snowball angles; stall when backline is low or Snowball is down. When ahead, he controls the middle lane without diving under tower; when behind, he stops starting fights from max range and looks for counter-engage on overstepping enemies. Reaching level 6 with enough health sets up the next phase. From levels 7 to 11, Xin Zhao forces grouped fights only when his team can hit with him. He stands one step ahead of carries when engage is ready, or beside them against assassins. Mid game fights hinge on the first bad cooldown—missed hooks, wasted mobility, or a poke mage stepping forward after casting. He goes in hard on that window, then quickly decides whether to keep chasing or reset behind his team. Snowball becomes aggressive, thrown through minions when enemies line up to clear or at a carry who just used a dash. If it lands on a frontliner, he checks map state before taking it, using the frontliner as a bridge only if his team is stacked. Augment choices define his fight job: durability tools let him start fights and soak first response, mobility tools wait for damaged enemies to finish, damage tools angle toward carries after their peel is used. Push after a won trade or kill by standing where enemies must walk through him to clear. Stall if his team is losing health to poke, preserving health for a shorter all-in. When ahead, he chains pressure without forcing coinflip dives, threatening isolated carries and using his ultimate to protect his commit. When behind, he becomes an anti-dive champion, staying near the waveclear carry and punishing any diver immediately. Mid-game wins convert to structure pressure or health advantage, avoiding standing under tower taking free damage. At level 12 and beyond, Xin Zhao chooses his job before the fight starts. If his backline is stronger, he positions as a peel bruiser; if enemy backline is exposed, he stands in the second line and follows the first crowd control. He stops taking health-negative trades, using short forward steps to bait spells, then retreating until enemy cooldowns are down. Late Snowball can win or throw the game—he only takes a mark when the landing point is safe for follow-up, and often delays taking it until teammates are in range. Augments become fight rules: extended combat rewards staying on the nearest valuable target, burst entry rewards waiting until enemy protection is used. Push only when he can protect the wave and survive counter-engage; stall when waiting on respawns or key ultimates. When ahead, he closes with controlled pressure, zoning carries away from structures and turning immediately if the enemy hard engages.
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Procent zwycięstw / Popularność
Xin Zhao the Seneschal of Demacia plays differently depending on whether he is ahead or behind. When ahead, he should use the lead to force clean, repeatable fights, not highlight engages. He is strongest when the enemy team has to walk into him or answer him in a narrow lane. If his team has item, level, or health advantage, he stands near the front of the wave and makes the enemy choose between giving space or getting tagged by his engage pattern. The goal is to start fights on targets that cannot instantly punish him, win the first kill, then keep the fight short before his defensive tools and follow-up damage run out. Key triggers include an enemy carry stepping past their frontline or using a movement spell—take the engage immediately if the team is close enough to hit the same target. Another trigger is when the team has poke advantage and the enemy is stuck under tower; do not dive first just because he is fed, but hold the front edge and punish anyone who walks up to clear minions. If the enemy has one fed backline threat and weaker frontline, save the main commit for that threat instead of farming damage on tanks. If his ultimate or defensive peel tool is available and multiple enemies are looking to collapse, he can start a fight more confidently but only if the team can follow. After winning the first skirmish, chase only along the same line as teammates. Augments that protect a lead should prioritize movement and slow resistance if kited, defensive options against heavy burst if the enemy has burst, or reliability-enhancing augments if the team lacks engage follow-up. Avoid throws by not engaging into all five enemies when the wave is dead, not trading a shutdown for a support or low-value tank, not starting fights while the backline is not ready, and taking the safe reward first after winning a fight rather than chasing one more kill into enemy respawns. When behind, Xin Zhao must stop playing as the first champion through the door and become a counter-engage bruiser, bodyguard for carries, and finisher on enemies who have already spent key spells. Triggers change: he hits the frontline to protect damage dealers when the enemy frontline walks in before their carries, engages only after an enemy carry uses mobility forward or gets clipped by allied crowd control, stands slightly behind or beside the frontline to avoid free poke, attacks the closest champion with purpose when strong peel blocks backline access, and avoids taking maybe engages when the team is down members or low on health. Augments to recover should focus on defensive or sustain tools if he dies before his target drops, mobility or slow resistance for sticking after the first peel, utility to protect carries if the team lacks protection, or immediate burst survival tools against all-burst enemy compositions. Unrecoverable fights while behind include using Snowball into the backline unless the target is isolated, engaging just because his ultimate is ready, chasing low-health enemies through the whole team, or standing alone in front when the team needs to clear wave. The cleanest comeback pattern is to let the enemy overcommit, then turn fast and all hit the same target to reset the lane state and open a push. The big rule is that ahead Xin Zhao should create fights with discipline while behind Xin Zhao should answer fights with patience, and respecting that difference makes augment choices tools that solve real problems rather than excuses to coinflip.
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Bohaterowie / Rola
Xin Zhao the Seneschal of Demacia thrives in ARAM: Mayhem when he can stay connected to a target and keep his passive, Determination, active. This passive periodically grants extra damage and self-healing as long as he lands attacks, turning messy brawls into sustained fights where his durability outlasts other divers. The key is treating the passive as a sustain engine: hitting minions, summons, or a frontliner before the real engage keeps his rhythm going, and entering a fight with healing available makes his first trade much harder to punish. However, the passive only matters when attacks connect. If blinds, kiting, displacements, or forced target swaps occur, Xin Zhao loses a large part of his durability. Picking targets trapped by allied crowd control or overstepping near the lane center ensures he can keep hitting for a short window. His Q, Three Talon Strike, empowers his next basic attacks and knocks the target up on the final hit, providing reliable single-target lockdown once he is in range. Activating Q too early during approach warns enemies, so it is best used upon arrival with E, after Snowball, or when a teammate has already slowed or rooted the target. The knock-up is crucial; losing it to a flash, dash, or peel makes him much easier to kite. W, Wind Becomes Lightning, is his main ranged poke and engage signal, giving him something useful to do before committing. It can test whether a target can be engaged, and landing it opens a safe follow-up with E. Using W after an ally slow or stun greatly increases reliability. Missing W should discourage forcing the same play. E, Audacious Charge, is the decisive button that decides whether Xin Zhao looks unstoppable or gets punished. It should never be used carelessly; the best targets are already slowed, marked by team pressure, trapped near the side, or missing key mobility. Sometimes dashing to a frontline unit places him close enough to threaten W or Q while staying inside allied follow-up range. R, Crescent Guard, shapes fights by creating a defensive zone that helps him survive against enemies outside his immediate duel. It is a spacing tool used after committing to a target and when the enemy backline is about to punish. The best Xin Zhao players swap between diving and peeling based on who overcommits first, never ulting so deep that his carries cannot benefit from the space created. Wasting any ability is costly, but wasting E or R is the most punishing because Xin Zhao then lacks a clean exit or protection, leaving him stranded in poke range without his core tools.
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Xin Zhao is simple to start, but easy to throw with. Most bad games follow the same pattern: you enter first, miss the important hit, lose your target, and have no clean way out. In ARAM: Mayhem, fights are faster and punish windows shorter, so every engage needs a clear target, a reason to commit, and a recovery plan if the first hit fails. Mechanical mistakes include dashing in before your knock-up pattern is ready, which leaves you kited and your team unable to follow. Start fights when you can chain dash into autos and the knock-up threat immediately, especially against a carry already slowed or forced forward. If you entered too early, stop chasing and turn onto the closest enemy you can reliably hit, using durability and ultimate defensively. Throwing your long poke at max range with no setup and then engaging as if it landed is another common error. Aim it after an ally slow, a Snowball connect, or when the enemy walks through a narrow angle. If you miss, do not force the dash anyway. Cancelling or delaying autos while casting everything at once loses knock-up timing and damage; keep the rhythm simple by autoing consistently and weaving abilities without breaking the chase. Using ultimate only as a late panic button after you are already surrounded and low loses position and team follow-up. Use it to cut off ranged damage, isolate a priority target, or buy time for allies. If you held it too long, use the ultimate to create the safest retreat angle toward allied damage and health packs. Chasing a low-health enemy through the entire team after your dash lands often trades your life for nothing; once the carry escapes, turn and clean the nearest target. Taking Snowball every time it connects without checking the landing spot delivers you into layered crowd control; treat it as an option, not a command, and if you land badly, use the shortest path back through your team. Standing still after engage because you are focused only on autoing draws skill shots and crowd control; stutter-step around the target, moving slightly between hits. If you eat a control chain, wait out the punish instead of mashing forward. Ignoring target facing and terrain when lining up your thrust or dash angle pushes you into awkward space; engage from angles that keep the enemy between you and your team. Decision mistakes include starting every fight just because Xin Zhao can reach someone, pulling your team in without cooldowns or position. Engage only when an enemy carry steps past the front line, an ally crowd control lands, key disengage is used, or your team is grouped. If you started a bad fight, switch to buy-time mode. Diving the backline while your own backline is being jumped leaves both carries dead; check enemy engage champions and stand closer to your damage dealers if they have divers. Building or augmenting only for damage when your team needs a first body leaves you too fragile; match your setup to the lobby and play second wave if your early choices made you too fragile. Engaging into obvious anti-dive zones because the target looks low results in lost control; bait one piece of crowd control first. Fighting when your team is split across the lane or collecting resources creates a good engage only you can see; look at ally spacing before going. Treating the enemy tank as untouchable and always forcing past them burns mobility and exposes you; hit the front line when that is the only safe target.
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Xin Zhao
Is Xin Zhao a good pick in ARAM: Mayhem? Yes, if your team needs someone who can start fights and actually commit to them. Pick him when you have follow-up damage or crowd control behind you, then force short, violent fights before poke teams can reset. The tradeoff is simple: if you dive alone or too early, you give the enemy a clean punish window. What is Xin Zhao trying to do in most fights? Xin Zhao wants to mark a target, get onto them, and stay close long enough to make their backline panic. Look for carries who step past their frontline or waste a mobility tool, then dash in and force them to choose between running or fighting you. If you cannot reach a valuable target, hit the nearest enemy safely instead of wandering in the open. Should I engage first or wait for someone else? Engage first when the enemy team is spread out, your allies are in range, and you can reach a priority target without crossing every hostile spell. Wait when the enemy has obvious peel ready or your team is still clearing the wave. Xin Zhao is strong at starting scrappy fights, but he is not strong when he becomes the only visible target.
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