Meta, tier list & top-player builds from the China server · live
霞 · 逆羽 Marksman B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 16 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Xayah: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Xayah players, captured in-game.
📖 How to play XayahCounted on 18 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
16 of the top 30 players have a public match history; the others keep theirs private.
































































The toughest lane matchups for Xayah on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Zeri counters Xayah: Your feathers love stationary targets and she never is one: your AoE root chasing a lightning bolt.
How to play Xayah into Zeri: Win the lane, where the early is yours: feathers on every trade and root on her wall-jump entries. Late game play counter-engage with your R.
→ ZeriWhy Caitlyn counters Xayah: Range and traps keep your feathers short: you harvest less than you sow.
How to play Xayah into Caitlyn: Trade only inside the wave: feathers on minions are free. R her escape net: in the mutual standstill, you win.
→ CaitlynWhy Samira counters Xayah: Her dash chaos against your invulnerability R: you are one of the few ADCs who can cancel her signature moment.
How to play Xayah into Samira: R EXACTLY on her R: learn the sound. Root right after with feathers on the ground: from there the fight is yours.
→ SamiraWhy Ezreal counters Xayah: Feathers garrison the ground, the blink vaults it: your root only punishes greedy blinks.
How to play Xayah into Ezreal: Sow BEFORE trading: three feathers down change the math. Root the instant his E touches ground.
→ EzrealWhy Vayne counters Xayah: Feathers versus Tumble: your AoE root against her third hit. Even early, she grows taller late.
How to play Xayah into Vayne: Root the Tumble: sown well, she always lands in the fan. Close the fight while ahead: do not gift her the 25 minutes.
→ VayneThe champions Xayah works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Unstoppable Force (R) knocks the group up and leaves them clumped: all three feathers land on the same target and Bladecaller (E) recalls them before anyone can move. Meanwhile Clean Cuts (P) has you piercing the whole line.
When Featherstorm (R) is on cooldown you have neither a shield nor a dash, and your own card says so: Stand United (R) shields you from anywhere on the map and Shadow Dash (E) taunts the diver before he ever reaches you.
Brittle from Bellows Breath (W) adds 30% to any crowd control: the 1.25-second root from Bladecaller (E) becomes long enough for a full Deadly Plumage (W) rotation. And Searing Charge (E) holds them still while you seed feathers.
Fate Sealed (R) knocks up an entire line and leaves it packed together: your Clean Cuts (P) attacks pierce through all of them at once and the feathers drop on people who can't move. Bladecaller (E) roots them again as it ends.
Situational but targeted: The Show Stopper (R) rips an isolated carry out and slams them into your team - exactly the mobile target that usually escapes the feather recall. It only counts if Sett arrives from his own lane in time.
Curse of the Sad Mummy (R) is a 1.5-second AoE stun: all three feathers plant on the same target, and Bladecaller (E) recalls them right as the stun is running out, so the lockdown never actually breaks.
Mobile champions slip out of the feather recall path, and that is the weakness written in your own card: Cease and Desist (R) cannot be dodged or interrupted, so the enemy carry lands stationary right in front of you.
Infinite Duress (R) suppresses for a full second: no dashes, no escapes, exactly the time to plant three feathers on a carry and recall them with Bladecaller (E) while she is still locked in place.
Powerball (Q) cancelled into Soaring Slam (R) lands in the middle of their team and shoves them out of position: while they're watching him, you seed feathers from the side and Bladecaller (E) recalls them through the whole group.
Snowball Barrage (E) roots whoever just landed from Biggest Snowball Ever! (W), and Absolute Zero (R) keeps them there slowed: those are the seconds when you seed feathers across a whole group instead of one target.
Command: Shockwave (R) yanks them into a single spot: your Clean Cuts (P) attacks pierce the pile and three feathers on one target become trivial. Meanwhile Command: Protect (E) shields you, and you own no shield of your own.
Your card says you depend on your team to create space: Hero's Entrance (R) makes it from across the map, with a shield on you and a knock-up on whoever was diving. Justice Punch (E) does the same thing in miniature, every skirmish.
It works both ways: Nevermove (E) roots and drags enemies toward the middle, where your feathers find all of them; and Vision of Empire (W) deals 50% more damage to anyone already rooted - that is, anyone Bladecaller (E) just caught.
Seismic Shove (W) pushes the target across the Unraveled Earth (E) field and the stun that comes out of it is a long one: that's the window where you plant all three feathers and then recall them with Bladecaller (E) unhurried.
Ring of Frost (W) roots the whole group around her: that's the condition where three feathers land on one target with no guesswork. And Frozen Tomb (R) freezes the diver in the fights where Featherstorm (R) isn't up yet.
The one dedicated bond in the game: Battle Dance (E) reaches you from far beyond its normal range, on a shorter cooldown and with a 25% bigger shield than on anyone else. And Grand Entrance (W) into The Quickness (R) is the two seconds three feathers need.
Death Sentence (Q) drags the target in and stuns for 1.5 seconds: not even a mobile champion gets out of the Bladecaller (E) path any more. And the Dark Passage (W) lantern is the escape you otherwise only have with Featherstorm (R).
Dark Binding (Q) is a 2-second single-target root: your declared weakness is that mobile champions leave the recall, and out of that root nobody leaves. Black Shield (E) blanks the hook that would take you out of the game.
Zenith Blade (E) roots and Shield of Daybreak (Q) stuns right after: one of the longest single-target chains in the game, which is all the time the third feather needs to land. Solar Flare (R) repeats it on a whole group.
Caitlyn is the lane that punishes you before you have feathers on the ground: Unbreakable (E) intercepts the projectiles aimed at you. And the attack speed from Deadly Plumage (W) stacks Concussive Blows (P) to four marks in seconds.
Situational, and he's a C tier sitting under a 49% win rate: Depth Charge (R) is targeted and undodgeable, so it hands you exactly the carry that usually escapes the feather recall. Beyond that one hook, though, he gives you little.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | B | 50.74% | 3.8% | 0.15% | #10 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | B | 50.48% | 3.79% | 0.15% | #10 / 20 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | B | 50.24% | 4.08% | 0.17% | #14 / 22 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Duo (ADC) | B | 49.94% | 4.99% | 0.1% | #15 / 22 |
Xayah is a Marksman in Wild Rift built entirely around feathers: every ability she casts empowers her next basic attacks to pierce through the whole enemy line and drop a recallable feather on the ground. She's a pure physical-damage hyper-carry - huge output but fragile and light on utility for her team - so she wins by controlling space and picking her moments rather than peeling for anyone else. Her signature Bladecaller root turns careful feather placement into a guaranteed lockdown, making her one of the scariest marksmen once she has room to kite and a few core items online.
Skill order: E > Q > W (max R whenever it's available)
Early on, use Double Daggers to poke and seed feathers, then look for trades she can follow with Bladecaller - even two feathers landing is a solid trade, and three is a free root. Wave clear is mediocre before level 5 since Q's damage decays hard past the first target, so it's usually better to prioritize farm over forcing all-ins. She has no reliable escape before Featherstorm, so respect jungle pressure and play closer to minions until she hits her level 5 power spike.
From the mid game on, Xayah wants to sit at max range and let Clean Cuts' empowered autos do the work, only stepping forward to plant feathers when it's safe. In team fights, look for a flank or a moment when the enemy front line is occupied, seed feathers on the priority target - usually their own carry or whoever is out of position - and finish with Bladecaller once three feathers connect. Save Featherstorm as her out, either to dodge a dive or ultimate or to reposition mid-fight, rather than burning it just to engage, since it's her only source of mobility. Rushing Navori Quickblades shortens Bladecaller's cooldown so she can re-root sooner in longer fights.