Meta, tier list & top-player builds from the China server · live
赵信 · 德邦总管 Fighter A
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 23 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 Xin Zhao: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Xin Zhao players, captured in-game.
📖 How to play Xin ZhaoCounted on 24 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.
23 of the top 30 players have a public match history; the others keep theirs private.




























































































The toughest lane matchups for Xin Zhao on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Rammus counters Xin Zhao: Basic attacks against taunting armor: your spear thrusts drum on an instrument that plays for him.
How to play Xin Zhao into Rammus: Out-gank him and never meet him in duels. Your R excludes him from the fights HE wants: use it as a door.
→ RammusWhy Warwick counters Xin Zhao: Sustain against your 3-hit burst: if the third strike does not finish, his regeneration reopens everything.
How to play Xin Zhao into Warwick: Engage with the first-hit advantage (E plus W). Your R shuts his allies out: isolate the duel and win it fast.
→ WarwickWhy Lee Sin counters Xin Zhao: Early versus early: his kicks are more versatile, your knock-up more reliable. The river decides.
How to play Xin Zhao into Lee Sin: Scuttle fights ONLY at full level 3. Your R cancels his insec: hold it for when he flies at your carries.
→ Lee SinWhy Kindred counters Xin Zhao: Her hops deny your third strike, but your R can lock her in with you or shove her out of the fight.
How to play Xin Zhao into Kindred: E on her spent hop, R to exclude her peel. Invade the marks near your camps: that is where she errs.
→ KindredWhy Viego counters Xin Zhao: A skirmish duel: your early knock-up against his possession chains in chaotic fights.
How to play Xin Zhao into Viego: Kill him FIRST in 2v2s: no corpses, no chain. Your R denies his reset if it shuts him out of the fight.
→ ViegoThe champions Xin Zhao works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Your whole damage pattern depends on landing all three Three Talon Strike (Q) autos: the long-range Shadow Dash (E) taunt holds the target still for every one of them. And Stand United (R) is the fallback your page says you do not have.
Brittle from Bellows Breath (W) stretches the next piece of crowd control by 30%, so the knock-up on the third Three Talon Strike (Q) hit holds longer and adds max-health damage on top. From level 7 Living Forge (P) also lets you shop without recalling.
Crescent Guard (R) knocks everyone back except the target marked by Wind Becomes Lightning (W), leaving a 1v1 in the middle of a teamfight, and Noxian Guillotine (R) is the execute that ends it. Apprehend (E) drags back anyone trying to leave.
Your page says enemy healing undoes your whole trade: with Insanity Potion (R) up, Poison Trail (Q) applies grievous wounds and that healing stops. And Mega Adhesive (W) pins the mobile targets that step out of Audacious Charge (E) range.
It works in one order only: Unstoppable Force (R) first, then you dive the airborne group with Audacious Charge (E). Fire Crescent Guard (R) after him and you scatter the exact enemies he had just stacked into one spot.
Your page tells you to dive past the frontline, and that an interrupted all-in leaves you exposed with nothing: Hero's Entrance (R) lands on you with a shield and a knock-up. The Shield of Durand (W) taunt holds the target through all three autos.
Your page says that past Audacious Charge (E) base range mobile targets simply leave: Wither (W) is point-and-click and cuts movement and attack speed for so long that nobody walks out of your three autos any more.
Your page says your jungle pathing is easy to read and it costs you counter-ganks: Destiny (R) shows you where everyone is before you move. And the Gold Card from Pick a Card (W) stuns for 1.25 seconds, which is exactly your three autos.
Black Shield (E) put on you before the dive eats the crowd control that, as your page says, leaves you exposed with nothing left. And the 2-second Dark Binding (Q) root is more than enough time to land the whole auto chain.
The third hit of Three Talon Strike (Q) is a guaranteed knock-up, and the cooldown refunds hand you another every few seconds: for Last Breath (R) that is a standing invitation. It needs coordination, though, and here he sits at a 48% win rate.
He owns no dash and no blink, so anyone who reaches him kills him. Crescent Guard (R) knocks every diver off and blocks incoming ranged damage, the two ways he dies, while he keeps firing with Bio-Arcane Barrage (W) active.
Frost Shot (P) slows on every hit and keeps the target inside your three-auto chain. Enchanted Crystal Arrow (R) catches the one you cannot reach: your page says you have no gap closer at all beyond Audacious Charge (E).
One tag from Wind Becomes Lightning (W) is enough for Deadly Flourish (W) to become a real root, and from there all three autos land. And Curtain Call (R) finishes from range the single enemy Crescent Guard (R) left standing next to you.
Your page says enemy healing wipes out your trade: Hail of Arrows (E) slows and applies grievous wounds over the exact patch of ground where you are finishing. Chain of Corruption (R) roots whoever was about to leave your range.
He is the one marksman who does not need Crescent Guard (R): Arcane Shift (E) gets him out alone, so the defensive half of your kit goes unused. What is left is Mystic Shot (Q) poke keeping a lane low enough to be worth ganking.
Concussive Blows (P) needs four hits between him and an ally, and Three Talon Strike (Q) delivers three in a row by itself: the stun lands almost every time, and your third hit already knocks them up. Unbreakable (E) covers the way out.
Tidecaller's Blessing (E) loads an ally's next few attacks with bonus damage and a slow, and Three Talon Strike (Q) fires three of them in a row: nobody spends that buff better than you. Aqua Prison (Q) meanwhile holds the target still.
Beat Drop (E) only slows on a clean hit, but it roots a target that is already slowed, and both Wind Becomes Lightning (W) and Audacious Charge (E) slow. With you her E is always a root, and Encore (R) then closes on the group.
Death Sentence (Q) drags and stuns for 1.5 seconds, exactly the window you need to land all three autos. And once you have dived their backline and Crescent Guard (R) is already spent, the Dark Passage (W) lantern is the way out.
Battle Dance (E) is the only shield that can reach you after you have dived past the frontline, and your page says you are squishy until your items land. But giving it to you leaves the ADC alone, so it pays only when your marksman can hold his own.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 50.41% | 10.19% | 1.78% | #10 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | A | 50.52% | 10.17% | 1.84% | #10 / 40 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 50.61% | 9.65% | 1.72% | #7 / 42 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Jungle | S | 50.63% | 9.87% | 1.64% | #5 / 41 |
Xin Zhao, Demacia's Seneschal, is a Fighter who wins fights before the enemy team can react. His kit revolves around basic-attack resets and a guaranteed knock-up, dealing mostly physical damage — only Audacious Charge hits for magic — so in Wild Rift he's built around jumping a single target, chaining empowered autos, and forcing a decisive skirmish rather than trading damage over time. Most often played in the jungle, he rewards players who like fast, all-in fights and clean combo execution over long, patient lane play.
Skill order: Q > W > E
Clear efficiently using Q's bonus damage and cooldown refund, then start looking for ganks as soon as you hit level 3 — the guaranteed knock-up turns close races into free kills. Path toward lanes that pushed or that lack hard CC, dash in with E, chain your empowered autos, and disengage if the third hit doesn't land or kill; Xin Zhao loses extended trades before his items come online. Avoid over-committing before level 5 against lanes with strong disengage or sustain, since there's no follow-up tool if the burst gets neutralized.
From mid-game on, your job is to find the single most important target — an exposed carry or key pick — rather than soak damage in the frontline. Tag that target with Wind Becomes Lightning or a basic attack to Challenge them, then use Audacious Charge's boosted range to flank and burst them down while your team follows up. Crescent Guard is flexible: use it offensively to scatter the rest of the enemy team off your target, or defensively to block ranged damage and buy time when your own team gets caught out. Positioning matters more than raw stats here — Xin Zhao wants to dive past the frontline, not fight through it.