Stargazer Xayah
Primary
Tier
B
Required

Econ

Item

Combat
Flex +2
Flex
Formula
Example
Main ▾
Main
Level 8
Level 8 - 4 Stargazer
5 Stargazer
Emblem - The Boar
The Mountain
Lvl8
1
Lvl8
1
Lvl9
1
Lvl9
1
Lvl9
1
Traits
Traits
1
Eradicator
1
1
Redeemer
1
3
Sniper
2 > 3 > 4
3
Meeple
3 > 5 > 7 > 10
3
Stargazer
3 > 5 > 7 > 8 > 9 > 10
2
Bastion
2 > 4 > 6
2
Conduit
2 > 3 > 4 > 5
2
Dark Star
2 > 4 > 6 > 9
2
Vanguard
2 > 4 > 6
1
1
3
3
3
2
2
2
2
Comp Variations
Flex
Rhaast
Lvl8
Level 8
Lvl
Lvl8
Level 8 - 4 Stargazer
Lvl
Lvl9
5 Stargazer
Lvl9
Emblem - The Boar
Lvl9
The Mountain
Tips & Tricks
- In Patch 17.2, all Stargazer Constellations are playable except The Medallion. The Mountain on 2-1 is the best. The Huntress is the worst of the playable Stargazers, with Boar and Serpent looking strong.
- With Stargazer Emblem and the Boar, you can reach 6 Stargazer without losing much unit quality
- There are two main approaches to Xayah: 1) Play around Meeple, which becomes a lot better with Bard; or 2) Play around Vertical Stargazer, which is better with The Mountain, The Boar, or The Serpent.
Strong Conditions
+4 Tier Conditions B → OP
+3 Tier Conditions B → S+
+1 Tier Conditions B → A
Economy Strategy
Fast 8
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. "Stable" changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven't 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can't afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.
P
XayahP
Nunu & WillumpS
JhinStargazer
Sniper
Xayah
4
N/A HP
Default
▼
Flex +6
Best-in-Slot
Alt Build 1
Alt Build 2
Stargazer
Vanguard
Nunu & Willump
4
N/A HP
Default
▼
Flex +1
Flex +4
Flex +2
Best-in-Slot
Dark Star
Eradicator
Sniper
Jhin
5
N/A HP
Default
▼
Flex +3
Patch Changes
default Ability
Previous
Patch 17.2
Active: Fire a blast at the current target that deals 165/250/380/645 (
) physical damage. Every 8 takedowns, gain a drone that deals 8/12/18/30 (
) physical damage to the current target on cast.
(Total Takedowns: )
(Total Takedowns: )
Active: Fire a blast at the current target that deals 174/261/397/674 (
) physical damage. Every 8 takedowns, gain a drone that deals 8/12/18/30 (
) physical damage to the current target on cast.
(Total Takedowns: )
(Total Takedowns: )
hero Ability
Previous
Patch 17.2
Summon a large Meep, then blast them towards the target dealing 365/548/913/1391 (

) physical damage to the first target hit. If this kills, the Meep ricochets to the closest enemy dealing the overkill damage.
Meep Bonus: Increase the Meep's size and damage by 30% (
)
Meep Bonus: Increase the Meep's size and damage by 30% (
Summon a large Meep, then blast them towards the target dealing 385/578/963/1641 (

) physical damage to the first target hit. If this kills, the Meep ricochets to the closest enemy dealing the overkill damage.
Meep Bonus: Increase the Meep's size and damage by 30% (
)
Meep Bonus: Increase the Meep's size and damage by 30% (
NERF
Attack Speed0.800.75
default Ability
Previous
Patch 17.2
Stab the target, causing them to bleed for 520/780/1225/2085 (
) physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes.
Stab the target, causing them to bleed for 490/735/1135/1930 (
) physical damage over 18 seconds. After the attack, leap to the highest percent Health enemy within 3 hexes.
default Ability
Previous
Patch 17.2
Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245/370/570/935 (
) physical damage, reduced by 75% per hit.
Meep Bonus: 2 (
) Meeps attack alongside Gnar, dealing 10/16/23/31 (
) physical damage per second.
Meep Bonus: 2 (
Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245/370/605/935 (
) physical damage, reduced by 75% per hit.
Meep Bonus: 2 (
) Meeps attack alongside Gnar, dealing 10/16/23/31 (
) physical damage per second.
Meep Bonus: 2 (
default Ability
Previous
Patch 17.2
Enter a defensive stance for 3 seconds, reducing incoming damage by 15/25/35/45 (
) and gaining 400/500/675/850 (
) Shield. When the stance ends, strike all nearby enemies, dealing 68/104/153/261 (
) magic damage and Stunning them for 1/1.25/1.5/1.75 second(s).
Enter a defensive stance for 3 seconds, reducing incoming damage by 15/25/35/45 (
) and gaining 400/500/625/850 (
) Shield. When the stance ends, strike all nearby enemies, dealing 68/104/153/261 (
) magic damage and Stunning them for 1/1.25/1.5/1.75 second(s).
hero Ability
Previous
Patch 17.2
Passive: Deal 20/30/45/75 (
) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.
Active: Gain 150/180/225/270 (
) Shield. Increase the damage of the aura to 50/75/115/195 (
) magic damage for the next 4 seconds.
Active: Gain 150/180/225/270 (
Passive: Deal 20/30/45/75 (
) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.
Active: Gain 175/200/250/300 (
) Shield. Increase the damage of the aura to 50/75/115/195 (
) magic damage for the next 4 seconds.
Active: Gain 175/200/250/300 (
BUFF
Max Mana6055
alt8 Ability
Previous
Patch 17.2
Passive: Gain a different secondary effect each game based on the Stargazer constellation.
Active: Call down coins from the sky, dealing 160/240/400 (
) magic damage to 3 nearby enemies, and every 6 casts drops 1/3/6 gold. (Casts Remaining: )
(Total Gold Gained: )
Active: Call down coins from the sky, dealing 160/240/400 (
(Total Gold Gained: )
Passive: Gain a different secondary effect each game based on the Stargazer constellation.
Active: Call down coins from the sky, dealing 160/240/400 (
) magic damage to 3 nearby enemies, and every 6 casts drops 1/3/5 gold. (Casts Remaining: )
(Total Gold Gained: )
Active: Call down coins from the sky, dealing 160/240/400 (
(Total Gold Gained: )
default Ability
Previous
Patch 17.2
Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal 33/49/304 (
) physical damage with a 20% Lucky chance of firing a mega missile that deals 115/171/1064 (
) instead.
Meep Bonus: Every 6.5 (
) seconds, launch an Explosive Meep at the target, dealing 120/180/900 (
) physical damage in a one hex radius on impact.
Lucky: Check twice and take the better outcome.
Meep Bonus: Every 6.5 (
Lucky: Check twice and take the better outcome.
Strafe to a nearby position, unleashing 21 missiles split between the target and all enemies within two hexes. Missiles deal 35/51/304 (
) physical damage with a 20% Lucky chance of firing a mega missile that deals 122/178/1064 (
) instead.
Meep Bonus: Every 6.5 (
) seconds, launch an Explosive Meep at the target, dealing 120/180/900 (
) physical damage in a one hex radius on impact.
Lucky: Check twice and take the better outcome.
Meep Bonus: Every 6.5 (
Lucky: Check twice and take the better outcome.
NERF
Max Mana145155
default Ability
Previous
Patch 17.2
Gain 475/575/2000 (
) Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120/180/2000 (
) magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100/150/2000 (
) magic damage. All enemies hit by the astrolabe are knocked up for 1.75/2/8 seconds.
Gain 475/575/2000 (
) Shield for 4 seconds. Summon an astrolabe to crash down on a nearby hex, dealing 120/180/2000 (
) magic damage to enemies within 2 hexes. Then, push the astrolabe towards the end of the board, dealing 100/150/2000 (
) magic damage. All enemies hit by the astrolabe are knocked up for 1.5/1.75/8 seconds.
default Ability
Previous
Patch 17.2
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 54/81/960 (
) physical damage each.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 54/81/960 (
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
) physical damage each.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
default Ability
Previous
Patch 17.2
Passive: Jhin has a fixed attack speed of 0.9/0.9/1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage.
Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 42/63/688 (
) physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit.
Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 42/63/688 (
Passive: Jhin has a fixed attack speed of 0.9/0.9/1.4 and converts every 1% of bonus Attack Speed into 0.75 bonus Attack Damage.
Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 45/68/688 (
) physical damage per shot. The final shots deal 244% more damage and pierce through the most enemies in a line, dealing 44% reduced damage per target hit.
Active: Summon 4 spectral hands that fire alongside Jhin for the next 4 attacks. Each hand deals 45/68/688 (
default Ability
Previous
Patch 17.2
Passive: On cast, attacks gain 40/60/777 (
) stacking bonus magic damage. Starting from the third cast, gain true damage instead.
Active: Gain 321/473/3767 (
) Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50/50/999% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds.
Active: Gain 321/473/3767 (
Passive: On cast, attacks gain 40/60/777 (
) stacking bonus magic damage. Starting from the third cast, gain true damage instead.
Active: Gain 321/473/3767 (
) Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50/50/99% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds.
Active: Gain 321/473/3767 (
default Ability
Patch 17.2
Patch 17.2b
Passive: On cast, attacks gain 40/60/777 (
) stacking bonus magic damage. Starting from the third cast, gain true damage instead.
Active: Gain 321/473/3767 (
) Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50/50/99% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds.
Active: Gain 321/473/3767 (
Passive: On cast, attacks gain 45/75/777 (
) stacking bonus magic damage. Starting from the third cast, gain true damage instead.
Active: Gain 380/574/4039 (
) Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50/50/99% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds.
Active: Gain 380/574/4039 (
Previous
Patch 17.2
Attacks deal 4% of the holder's max Health plus 8% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
Attacks deal 4% of the holder's max Health plus 6% of their Attack Damage as bonus physical damage to the target and adjacent enemies.
Previous
Patch 17.2
You cannot perform actions for the next 3 rounds. Afterwards, gain 20 gold.
You cannot perform actions for the next 3 rounds. Afterwards, gain 17 gold.
Previous
Patch 17.2
After you earn 50 gold in interest, gain 30 gold. Your max interest is increased to 7. Gain 4 gold now.
Gold earned:
Gold earned:
After you earn 50 gold in interest, gain 25 gold. Your max interest is increased to 7. Gain 4 gold now.
Gold earned:
Gold earned:
Previous
Patch 17.2
(2) When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).
(3) AND Allies gain 25% Attack Speed.
(4) AND Timebreakers gain an additional 40% Attack Speed
Rerolls on Loss: 1
XP on Win: 2
(3) AND Allies gain 25% Attack Speed.
(4) AND Timebreakers gain an additional 40% Attack Speed
Rerolls on Loss: 1
XP on Win: 2
(2) Allies gain 15% Attack Speed.
(3) AND When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).
(4) AND Timebreakers gain an additional 50% Attack Speed
Rerolls on Loss: 1
XP on Win: 2
(3) AND When you lose, gain free rerolls. When you win, store XP in a Temporal Core (scales with stage).
(4) AND Timebreakers gain an additional 50% Attack Speed
Rerolls on Loss: 1
XP on Win: 2
NERF
Base AD40/60/90/12035/53/79/105
default Ability
Patch 17.2
PBE
Passive: For every 1% missing Health, gain 2/2/2.5/2.5% (
) Attack Speed
Active: Deal 130/195/320/550 (
) physical damage to the target, increased by 50% if they're a tank.
Active: Deal 130/195/320/550 (
Passive: For every 1% missing Health, gain 2/2/2.5/2.5% (
) Attack Speed
Active: Deal 120/180/285/485 (
) physical damage to the target, increased by 50% if they're a tank.
Active: Deal 120/180/285/485 (
default Ability
Patch 17.2
PBE
Draw a card with a value between 1 and 9 by Lucky chance, then throw it at the target. Based on the card drawn, deal between 190/285/430/730 (
) and 380/570/860/1460 (
) magic damage. Overkill damage bounces to the nearest enemy.
3-Star Bonus: If a 9 is thrown, generate 1 gold.
Lucky: Check twice and take the better outcome.
3-Star Bonus: If a 9 is thrown, generate 1 gold.
Lucky: Check twice and take the better outcome.
Draw a card with a value between 1 and 9 by Lucky chance, then throw it at the target. Based on the card drawn, deal between 180/270/405/690 (
) and 360/540/810/1380 (
) magic damage. Overkill damage bounces to the nearest enemy.
3-Star Bonus: If a 9 is thrown, generate 1 gold.
Lucky: Check twice and take the better outcome.
3-Star Bonus: If a 9 is thrown, generate 1 gold.
Lucky: Check twice and take the better outcome.
default Ability
Patch 17.2
PBE
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 23/35/52/89 (
) physical damage each.
Unleash a flurry of 12 (
) slashes at the current target over 2 seconds, dealing 21/32/48/81 (
) physical damage each.
BUFF
Base AD45/68/101/13550/75/113/150
default Ability
Patch 17.2
PBE
Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245/370/605/935 (
) physical damage, reduced by 75% per hit.
Meep Bonus: 2 (
) Meeps attack alongside Gnar, dealing 10/16/23/31 (
) physical damage per second.
Meep Bonus: 2 (
Passive: Every 5th attack, launch a returning boomerang at the target that travels two hexes past the first enemy it hits. It deals 245/370/605/935 (
) physical damage, reduced by 75% per hit.
Meep Bonus: 2 (
) Meeps attack alongside Gnar, dealing 12/17/26/35 (
) physical damage per second.
Meep Bonus: 2 (
default Ability
Patch 17.2
PBE
Enter a defensive stance for 3 seconds, reducing incoming damage by 15/25/35/45 (
) and gaining 400/500/625/850 (
) Shield. When the stance ends, strike all nearby enemies, dealing 68/104/153/261 (
) magic damage and Stunning them for 1/1.25/1.5/1.75 second(s).
Enter a defensive stance for 3 seconds, reducing incoming damage by 15/20/25/30 (
) and gaining 400/450/500/600 (
) Shield. When the stance ends, strike all nearby enemies, dealing 68/104/153/261 (
) magic damage and Stunning them for 1/1.25/1.5/1.75 second(s).
hero Ability
Patch 17.2
PBE
Passive: Attacks deal 45/70/105/180 (
) bonus magic damage.
Active: Bash the target dealing 155/230/375/640 (
) magic damage and granting 15/15/20/15% stacking Attack Speed and Movement Speed for the rest of combat.
Active: Bash the target dealing 155/230/375/640 (
Passive: Attacks deal 45/70/105/180 (
) bonus magic damage.
Active: Bash the target dealing 170/250/450/765 (
) magic damage and granting 15/15/20/15% stacking Attack Speed and Movement Speed for the rest of combat.
Active: Bash the target dealing 170/250/450/765 (
default Ability
Patch 17.2
PBE
Gain 300/375/500/650 (
) Shield. Each second for the next 4 seconds, gain 75/90/105/120 (
) more Shield and deal 45/70/100/170 (
) magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
Gain 300/375/500/650 (
) Shield. Each second for the next 6 seconds, gain 75/90/105/120 (
) more Shield and deal 45/70/100/170 (
) magic damage to adjacent enemies. When this ability ends, consume the remaining Shield and heal for 40% of its value.
hero Ability
Patch 17.2
PBE
Passive: Deal 20/30/45/75 (
) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.
Active: Gain 175/200/250/300 (
) Shield. Increase the damage of the aura to 50/75/115/195 (
) magic damage for the next 4 seconds.
Active: Gain 175/200/250/300 (
Passive: Deal 20/30/45/75 (
) magic damage in a one hex radius each second. This aura grows one hex every 6 seconds.
Active: Gain 175/200/400/550 (
) Shield. Increase the damage of the aura to 65/100/175/280 (
) magic damage for the next 6 seconds.
Active: Gain 175/200/400/550 (
alt3 Ability
Patch 17.2
PBE
Passive: Gain a different secondary effect each game based on the Stargazer constellation.
Active: Call down flasks from the sky, dealing 150/225/375 (
) magic damage to 3 nearby enemies, and removing 5/7/10 Magic Resistance from enemies within 1 hex of each of them.
Active: Call down flasks from the sky, dealing 150/225/375 (
Passive: Gain a different secondary effect each game based on the Stargazer constellation.
Active: Call down flasks from the sky, dealing 140/210/335 (
) magic damage to 3 nearby enemies, and removing 4/6/8 Magic Resistance from enemies within 1 hex of each of them.
Active: Call down flasks from the sky, dealing 140/210/335 (
default Ability
Patch 17.2
PBE
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
Active: Gain 100/150/500 (
) Shield for 3 seconds, then breath fire in a cone dealing 180/270/430 (
) magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
Active: Gain 100/150/500 (
Passive: On combat start, forge a temporary completed item. If 3 items are already equipped, a random completed item becomes Radiant this combat instead.
Active: Gain 125/200/500 (
) Shield for 3 seconds, then breath fire in a cone dealing 180/270/430 (
) magic damage. After any Shield on Ornn expires, Ornn enters The Groove for 3 seconds.
Active: Gain 125/200/500 (
BUFF
Max Mana155145
BUFF
Base AD50/75/11352/78/117
default Ability
Patch 17.2
PBE
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
) physical damage each.
Active: Gain 75% Attack Speed for 4 seconds. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
Passive: Attacks bounce to strike 3/3/5 times, dealing 60/60/30% reduced damage per target hit and leaving a Feather behind the final target.
Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
) physical damage each. Xayah's current target takes 14/21/200 (
) additional physical damage per feather.
Active: Gain 75% Attack Speed for the next 6 attacks. At the end, recall all Feathers split between the closest 3 enemies, dealing 51/77/960 (
default Ability
Patch 17.2
PBE
Summon a flying saucer over the current target that lasts 4 seconds. Each second it deals 220/330/3000 (
) magic damage to the target, plus 135/205/1500 (
) magic damage split between all enemies within 1 hex. The saucer deals 30% increased damage to Tanks.
If an enemy under the UFO dies, Bard has a 15/20/100% chance to abduct them and create a 1-star copy on your bench.
Meep bonus: On combat start, grant the nearest 2 (
) Meeple allies an additional Meep.
Friends abducted:
If an enemy under the UFO dies, Bard has a 15/20/100% chance to abduct them and create a 1-star copy on your bench.
Meep bonus: On combat start, grant the nearest 2 (
Friends abducted:
Summon a flying saucer over the current target that lasts 5 seconds. Each second it deals 220/330/3000 (
) magic damage to the target, plus 135/205/1500 (
) magic damage split between all enemies within 1 hex. The saucer deals 30% increased damage to Tanks.
If an enemy under the UFO dies, Bard has a 15/20/100% chance to abduct them and create a 1-star copy on your bench.
Meep bonus: On combat start, grant the nearest 2 (
) Meeple allies an additional Meep.
Friends abducted:
If an enemy under the UFO dies, Bard has a 15/20/100% chance to abduct them and create a 1-star copy on your bench.
Meep bonus: On combat start, grant the nearest 2 (
Friends abducted:
BUFF
Health1200/2160/38881300/2340/4212
default Ability
Patch 17.2
PBE
Passive: On cast, attacks gain 45/75/777 (
) stacking bonus magic damage. Starting from the third cast, gain true damage instead.
Active: Gain 380/574/4039 (
) Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50/50/99% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds.
Active: Gain 380/574/4039 (
Passive: On cast, attacks gain 33/53/819 (
) stacking bonus magic damage. Starting from the third cast, gain true damage instead.
Active: Gain 395/601/4088 (
) Shield for 3 seconds, then slice open a rift on the largest group of champions dealing the Passive's bonus damage to all enemies within. Enemies have their Attack Speed slowed by 50/50/99% while allies within gain 80/80/999% Attack Speed, both rapidly decaying over 3 seconds.
Active: Gain 395/601/4088 (
Patch 17.2
PBE
At 60% Health, briefly become untargetable, shed negative effects, and heal 30% missing health.
At 60% Health, briefly become untargetable, shed negative effects, and heal 20% missing health.
Patch 17.2
PBE
(2) Dark Stars create a black hole that consumes enemies at 8% max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(2) Dark Stars create a black hole that consumes enemies at % max health.
(4) AND they gain 45%
.
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
(4) AND they gain 45%
(6) AND the strongest Dark Star unit goes supermassive, gaining 85% effectiveness from Dark Star, and creates 2 minor Black Holes.
(9) All Dark Stars are supermassive. At level 10, CONSUME EVERYONE.
17.2b▾
17.2b
17.2
17.1b
17.1
Tip changed from The best Stargazer Constellations for Xayah are "The Boar" and "The Serpent". "The Altar" is acceptable, but weaker. Don't play on other Constellations. Hover (touch on mobile) over the Stargazer trait and click on the numbers to see the different constellations for Stargazer on the website. → In Patch 17.2, all Stargazer Constellations are playable except The Medallion. The Mountain on 2-1 is the best. The Huntress is the worst of the playable Stargazers, with Boar and Serpent looking strong.
Tip changed from While The Mountain is one of the cooler versions of Stargazer, it is currently not performing as well as the aforementioned constellations. A variation with the Mountain is shown anyway. → There are two main approaches to Xayah: 1) Play around Meeple, which becomes a lot better with Bard; or 2) Play around Vertical Stargazer, which is better with The Mountain, The Boar, or The Serpent.
Removed Tip: There are two main approaches to Xayah: 1) Play around Meeple, which becomes a lot better with Bard; or 2) Play around Vertical Stargazer, which is better with The Boar or Serpent. Generally the Meeple version is performing best currently.
Board added (Variation: 5 Stargazer)
Added
Board removed (Variation: Meeple Version)
Removed
Board changed (Variation: Level 8)
Before
After
Board changed
Before
After
Board added (Variation: Level 8 - 4 Stargazer)
Added
Flex +5
Flex +6
Tip changed from The best Stargazer Constellations for Xayah are "The Boar" and "The Serpent". Hover (touch on mobile) over the Stargazer trait and click on the numbers to see the different constellations for Stargazer on the website. → The best Stargazer Constellations for Xayah are "The Boar" and "The Serpent". "The Altar" is acceptable, but weaker. Don't play on other Constellations. Hover (touch on mobile) over the Stargazer trait and click on the numbers to see the different constellations for Stargazer on the website.
Tip changed from The Xayah boards are not solved because she wasn't strong during PBE. She got buffed in the A-patch (launch patch), so it will take some time to figure out the best way to play her. → There are two main approaches to Xayah: 1) Play around Meeple, which becomes a lot better with Bard; or 2) Play around Vertical Stargazer, which is better with The Boar or Serpent. Generally the Meeple version is performing best currently.
Removed
Death's Defiance with tier modifier +1
Board changed
Before
After
Board changed (Variation: Emblem - The Boar)
Before
After
Board changed (Variation: The Mountain)
Before
After
Removed
Slammin' with tier modifier +1
Removed
Slammin'+ with tier modifier +1
Formula
Flex +2
Flex
Example
Formula
Example
is battle bunny still bis?
i think echoing batblades as good as battle bunny crossbow
batblades maybe like S. not same tier as battle bunny crossbow
i keep playing battle bunny crossbow xayah and i cannot top 4, im a challenger player and i dont know what im doing wrong help
after cashout and roll down for Xayah 2 star + any tank that’s when you are the strongest in the lobby, can flex in a Fiora to recover HP and econ to 9, then transit to a Graves exodia board, Xayah could fall off later and Jhin do nothing. to the point that opponents are too tanky that take Xayah so long to clear, could lose to quick burst comp like Kaisa Fizz or Viktor something like that. Graves uses crossbow way better than Xayah, like he active it almost every single hit (but unit not always available and of course, need time to invest)
Who is the Deaths Defiance for? Or is it a mistake?
It was auto synced from my database because of Riven, but since Riven is not even in the main comp variation now, I removed it.
Wanted to share a Xayah Corki composition I thought of and got the chance to play. I still think Riven is viable as a duo-carry, but I like the frontline you get from this version and how the items transition when you reach level 9. https://tftflow.com/team-builder/130c7c6c