Open Builder
Comp Image
Guild Xayah
Primary
AD Icon
Tier
A
Required
Icon 9Icon 72
Traits
Trait BackgroundGuild IconDragon Icon
7
Guild
1 > 2 > 3 > 4 > 5 > 6 > 7 > 8
Trait BackgroundBard Icon
1
Bard
1
Trait BackgroundRagewing IconDragon Icon
4
Ragewing
2 > 4 > 6 > 8
Trait BackgroundDragon Icon
2
Dragon
1 > 2 > 3 > 4 > 5 > 6
Trait BackgroundShapeshifter Icon
2
Shapeshifter
2 > 4
Trait BackgroundSwiftshot Icon
2
Swiftshot
2 > 3 > 4 > 5
Trait BackgroundCavalier Icon
1
Cavalier
2 > 3 > 4 > 5 > 6
Trait BackgroundMystic Icon
1
Mystic
2 > 3 > 4 > 5
Zippy Sejuani Shyvana Jayce Xayah Twitch Bard
Trait BackgroundGuild IconDragon Icon
7
Trait BackgroundBard Icon
1
Trait BackgroundRagewing IconDragon Icon
4
Trait BackgroundDragon Icon
2
Trait BackgroundShapeshifter Icon
2
Trait BackgroundSwiftshot Icon
2
Trait BackgroundCavalier Icon
1
Trait BackgroundMystic Icon
1
Tips & Tricks
  • This version of Xayah is more consistent than Ragewing because it is much less reliant on hitting Shyvana, making it easier to play as a fast 8 comp
  • Jayce can flexibly hold AP melee carry items or tank items
  • Guild Emblem typically goes onto Xayah, but can also place on Shyvana / Hecarim if you have a surplus of AD backline items
Strong Conditions
+2 Tier Conditions AS+
Radiant Kraken's FuryRadiant Kraken’s Fury
Radiant RefactorRadiant Refactor
+1 Tier Conditions AS
FlickerbladesFlickerblades
Guild EmblemGuild Emblem
Radiant Giant SlayerRadiant Giant Slayer
Sniper's FocusSniper’s Focus
Openers
Guild
EzrealEzreal
SejuaniSejuani
TwitchTwitch
ZippyZippy
Trait BackgroundGuild Icon
3
Trait BackgroundSwiftshot Icon
2
Trait BackgroundDragon Icon
1
Xayah Xayah
Jayce Jayce
Zippy Zippy
Ragewing Icon
Ragewing
Swiftshot Icon
Swiftshot
Xayah Cost Icon 4
750 HP
0 / 60
Current
TFT_Item_GuinsoosRageblade
TFT_Item_RunaansHurricane
TFT_Item_MadredsBloodrazor
Best-in-Slot
TFT5_Item_RunaansHurricaneRadiant
TFT_Item_GuinsoosRageblade
TFT_Item_MadredsBloodrazor
Alt Build 1
TFT7_Item_GuildEmblemItem
TFT_Item_GuinsoosRageblade
TFT_Item_RunaansHurricane
Alt Build 2
TFT9_Item_OrnnHorizonFocus
TFT_Item_GuinsoosRageblade
TFT_Item_RunaansHurricane
Alt Build 3
TFT_Item_Artifact_NavoriFlickerblades
TFT_Item_GuinsoosRageblade
TFT_Item_RunaansHurricane
Alt Build 4
TFT5_Item_GiantSlayerRadiant
TFT_Item_GuinsoosRageblade
TFT_Item_RunaansHurricane
Alt Build 5
TFT_Item_GuardianAngel
TFT_Item_GuinsoosRageblade
TFT_Item_RunaansHurricane
Ability Icon Feathers FLY!
Range Icon 3 Hex
For 4 seconds, attacks leave a feather behind the target and 2/2/4 nearby enemies.

At the end of this duration, recall all feathers, dealing 23/33/100 (scaleAD IconscaleAP Icon) physical damage per feather to enemies struck.
Guild Icon
Guild
Shapeshifter Icon
Shapeshifter
Jayce Cost Icon 4
1000 HP
0 / 50
Current
TFT_Item_Crownguard
TFT_Item_WarmogsArmor
TFT_Item_GargoyleStoneplate
Alt Build 1
TFT_Item_Bloodthirster
TFT_Item_JeweledGauntlet
TFT_Item_UnstableConcoction
Ability Icon Mercurial Justice
Range Icon 3 Hex
Transform into melee form, dealing 300/400/1500 (scaleAP Icon) magic damage to the current target and nearby enemies. Replace this Ability with Mercurial Judgement and gain 40 Armor and Magic Resist for the rest of combat.

Mercurial Judgement: Deal 400/550/2000 (scaleAP Icon) magic damage and 225/275/1200 (scaleAP Icon) bonus magic damage to nearby enemies. Then, heal for 100/150/500 (scaleAP Icon) health and an additional 20% per enemy struck.

Dragon Icon
Dragon
Guild Icon
Guild
Zippy Cost Icon 3
800 HP
0 / 50
Current
TFT_Item_Bloodthirster
TFT_Item_SteraksGage
TFT_Item_TitansResolve
Alt Build 1
TFT_Item_UnstableConcoction
TFT_Item_TitansResolve
TFT_Item_InfinityEdge
Ability Icon Somersault Assault
Range Icon 1 Hex
Gain 375/450/650 (scaleAP Icon) Shield for 2 seconds and deal 340/540/1050 (scaleAD Icon) physical damage to the highest percent health enemy, Stunning and knocking them back slightly.
Economy Strategy
  1. Level to 4 if you have upgrades and a good item to place on one of those upgrades.
  2. Level to 5, unless on 3 loss streak.
  3. Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
  4. 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.
  5. Level to 7 if you can stay above 30g, otherwise stay level 6.
  6. Level to 7.
  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.
  8. 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.
  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.
  10. 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.
  11. 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.
  12. 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.
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