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Choose Champion Build:
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Xerath AP Mid-lane
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VS. Caster Mages
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VS. Burst Mages
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VS. Assassin
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VS. AD-Mid
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Xerath AP Support
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VS. Dominant Opponents
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VS. Passive Opponents
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With Immobile ADC
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With Mobile ADC
Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Threats & Synergies
LeBlanc
She is your greatest counter. With her 'w', she can reach you in teamfights with ease, burst you down and get out as quickly as she reached you before the fight even starts. Also, she can easily dodge your ultimate. Her passive, which gives her invisibility for a few seconds if she gets low, doesn't help either. Farm and try not to die. push her in early on, as she can't farm well under her turret, but stay at a safe enough distance so you don't get caught by her chains. Never go into the jungle alone, as she will pick you off and kill you. Stay behind your tanks and save your 'e' for when she goes in on you. If you're lucky enough to predict her movements and hit the stun or get a Zhonya's off, you have a small chance of surviving. Other than that you can only farm and pray that she gets exploded quickly.



Even though










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Pros
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+Safe to play +3 AOE-spells +Great scaling +Powerful poke +Good mana-sustain +Awesome dance-spam |
![]() ![]() ![]() |
Cons
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+Low mobility +Mediocre early-game +Prone to burst +No reliable hard CC +Abilities hard to land |
Even though ![]() ![]() |

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Abilities


Every 12 seconds, Xerath's next basic attack will restore 30 / 33 / 36 / 42 / 48 / 54 / 63 / 72 / 81 / 90 / 102 / 114 / 126 / 138 / 150 / 165 / 180 / 195 mana.
The amount of mana restored is doubled if the attack target is a champion.
COOLDOWN 12 seconds
COST 0
RANGE 525 (Auto-Attack)
This passive is fantastic, especially in the laning phase. When used properly, you'll never run out of mana, allowing you to keep poking and shoving enemies in without having to go back. However, With great power comes great responsibility, as walking up too far for your proc can very well mean your death.
This is a passive, so you're not allowed to put any points into this ability.
TIPS
- Auto-Attacking an enemy with your passive up, will proc it and grant you double the mana you would have gotten otherwise.
- In teamfights, you shouldn't try and auto-attack enemies, except for when their tank is in your face. You shouldn't even be close enough to, as you're supposed to be way back.

Fires a long-range beam of energy, dealing magic damage to all targets hit.
First cast:Xerath charges Arcanopulse, gradually decreasing his Movement Speed by 50% over the next 1.5 seconds, while increasing the spell's range.
Second cast:Xerath fires Arcanopulse, dealing 80/120/160/200/240 (+75% Ability Power) magic damage to all enemies in a line. While charging Arcanopulse, Xerath cannot attack or cast other spells. If Xerath does not fire the spell, half the Mana cost is refunded.
COOLDOWN 9 / 8 / 7 / 6 / 5 seconds
COST 80 / 90 / 100 / 110 / 120 mana
RANGE 750 - 1400
WIDTH 100
This is your main ability. It gives you the absurd amount of range and poke you are known for. Hitting it can be quite difficult, as the enemy can see your casting animation, but once you get used to the enemie's movements, you can shred their healthbar with ease.
This ability has the second maxing-priority, directly after your ultimate

TIPS
- Try casting this ability when you are out of sight. This way the enemy can't see your casting-animation, which makes this ability easier to hit.
- Try smartcasting this ablilty. It eases the aiming and allows for smoother poking while last-hitting.
- Using the ability, but not casting it a second time, refunds some mana. This is useful for scaring off the enemy to deny him cs, while not wasting all your mana.
- You are able to flash after you have cast this ability once, which can close the gap between you and your target just enough for you to be able to hit him.
- This ability has a minimum range. So, when being chased, casting this ability two times shortly after one another slows you down minimally, but still alows you to dish out the damage.

Calls down a barrage of arcane energy, slowing and dealing magic damage to all enemies in an area. Targets in the middle receive additional damage and a stronger slow.
Xerath calls down a blast of arcane energy after a 0.5 second delay, dealing 60/90/120/150/180 (+60% Ability Power) magic damage to all enemies within the target area, slowing them by 25% in a target 200-radius area for 2.5 seconds. Enemies in the center of the blast take 90 / 135 / 180 / 225 / 270 (+91% Ability Power) magic damage and are slowed by 60/65/70/75/80%. This slow rapidly decays to 25%.
COOLDOWN 14 / 13 / 12 / 11 / 10 seconds
COST 70 / 80 / 90 / 100 / 110 mana
RANGE 1100
This is an amazing ability. It is a circle which deals more damage in the centre of the circle. Next to this, it gives a nice slow and has a huge range. Good for finishing off low-hp creeps and scaring off enemies.
This ability has the third maxing-priority, directly after



TIPS
- Use this ability to set yourself up. It's easier for you to hit a target with your stun when they are slowed by this ability. Similarly, having enemies stunned makes it easier to land this ability.
- This ability works better when smartcasted. It allows for quicker reaction times and more precise placement.
- This ability gives vision when used. So if you want to know if that
LeBlanc is camping in a brush, just use your 'w' on it to find out without dying.

Deals magic damage to an enemy and stuns them.
Xerath fires an orb of raw magic. The first enemy hit takes 80/110/140/170/200 (+45% Ability Power) magic damage and is stunned for between 0.5 and 2 seconds. The stun duration increases based on traveled distance.
COOLDOWN 13 / 12.5 / 12 / 11.5 / 11 seconds
COST 60 / 65 / 70 / 75 / 80 mana
RANGE 1050
This is the one spell which can save you from potentially bad situations. It is a skillshot though, so landing it could be difficult. Smartcasting here is a choice of preference, but personally I use it smartcasted for quicker reactions.
This ability has the fourth and last maxing-priority, as all your other abilities give you more scaling and thus late game damage. However, if you feel like you are going to need your


TIPS
- Make sure you are using this ability at the right time. You don't have any other hard CC or gap closer (except for your flash), so use it wisely.
- You can use this ability to set yourself up and make hitting your other abilities way easier.
- Combining your
Shocking Orb with your
Rite of the Arcane, can make sure you land the first two Arcabe Barrages, without the enemy being able to do anything about it.

Xerath immobilizes himself and gains three shots of a long-range attack.
Xerath ascends to his true form, becoming rooted in place and gaining 3 / 4 / 5 Arcane Barrages, each with a 0.8 static cooldown. This magic artillery deals 200 / 240 / 280 (+43% Ability Power) magic damage to all enemies hit (maximum 600 / 960 / 1400 base) single target damage. The root ends after 10 seconds, when all shots have been fired or when manually deactivated by issuing a move command. If Xerath does not fire off a single Arcane Barrage, half of the cooldown of Rite of the Arcane is refunded.
COOLDOWN 130 / 115 / 100 seconds
COST 100 mana
RANGE 3520 / 4840 / 6160
This is your ultimate, the ability that gives you kills on enemies without even having to be close to them. Using it on a low-hp target secures the kill for your team (Or steals it, but that doesn't matter cause you're the mid-laner :3). Next to using it on players, it can also be used to steal objectives and buffs.
This ability has your first maxing-priority, as it gives you the biggest powerspikes. As soon as you're allowed to level-up your ult (levels 6, 11 and 16), you should do so.
TIPS
- You should definitely smartcast this ability. You can get a surprise attack and have a higher chance at hitting your first shot.
- A shot gives some vision, so if you barely miss someone, you'll know and get another shot.
- Using your
Farsight Alteration befor sniping someone in the fog of war, will give you vision of your enemy, massively increasing the chances of you hitting your ult.
- Always walk away a bit before using this ability to a place where you are safe. If your ultimate gets disrupted by any form of cc, it will go on full cooldown, so make sure to prevent this!
- Your ult doesn't have a casting time, so it can be used immediately after you've stunned someone with your 'e'.

Combo's


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Runes Mid
- I pick 9x
Greater Seal of Health. These can be swapped out for any other form of defensive rune, mostly depending on the enemy. However, if you don't know who you're going to face or don't have enough rune pages to cover every situation, picking health as an all-rounder is recommended. I do advise you to include some defence in your runes, as you don't want to get stomped before you even reach the 20-minute mark.
- 9x
Greater Mark of Magic Penetration. These marks allow you to deal more damage throughout all stages of the game. There's no other option here. Some like running
Greater Mark of Precision and like to AA a lot in the laning-phase, but you spend more time casting spells, so I'm not a huge fan of those.
- The scaling AP glyphs give you more AP in the late game, which allows you to hit harder than with regular AP glyphs. You can switch them up and put some regular AP combined with scaling if you are going for an earlier finish or expect to need the ap in the early to mid-game, however you should always have some of both in your build, not either or.
- I put 2 flat AP quints and 1 scaling AP quint in my build. The same goes here as with the scaling AP glyphs. You can swap these out for scaling AP if you expect a long game, however, this is the most balanced and provides you a lot of damage throughout all stages of the game.
Runes Support
- The 9x
Greater Mark of Magic Penetration make sure you deal more damage in the early game, massively boosting your pressence (and as such pressure) in lane. Alternatives aren't advised.
- The
Greater Seal of Armor is very useful for when the enemy ADC wants to harass you with his auto-attacks. They will hit you less hard, making you more durable throughout the entire game. You can swap them some out for either health or magic resist seals (depending on the enemy team). However, these are in my opinion the best, considering the fact you will face an AD enemy for the largest part of the game.
- I go for some late-game damage with the
Greater Glyph of Scaling Ability Power. Even though you want to have pressure early game, you don't want to lose it later on. These can be swapped out for mana-regen if you can't control your mana well or expect to get zoned, but this is traded for some much needed late-game damage.
- 9x
Greater Quintessence of Ability Power for the AP throughout the game. Gives you a nice damage boost, which might just be enough to secure (..."secure"...) a kill for your team.

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I have chosen for 12/18/0 masteries. The reason I don't take any points in the Resolve tree, is because those masteries are mainly defensive, which is not how we want to build our beloved sniper.
I do want to mention the following. Even though this is the most balanced mastery page,
there is a second option. Instead of the relatively bursty nature of this page (due to



Ferocity Tree

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TIER 1 I take 5 points in ![]() ![]() TIER 2 The choices I made in this tier are evident as well. I chose a point in ![]() ![]() ![]() ![]() TIER 3 I take 5 points in the ![]() ![]() TIER 4 This mastery-point is probably the most preference-based in this guide. ![]() ![]() ![]() |
Cunning Tree

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TIER 1 I take 5 points in ![]() ![]() ![]() TIER 2 ![]() ![]() ![]() ![]() TIER 3 ![]() ![]() ![]() TIER 4 This is not as much a matter of which mastery is the strongest, but rather which mastery isn't the weakest. ![]() ![]() ![]() TIER 5 Even though you do benefit from cooldown reduction, taking ![]() ![]() ![]() TIER 6 ![]() ![]() ![]() |











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Uncontested
Situational
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Exhaust: Exhaust is a good alternative for heal and is very useful against AD mid-laners such as ![]() ![]() |
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Cleanse: You should pick this summoner spell if the enemy team has a lot of hard CC. For example a ![]() ![]() ![]() ![]() ![]() |
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Ghost: I personally don't like ghost all that much. It doesn't offer anything other than movement speed, which isn't something useful if you are getting ganked by a champion with hard-CC. However, you can use it to effectively outrun other mages, so I can't see why it's bad on ![]() ![]() |
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Barrier Barrier can be useful, but it isn't at the top of my list. You can protect yourself by negating a portion of the damage received. This is especially useful against bursty champions. However, it doesn't bring anything but a shield, unlike ![]() ![]() ![]() |
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Teleport Teleport gets you close to enemies, which is not what we particularly want. However, it can make for some nice (counter)ganks. Next to this it can give you a quick ride back to lane. I personally don't quite like teleport on ![]() ![]() |
Don't pick...
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Ignite: You aren't going to be in range to ignite someone, or at least you shouldn't. You poke enemies down and use your ultimate to finish them off. You should never be getting close to your enemy, so don't pick this on ![]() |
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Smite: Very simple. You aren't a jungler, so I see no reason why you would even consider picking this. |

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Item Sequence






Mid Lane

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Luden's echo: This is an amazing Item on ![]() ![]() ![]() |
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Zhonya's Hourglass: This is, again, a fantastic item on ![]() |
Situational Items
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Adaptive Helm: This is a relatively tanky item, which honestly doesn't fit Xerath and his playstyle. However, there are a few match-ups in which I sometimes incorporate this in my build, mostly when enemies are getting fed. The Adaptive Helm does best vs champions who either have consistent damage/DOT or very low cooldowns. As such, it works well against champions like ![]() ![]() ![]() ![]() ![]() ![]() |
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Hextech GLP-800: This more defensive brother of the ![]() ![]() |
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Rylai's Crystal Scepter: Oh boi do I love this item. You get a nice amount of AP and health. Now, this by itself is not something to boast with, as there are multiple items out there which give equal or more stats. However, what makes this such a great choice are the passive and the price. Xerath lacks two main aspects: the ability to engage and disengage (reliably). They both come down to a need for CC, which is provided by the passive of this item. As such, it allows you to peel for yourself and help your team find picks. But what makes this item amazing, is the price. for a mere 2600 gold, you get the same stats (- some magic pen and 5 AP) the 500 gold more expensive ![]() ![]() |
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Seraph's Embrace: If you are new to ![]() |
Item Combinations
Rod of Ages + Seraph's Embrace: This combination is very much aimed at getting a massive powerspike in the mid to late game. You should build these two items if you have absolutely zero kill-pressure, but neither has the enemy. Examples are versus a ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Hextech GLP-800 + Rylai's Crystal Scepter: If you are playing draft-pick and end up with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Void Staff + Liandry's Torment: These two items work wonders against tanks. It is, however, your job to poke the enemy carries. As such, the only time you should build these 2 items in combination with eachother is when the enemy has no carry or when the enemy carries have no possible way of dealing damage (e.g. a ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Support

Item Sequence






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Sorcerer's Shoes: These are the best upgraded boots option for ![]() |
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Ruby Sightstone: Although you should always buy the ![]() ![]() |
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Mikael's Crucible: This is the second of the 3 items which you should swap out based on the enemy team. ![]() |
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Rylai's Crystal Scepter: This is the third of the replaceable items. Rylai's allows you to be more tanky, but next to that it gives you the ability to kite with your spells. It slows enemies with every ability cast. Since ![]() |
Item Combinations
Ruby Sightstone + Frost Queen's Claim: This combination revolves not so much around these two items, but rather the UNIQUE passive on the ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Rod of Ages + Knight's Vow: There are going to be times where the best way to peel for your carry is to take damage for them. This is especially the case for late game carries such as ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Discussions

+60 Ability Power +300 health +300 mana Passive: Your Champion gains 20 Health, 10 Mana, and 4 Ability Power every 1 min. Bonuses cap at +200 Health, +100 Mana and +40 Ability Power. (Not included in stats) UNIQUE Passive: Eternity: Your champion gains 15% of damage taken from champions as Mana and spending Mana restores 20% of the cost as Health, up to 25 per spell cast (toggle spells heal for up to 25 per second). COST: 2700g |
+80 Ability Power +1000 mana UNIQUE Passive: Awe: Gain Ability Power equal to 3% of your maximum Mana. Refunds 25% of Mana spent. UNIQUE Active: Mana Shield: Drains 20% of your current Mana to shield yourself for an equal amount + 150 for 3 seconds. 120 second cooldown. Seraph's Embrace is obtained by gaining full Mana Charge on Archangel's Staff (750 bonus Mana). COST: 3000g |
These items both suit different roles. The


Stat-wise there are some small differences. For conveniece, I will calculate with base stats and assuming the items are fully stacked. The first and most important stat, AP, is pretty hefty on both items. the ROA gives you 100 AP and the Seraph's gives you 110 AP. The latter, however, has the potential to give your even more AP depending on whether you build more mana. Considering survivability, both deliver on different terrains. The seraph's gives a lot of mana, 1000 to be precise and a shield based on your maximum amount of mana. The ROA gives you 500 health and 400 mana. So, statistically, Seraph's has the slight edge. However, both are very viable.
To be short, you may want to buy




If you, however, do experience some issues with the management of your mana, these items both can be good. I just urge you to not get used to them and try to learn how to play with other items.
+80 Ability Power +300 Health +400 Mana UNIQUE Passive: 15% of damage taken from champions is gained as Mana. Spending Mana restores 20% of Mana spent as Health, up to 25 Health per cast (Toggle spells heal for up to 25 per second). UNIQUE Active: Fires a spray of icy bolts that explode, dealing 100-200 (+35% of ability power) magic damage (depending on level). Enemies hit are slowed by 65%, decaying over 0.5 seconds (40 second cooldown, shared with other Hextech items). COST: 3000g |
+75 Ability Power +300 Health UNIQUE Passive: Your spell damage and summoned minions will slow the target's movement speed by 20% for 1 second. COST: 2600g |
These items are both bought in this build for their peeling capabilities. Both give you some nice AP, although they have different AP values due to differences in prize. I will go over in which situation you should pick which item and how they compare to eachother.
There is little use in going into the statistics, seeing as both items are in a completely different prize-range. For 400 extra gold you get 5 more AP, a different passive and an active. The passives can't be compared as they are structuraly different.
Now, as for the purpose of buying these items. You will build







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Mid-lane

Early game: You are going to want to start the game by just simply farming. Try to get all of your abilities and poke your enemy from time to time with a 'q' or a 'w'. Try to proc your passive on enemies, but don't be afraid to use it on minions. When you are winning trades and are out-farming your enemy, try to deny him cs. You should avoud pushing your enemy in, unless you can roam with a high chance of succes or when the enemy can't farm under his turret. If this is not the case, just keep poking and farming. Buy a control-ward and put it somewhere in a side-brush when you do shove your enemy in. This way you will know where the jungler is, and with your long range, you are very good at defending it.
Your main goal for the early-game is not losing your lane. If you win or tie, both in CS and kills, you can basically outscale anyone. This doesn't mean you shouldn't be playing aggressive. You have a lot of bullying-power with which you can potentialy deny your enemy a lot of resources. Make sure you don't force anything you don't 100% know you can win though.
Lvl | Potential | Breakdown |
1 |
Poke: Low Engage: Low Kill Potential: Low |
Your laning-phase is relatively weak, especially level 1 and 2. During these levels, you have no means to effectively defend yourself. Both your ![]() ![]() ![]() For now, simply focus on farming. During these first two levels, you are going to want to use your abilities quite sparsely. This way you will be able to farm under turret when you get low due to the enemie's pressure. Additionally, this will allow you to push back enemies who are trying to constantly shove you under your turret. Don't force anything for now. If you are able to get some free poke off, go for it, but don't overdo it. Lastly, and this is mostly for players who are used to playing with ![]() |
2 |
Poke: Average Engage: Low Kill Potential: Low |
Level 2 is not much different from level 1 in the sense that you still don't have a lot of room to work with. You have no way to defend yourself and not enough damage to be able to play aggressively. You do have another spell to work with now, allowing you to do more poking. Do still keep your mana at a high level (about 1/2), for the same reason mentioned above. This extra spell simply means you can punish the enemy harder when they make a mistake. This doesn't change the fact that you shouldn't force anything and should focus on farming above anything else. There are going to be enemies who will try to lvl 2 cheese you (e.g. ![]() ![]() ![]() ![]() You will probable hit the 3-minute mark when you're level 2, sometimes level 3 (depending on the position of the wave). This is the general time junglers have finished their clear. Unless you are pushed back, stand on the opposite side of where you expect the enemy jungler to be anf farm from this position. Stick to that side of the lane, as you will have the most reaction-time this way. Keep an eye on the map, as you might be able to spot their jungler or have to help your own jungler in a fight. |
3 |
Poke: Average Engage: High Kill Potential: Low |
At this level, you are going to have all your abilities. You're able to react to most situations, though you will not be as effective as other champions might be (yet). Allthough I generally like to hold off with poking hard until I'm at least level 4, you should start looking to land a stun and hit your full combo afterwads. This is where reading the enemie's movements comes into play. If you're able to predict where the enemy is going to dodge, it is easier to hit your abilities and bully the enemy. This is about the time where you are going to execute your general plan of action: If the enemy is bad at farming under turret, try to shove them in; If the enemy likes to shove, try to freeze the wave in front of your turret; If the enemy has a weak early game, poke them down. Start slowly at this point in the game and progressively increase the frequency at which you are executing your plan. This is for the general reason that you get stronger the longer the game goes on, giving you more room to work with. At the same time, enemies are going to start executing their plan. For example, an ![]() ![]() ![]() |
4 |
Poke: High Engage: Average Kill Potential: Low |
Level 4 is where your true potential starts to show. You deal a lot more damage and are able to bully enemies effectively. You are still (and will always remain) vulnerable, however, meaning you don't want to mindlessly walk up and harass the enemy. I generalyl like to poke the enemy down to half health with 'q' and 'w' before I start to look to land some ![]() If you are able to, try to poke the enemy without shoving the wave. This is important in earlier levels, but especially from this point onwards. If the wave is on your side of the map, the enemy has to step up to get cs, leaving him vulnerable to ganks. If you notice the wave stays on the enemy's side of the map, push the wave hard until it reaches the turret. This way the minion wave will bounce and push into you again. Enemies will be able to engage onto you more effectively at this point as well. To be able to counter this, you need to have a good knowledge of the enemy you're facing, as well as ![]() ![]() ![]() ![]() ![]() |
5 |
Poke: High Engage: Low Kill Potential: Average |
With another point in your 'q', you seriously start to hurt. Your poke is really strong, and with the amount of mana-sustain you naturally have (even more when you've bought a ![]() As soon as you start to get near hitting level 6, you have to make a choice. If you think you are able to kill the enemy (by poking and ulting afterwards), you should start poking and shoving/freezing the wave (depending on the whereabouts of the enemy jungler). If you know you are not going to kill the enemy, for example when you are facing ![]() |
6 |
Poke: High Engage: Low Kill Potential: High |
Now that you're level 6 and have your ultimate, you can finally fullfill your role as a sieging sniper. You can poke the enemy, clear the waves quickly and as such take towers. You have a lot of pressure on other lanes with your ultimate and can roam very effectively. You are quite reliant of others to engage, but when you've started a fight, you'll be able to dish out a load of damage. If you were able to get out of lane even or ahead, the rest of the game will most likely be in your favor. You will only get stronger and stronger, whilst other enemies are falling behing or are failing to keep up with your scaling. From here on out, the game will essentially only change in 2 ways: when you enter the mid-game and when you enter the late-game, both of which are described below. |
Mid-game: As soon as towers are starting to fall, the laning phase has ended. When you are ahead, try to take your enemy's turret if you haven't done so yet. Start roaming and try to get kills in other lanes. If you are able to get a kill in your own lane, you ofcourse don't have to roam all the time, but try to create as much pressure as possible.
If you are behind, keep farming. try to help other lanes and try to prevent yourself from dying. Don't go through unwarded territory (unless you have back-uo), as you can easily get picked off. Try to play for the late-game and stall as much as possible. If your enemy has a powerspike around this time, try to group with your allies and move as a unit from lane to lane to take objectives.
Late Game: This is where you shine. You have about 3 or 4 completed items and are dealing massive amounts of damage. Try to group and utilise your fantastic ability to siege. Gaining a gold-lead through destroyed towers is a very good strategy. Poke the enemies as much as possible and try to get them low. If you are afraid of one enemy in particular, focus him and when he reaches about 1/2 health, ult him to scare him off. Afterwards engage with your team and win. If you're not, simply focus on their carries, throw out as much spells as possible and kite with your 'e'. When the teamfight turns in your favor, use your ult to finish enemies off. Don't use it in the middle of a fight, though, as it leaves you rooted and vulnerable. Be cautious about when to throw your stun. It is your only tool of defence and has a fairly long cooldown. If you waste it and someone engages onto you, you are done for.

Support

Early game: In the early game you have to be really careful. You are still fairly weak at this point, so make sure you don't get caught. Getting bush-control as soon as possible is key to winning. Both the river and the lane-bushes are very important, which is why you should get a


Getting you and your ally out of lane unscaved is your main goal. Try to deny your enemies as much as possible, but don't get caught off by a


Mid-game: As soon as you get your first 1 or 2 items and across the map turrets start to fall, the laning-phase has ended. This means you have to be extra careful about enemies coming to gank you, making warding even more important. Next to that, this is the stage in which you decide in which way you want to keep playing support. Either you start to roam to try and get your other lanes snowballing, or you stick with your ADC and aim for the late-game. My preference lies with the second option, but I have found both options viable. You should make a choice taking the enemy team, your own team and, of course, your personal preference into a count. You still want to stay back and try to poke the enemies a bit. The main difference with mid-lane gameplay is the fact that you don't deal as much damage with your spells, so you are going to want to use them more as a zoning-tool.
Late game: This is where you are at your strongest. Basically, you have an extra mid-laner on your team, which is able to peel and deal damage at the same time. Make sure you use all the actives of your items in a teamfight, as they can truely turn a fight around. However, you should never forget that you aren't a carry. This means that defending your ADC is and remains your primary goal. If you are going to have to sacrifice yourself for your ADC, you should do so. Never forget that throughout any stage of the game.
Keep up the warding and try to have a



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Frequently Asked |
Answers |
Q: With which ADCs doeas Xerath support synergise? |
// Xerath support revolves around reaching late-game and becoming a second mid-laner who can peel for his ADC at the same time. For this reason, Xerath works well with any ADC that can get Xerath through the laning-phase. All ADCs that heve a lot of lane-presence and can finish a poked enemy off synergise. Examples are ![]() ![]() ![]() ![]() ![]() |
Q: When should I roam as Xerath mid instead of ulting? | // What it comes down to, is that you should roam whenever you have the chance to (the lane is pushed into the enemy and the target lane isn't) and when your ult won't secure a kill. There's a difference in result between ulting from your lane and busting a flash or spending a minute to walk over there and pick up a (double) kill. However, do remember that you're not a master ganker and that you should only gank if the enemies are low enough to be killed with ease. If this is not the case, either ulting or simply go on farming will be more beneficial. |

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Patch |
Influence on Xerath |
P 7.19 | None |
P 7.18 |
![]() ![]() ![]() ![]() ![]() Combine Cost Health |
P 7.17 | None |
P 7.16 | None |
P 7.15 |
![]() ![]() ![]() ![]() |

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Date |
Changes |
July the 25th, 2015 | - Start of guide. |
August the 2nd, 2015 |
- Corrected some grammar and spelling mistakes; - Added Zhonya's VS Rylai's discussion section; - Added Support build path (Gameplay explanation coming soon); - Added ![]() |
August the 10th, 2015 |
- Changed title appropriately; - Corrected some spelling mistakes. (I can't type for ****); - Added Patch 5.15 to the "Patch Influences" section; - Added support to the "Gameplay" section; - Updated a mistake in the "masteries" section. |
August the 30th, 2015 |
- Added Patch 5.16 to the "Patch Influences" section; - Upgraded Support part on the Masteries and Runes sections. (Items coming soon) |
February the 24th, 2016 |
- Edited and republished for the new season; - Updated the "Patch influences" section; - Updated the "Threats" section; - Updated the "Items" sections; - Updated the "Summoner Spells" section; - Updated the "Mastery" sections; - Updated the "Abilities" section. |
February the 28th, 2016 |
- Added banner to the guide; - Changed guide name to 'Death, Too Unreal'; - Added Patch 6.4 to 'Patch Influences. |
April the 7th, 2016 |
- Added ![]() - Added new patches to the 'patch influences' chapter; - Updated the threat level of certain champions. Special thanks to BlueMoon1 to notifying me on this. |
April the 29th, 2016 |
- Updated the 'threats' section at the start of the guide; - Introduced the Support role in the 'threats' section; - Added new patch to the 'Patch Influences' chapter; - Updated itemisation; - Smoothened lay-out and (textual) structure; - Introduced FAQ. |
May the 5th, 2016 |
- Updated the itemisation according to recent changes; - Added patch 6.9 to the 'Patch Influences' section; - Updated information on abilities, items, etc according to newest patch; - Worked on Images and Artwork (coming soon). |
May the 22nd, 2016 |
- Added custom artwork and Table Of Contents and updated lay-out; - Updated overall content according to Sethbling's notes. Special thanks to him; - Added 'Patch 6.10' to the patch-influences; - Added ![]() - Updated 'Item-Discussions section (part 2)' according to recent changes. |
June the 24th, 2016 |
- Updated some coding issues considering the artwork; - Updated the patch-notes for Patch 6.11 and 6.12; - Added a link to my coaching service in the 'Word Of Thanks'. |
August the 21st, 2017 |
- Updated all the outdated statistics; - Updated the Patch notes; - Updated the general build (items, runes, masteries and order of abilities); - Updated Match-ups in the "threats" section; - Added new builds in the overlay for specific situations; - Expanded the item explanation, added a new item combination section and updated the item discussion section; - Updated the 'masteries' section, as well as its artwork. |
September the 4th, 2017 |
- Added Patch 7.17 to the "Patch Influences" section; - Fixed some formatting errors. |
September the 14th, 2017 |
- Added Patch 7.18 to the 'Patch Influences' section; - Updated the 'Patch Influences' section to now hold 5 patches; - Updated the 'Masteries' section to discuss ![]() - Updated the 'gameplay' section to include a breakdown of the first 6 levels. |
September the 28th, 2017 |
- Added Patch 7.19 to the 'Patch Influences' section; - Made a quick hotfix for the bug with images. |

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Thank you for reading and digging through all that information. If you liked the guide and want to support me, please leave a +1 or comment. I want to keep improving my guide, so if you have any criticism, tips or annotations, please tell me and I shall do my best to improve.
Good luck and a lot of fun with

- Penita13
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