Xerath Build Guide by CasterMaster
Build 1 (Cheat Sheet)
Champion Build: Xerath
| Health | 2574.96 |
| Health Regen | 14.54 |
| Mana | 1060 |
| Mana Regen | 36.8 |
| Armor | 123.8 |
| Magic Resist | 70 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 410 |
| Gold Bonus | 0 |
| Attack Damage | 106 |
| Attack Speed | 0.776 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 587.39 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 35% |
Recommended Runes + Notes
Standard + Notes
Ability Sequence + Notes

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Masteries + Notes
Guide Table of Contents
Introduction ~ An In-Depth Guide
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**DISCLAIMER!**
Before you vote, I highly suggest you try out the guide/build. Even if you do poorly on one game, it may not always be your fault or you may have misunderstood something. If you were to down-vote my guide, please tell me why with a comment and maybe we can sort things out. Trust me, down-votes hurt. Think about other people's feelings before you take action. Have I done anything wrong?
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For those who have seen my "old"
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Nothing related, but good music goes well with a good guide!
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(Credits to TubeMastah for this video, song by Two Steps from Hell, song called "Invincible")
(Credits to TubeMastah for this video, song by Two Steps from Hell, song called "Invincible")
Why Play Xerath and When?
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Here's probably a really important chapter you may want to read. This section here will provide reasoning for why you would want to play
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WHY PLAY HIM?
Those are some reasons on why you would want to play
Xerath. I myself play him on a regular basis and he doesn't get too boring. You can play him whenever you want, but if you're in ranked, it's probably good to counter-pick with him. He's extremely powerful against champions like
Brand,
Annie and even
Cassiopeia with his range. Also he wouldn't do extremely well against champions such as
Ahri (which is probably his biggest counter),
Veigar and
Talon. However, let's move on to see when you should play him:
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- Runs on AP and has decent auto-attack range
- Short cool-down on ultimate
- Powerful nuking potentials mid~late game
- Beast-looking skins
Arcanopulse great harass/damaging tool in lane
- Always powerful throughout the game
- Naturally physically resistant
- Mortar mode: On
- Very fun to play at times
- He just looks so BADASS!
Those are some reasons on why you would want to play
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WHEN TO PLAY
Yeah, I'm sure there are more reasons, but you can say that yourself.
Xerath makes an extremely good assassin as well, able to push the lane then gank another lane without being seen, so there are just so many reasons why you would play him.
- Having a lot of tanks/walls on your team, you need a ranged champion
- Mid lane champion required (or carry)
- You have a champion on the enemy team you want to counter
- Low CC on the enemy team (stuns, silences, suppresses, knock-up) and gap-closers
Yeah, I'm sure there are more reasons, but you can say that yourself.
How I Play Xerath

There are indeed many ways one can play
Xerath. However, there's probably only ONE way you play
Xerath, maybe a few. Example: Phreak would play
Xerath as a jungler. So what am I saying? I'm saying exactly how I play
Xerath. Well. a few straights words I guess.
I play
Xerath as a tank. No not these kind of tanks...
THIS kind of tank:

I likes to blow up a whole bunch of people from a very far range. I may as well have said Mortar but then it wouldn't have been a funny joke (if you know what I mean). Honestly this section is just for fun and for you to get started on how you'll ACTUALLY destroy people with
Xerath. Read this section for your own caution (like how I put this at the end?)
I play
THIS kind of tank:

I likes to blow up a whole bunch of people from a very far range. I may as well have said Mortar but then it wouldn't have been a funny joke (if you know what I mean). Honestly this section is just for fun and for you to get started on how you'll ACTUALLY destroy people with
Xerath Videos
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Here are some interesting
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The
Xerath Champion Spotlight. It's good to learn some basics, not much else.
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More in-depth information on
Xerath and his skills. Lots of useful tips as well!
Statistics
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At Level 1
- Health: 380 (+80 per level)
- Mana: 250 (+45 per level)
- AD: 51.66 (+3 per level)
- MS: 315 (365 tier 1, 385 tier 2)
- Armor: 12 (+3.5 per level)
- MRes: 30
These stats aren't bad at all. Certainly not as squishy as let's say
At Level 18
- Health: 1820
- Mana: 1060
- AD: 105.66
- MS: 315 (365 tier 1, 385 tier 2)
- Armor: 75
- MRes: 30
Not much to say here. His mana however is quite good, meaning you don't really need extra mana items to boost it. He'll be fine without any mana regeneration or increased mana, trust me on this one. Just don't over-spam your skills and always hit your target. 75 armor at level 18 is really something, and that's without his passive. Magic resistance will always stay at 30, so just be aware that if it's not increasing, it's because it doesn't gain per level. His health is also fairly standard, and combined with
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Pros / Cons and Description
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Before we can simply learn and understand
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I can teach you a lot about
Runes
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Here is my rune page set-up for AP carries and I use it for
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Greater Seal of Scaling Health
At level 18, it's a free
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Greater Glyph of Scaling Ability Power
A primary rune for more damage as you level. They surpass
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Greater Quintessence of Ability Power
Gives an amazing boost to your early game damage. It's like getting the
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Marks: None
Seals:
Greater Seal of Scaling Mana Regeneration,
Greater Seal of Armor
Glyphs:
Greater Glyph of Ability Power,
Greater Glyph of Magic Resist,
Greater Glyph of Scaling Magic Resist
Quints:
Greater Quintessence of Health,
Greater Quintessence of Movement Speed,
Greater Quintessence of Magic Penetration
Seals:
Glyphs:
Quints:
First off, if you aren't even level 20, do not consider buying runes. It's just a waste of your Influence Points and they can be used for more important things. Those who already have a decent caster rune page can use that. There are tons of different combinations you can use but this is the best set-up that I've found. It provides a good balance between early and late game which is something you really need.
Masteries
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Here is my masteries for
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TIER 1 ~ If you take space TIER 2 ~ I take space TIER 3 ~ After tier 2 I take space TIER 4 ~ I take space TIER 5 and 6 ~ Now I take |
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TIER 1 ~ Choice is extremely preferable in this tier. If you have space TIER 2~3 ~ Most of the masteries here aren't very helpful. The ones that ARE helpful are the ones we're taking. |
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Summoner Spells
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Your get-out-of-jail card. One of my favorite summoner spells of all time, I would take this on almost ANY champion except for some special circumstances. Anyway, here are the main purposes of
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It's your finisher spell. I usually take this spell on almost ALL casters, and why not on
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If you aren't taking
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It's
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This skill is just devastating. It can really completely disable a single target. Since that's your role and your job, you just want to finish your enemy off. It's an alright spell though I don't think you should be the one to take it (and because you can't use it efficiently without getting in range).
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If you hate
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This spell has gotten extremely popular lately. I myself just LOVE this spell, but taking it in mid lane against a champion who will most likely be an AP carry with
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Skills Summary
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Ascended Form
Xerath feeds on arcane power, making him increasingly resilient to physical harm. He converts 15% of his Ability Power into Armor.
You may say he's a good caster for a DPS team, and I have to say if stacking AP is fine with you, then you really can be. This passive is overlooked upon by a lot of people. Sure it sucks in mid lane as your opponent is most likely going to be AP. Even if they were to be AD, early game it really is quite pathetic. However, converting 15% of your AP to armor is actually quite deadly. Let's say you have somewhere around 600 AP (by near full-build, you'll either have around here or more), 15% of that is 90. Wow, 600 Ability power will make
Ascended Form give 90 armor? Just a bit more AP and your passive is a free
Thornmail! Don't misjudge it. If enemies have a lot of hard-hitting AD champions, focus yourself on ability power.
Arcanopulse
Fires a long-range beam of energy, dealing 75/115/155/195/235 (+0.6) magic damage to all targets hit.
Cost: 65/70/75/80/85 Mana
Range: 900
Cool-Down: 7/6.5/6/5.5/5 seconds
Range: 900
Cool-Down: 7/6.5/6/5.5/5 seconds
Your bread and butter skill. An AoE beam of energy hits all targets on its path IMMEDIATELY. It deals a relatively large amount of damage once you built a lot of AP, and it's cool-down can go quite low as well. Take time to aim this skill and you should be fine. If using this skill to proc the stun of
Mage Chains, make sure they're walking in a straight line. Otherwise, analyze before firing. Hitting as many champions with this skill in a team fight is deadly, especially since you can hit the entire enemy team with this skill. This requires precision and positioning, so be weary of that. Once you got
Rylai's Crystal Scepter, this beam of energy will slow your opponents as well. The cool-down also matches very well with
Locus of Power, allowing you to use
Locus of Power followed up instantly with
Arcanopulse. I should warn you that if the enemy is at the further range possible, you are in
Locus of Power and you throw
Mage Chains onto an enemy followed quickly by
Arcanopulse, it will not stun them because
Arcanopulse will actually hit them first!
Even without
Locus of Power,
Arcanopulse has a pretty decent range. Now let's just add 400 to that (about the size of the screen)...
Got my
Needlessly Large Rod, and now I can use
Arcanopulse to one-shot the caster minions!
Locus of Power
Xerath immobilizes himself near a source of magical power, increasing the range of all his spells and granting him 16/22/28/34/40% Magic Penetration. Lasts 8 seconds or until toggled off. When the effect ends, Xerath's Movement Speed is increased by 35% for 2 seconds.
Cost: None (Yippee!)
Range: +400 to all skills
Cool-Down: 20/16/12/8/4 seconds
Range: +400 to all skills
Cool-Down: 20/16/12/8/4 seconds
A tough skill to monitor, make sure you always know when this skill is toggled on or off. You can't move if it's toggled on! Just always be weary of your surroundings, this skill will only be toggled off by your command. It'll increase the range of all your skills by an incredible 400! This will make both
Arcanopulse and
Arcane Barrage hit an incredible 1300 maximum range! Unfortunately
Mage Chains just goes just go a maximum of 1000. This means sometimes in team fights, you will not be able to use
Mage Chains. That's alright though, with
Rylai's Crystal Scepter it'll make up that fact. Save it for when they do get close to you! Using this skill to poke at your lane opponent is incredible, especially if you are in their fog-of-war. They won't see it coming, but they can predict it.
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That range...will make your enemies cry. Trololo
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Blowing up minion wave after minion wave. Even killing minion waves I can still harass my opponent while doing so!
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Mage Chains
Deals 70/120/170/220/270 (+0.7) magic damage to an enemy and marks them with Unstable Magic. Unstable Magic: The next spell Xerath strikes this enemy with stuns them for 1.5 seconds.
Cost: 70/75/80/85/90 Mana
Range: 600
Cool-Down: 12/11/10/9/8 seconds
Range: 600
Cool-Down: 12/11/10/9/8 seconds
Your one and only crowd control spell (until
Rylai's Crystal Scepter). Some people max this skill over
Locus of Power and I sometimes do too. However, if you're maxing this skill second, you aren't taking full advantage of your
Locus of Power range which you can use more often. The cool-down drops significantly as well. If you're going to max mage chains second, you might as well play
Brand or
Annie because
Xerath is at his best when utilizing his massive range. If you aren't utilizing it, then there isn't much point. 20 seconds on
Locus of Power is just too much if you mess it up. However, against some champions, you will need to max
Mage Chains first. These are times when you know you won't be in
Locus of Power as much as you need to (no need to utilize your powerful range basically). With
Rylai's Crystal Scepter, this skill will also slow, setting up for
Arcanopulse/
Arcane Barrage much easier.
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Arcane Barrage
Calls down a blast of arcane energy, dealing 125/200/275 (+0.6) magic damage to all enemies in an area. May be cast up to three times within 12 seconds before going on cooldown.
Cost: 150/180/210 Mana
Range: 900
Cool-Down: 80/70/60 seconds
Range: 900
Cool-Down: 80/70/60 seconds
When you get your ultimate, it's about time you also got your blue buff. You'll be able to at least use
Arcane Barrage 3 times before blue buff runs out! So don't be afraid to use it. Use it to harass! Farm minions! LOL! Well, back to the point, this ultimate is on a relatively low cool-down, so don't be afraid to use it. It's easier to stun with
Arcane Barrage than
Arcanopulse. Early levels however, a single shot from
Arcane Barrage will not deal as much damage as
Arcanopulse, so prioritize
Arcanopulse over
Arcane Barrage before rank 2 on your ultimate. If your lane opponent dies before you have finished using this skill, save it. You may need it later (like when their jungler comes to get you even if your lane opponent is dead, quick stun needed!) The gap is 12 seconds, so just wait it out, and don't use it if you don't need to. Sometimes it's better to get it over with or not use it.
Skill Sequence and Skill Combos
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Maxing
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Combos for
Items
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Well, I have to say, if you survived that much of the guide, then congratulations! Hope you actually READ the whole thing as it provides a good lot of information. The exciting part just starts now! As
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Boots and Pots
Pretty self explanatory here. There's really no point in explaining this because it's just the standard go.
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Amp Tome + Pot
This set-up doesn't really gear towards anything in general except early game damage. This'll help your harass but decrease your ability to sustain the lane (which is probably more important). If you have a strong ganking jungler, more damage may be needed to kill your target, so this is an option for that case. This also encourages an early
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Doran's Ring
A good amount of health, ability power and mana regen is given. However, it gives the LEAST lane sustain due to absolutely no
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Mana and Pots
I dislike getting this item. You literally can't build this item into anything starting with
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Double Dorans
After getting some farm, you can pick up a few
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The Health Buckle
A good item to get. This will help your tankiness and survive massive burst champions like
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Needlessly Large Rod
Probably the best item. If you can get this on your first/second back, you'll become a killing machine. Just eye your damage, it'll be extremely dangerous for your lane opponent and you can easily burst down the minions. I usually get this item after my double
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Ice Staff
An absolute must for
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AP Infinity Edge
May your AP be a blessing to victory. Seriously if you do not get this item you are a fail carry =( this item just boosts your damage to the maximum! I really don't think I need to explain this item because its just common sense.
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Mage Power Penetration
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Damaging Invincibility
A perfect defense item and gives a LARGE amount of AP and some decent armor. Mainly the passive is just DEVASTATING and can really save your life. With +100 AP, you'll already be getting an additional 15 armor (not including the
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A Cup of Mana
A small amount of magic resistance, good amount of AP, cool-down reduction which
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Best defensive item for carries. However, it does not offer any source of damage. If you really need to survive and take a few crowd controls or dangerous shots like
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The only time I ever get this item is if most of the opposing team gets
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I only get this item if I'm, perhaps, the number one champion on the hit-list. It gives a good amount of both armor AND magic resistance, plus the angel that brings you to life once again. If you feel threatened or have thanatophobia (the fear of death), then you can buy this item. Hopefully, you won't need to as your team should be protecting you (had countless times when they ditched me to chase tanks). With that put, you can also buy this item IF YOUR TEAM IS COMPLETELY INSANE IN THE MEMBRANE.
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If you can get around 3 kills before 10 minutes, your lane opponent is constantly dieing because you're too strong or your jungler is amazing, then you can get this item. It's possible to just snowball your way to victory (this won't work in high-level games. It just puts an X over your head meaning everyone will want you dead, thus losing your stacks). Just putting it out there, you can get it if you feel like you will do well through the rest of the game, or the game will be quite short and you can just finish it at ease. Personally I would never touch this within 100 kills.
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If you get a
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It's
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Make yourself a Fire/Lightning hybrid (or pure fire mage if you're using Scorched Earth
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If you have more then half of your team that uses AP and nobody else gets this item, then it's open for you to take it. Carry it around you and spread it's aura to your allies. They'll be happy. One thing I have to mention though is because you're usually far from the team fight, most of your allies might not be getting the aura effect. Best leave this to your support/tank or someone else that will fight with your team. Otherwise, this item isn't a bad choice.
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I feel this item needs special mention. I used to use
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In Season 3, it's a rather poor item that is replaced with
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Damage(AP): |
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Cool-down Reduction: |
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Health: |
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Armor: |
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Magic Resistance: |
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There are also some other options that COULD be useful but I find not strong. Notice how little armor works well on
Build Explanation
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Greatly decreases your cool-down throughout the game. If you ever needed Magic Penetration, you could grab a
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Along with
Other Options: None (this is core)
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Personally I think this item should be core on
Other Options: None (this is core)
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More magic penetration for your AoE skills to hurt more! Magic resistance isn't a threat to you at this rate. You'll be scaling high with AP and magic penetration that the only thing that can stop you is probably health. Well, I'd say this isn't a problem to begin with. Definitely a strong item and should be gotten.
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Gives you 100 AP (which will literally give you a lot of damage) and a fair amount of armor. It's also good to save yourself because just cause you're a ranged hyper-carry doesn't mean you'll always be out of trouble. When the enemies eventually get to you, you have some defenses to last resort yourself. Since most assassins are AD, this will also make you more beefy. 100 AP is the second most amount of AP you can get from a single item (the first being
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What's not to love about this item (other then a low amount of AP given)?
Other Options:
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Sample Builds
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There are many ways to build
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Standard Build #1
Standard Build #2
Tankier Build
Supportive Carry
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For a more comprehensive reading, sample builds here only contain builds that are possible to use. I do not have all the possible items as there are so many combination's you can use as there are tons of items to choose from. There is no super serious build that will serve you the best every game, but there are good choices in items that can lead you there. For elixirs, get them in this order from best to worst:
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That last elixir just makes you go god-mode and become fully bathed with white light. It's cool, but in a serious game you won't need really need the last elixir. Do note that these are SAMPLE builds. You can combine anything together depending on the enemy team and how well your own team is doing.
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Build 1: My standard build. Gives a good amount of resistances and damage output. Used very often.
Build 2: A different approach to the first build. Quite similar overall, but just a different set-up. Used often.
Build 3: A much more defensive solution, especially good against high damage enemies and gap-closers. Used occasionally.
Build 4: A more "team-supportive" build. Rarely used.
Build 2: A different approach to the first build. Quite similar overall, but just a different set-up. Used often.
Build 3: A much more defensive solution, especially good against high damage enemies and gap-closers. Used occasionally.
Build 4: A more "team-supportive" build. Rarely used.
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For a more comprehensive reading, sample builds here only contain builds that are possible to use. I do not have all the possible items as there are so many combination's you can use as there are tons of items to choose from. There is no super serious build that will serve you the best every game, but there are good choices in items that can lead you there. For elixirs, get them in this order from best to worst:
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That last elixir just makes you go god-mode and become fully bathed with white light. It's cool, but in a serious game you won't need really need the last elixir. Do note that these are SAMPLE builds. You can combine anything together depending on the enemy team and how well your own team is doing.
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MORELLO'S BUILD
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This build excels at pretty much everything. You have a good amount of unfair damage to their carries, a good survival ratio and a fair consistent damage output. I like this build for those reasons and because I can play aggressively and defensively as I please. In other words, you can become like
Dr. Mundo. So long as you're doing well for your team, it shouldn't be a problem. For late game you can eventually use
Ionian Boots of Lucidity instead and replace
Morello's Evil Tome with
Void Staff. That's how you come with build #2.
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| Item Sequence | |||||||||||||||
Rabadon's Deathcap 3300 |
Rylai's Crystal Scepter 2900 |
Sorcerer's Shoes 1100 |
Morello's Evil Tome 2200 |
Zhonya's Hourglass 3410 |
Banshee's Veil 2610 |
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This build excels at pretty much everything. You have a good amount of unfair damage to their carries, a good survival ratio and a fair consistent damage output. I like this build for those reasons and because I can play aggressively and defensively as I please. In other words, you can become like
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MORE-COOL-DOWN-REDUCTION BUILD
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A typical CDR build. I usually rarely (if ever) build like this but its not bad. It makes your cool-downs go quite low indeed. However, it makes getting CDR from things like blue buff and
Elixir of Brilliance quite useless as you'll pass the 40% maximum cool-down reduction.
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| Item Sequence | |||||||||||||||
Rabadon's Deathcap 3300 |
Rylai's Crystal Scepter 2900 |
Ionian Boots of Lucidity 1000 |
Deathfire Grasp 3100 |
Zhonya's Hourglass 3410 |
Will of the Ancients 2550 |
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A typical CDR build. I usually rarely (if ever) build like this but its not bad. It makes your cool-downs go quite low indeed. However, it makes getting CDR from things like blue buff and
Gameplay
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In this section I will cover Laning, Team Fighting, and Ganking. This'll help you against your lane opponent with neat tricks, taking easy steps to dominate your lane, succeed and perfect ganking, and focusing down the right target in a team fight. Whatever it is, it'll help you become better at
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Your early game should consist of a few things. The most important thing you need to do in your early game is GRABBING THE CS! For
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This is the area where you want to fight your minions. Near the proximity of the turret, making it very safe for you and the enemy jungler unable to gank you without tower diving.
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Once you get
Arcane Barrage, you can now zone your opponent. Zoning means to force your opponent to hug their turret and lose EXP and CS because they're too scared to fight you. Although your full combo will usually not be able to kill them, since this is the time you usually get your first blue buff, don't be afraid to use
Arcane Barrage (even if it's just to harass your lane opponent). It's on a fairly low cool-down and will get off cool-down by the time your lane opponent comes back (assuming they went back). It deals a fairly large chunk of damage too. This is also the point where you decide whether to max
Locus of Power or
Mage Chains. Choose wisely!
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Once you get
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Always take advantage of your range. I mean, it's there for a reason!
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At this point, laning hardly matters (it still does). The main focus turns to dragon and baron. Keep these areas warded. Try to pick off lone enemies with your team (or if you're fed, yourself). Make sure you have
Flash just in case you need to do a quick getaway.
Xerath excels at stealing Dragon with his massive range and
Arcanopulse nuke. Always keep in mind that you can really dish out a lot of damage once you get
Rabadon's Deathcap. Otherwise, play like you would early and late game (don't be afraid to play aggressively, force their minions back so you can gank a lane!)
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Make sure Dragon and Baron are warded. They give you a huge advantage.
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There are different ways to gank with
Xerath. Sometimes you'll find yourself hiding in a busy and sniping them down. Other times you will need to reveal yourself and quickly stun them (you could even try stunning from the bush).
Mage Chains is on a maximum of 1000 range, which isn't so bad but you want to keep out of trouble. Also, DON'T FACE CHECK THE BUSH EVEN IF YOU THINK YOU HAVE AN ADVANTAGE! Because you know, something like this could happen (which can turn into a really big mess for your team):
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I have to say, poorly played by Ocelote here (and just SK in general, should have focused
Ashe)
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Team fights? What are team fights? You shouldn't be in them! No but seriously, you should be so far away from the team fight that the opponents will have a hard time getting to you (while you use all your skills to completely annihilate them). Stay behind your tanks always and don't get caught off-guard. If you do, you have
Flash,
Banshee's Veil and
Zhonya's Hourglass for last resort defense. Make the enemy think it's a 4v5 (technically it is, since they can't get to you and you can easily blow them up). Always be aware of your position. Never be too near to your opponents because they can just turn around and sweep you out of the way. In short terms, keep your distance, hit as many champions as you can (preferably the enemy carries/support), stay out of trouble and don't die!
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Some key things you should keep in mind while playing
Xerath. Here are some of them:
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Should a team fight/skirmish break out, this is an example of good positioning.
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Most images came from this game.
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At this point, laning hardly matters (it still does). The main focus turns to dragon and baron. Keep these areas warded. Try to pick off lone enemies with your team (or if you're fed, yourself). Make sure you have
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There are different ways to gank with
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Team fights? What are team fights? You shouldn't be in them! No but seriously, you should be so far away from the team fight that the opponents will have a hard time getting to you (while you use all your skills to completely annihilate them). Stay behind your tanks always and don't get caught off-guard. If you do, you have
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Some key things you should keep in mind while playing
- POSITIONING: You need to have a very good positioning in order to be successful. You should be out of enemy range but you should be in range to hit them. If you have strong CCers on your team, they will be your best friend. Stick behind them, and watch out for flanks. You don't want them going around just to get to you.
- CARRY: Although you have massive range, you are still a carry, and people will attempt to destroy you. Your team should help protect you, and if they don't, then you probably have a bad team. You are a carry, and the support should be helping you out as well. They do their roles, you do yours.
- ACCURACY:By the time you get
Rylai's Crystal Scepter, you shouldn't be missing unless they flash or use an escape skill (ex.
Arcane Shift or
Riftwalk). However, you want to make sure you're hitting the carries with your spells. Make sure you know who you are aiming for before you cast your spells.
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Warding
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75g for a
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These are some locations where you would ward in the middle lane:
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Here are some wards you can place down. The top bush and purple team's tri-path are covered here.
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You can also ward outside the blue buff location. This will work for both blue and purple team and will help you notice incoming ganks from the back. This is extremely common for champions like
Fiddlesticks and
Trundle, but as well as many other junglers as well. Be on the look out, and constantly analyze the map to see where the enemy jungler is. For example, it's a good idea to fight your lane opponent if you notice the enemy jungler is at bottom lane.
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Note I didn't take extra pictures for warding and used the same section as my
Kassadin guide because, in general, people who go mid lane will ward the same locations.
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The bottom bush and blue team's tri-path are covered here.
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You can also ward outside the blue buff location. This will work for both blue and purple team and will help you notice incoming ganks from the back. This is extremely common for champions like
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Note I didn't take extra pictures for warding and used the same section as my
Conclusion
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I spent very few days on this guide, but that's because I probably spent about 5 hours a day (and going off-task as well). However, I REALLY hope you enjoyed reading that and take these skills to the future. They'll definitely make you a better
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jhoijhoi, for the "Making a Guide" guide
Moonedge, for support and encouragement
Searzocom, for support and inviting me to join the Mobafire community
Neoreborn, for helping me out with some pictures
Albableat, for the epic outro banner
FAQs and More Facts
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Optional section that contains a lot of useful information that may not have been gone through. Questions asked frequently will be placed here. Before you leave a question on my guide, maybe check and see if your question is already answered here. This saves more time and I've already given the full explanation. No need to waste time! Questions that may involve helping out my guide a bit can be left in the comment section, so you can feel free by reading here!
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Bah, why do these masteries make such a deal to gameplay anyways? Unfortunately they do, and here we have come to a rather disgusting topic. So what's the choice:
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When to max
Mage Chains second?

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Usually the main reason you want to play
Xerath is his range. To take control of this, you want to max
Locus of Power second; to optimize your range against the enemy champion you are countering! However, let's say if you're in a normal game, then things change. There will indeed be times when you will max
Mage Chains before
Locus of Power simply because it serves a better purpose. It'll give more damage and goes on shorter cool-down. Let's say you do not need to utilize your all=mighty range. Champions like
Ahri,
Kassadin and
Katarina are examples of champions you would want to max
Mage Chains second. The answer is this: If your lane opponent has high mobility, good gap-closing skill(s) or can just fight you head on, take
Mage Chains over
Locus of Power. Opposite results in maxing
Locus of Power over
Mage Chains. Champions include
Brand,
Annie,
Cassiopeia and
Mordekaiser. These champions do not have excessive gap-closing skills (
Flash does NOT count), do not have high mobility and will probably end up in you losing to a fight head-on. This case we would want to max
Locus of Power instead. We need the increased range so that
Pillar of Flame and
Siphon of Destruction will not be able to hit us while we can safely poke them to their deaths.

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Usually the main reason you want to play
Guide History
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Heh, well with this new guide, I hope I can re-teach everyone who has read my OLD
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Guide released on April 8, 2012 as a remake of my old guide!
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東方[Touhou] ~Xi- On~ Scarlet Chain
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Day 1 after release; not bad, not bad at all
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Just some of my first comments in this guide!
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Thanks for everyone who helped and supported me and my guides!
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LAST UPDATE: JANUARY 6, 2013
Hall of Fame
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Put your awesome match history records right here!
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My Games
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Old3r's Games(note he isn't even level 30 yet =O)
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Tag_Dog's Games
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BlazeTemplar's Games
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Cadii's Game
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Snowflaxe's Games
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LOG
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April 4, 2012 / The
April 5, 2012 / Added the "Xerath Videos" section and fuddled around with the guide
April 6, 2012 / Added some extra "non-important" stuff to guide
April 7~8, 2012 / Fixed some grammar and coding errors along with last update available
April 16, 2012 / Added some FAQs and facts and changed up the guide a bit
April 25, 2012 / Changed main build
June 9, 2012 / Continuing with updates
June 11, 2012 / Added "How I play Xerath" section because why not?
June 15, 2012 / Added more games to "Hall of Fame" section
September 22, 2012 / Updated
October 15, 2012 / Changed some stuff (meh)
January 6, 2013 / Season 3 Update
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