Xerath Build Guide by CasterMaster
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Champion Build: Xerath
| Health | 3034.96 |
| Health Regen | 14.54 |
| Mana | 1060 |
| Mana Regen | 24.8 |
| Armor | 163.8 |
| Magic Resist | 115 |
| 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 | 692.39 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
PLEASE READ THIS! MY NEW XERATH GUIDE IS MUCH (I GUESS) BETTER. READ THAT ONE INSTEAD! THANK YOU!!!!

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Greetings, fellow summoners. Welcome to my first ever official guide on Mobafire. Please feel free to criticize and tell me if there are any improvements to it. I will be basing this guide on the champion:
(Credits to afrosmaximus for this video, song by Two Steps from Hell, song called "Heart of Courage")
LOG
December, 23, 2012 / The Guide has its first official release on Mobafire
December, 24, 2012 / Toned down the overall color of the guide
spaaaaaaaaaaaaace/ LOG was added to the guide
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Rod of Ages was added to "Situational Items"
spaaaaaaaaaaaaace/ Moved "Skill Combination" with the "Skill Sequence" section
December, 25, 2012 / Christmas giving was brought to this guide!
spaaaaaaaaaaaaace/ Added the "Hall of Fame" Section
spaaaaaaaaaaaaace/ ProtatoMonster video added, "Xerath Champion Spotlight" becomes "Xerath Videos"
spaaaaaaaaaaaaace/ The "Laning and Team Fights" section has been added to the guide
spaaaaaaaaaaaaace/ The "So Why Xerath?" section has been added to the guide
December, 26, 2012 / Added Old3r's games to Hall of Fame
January, 2, 2012 / Added the "Mana Control" section to guide
January, 15, 2012 / Updated the "Hall of Fame" section
January, 30, 2012 / Added the "List of My Guides" section
February, 12, 2012 / Added "Broken down options" For items
spaaaaaaaaaaaaace/ Improved Visuals
February, 28, 2012 / Fixed the "Hall of Fame" section
So Why Xerath?
Xerath is among any other caster right? So why play him? I have
Brand and
Anivia up in my arsenal of champions, so is it necessary to play
Xerath? Here are some of the reasons you would want to play
Xerath.
- You need a solo mid champion: Ok, there are tons of those, what else?
- You want a champion that can play it safe and coordinates extremely well with any other champion: Seriously, how many champs do you know that can coordinate with almost any other champion?
- You want a champion that is strong in almost any team composition: Well,
Xerath is quite powerful, and although he is EXTREMELY team reliant to be powerful, the better the team composition, the stronger
Xerath is - You want a champion who has very long range:
Xerath is probably the caster with the highest BASE range (with
Locus of Power).
Lux also has very high range, but not nearly as far as
Xerath gets. His range gets to about the size of the screen, which is quite intimidating. - YOU WANT A REALLY COOL-LOOKING CHAMPION: I swear, this guy is a mix of
Malzahar and
Nocturne. They are already cool, combine them and you get
Xerath. WHOA THIS GUY IS FRICKEN AMAZING! His animations are amazing, last hitting with him isn't hard at all. If you ask me, he's the ghost rider of shurima.
And that's why you would want to play
Pros / Cons and Description
Let's talk about the goods and the bads of
Xerath.
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Xerath Videos
Just Phreak's champion spotlight. It's fun to watch him pwn noobs, not so great for educational purposes however.
Here's the Top 5 Players Week 41, it has 2
Before Game: Runes
Before the game starts, we want to have a good solid rune page for
Xerath. Here are a couple of choices when it comes to runes.
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I take magic penetration marks because nothing else is better when it comes to casters. Pretty straight forward, and marks don't give as great of stats as any other viable runes.
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Greater Seal of Scaling Health 9 |
Greater Seal of Mana Regeneration 9 |
Greater Seal of Health Regeneration 9 |
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These runes are probably the best choices for
Greater Seal of Vitality: Helps increase your survivability throughout the game.
Greater Seal of Replenishment: Increases mana regen for more farming and harassment.
Greater Seal of Vigor: Helps you survive in lane against tough, harassing enemies.
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Here is where I get a partial amount of the AP. I chose two main priorities here.
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Greater Quintessence of Health 3 |
Greater Quintessence of Ability Power 3 |
Greater Quintessence of Movement Speed 3 |
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I came up with a bit more variety here, though I usually tend to stick with the flat AP as it's very strong and gives me the early damage (helpful when jungler ganks if they do).
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This is what I run on
Before Game: 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. Anyways,
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This spell isn't all that useful in the late game when you start using your maximum range capacity, You shouldn't be anywhere close to the opponent enough to use this skill, but it does have its significance. I get it to deal additional damage to opponents when they DO get close enough to you (you won't be able to stay away from your enemies forever you know) whilst gaining that extra +5 AP and AD (not a whole lot, but better then +1 from
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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 (not to mention you probably won't be in range to use it either). It's good for beginners who want to aim their skill shots.
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If you hate
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Before Game: Masteries
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TIER 1 ~ I decided to put 1 point to
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TIER 1 ~ With
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Before Game: Skills Summary
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Tips and Tricks:
It's easier to land
Don't stun with
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Locus of Power: |
Xerath immobilizes himself near a source of magical power, increasing the range of all spells and granting him bonus % Magic Penetration. When the effect ends, Xerath's Movement Speed is increased for 2 seconds. Xerath immobilizes himself near a source of magical power, increasing the range of all his spells and granting him 10/15/20/25/30% Magic Penetration. Lasts 8 seconds or until toggled off.When the effect ends, Xerath's Movement Speed is increased by 35% for 2 seconds. This is basically what makes you a mortar. If you have ever played Starcraft 2, you would know this is equivalent to Siege Mode, but that's not the point. THIS SKILL IS BOTH EXTREMELY POWERFUL AND DEADLY AT THE SAME TIME. When you use |
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Tips and Tricks:
While casting
While you are in
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Mage Chains: |
Deals magic damage to an enemy and marks them with Unstable Magic. The next spell Xerath strikes this enemy with stuns them for 2 seconds. 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. Hit anyone with this skill and whatever spell you hit them with next will stun them. Simple as that, but choosing which to stun your opponents DOES matter. If they are close range, stun with |
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Tips and Tricks:
If you rush
You may even want to save this spell to interrupt other champion's dangerous skills such as
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Arcane Barrage:
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Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast up to three times before going on cooldown. 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. At low levels, one of these |
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Tips and Tricks:
If you can, try saving at least one of your
Making sure all your skills hit is a very big deal on
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Mana Control
Are you constantly running out of mana? Do you always spam your skills in lane trying to harass your lane opponent? Then read this section. It'll help you maintain a good balance between harassing and controlling your mana. It's so sad that people have no idea what mana controlling is, especially when I'm in a different lane, I go and look back at mid lane only to find
Malzahar level 3 and out of mana (note he also had
Doran's Ring, so it doesn't take a genius to find out that he constantly spammed all his skills). Now is the time I feel I need to reveal the secret of controlling your mana. There are 2 easy steps you need to follow in order to be successful in this chapter:
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So exactly what is it you need to analyze? Simply you only need to keep in mind of 3 things: The cost of your skill you are using (in this case,
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Ever had a jungler gank for you and suddenly you realized you don't have enough mana to use your full combo? That is why this is EXTREMELY important. You want to set a boundary between when you can use skills and when to stop. This can be done by setting a limit to yourself. The limit is your choice, but I usually stick to having my mana above 60~70%. This way, I will be ready for when my jungler ganks or be able to prepare myself when the enemy jungler ganks me. I will know that I have enough mana to unleash a full killing combo, or enough mana to simply stun the enemy ganker / enemy champion if my jungler is ganking.
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In Game: Skill Sequence and Skill Combinations
I choose to max
- The opposing team have a lot of close-mid range champions or with a lot of mobility (ex.
Ahri and
Talon and
Vayne) - I'm up against an AP champion in mid lane with a lot of skill shots
- I may not need to be in
Locus of Power more then I need to be
The reasoning for this is, because a lot of AP champions have skill shots, and if you activate
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Here are some possible skill combinations you can use on
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You don't need to be in
In Game: Items
Xerath is among the mage category when it comes to items. Anything you build on such as
Annie.
Brand, and
Morgana would also be good for
Xerath. I'm just going to explain every item I get and my reason for it.
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The standard mage set for high levels.
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I usually don't start
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Another option for early game start. You can build this into an early
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If you grabbed
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Another possible option, you could get this after or if you want,
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This is probably your MOST IMPORTANT ITEM. Rush this item and your life will be SO MUCH easier. Extra AP for damage output, and health to survive burst champions, + the slow that will make
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It's the
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I normally don't rush this item, but it's actually very powerful. I'd get this item against champions such as
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This is probably one of the best defensive item made for casters. It gives you +100 AP (dam that's second to
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Near the late game, when people start getting magic resistance against you, this is the item that you'll get. Giving you +40% magical penetration (which will become +50% magic penetration with
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| Item Sequence | |||||||||||||||
Sorcerer's Shoes 1100 |
Rylai's Crystal Scepter 2900 |
Rabadon's Deathcap 3300 |
Zhonya's Hourglass 3410 |
Abyssal Scepter 2560 |
Void Staff 2295 |
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If the opponents have a lot of CC and magic damage, you can get this item. It'll give you some extra mana, health, magic resistance, and that beast shield to block the next negative spell. This item will replace
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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.
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It's
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This item is a lot like
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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.
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I feel this item needs special mention. I used to use
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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
Sample Builds
You can add god-mode to any of these builds. They're all completely finished. If you get 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, do it for the lulz. 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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| Item Sequence | |||||||||||||||
Sorcerer's Shoes 1100 |
Rylai's Crystal Scepter 2900 |
Rabadon's Deathcap 3300 |
Zhonya's Hourglass 3410 |
Abyssal Scepter 2560 |
Void Staff 2295 |
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| Item Sequence | |||||||||||||||
Sorcerer's Shoes 1100 |
Rylai's Crystal Scepter 2900 |
Rabadon's Deathcap 3300 |
Zhonya's Hourglass 3410 |
Void Staff 2295 |
Morello's Evil Tome 2200 |
Elixir of Brilliance 250 |
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| Item Sequence | |||||||||||||||
Sorcerer's Shoes 1100 |
Rabadon's Deathcap 3300 |
Archangel's Staff 2700 |
Archangel's Staff 2700 |
Archangel's Staff 2700 |
Archangel's Staff 2700 |
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Seriously don't do the above, that's just suicide. I'd probably only ever do this if I had 3 tanks on my team with maximum CC (ex. this build with an
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| Item Sequence | |||||||||||||||
Sorcerer's Shoes 1100 |
Rylai's Crystal Scepter 2900 |
Rabadon's Deathcap 3300 |
Banshee's Veil 2610 |
Zhonya's Hourglass 3410 |
Guardian Angel 2600 |
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More resistance here. If your team is dealing enough damage, you could go for a more tankier solution here. Remember these are just some examples of builds you can use. All possibly good items are in the broken down item choice section.
Laning and Team Fights
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Focus on last-hitting with your auto attacks. You don't want to OVERSPAM your skills. Use
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Around level 6~11 (or when you go B), you should buy 1 or 2
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So you want to try to outfarm your lane opponent, check how many more kills/CS you have then them. If you are behind, then they're out-laning you, and you want your jungler to gank for you. Request a gank and hopefully you will get a kill or assist. Remember that
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There are a few things that you should be doing in a team fight.
- You should be taking out their carries: All of your skills have powerful AoE, so try hitting multiple champions, but of course, focus on the main carries. Maybe hit all of them if they're really clumped up together. It'll make easy work for you.
- You should either be protected by your tanks or be in the far back away from the center of attention: The center of attention is obviously where the team fight is taking place. If you can hide in a bush and launch your skills from there, it may also be very beneficial as they'll have a hard time getting to you, and once they do, you can easily juke them or run to your team. They'll be doing what they're supposed to (hopefully).
- Hopefully, you shouldn't be dieing: Keep a close eye on your position, and constantly analyze their team to see who is missing. For example if
Talon was missing from the team fight, he may have went around just to kill you. You are an easy target once they can get to you, so if possible, DON'T LET THEM GET TO YOU.
Important Duties
Some key things you should keep in mind while playing
Xerath. Here are some of them:
- 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.
Conclusion and Summary
I would like to say although this guide took me roughly a week to finish, it's finally done and you guys are here to enjoy it! I just want to say that
Xerath is just like any other caster, but with probably one of the highest base range with
Locus of Power. Although he lacks mobility, rather unstable, and damage may not be as high as you wanted, he has extreme poking power, fairly short cool-down on his ultimate, his skills cannot be blocked by minions or champions, and is a fun caster to play from time to time. I hope this guide will encourage you to play him more often (or buy him if you don't have him) as he's one of my favorite AP carries. Remember: PLAY RIGHT, AND DO IT RIGHT. Good luck summoners, and see you in the field of justice!
Hall of Fame
Send me some of your awesome
Xerath games and they'll appear here!
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