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Xerath Build Guide by

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.



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League of Legends Build Guide Author

Melting at 6

Last updated on October 16, 2011
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Ability Sequence

1
4
7
9
12
Ability Key Q
3
5
8
10
14
Ability Key W
2
13
15
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 3

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

Introduction

Hey guys welcome to the Xerath build by: KingofBurgers
before we start i would like to say that this is my first guide, and this is the build that i personally use during games. please feel free to leave suggestions.


this build is focused on utilizing Xerath's range and his stun to secure kills for your team, and help you to truly become an AP Carry,


Guide Top

Runes

Magic Pen marks: For any AP carry, you can never go wrong with magic pen, same goes for Xerath, especially if the other team starts building magic resist for the AP Artillery.

Clarity Seals: Xerath, can eat up mana pretty quick early game; you should get mana regen seal to establish early dominance and further you range harassment against you opponents

Flat AP Glyphs: Having Flat AP gives you and early advantage against opponents, you need to establish a good early game due to the fact that late game Xerath may fall short on Damage w/o his Rabadon's and Rylai's

Flat AP Quints: For the same reason as the Glyphs, early game your arcanopulse will do a ton of damage and will help you dominate your lane and get your CC up.


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Items

for items you should start with Boots and 2 health and 1 mana pots, then right after you buy dorans's ring to further increase your harassment.
After saving some gold you should but Sorcerer's shoes and get that 40% magic pen.
Then build your Rylai's, the slow will help a lot especially to champions that have a lot of movement speed; it will also make it easier for you to land your stuns.
Get Rabadons, then build morello's for the extra cooldown reduction.
Finish of with Banshee's for survivability.


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Skill Sequence

Arcanopulse is taken first, then followed up by locus of power to allow you a relatively safe harass against your opponents; take a point in mage chains at level 3
Take a point for your Ultimate whenever it is available.
Max out your arcanopulse as it is going to be your main source of damage, then max out your locus of power (at level 5 the cooldown for locus is around 2-3 secs) allowing you to spam your range arcanopulse.
Mage of chains is maxed last because the range is not as long as you other attacks, considering how squishy Xerath can be early game, you dont want to take that risk.


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Securing Kills

(This is the way i usually get my kills)
-you should familiarize your self with Xeraths range with and without locus of power to fully utilize this-
Once Xerath is level 6 you are in prime position for a kill, if you follow this guide you should have
-3 points in arcanopulse
-1 in locus of power
-1 in mage chains
-1 in your Ultimate
let your opponents push enough to make sure that they are no where near their turret then:
-activate locus of power and and hit your opponent with mage chains
-once mage chains hit use your ult once to stun the opponent and release yourself from locus of power
-use your 1 of your ults (you should have one more barrage after)
-use mage chains and stun again with your Ult
-is you are not close to your opponent flash in and ignite him
-if your opponent is still alive after that barrage clean it up with arcanopulse

if you are asking why use your ult for your stun instead of arcanopulse the reason is this is because the channel in arcanopulse is really predictable and can be strafed by some opponents; Your Ult (arcane barrage) gives you 3 tries for the stun, and it also has a quicker and a more unexpected channel than arcanopulse (the round area of hit, also gives you a higher hit % even if your opponent strafes)


Guide Top

Conclude

This concludes the guide, though it is not very detailed i hope you liked it and and give out feedbacks to help me on future guides that i may do.


THANK YOU FOR READING