Xerath Build Guide by Thorn Reaver
Not Updated For Current Season
Not Updated For Current Season
In the ancient civilization of Shurima, the mage called Xerath practiced magic with undying passion. He believed that with enough magical power, he could gaze into the heart of Runeterra to know the secrets of history and the universe beyond. Such magic was beyond the limitations of a mortal body, but Xerath obsessively pursued a path to infinite power nonetheless. With every breakthrough he grew more and more powerful, yet not without consequence. Xerath's increasing arcane abilities wrought havoc on his physical form. Desperate, he undertook a dangerous ritual to transcend his dying body. The outcome would be immortality or self-destruction. Violent magic unleashed during the ritual caused devastation throughout Shurima, but when the dust settled, Xerath emerged as an ascended being of pure arcane energy.
Free of flesh and bone, Xerath held nearly infinite power at his command. However, in the wake of his chaotic ritual, the mages of Shurima feared his careless disregard for life would bring ruin to the kingdom. After a terrible struggle they subdued Xerath, but they could not destroy his ascended form. Instead they trapped him within an enchanted sarcophagus and sealed him in an underground tomb. Eons passed, civilizations rose and fell, and Xerath's imprisonment was lost to memory. For centuries, Xerath's vast power tore away at the sarcophagus and weakened its spell. Finally, he willed forth a burst of magic that shattered his prison, but its core remained, containing Xerath and his power within its broken pieces. Seeking to rid himself of this burden, he was drawn to the magic of Valoran's nexuses and found he could absorb their power. Yet the nexuses had gatekeepers: petty mages known as summoners. Xerath knew his key to true freedom from his prison lay in gaining their trust, and he offered his power to the League of Legends.
“I have no need for vengeance. Time has brought ruin to the mages of Shurima and I alone remain.”
Xerath, the Magus Ascendant
Runes will help you in early game if you take flat stats, but they can also help you if you take them per lvl.
Greater mark of insight will give you a great nuking, that will help you very much in the game to farm or gank.
Greater seal of clarity. This gives you a great amount of mana regain each 5 sec, because of Xeraths high mana cost it works great with him. it will grow stronger each lvl you gain.
This works great with "Greater mark of insight" because of the flat ap it will help you in the early game to nuke your lane opponents.
This is the same as "Greater glyph of force".
In masteries i take 9-0-21, because of his high mana cost i will take ultility and in offense i will go after the spell penetration.
This works well with Xeraths long cooldowns, and it will help him in his nuking and farming.
This is very strong for a Xerath longer buff duration will help him with the blue buff, it will lower his cooldowns and increase his mana regain.
Increasing Xeraths mana regain is extremly strong because of his low mana and high mana cost.
Xeraths movement speed is 315 and that isnt that much for a carrier. So i take in this to help him chase and escape easier.
This is a great mastery for his spell Flash and it will lower the cooldown and that make it extremly strong.
This is a great mastery spell too for Xerath it lower the cooldown for Ghost and that will help him chase or escape more often. Just like "Blink fo an eye".
This is a very awesome mastery for Xerath because of his long cooldowns it make him easier to farm and gank/nuke opponents.
This is an AWESOME start item for Xerath, because of his mana cost and health + the extra AP it works great with him. 2 of them is even stronger.
Is a must have! If you ask me. Its an extremely strong item for heavy casters. Thats why Xerath needs them so much.
Is a great item for Xerath, he can stun and deal heavy dmg + if he get this item he can slow. It cant get any better than that.
Allmost all AP carriers take this as an "must have". It is so strong for burst casters because 30% of your AP will be increased.
This is a great item for Xerath too, because of his high mana cost and the "Deathcap" it is extremly strong. AP and Mana regain + Lowering cooldowns.
Abyssal scepter is great, because of his standard that makes him strong against meele AD. So if they get near with some magic resist then Abbysal scepter will lower it and your armor is high cuz of your AP.
If you get this far its pretty got to have some magic resist in late game, because you can get nuked pretty fast.
First i grab
then i will farm untill i got enough coins for
after that grab another
it will increase your mana regain, AP and HP.
Then go after
head back and grab
(remember to take the blue buff.)
Then you just head on with the item build.
Xerath receives 15% of his ability power as bonus armor. it will make him extremly powerful against AD champions
This is a powerful spell for farming and nuking your enemies.
Fires a long-range beam of energy in a line, dealing magic damage to all targets hit. When a minion wave is comming just activate Locus of Power cast Arcanopulse go away, and lane 1 more Arcanopulse. Its very powerful go farm all 6 minions in 2 spells.
Cost: 65 / 70 / 75 / 80 / 85 mana
Damage: 75 / 115 / 155 / 195 / 235 (+0.6 per ability power)
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds
Locus of Power is and awesome spell.
Xerath anchors himself to the ground he is standing on for up to 8 seconds, increasing the range of all his spells and granting him bonus magic penetration. Upon disabling this ability, Xerath gains 35% movement speed for 2 seconds. He can deactivate the ability at any time after 0.5 seconds of casting it. I only take 1 lvl in this spell because of the range he gains is the most importent then i max his other spells for maximum dmg output.
Cooldown: 20 / 16 / 12 / 8 / 4 seconds
Bonus Magic Penetration: 10 / 15 / 20 / 25 / 30 %
Is a powerful spell.
Deals magic damage to an enemy and marks them with Unstable Magic for 3 seconds. The next spell Xerath strikes this enemy with in these 3 seconds will stun them for 1.5 seconds.
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.7 per ability power)
Is a great spell for nuking your opponents at a long range.
Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast another two times, with no cost, within the next 12 seconds before going on cooldown.
Cost: 150 / 180 / 210 mana
Cooldown: 80 / 70 / 60 seconds
Magic Damage Per Cast: 125 / 200 / 275 (+0.6 per ability power)
My spell build.
Flash is an extremly good spell for any heavy burst casters as an escape or chase spell.
Ghost works well as an escape or chase spell like flash.
Other spells you can take.
Ignite works well with Xerath if they just need the little more dmg. If you wanna take this spell switch it out with flash.
Teleport is a very good spell for pushing, but i would recommend this for tanks and supporters.
Clarity is a good spell for Xerath because of his high mana cost but your runes and masteries should be enough mana regain for Xerath + your supporter should allready take this spell.
I would not recommend this spell for my self, but if you are really got with this spell then you should take it. It will help you alot too place your spells. The same with clarity your supporter or lux should have taken this.
In team fights activate your Locus of Power and stay away from all champions. Xerath is a high focused in team fights so if you activate your Locus of Power it will give you enough range for then not getting a chance to hit you in team fights.
Thanks for watching this build plz vote and leave comment behind.
You can also see his Champion Spotlight for more info.