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Xerath Build Guide by GrandmasterD

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League of Legends Build Guide Author GrandmasterD

Xerath - Behold My Power

GrandmasterD Last updated on June 7, 2012
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GrandmasterD's Build

[VS]

Conventional Xerath

Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Chapter 1




About the Author: GrandmasterD

I am GrandmasterD and my speciality lies in AP casters; whom I play in the mid lane of course. I had played a lot of AP casters but Xerath was something new to me and I was intrigued. I started maining Xerath since he was released and I think I've become quite good with him. I've played over 250 ranked games with Xerath, having a 60% win ratio and a 4.8 KDA. Final words before we go on: if people know they play against me; they ban Xerath!






I - An Introduction to Xerath
II - Preparing for Battle
III - Itemizing and Basic Builds
IV - Xerath Throughout the Game
V - Wrapping Up






Welcome to my second guide on MobaFire, a guide about Xerath, The Magus Ascendant. Xerath is my favorite AP caster for mid lane; he deals exceptional amount of damage from a huge range and he perfectly captures the feeling of uncontrollable power! Also, Xerath's power to snowball makes him a great pick for solo queue ranked play. However, many are very reluctant to play him because he does requires a good amount of skill. Just like my first guide, this guide will be very in-depth and it will cover anything from start to finish. Now forget anything you know about magic as Xerath is about to show you some real magic!

Yours Sincerely,
GrandmasterD







Let us start off with a good old pros/cons list. Just like any other champion, Xerath has his strengths and shortcomings. His basic strength should be noted: Xerath has range, huge range! The only champion who really outranges him is Kog'Maw with his Living Artillery. Additionally, his great damage/mana cost ratios give him great laning power. Xerath has, in my opinion, only two major flaws: He has no escape spell, just a single-target stun. This makes him vulnerable to multiple enemies and to jungler ganks, making warding even more crucial. His second flaw is that Xerath has a really low mana pool; he simply does not have enough mana, especially in late-game. Other than that I simply love Xerath; mainly because of his long range burst, which is kind of ridiculous.

Pros



+ Extremely long range harass.
+ Fairly low mana costs.
+ Low cooldowns, an Elixir of Brilliance is all you will need on cooldown reduction.
+ His ultimate, Arcane Barrage, is one of the best damage dealers in the game!
+ His harassment has no trouble with enemy minions.
+ He can obliterate enemies from a 1000 range!
+ He looks extremely badass!
_____

Xerath

_____

Cons



- Hard to master, since his main damage spells are skillshots and he requires smartcasting.
- Positioning can make him or break him.
- He has little to defend himself if tanky enemies such as Olaf get in close range.
- He pretty much relies on his stun to deal damage, which is a skillshot.
- Constant harass early-game gets him out of mana pretty quickly.
- His taunt is extremely awesome but too long to fit as a title for this guide.







Below I have listed each of Xerath's abilities including some pros/tips about the ability. I did this so you will know what I am talking about throughout the entire guide. My personal opinion is that Xerath has an amazing skillset but only if used right. Luckily, you have come to the right place.

___
Ascended Form
______
Ascended Form (Innate): Xerath receives 15% of his ability power as bonus armor.
  • Free armour, yes!
  • Becomes very useful against physical damage dealers once you've acquired your Rod of Ages

___

______
Arcanopulse (Q): Fires a long-range beam of energy in a line, dealing magic damage to all targets hit.

___
Locus of Power
______
Locus of Power (W): 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.

___
Mage Chains
______
Mage Chains (E): 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.

___

______
Arcane Barrage (R): 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.
  • Insane damage!
  • Low cooldown for an ultimate.
  • Fairly large area of effect.
  • All three barrages are easily hit when combined with Mage Chains.







Although the skill sequence may seem very straightforward on Xerath; there are some thing you should know. In fact, Xerath has two skill sequences really. Hence, you should know which one to use and when you should use it. Regardless of who you are facing; you should always max out Arcanopulse first. It is your bread and butter ability with a ridiculously great damage/mana cost ratio. Maxing it out reduces the cool down and increases the damage. Arcanopulse gives great poke plus farming capability; I'm not willing to argue about maxing it first. What to max out next depends entirely on your lane opponent.


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is the basic sequence I use about 90% of the games I play with Xerath. The main reason for this sequence is damage. Maxing out Mage Chains makes you deal more damage than when you would've maxed out Locus Of Power. A nice side effect of this sequence is that Mage Chains get on a shorter cool down so you will be able to stun more often; which is very convenient.


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

There are some cases, however, when maxing out Locus Of Power is the better way to go. This does not happen often, but there are lane opponents against whom this is much more convenient. There are two main reasons why you would use this sequence. First, the enemy is stacking magic resist heavily. Yes, when facing champions like Ryze or Galio you will probably experience this. If the enemy stacks magic resist, you will need the magic penetration from Locus Of Power in order to deal consistent damage. Second, you need long range harass more often. When facing champions who have a huge lane presence (e.g. LeBlanc and Kassadin), you might feel that you should stay at a distance and farm/harass from there. In that case you will max out Locus Of Power in order to decrease the cool down on the spell. Recapping, max out Locus Of Power second if you need long-range harass more often or when the enemy is stacking magic resist.








Well if you are going to play a new champion you probably want to know which summoner spells you should take and which you should avoid. Below I have listed all the summoner spells I consider viable on Xerath. All the others should not be chosen for obvious reasons. If those reasons are not clear to you, do not be afraid to ask.


Flash
"We thank you for choosing us as your preferred method of escape." Hell yeah it is my favorite method to escape. In my opinion, nothing can beat/replace Flash! This spell gets you easy out of sticky situations but can also be used to close the gap with your opponent: Flash + Mage Chains + Arcane Barrage + Arcanopulse is amazing for getting kills. However, now that I do not get Summoner's Insight and the cooldown on Flash has been increased I almost exclusively use it to escape.


Ghost
Ghost is a nice spell, I cannot say I would use it as a replacement for Flash but this spell certainly has its uses. Ghost can be used, for example, to close the gap with your opponent before activating Locus Of Power. For getting out of trouble, Ghost is less suitable than Flash. However, you could consider taking them both.


Ignite
Mages often take this spell to add something to their burst. It is a great spell for getting early kills or when you just need something to do that final tick of damage. Also, it is very useful against those very sustainable champions such as Vladimir, Yorick or Warwick. However, often Xerath does not find himself in range of the target to use Ignite so you could consider an other spell such as Exhaust or Surge.


Cleanse
Cleanse is absolutely a great spell to have, especially since it removes Ignite and Exhaust. This spell can definitely save you from certain death although, on Xerath, I feel that this spell can only replace Flash against specific opponents. For instance, I do pick this spell when the enemy team has a jungle Rammus as it counters his Puncturing Taunt. However, you could consider taking both Cleanse and Flash since Cleanse simply counters the opponent's Ignite.
___

Teleport
It has its uses but I find it pretty much useless when going mid. I guess you could use it when Ignite isn't available yet or if you find yourself recalling often. Other than that, Teleport has no real uses when laning mid. If you aren't planning on laning mid but top for example, I'd suggest you play an other champion than Xerath.


Exhaust
I have seen Xerath players picking Exhaust and it is perfectly viable on him. It can shut down the enemy mage's burst completely and leave them vulnerable for your retaliation. Additionally, it can save you from very annoying junglers or offtanks who might be bugging you. In short, Exhaust has its uses but personally I prefer Ignite over it as I feel that it suites a mage better and because your team needs at least one Ignite to shut down healers.


Surge
The newest summoner spell Surge actually intrigued me so I tried it out on Xerath. It is certainly not a bad pick since it provides you with quite a lot of ability power and it scales perfectly into late-game. Together with Rabadon's Deathcap it gives you a whopping 107 ability power! Personally, I prefer Ignite over Surge but this is definitely my number two pick!








One cannot head over to the fields of justice without a proper mastery setup. This section decribes the mastery setup I take on Xerath and, more important, why I go with this setup. From playing games with Xerath on my smurf on the NA server, I realised how important masteries actually are on Xerath. The mastery setup I use on Xerath is actually a basic 21/0/9 mage setup; focussed entirely on dealing damage.


Offence Tree


Tier I: Grab Summoner's Wrath and Brute Force to boost your summoner spell and for early harass and easier last-hitting. You could also exchange the point in Summoner's Wrath for an extra point in Mental Force ; you should do this if you don't take Ghost, Ignite, Exhaust or Surge of course. You could also consider taking points in Butcher for last-hitting but this won't aid you in harassing.

Tier II: Well here we just go for four points in Sorcery since that is really the only useful mastery on Xerath here. You could spend a point in Demolitionist but keep in mind that this is NOT true damage, so it isn't a great mastery.

Tier III: We get three points in Havoc just to increase our overall damage and to advance to the next tier. Also, we take the point in Arcane Knowledge which is a very great mastery and stacks with the percentual penetration of Void Staff and Locus Of Power.

Tier IV: Continue down the tree by taking four points in Blast . There are other options here, but they make no sense for a mage; at least not on Xerath.

Tier V: Four points in Archmage for obvious reasons. Even though the armour penetration from Sunder could be useful for harassment, it just isn't worth not taking Archmage .

Tier VI: The final point in this tree goes to...... Executioner !! Great mastery on Xerath, makes your burst do extra damage. Also, it stacks nicely with Havoc .



Utility Tree


Tier I: In the first tier, a lot of decisions have to be made. My setup is to take Summoner's Insight since Flash is very vital to Xerath's survival as Xerath has no natural escape mechanism. I also take three points in Expanded Mind to increase Xerath's low mana pool; it comes in very handy througout the game. Also, I get the Improved Recall mastery since it is quite useful as faster recall means faster in lane and it might even save your life!

Tier II: This tier contains mana regeneration which is very strong on Xerath so let's go for it. I used to go for Swiftness but I feel that Xerath doesn't need it at all as he has a high base movement speed and Meditation really boosts his early-game. Swiftness is also viable so if you want that; you should exchange Meditation and Improved Recall for this.

Tier III: Our last point must be spend wisely so why not increase the duration of the red and blue buff on Xerath? The blue buff is a precious resource and gives you enormous presence in the game as it provides cool down reduction and huge mana regeneration. Greed and Transmutation aren't worth spending just one point on.








Now I will discuss the rune setup I use on Xerath. The rune setup is fairly straightforward and focuses mainly on damage output. It provides Xerath with a damage boost that will allow him to pose a threat even with a few items.

Below I will first explain the basic rune setup I use on Xerath. After that I will discuss possible viable replacements for each rune; this should come in handy when counterbuilding or when you want to change anything to the standard setup.

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Mana Regeneration
9

Greater Glyph of Scaling Ability Power
9

Greater Quintessence of Ability Power
3


Greater Mark of Insight
Actually the marks you would expect on a mage. These marks allow you to do some early game damage and they work far better than the Greater Mark of Ability Power and the Greater Mark of Scaling Ability Power. Xerath benefits the most of these marks since his ability power scalings aren't extremely high.

Greater Glyph of Force
These glyphs are really amazing, you will gain extra damage over time which benefits Xerath greatly. Even if you are a little back on farm and/or items you will still do enough damage to destroy your opponent.
___
Greater Seal of Clarity
Extra mana regeneration to make it possible to harass your opponent more often. Also, they come in very handy late-game when you have sold (most of) your Doran's Rings. I used to take the Greater Seal Of Vitality on Xerath however I just value these seals more than those, especially since I don't take the Meditation mastery.

Greater Quintessence of Potency
Extremely nice on all mages as three of these provide you with 15 ability power! These quintessences just rock on Xerath as they give him so much extra early game damage.


Runes

Greater Mark of Magic Resist
9

Greater Mark of Attack Damage
9



______
______




Runes

Greater Seal of Scaling Health
9

Greater Seal of Scaling Ability Power
9

Greater Seal of Health Regeneration
9

Greater Seal Of Vitality

Greater Seal Of Vigor
______
______
Greater Seal Of Vitality

Greater Seal Of Vigor



Runes

Greater Glyph of Magic Resist
9

Greater Glyph of Ability Power
9

Greater Glyph of Scaling Mana
9

Greater Glyph of Magic Penetration
2



Greater Glyph Of Knowledge

______
______


Greater Glyph Of Knowledge



Runes

Greater Quintessence of Attack Damage
3

Greater Quintessence of Movement Speed
3




______
______









Excellent, it's time for some full builds I use on Xerath. You won't be noticing a lot of defensive items since I'm not a big fan of those on mages since it isn't exactly going to save them from certain death, at least in my opinion. However this is still a guide, not an instruction booklet so see whatever floats your boat.


Preferred Build


No RoA Build


Tanky/Sustained Build

The first build is the build I mostly use on Xerath and it combines a high damage early- and mid-game with a quite tanky late-game. I do realise I get the Rod of Ages quite late but there is a simple explanation for that. Getting Rod of Ages early grants you a ton of sustain and tankiness but not really a lot of damage. Therefore I go with triple Doran's Ring and then a Rabadon's Deathcap to seal the deal. However, as soon as you are getting other items, thus selling your Doran's Rings, you slowly will experience mana issues when you're not in possession of the Blue Buff. Getting a Rod of Ages after Rabadon's Deathcap ensures you won't have any mana problems for the entire game and we already have our damage potential so it will be no problem. I advice to skip the Rod of Ages after the 30-minute mark since you won't have time to stack it then; a Banshee's Veil, Lich Bane or Frozen Heart would be suitable replacements by then.

The second build is a build I use sometimes when I'm really on fire. It ensures maximum damage through the course of the entire game but you will experience mana problems as soon you've sold your second Doran's Ring. The Lich Bane should largely solve the mana issues though. I've replaced the Abyssal Scepter by a Rylai's Crystal Scepter in this build just to gain some health; the slow is just a nice bonus. A Banshee's Veil is also a very useful item in this build.

Well, whenever you feel the need to build more like a sustained mage as opposed to a burst mage (against Veigar maybe); rushing Rod of Ages is probably your thing. I can only say that it works on Xerath but that it is not ideal.








Boots of Speed
I almost always start with boots because it is useful to possess some early-game movement speed to escape ganks and avoid nasty skillshots such as Orb of Deception. Also it is nice to have some cash left for some Health Potions since Xerath does not possess natural sustainability.
___

Health Potion
These three potions give you a total of 450 hp to regenerate, not bad considering what you spend on it. Health Potions are just really strong early-game so why not get some? It helps you stay in lane longer or stay in lane after you've just escaped that nasty jungler gank.

OR




Doran's Ring
__________ When I don't feel like I need the mobility in early-game, which doesn't happen a lot; I just get my first Doran's Ring. I mean what is not to love about this item? It provides you with mana regeneration, health and ability power. As I said, you probably can't often start with this item but when you can just do it! __________








Rod of Ages
Even though I don't tend to rush Rod of Ages, it is still part of my core build. Rod of Ages is great for all of the stuff it provides: health, mana and ability power; additionally a great passive. I take Rod of Ages mainly to solve my late-game mana issues which occur as soon I sell my Doran's Rings to make room for other items. It should be your goal to get this around the 25-minute mark; but it's viable to get until the 30-minute mark. After that you should just abandon the Rod of Ages and solve your mana problems differently.


Rabadon's Deathcap
Let me see, you could consider spending your 3600 gold on Hextech Gunblade or Madred's Bloodrazor or maybe just go for the good old fashioned Rabadon's Deathcap. On Xerath I'd go for the last one for obvious reasons. I mean you are aware of the fact that Xerath is a mage right? You are aware that Rabadon's Deathcap is extremely strong on mages right? If you can answer both questions with yes, move on. If you can't... just get this item and witness its awesomeness!
___

Sorcerer's Shoes
These shoes seem standard on a mage but many people tend to get other boots because of Xerath's naturul magic penetration. However, Locus Of Power grants percentual magic penetration as opposed to flat magic penetration. Most enemies will have about 30 magic resistance when we buy these boots. In order to achieve the same kind of magic penetration as the Sorcerer's Shoes we require 66.6% magic penetration. We won't even be able to achieve this with rank 5 Locus Of Power, Void Staff and Arcane Knowledge . Therefore don't try to be a smart*** and get the Sorcerer's Shoes!


Void Staff
What? Void Staff as a core item on Xerath? Well, yes and I got my reasons. First of all, enemies will get magic resist against you if you like it or not. Second, being completely reliant on Locus Of Power makes you predictable and very vulnerable. My final reason is that this item combined with rank 5 Locus Of Power and the Arcane Knowledge mastery grants 63% magic penetration! Nevertheless, once you have acquired this item; magic resist will become useless!








Abyssal Scepter
I love this item because it provides magic resist and ability power, which is just amazing! A lot of people argue about getting this on Xerath because of the aura range. However, the range of the magic resist reduce aura is 1000 which is the same as the range of Mage Chains with Locus Of Power being active. I don't usually get this item on Xerath but if the enemy mage is doing really well or if the enemy team has a lot of magic damage then this is the item you want!


Lich Bane
This is probably the most unusual item you've seen in my build(s). Lich Bane doesn't seem like a great item on Xerath so why do we get it? Well, Lich Bane is more than just the Sheen-proc that empowers standard attacks (I do admit that Sheen itself is quite useless). However, let us look at the other stats Lich Bane provides us: Mana, Magic Resist, Ability Power and Movement Speed! Well, all those stats are very useful on Xerath. The main reason why I take it, is because of the movement speed buff because it helps chasing down enemies but it is also useful for escaping since Xerath does not possess a real escape spell. One remark though: Lich Bane has absolutely no high priority; therefore I don't usually manage to get it in most games since other items are simply more useful.
___

Zhonya's Hourglass
Even though we get free armour from Ascended Form; this item still has its uses. I buy this item if the enemy team has annoying offtanks with gap-closers such as Wukong or Talon. Otherwise, this item has no real use since we don't really need the armour and 3100 gold for just 100 ability power is a bit too expensive. Recapping, this item is solely bought for its active; if you don't need it, don't buy it!


Deathfire Grasp
Even though this item has kind of short range it surely has its uses. I only get this item if the enemy team is stacking health heavily; or if an enemy offtank with loads of health is bugging me a lot. All of the stats this item provides are useful to Xerath so in general it isn't a bad item to get; however I prefer other items over this since the range of the active is pretty short compared to Xerath's skills.








Will of the Ancients
Personally, I never get Spell Vamp on Xerath since I feel he doesn't really need it. First, you probably never get harassed since you will be out of their range. Second, you are a burst mage; the moment you will land all your spells, you will probably be at full health so nothing to heal. On the other hand, it helps you being more sustained if you hit an entire wave of creeps. If you plan on getting it, do it right after Rabadon's Deathcap.


Moonflair Spellblade
A very situational; yet very useful item because 35% of crowd control reduction is not something to take lightly; also it gives some ap. Personally I do not ever get it because I find it too expensive and Xerath shouldn't even be in range of crowd control. However, it is very useful against enemies who pretty much rely on crowd control to deal damage (e.g. Cassiopeia and Brand). This item should make place for something more powerful when you enter late-game though.


Morello's Evil Tome
This item offers a bunch of stuff that is useful to the average mage. To Xerath, however, this item isn't really great. Xerath does not need any mana regeration besides the Doran's Rings we are getting and the cool down reduction is highly unnecessary because you will get the blue buff from your jungler. Deathfire Grasp is a way better alternative to this.


Guardian Angel
Well, this item isn't really great on mages in general but I guess it could work on Xerath. Personally I never really get this item as I feel it does not protect you enough and the amount of health and mana it gives on reviving isn't that much. I'd only recommend this item when you have reached very late-game (i.e. 50+ minutes) and when you could be annihilated before you can land your powerful burst.


Quicksilver Sash
A cheap alternative to Banshee's Veil that let's Xerath in command of the situation. Quicksilver Sash is like Cleanse in an item so it is always useful against champions with a lot of crowd control such as Nautilus or Amumu. Additionally, it removes other debuffs such as Nether Grasp, Infinite Duress and Children of the Grave therefore it might be useful to get this item against certain enemies.
___

Archangel's Staff
This item isn't terrific on Xerath but I guess it isn't that bad either. Xerath will be capable of stacking it quite well and it will remove all of his mana problems and late-game it will give you a ton of AP. However, I find it sort of cost inefficient and it won't give you any tankiness. Also, it delays your build by a 1000g for Tear of the Goddess which doesn't give you any AP. I'm not saying it is a really bad item; but it isn't great either.


Rylai's Crystal Scepter
The good old crystal scepter, what do we do with it? Personally, I don't get this item. Merely because I'm a fan of efficiency and this item is just not that efficient on Xerath. The slow only procs for 35% on Mage Chains and only for 15% on Arcanopulse and Arcane Barrage. Besides, we do not want to slow with those spells, we want to kill with them! I'd only take this item if you really have trouble stunning enemies. If you're running late with Rod of Ages, I still find Banshee's Veil a more suitable replacement for that one.


Mejai's Soulstealer
Well, what should I say about this item? If you're in a pubstomping position, you might get it. However, why would you delay your major build? Personally, I'd never ever get this item, maybe to troll but that's it. Every enemy with a brain will start to focus you as soon as you as you will get this item. This is like a Warmog's Armor in reverse: people will focus you! Recapping: get this item against utter noobs; when you're facing decent players however, do not get it!


Banshee's Veil
This item is always a good choice as a defensive item. It possesses a great passive and gives a nice amount of health, mana and magic resist. However, it is pretty expensive and does not contribute to your damage. It is wise to get some damage items before getting this beauty.








Xerath's laning phase is very strong, because he outranges most enemies in the mid lane. Therefore, in the early-game you should try to harass your opponent with Arcanopulse. Only use it when you will hit your enemy, don't use it needlessly as spamming it will get you out of mana very quickly. Also, try to keep your mana above 40-50% because you will need a lot of mana if you want to pull off your combo at level six.

During all stages of the laning phase, keep Locus of Power on cool down; make sure the enemy is constantly at low health as this will increase your presence tremendously. If you think you are ready for the kill try to get your combo off as following:
Locus Of PowerMage Chains

Do keep in mind that Arcanopulse and Arcane Barrage can be cast at the same time! This means that, while casting Arcane Barrage, you can also cast Arcanopulse. This results in the fact that, if you are fast, you can cast 3x Arcane Barrage + 1x Arcanopulse within the 1.5 second stun duration of Mage Chains.


When you reach about level 9-11 you might want to gank other lanes. Xerath is a great ganked if the lane isn't warded properly of course. Below I've pictured a map that shows the route you should take to gank a specific lane and the approximate area you can gank with it (click on it for an enlarged version):


When ganking, you should be able to pull of your kill combo mentioned previously, preferably from the brush. It doesn't matter if you initiate or follow up; however if someone else with a stun can initiate (e.g. Taric, Amumu, Leona, etc.) you don't have to stun yourself. This can be very useful if you aren't within range (no I'm not kidding, it happens). Never gank when you have no vision! Getting caught out of position usually results into your death; mostly without taking someone to the grave with you.

In mid-game you can farm entire minion waves with 2x Arcanopulse; this results in pushing of course; but there is no problem if you ward your lane properly. Pushing your enemy to the tower grants you enormous presence, free harass and ganking opportunities. Do not be afraid to push in mid-game.








Teamfights can be a tricky part of the game with Xerath, especially if your team does not have the advantage. As said in the cons: "positioning can make him or break him.". Yes, good positioning is of the essence and it separates the good Xerath's from the useless Xerath's (yes you thought I was going to quote Morello here, huh?). Xerath's role is that of artillery: stand back, let your tanks protect you and nuke them down!

You can either use your basic combo or simply throw out Arcane Barrage and Arcanopulse if your team manages to keep them into place. Always stick with your team in so you are never out of position, this gives assassins like Twisted Fate and Pantheon no chance of getting you.

One mistake people tend to make with Xerath is that they stay too long in Locus Of Power because they think it is the only way to deal damage or they think that they should stay at a distance at all costs. Xerath can just move with the group and do damage at close range, however you should only do this once you've dropped the hammer!








Another important aspect of being a mid laner is warding. A lot of mid laners tend to buy little to no wards because they think the support and jungler got it. This is a huge mistake and you should buy wards, especially if the jungler and/or support tend to buy not so much wards. Below is a map of the mid lane and surroundings on where I've marked the most important warding spots:
Red: Vital warding spots, these places must be warded at all times.
Yellow: Optional warding spots; for checking the enemy jungler's motion even better.
Blue: Situational/Luxury wards; these are not essential but could come in handy.
Turquoise: Buff securing wards. Very useful to steal an enemy buff or to prevent yours from getting stolen.
Purple: Highly situational Vison Ward.


When you ward properly, you will be able to snipe some enemy squishies. This is the best feeling you can get with Xerath, and it can even be game changing! In the nearby future I will post some screenshots that show the best sniping positions.








"If you know your enemy and you know yourself you need not fear the results of a hundred battles." as has been said by Sun Tzu. By now, you should know yourself (i.e. Xerath); however we need to know something about the enemies you are about to face. Each opponent is also marked with a difficulty ranging from Easy to Nightmare. If there is an enemy out there who is isn't listed here but you want them listed, please leave a comment.




Easy
_____
These are the champions who will be no match for you. Your laning phase will not only be a breeze, but you will feast on them! The only problem you will probably experience is the enemy jungler.
_____


Easy



Worthy
_____
These enemies are worthy in facing you. You should have little problems laning against them; but they could be dangerous in some way. These champions aren't necessarily food for you but they aren't exactly dangerous to Xerath. Keep your eyes open for junglers though.
_____


Worthy



Master
_____
These enemies will put your Xerath skills to the test. These champions are quite a challenge and are really dangerous if approached wrong. If the enemy player is good; they will punish you hard for every mistake you make. However, if you manage to keep your cool; you'll be able to beat them eventually.
_____


Master



Nightmare
_____
Time to face some true horror! These champions are extremely dangerous and you will need all your skills to at least stay alive. Keep your distance and farm passively; you definitely need help from outside to be able to do something. Every mistake you will make against them will probably result in your death.
_____


Nightmare



Ahri
Difficulty -

Runes - 9x 9xGreater Seal Of Vitality 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Ahri is quite easy to deal with in lane as long as you will dodge her Orb of Deception and Charm. Ahri has short range so you can harass her easily. The only thing that makes her pretty dangerous is her Spirit Rush + Charm combo; do watch out for that! When her Spirit Rush is on cool down, however, Xerath can pretty much obliterate her. _____



Akali
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Akali can be pretty intimidating due to her damage. She is very dangerous if you approach her in the wrong way. Before level six you should be able to dominate her and deny her farm. Try to do this as much as possible. When she hits level six, things will become more difficult. In order to beat her, I'd suggest to put a Vision Ward in the middle of your lane to render her Twilight Shroud useless and that means you can just combo her to death. Akali is very squishy and shut down by hard cc so you should be fine. If she manages to get really dangerous, we got Exhaust as a last-resort option. _____



Anivia
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Anivia is very easy to deal with; she lacks the range to endanger you and she is very squishy. After level six, especially with blue buff, she can clear minion waves easily and then she will probably push you. However, her movement speed and range restrict her from being a danger to you. Do watch out for junglers and dear lord, beware of her Rebirth! _____



Annie
Difficulty -

Runes - 9x 9xGreater Seal Of Vitality 9x 3x
Summoners - +
Sequence - -> Locus Of Power -> Mage Chains
_____ If the enemy decides to pick Annie against Xerath; I'd think they have some sort of mental disorder. Annie is food for Xerath, like really. Xerath outdamages and outranges her while actually being more tanky. Just watch out for enemy junglers with nasty crowd control and feed on her. _____



Brand
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ This guy is my arch nemesis. I defintely hate this guy; because even if you manage to kill him about four times, he can still one-shot you with his ugly combo. Laning against him is not that hard though if you manage to dodge his Pillar of Flame. Harass him and make sure you don't get harassed, and for the love of god: do not get stunned! _____



Cassiopeia
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Medusa herself thinks she can beat you. Well, Cassiopeia is pretty hard to deal with and you most certainly need some skills. The key to beating her is to harass her with Arcanopulse while dodging her Noxious Blast. If it happens that you get poisoned by either Noxious Blast or Miasma, just back off to avoid any damage from Twin Fang. We take the Cleanse to get rid of her Petrifying Gaze stun/slow and then we can burst her down; since Mage Chains' stun will simply wreck her. _____



Fizz
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Fizz is a slightly weaker version of Vladimir when it comes to facing him; although he possess the burst to kill you. In early-game try to deny him as much farm as possible, you want to delay his Rod of Ages so he will stay squishy and therefore susceptible to your burst. Do watch out for his Playful / Trickster since it allows him to dodge Mage Chains and strike back. I pick Cleanse to counter the slow from Chum the Waters in order to escape into tower range and render his ultimate virtually useless. All in all, you should be able to beat Fizz in lane quite easily but he remains dangerous to you in all stages of the game. _____



Galio
Difficulty -

Runes - 9x 9xGreater Seal Of Vitality 9x 3x
Summoners - +
Sequence - -> Locus Of Power -> Mage Chains
_____ When people tell me this guy counters Xerath; I laugh at them. The reason why Galio counters many mages is because of his passive: Runic Skin; which allows him to build magic resistance instead of ability power. However, we simply max out Locus Of Power second and blast his magic resist to bits. Do care about his ultimate, Idol of Durand, but I simply advice to counter that with Cleanse. Galio can be pretty intimidating but if you dodge his skills and watch out for jungler ganks, you should do fine and win the lane. _____



Gragas
Difficulty -

Runes - 9x 9xGreater Seal Of Vitality 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Gragas can be pretty intimidating if you approach him wrong. His damage comes mainly from one spell: Barrel Roll. Therefore it is vital that you dodge this! If you manage to do that, this lane will be a breeze. Do watch out for his Explosive Cask as it deals an enormous amount of damage and it can knock you into really nasty positions; especially if the enemy jungler is there. However, if you treat him with caution and be aware of his movement; you can definitely crush him. _____



Karthus
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Facing Karthus always makes me laugh. You can literally obliterate Karthus in lane! Just dodge his Lay Waste and harass him. Karthus is very squishy and can't do anything against your stun and the burst that follows it. Jungler ganks can be very deadly though, if he combines it with Wall of Pain. Therefore you could take Cleanse just to be safe, but I don't think you'll need it; Karthus == Food! _____



Kassadin
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Locus Of Power -> Mage Chains
_____ The feared antimage! This guy is hard to lane against; true horror. Try to deny him farm as much as possible pre-6 and let your jungler gank your lane. When Kassadin reaches level six; you are pretty much done for. Do not expect to beat him and try to farm at a distance; also call for your jungler to help you kill him. If your jungler comes, you should let him engage with his Riftwalk. After, you use Cleanse to get rid of the silence and then you can burst him down. _____



Kennen
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Kennen is not that hard to lane against, actually you can make him food for you. Still, I mark this guy worthy because of two things. First, he isn't mana-based and therefore, he has a huge advantage over you in early-game. Second, his combo combined with Flash can be deadly to you if you don't Flash out of his Slicing Maelstrom fast enough. However, if you just keep your distance and manage to get the blue buff from your jungler; he is done for! _____



Kog'Maw
Difficulty -

Runes - 9x 9xGreater Seal Of Replenishment 7x 2x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Even though Kog'Maw does not seem like much, he is actually pretty scary and annoying. Before level six, he is very easy to take on; especially if you dodge his Void Ooze. After level six he outranges you with Living Artillery which is truly annoying. However, between level six and level eleven you will be able to strike back. After level eleven, things get unbearable. Hence, I've chosen an early-game aggressive rune page to crush him. After that, we have Ghost to close the gap and then you can just combo him to death! Also, Kog'Maw is very susceptible to jungler ganks; bear this in mind as it might come in handy. _____



LeBlanc
Difficulty -

Runes - 9x 9xGreater Seal Of Vitality 9x 3x
Summoners - +
Sequence - -> Locus Of Power -> Mage Chains
_____ Oh I seriously hate this champion; she has so much burst early-game, it is ridiculous! Stay out of the range of Distortion at all costs! Then she won't be able to proc her Sigil Of Silence. Simply lay back and farm at a distance; wait for your jungler to help you. Once she has her ultimate, Mimic, she becomes significantly more dangerous. Hence, we have a very very defensive runepage in order to take as much harassment as possible. It actually allows us to trade with her. Complete this with a Rod of Ages rush or an Abyssal Scepter rush. _____



Lux
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ "I don't always meet a Lux in mid but when I do; I destroy her." That would pretty much be my descritpion. Lux' damage/mana cost ratio's are extremely poor, especially compared to yours. Just avoid harassment and bring her down with your spells. Her spells have way higher cool downs and deal less damage so Xerath should win this pretty easily. Do avoid letting her proc her Illumination but that should be fine. When on low health, if that ever happens, avoid her Finales Funkeln at all costs. Xerath should pretty much destroy Lux but she can be quite a annoying when a jungler ganks you. _____



Malzahar
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Malzahar, the prophet of the void, has predicted your defeat. Xerath, however, knows his magic is far more powerful and is ready to crush him. Laning against Malzahar should not give you much trouble but there are three things that make him hard to feast upon. He pushes like crazy, and he can do that from a huge distance. Second, he zones you effectively with Malefic Visions, you don't want those to jump on you. Final point, if he manages to get close to you and hit you with Call of the Void while you are in Locus Of Power; you are done for! Cleanse is taken to get rid of his silence or to remove Ignite in case he uses an Ignite + Malefic Visions combo. Recommended, however, is to get a Quicksilver Sash right after finishing Rabadon's Deathcap. _____



Morgana
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Morgana is very annoying to lane against. Not only because of her pushing power, but also because of her Black Shield which can prevent her from being crowd controlled. I take aggressive seals here in order to deal more damage so you will be able to push against her. Cleanse is picked to deny her ultimate, Soul Shackles. Also, I recommend taking an extra point in Mage Chains by level five so you can burst through her Black Shield with it; which allows you to stun her. Morgana is hard to deal with but if you play smart and let your jungler get you the blue buff you should be able to handle her, maybe even shut her down! _____



Orianna
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ The Lady of Clockwork truly is a worthy opponent but that is all. Orianna has a ton of mana issues and you can stay out of her range quite easily. Harrassing her and avoiding hers is not that hard and is the key to winning this lane. One piece of advice though: do not use Locus Of Power near her ball! _____



Ryze
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Locus Of Power -> Mage Chains
_____ Ryze is food for Xerath if you play it right. He has no range and not much early-game damage to go on. You can just completely destroy him in lane and deny him loads of farm. Only max Locus Of Power second if he decides to build magic resistance. If he doesn't; max Mage Chains second and punish him for that. Bear in mind though, that junglers can be quite deadly combined with Ryze's Rune Prison. _____



Swain
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Despite popular belief, Swain is not very strong versus Xerath. Xerath's burst is extremely strong against Swain and you will be able to outharass his sustain. However, take caution when facing the raven general because when you get caught in his Nevermove you are likely to die. Ignite is pretty much a must against Swain in order to counter his Ravenous Flock. _____



Twisted Fate
Difficulty -

Runes - 9x 9xGreater Seal Of Vitality 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Twisted Fate can be feasted upon if you play it smart. Just keep the harass coming however, you should dodge his Wild Cards which shouldn't be a hard task. Twisted Fate does not have the burst to instantly kill you, and if he tries: we got Cleanse! _____



Veigar
Difficulty -

Runes - 9x 9xGreater Seal Of Vitality 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Veigar may not look like much, but he is actually pretty strong against Xerath. First, you can't build like a burst mage since Primordial Burst will then just destroy you; therefore I advice to get Rod of Ages first. However, the main reason why I mark him master is because his stun, Event Horizon, outranges your stun combo. I get Cleanse to counter his stun and then burst him down. Also, it might not hurt to get a Moonflair Spellblade against him. Veigar is hard to beat but if you play it smart, he is managable. _____



Viktor
Difficulty -

Runes - 9x 9xGreater Seal Of Vitality 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Most of the time, Viktor should not pose much of a threat to you during the laning phase. Viktor has very short range, especially compared to Xerath. However, if Viktor manages to get close; he is very very dangerous. Chaos Storm does an disgusting amount of damage, especially if he manages to keep you in range with Gravity Field. I suggest taking Cleanse just to be safe. If you don't let him come close to you, you should be able to handle him without much trouble. _____



Vladimir
Difficulty -

Runes - 9x 9xGreater Seal Of Replenishment 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ This is a hard one to beat. Due to Crimson Pact, Vladimir will become really tanky and that makes him not susceptible to your burst. Also, with Sanguine Pool he will be able to dodge your Mage Chains. I go for an aggressive early-game runepage against him, in order to just bully him out of the lane; deny him as much farm as possible. Eventually, Vladimir will become too tanky to kill but if you stay out of his range; you shouldn't die to him. _____



Ziggs
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Locus Of Power -> Mage Chains
_____ Ziggs has two faces: with blue and without blue. If he does not possess the blue buff he is something like food for you; do mind his Bouncing Bomb though. With his precious blue is is freaking annoying; like really. His harassment will become insane so be really careful when he has it. Maxing out Locus of Power second should give you the capability of outharassing him quite easily. _____



Zilean
Difficulty -

Runes - 9x 9x 9x 3x
Summoners - +
Sequence - -> Mage Chains -> Locus Of Power
_____ Zilean is very easy to deal with: he has no range, no burst and no hard cc. Zilean can be harassed and burst down pretty easily but there is one thing that really bugs me: Chronoshift. His ultimate is just so annoying, but that does not make him win his lane. One thing: watch out for his Time Bomb -> Rewind -> Time Bomb combo, as it deals a lot of damage. _____








"I sense we are not alone, it is not just me and that annoying enemy caster. Someone is watching me!" Paranoid? Nah, it is the enemy jungler. Oh yes, (s)he is indeed watching you. Therefore it might be wise to take a look at this page and learn something about the different junglers out there.

Note that I've put recommended summoner spells against every jungler; it is up to you if you value their jungler more than their mid laner. It really depends on the matchup which summoner spell is worth more.




Ignore
_____
These junglers have no presence at all. You do not need to fear them; they are free kills. Ignore them and push the tower! This does not mean you don't have to ward though, warding can save your life OR allow you to claim your free kill.
_____


Ignore



Annoying
_____
These junglers aren't simply free kills and they can be quite annoying when they combine their strenghts with their mid laner. However, they shouldn't pose much of a threat if you just ward your lane properly.
_____


Annoying



Deadly
_____
Junglers whose ganks are very deadly if you aren't prepared. They probably won't kill you by themselves but if they work together with their mid laner; beware! Excessive warding is necessary, definitely. You can't go without wards.
_____


Deadly



.........
_____
These guys are so scary that I can't even give them a name. I'm scared it will bring them closer. These are not only great gankers but also have the power to take you down by themselves. These guys are death themselves, keep your lane warded at all costs! If it is not warded or if you suspect they are near... hide! and pray they will not find you.
_____


.........



Alistar
Difficulty -

Summoners - +

_____ Alistar is very annoying when he ganks. He cannot kill you alone but his crowd control makes him scary enough. Keep the lane warded and don't get close to him! He can instantly stun you with his Headbutt + Pulverize combo! After level six, he becomes even more deadly since he will be able to remove your stun with Triumphant Roar and also take reduced damage! If he towerdives you, stun him after he has used his ultimate and Ignite him since he won't be able te heal nor will the damage be reduced. _____



Amumu
Difficulty -

Summoners - +

_____ Amumu can be quite intimidating but his Bandage Toss is easily dodged if you pay attention and ward. He has a fair amount of damage output though and his crowd control is very deadly; especially if the enemy mid laner has hard cc as well. Simple warding should prevent you from getting ganked; and we have Cleanse against his ultimate, Curse of the Sad Mummy. _____



Dr. Mundo
Difficulty -

Summoners - +

_____ Even though this guy goes where he pleases, he isn't a very scary jungler. His damage output is high but he has no gap-closer, just a slow: Infected Cleaver. Dodge that cleaver, and you'll be fine. If he decides to dive you, Ignite should cancel out his Sadism. _____



Gangplank
Difficulty -

Summoners - +

_____ It's a pirate; however that is about all there is. He has no hard cc, nor a gap-closer. He has a slight slow on his Parrrley due to Grog-Soaked Blade and a speed up due to Raise Morale. Be aware of his Cannon Barrage which is a global assist and his Remove Scurvy which he can use to get rid of your stun. Exhaust should be a last-resort if he goes in for the kill. _____



Lee Sin
Difficulty -

Summoners - +

_____ This guy is strong! Two gap-closers, a powerful slow and a knockback (i.e. Dragon's Rage which is his ultimate)! Lee Sin is incredibly strong and therefore you must ward properly. He can't do much against your stun but he can simply catch up with you. Dodge is Sonic Wave / Resonating Strike at all times! _____



Malphite
Difficulty -

Summoners - +

_____ Pre-six he doesn't have much to do with you; his ganks are mediocre then, since he has only Seismic Shard and not too much damage. After level six, he will have his Unstoppable Force which makes him, well.. unstoppable (I know it's a shocker.). However, if you ward properly you should be just fine. _____



Maokai
Difficulty -

Summoners - +

_____ Ooooh this guy is so annoying; I really hate this tree! Maokai is probably one of the most annoying gankers who is out there; and extremely deadly if the enemy mid laner has hard cc. The only bright side is that he does not possess the damage to take you down all by himself. Also another fun fact: he doesn't get much stronger with his ultimate up, which is quite something. Just be careful in early-game when you don't have wards yet. _____



Nautilus
Difficulty -

Summoners - +

_____ Big man in diving suit is coming for you! This guy has an insane arsenal of crowd control: slow, snare, stun and knockup; yes it is all there! If that isn't enough, he dishes out quite some damage himself and is very hard to kill. He also has a great long range gap-closer, so beware! Hide behind your minions and ward properly. Just be really cautious if you don't know his whereabouts. _____



Nocturne
Difficulty -

Summoners - +

_____ Ghosts do exist, and one of them is called Nocturne! Before level six he can be quite scary but his ganks aren't great if you don't let him. Do care of his Shroud of Darkness as it will prevent you be able to stun him! An Arcanopulse could be used to cancel his Shroud of Darkness and then you can use Mage Chains + Arcanopulse to stun him! It takes timing but it works. After level six he becomes very deadly with his ultimate, Paranoia. If you want to use Flash, use it after he hit you with Paranoia otherwise he'll simply come along with you! _____



Rammus
Difficulty -

Summoners - +

_____ Very annoying turtle (yes I called it a turtle, what are you going to do about it?). He should be managable if you ward properly and you can use minions to block him. Also you can just stun him if he tries anything, and we got Cleanse in case it happens he taunts you. _____



Shaco
Difficulty -

Summoners - +

_____ Usually banned, and he should be. This guy is so annoying, I mean he made me lose against an Annie once! An Annie!! He can camp your lane and make your life a living hell. Keep your eyes open for the distingished orange puff of smoke and stun him right away if he tries anything. After level six you can probably kill him with your combo, that is if you didn't break your keyboard in half yet. Wards are of the essence here, maybe even place a Vision Ward in the middle of your lane; or get an Oracle's Elixir if you can afford it. _____



Shyvana
Difficulty -

Summoners - +

_____ Quite easy to deal with, actually. She lacks a gap-closer and hard cc so you can just stun her and walk away. She makes up for all of this with damage so don't let her get close! Wards alone should shut her down. _____



Skarner
Difficulty -

Summoners - +

_____ Very annoying jungler, especially when he has his ultimate up. His Flash + Impale combo is only avoidable if you see him coming, otherwise it probably means you are dead. Stunning him is the only option if he runs towards you, however if his Crystalline Exoskeleton persists; he can still outrun you! Use Ghost to escape him, if necessary. _____



Udyr
Difficulty -

Summoners - +

_____ A slightly more threatening version of Shyvana. Udyr, can be kited but he is quite impressive if he gets close. His Bear Stance allows him to stun you so be careful, especially if he has Flash up. His damage output is quite high but if he can't get close, he can't do anything. Just ward and you will be safe. _____



Warwick
Difficulty -

Summoners - +

_____ Absolutely useless in the early-game so abuse this. Push your lane and force him to waste time in mid lane. After he has reached level six, things change! He will be very dangerous and difficult to kill. Just keep the river and jungle entrances warded to be fine. If you plan on killing him, which is quite possible, you will need ignite so he can't use his damn sustain to heal up. _____








For those who did not read the entire guide and for those who like to read it again to refresh their minds I have added below a list with tips and tricks. Just a basic list with combo's, helpful tips and crafty tricks, use these to your advantage!

  • Do not get caught! Xerath has a hard time if he gets caught, especially by multiple enemies.
  • Squishy targets who have no items that make them a bit more tanky (i.e. a Catalyst The Protector, a Giant's Belt or a Negatron Cloak) can usually be destroyed from 100% health with the combo: Locus of Power -> Mage Chains -> -> -> -> .
  • You clear minion waves really fast by Locus Of Power -> -> . Note: deactivate Locus Of Power after the first Arcanopulse.
  • Get some Sight Wards to ward the map around the mid-lane. Vision grants Xerath kills; just like real artillery!
  • At least once in a game, use '/taunt' because it is freaking epic!
  • DO NOT GET CAUGHT!







Thanks for reading my Xerath guide; I really appreciate it. I know it is a lot of text and it takes a lot of time but I think it is worth the trouble. I hope it will bring you a lot of joy in playing Xerath. I absolutely love the champion, and I hope you will too. Also, I hope this guide has made you a better Xerath player who carries a lot of games with him.

If you have read my guide I'd ask you to vote. If you planning on downvoting, I'd like to know your criticism and see if I can make changes for the good. Well, that concludes my guide; may the force be with you!



SPECIAL THANKS
  • Wayne3100 - For reviewing my guide a couple of times.
  • jhoijhoi - For creating an awesome guide on how to create a guide. Her epic guide can be found here.
    She also has created the awesome banner for my guide!
  • Koksei - For making the text on the banners easier to read.







Here is the section with frequently asked questions and some questions that I have put there in order you do not have to ask them anymore. If you have a question that is not listed here, simply put it in the comments below in such a way that it is clear for me what the question is in order I can list it here. Thanks in advance.



Q: Does a late Rod of Ages actually work? Is it not wasting the item itself?

A: Not really, first we want damage and after that we want mana and health. It is cost-efficient right from the moment you buy it; so why not? Better a late rod than dying.



Q: Do you consider Xerath as one of the top picks for AP Mid?

A: Yes, I consider him to be one of the best mages due to his amazing range and damage combination. Together with a team that protects him, he is a beast through the course of the entire game.



Q: What do you think about CasterMaster's guide on Xerath?

A: I think it is ****; not only does he get Rylai's Crystal Scepter he also rushes it! He wastes a lot of Xerath's amazing damage potential. Also he maxes Locus Of Power second, and I think it is way too situational.








Here you'll find the entire history of the guide; things that have been added, removed and/or changed. Also, if there are any special patches affecting Xerath and/or his gameplay, I'll list them as well. If there is anything you feel that should be added, please post a comment below.


___
Energize
03-14-2012
______
Guide Released!: Xerath - Behold My Power has been released, finally!
  • The entire guide has been added.
  • Extra spell and grammar check was done by Wayne3100 and (hopefully) all spelling and grammar errors have successfully been removed.


___
Energize
04-01-2012
______
Xerath 2.0: Huge overhaul of the guide; looks better and is even more in-depth. Nope this ain't a joke!
  • Added banners and separators.
  • Mastery and Rune sections rewritten and updated.
  • Several new sections added.
  • New images added.


___
Energize
04-16-2012
______
As You Wish: Added a secondary, 'more conventional', Xerath build. Enjoy!


___
Energize
04-27-2012
______
Moment of Insight: I've been using a different mastery setup on Xerath lately and figured that it works a lot better than the one described in the guide. It simply improves your early-game significantly.


___
Energize
05-09-2012
______
Stomp that LeBlanc!: I came up with a powerful rune page against LeBlanc and maybe other powerful casters. Enjoy stomping her!