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Xerath Build Guide by CyberPrimus

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 CyberPrimus

Xerath the ultimate AP Carry

CyberPrimus Last updated on February 28, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 23

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 7


Chapter 1

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 Xerath.


Pros / Cons and Description

Let's talk about the goods and the bads of Xerath.


PROS:




Extreme range; allows you to bombard enemies from a safe distance while your tanks stop your opponents from getting to you
Fairly high damage output; you can easily destroy your opposing carries at safe distances
Single target stun; 1.5 seconds is enough to kill them, they will be scared out of their life if they got hit by Mage Chains
Strong throughout the game; Powerful early game allows harassment, fairly short cool-down on ultimate ( Arcane Barrage ) and passive allows dps champions and junglers to deal less damage on you the more damage you deal.
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CONS:




Skills require tons of aim; if you can hit them with Mage Chains but you are unable to stun them, it wouldn't matter. We can solve this problem easily with Rylai's Crystal Scepter to help aim your skills; no guarantees however
Can be relatively squishy; passive does not help in mid (unless against an AD champion) as Xerath also has no escape mechanism (we can use Flash if necessary)
Needs items to be affective; Xerath changes completely as your build continue to change, so depending on how you build him will affect the game greatly. CHOOSE WISELY!

Xerath is like among a lot of casters, but he is unique in the way that his range is absolutely AMAZING. If you have a decent amount of walls/tanks on your team (ex. Cho'Gath and Taric in the SAME team), you can stay in the back and launch your skills freely as the opposing team can't even reach you. For Xerath, there are two main keys: POSITIONING and ACCURACY . If you have both of these and a decent team against decent opponents, you'll have no problem. Now let's move on.


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 Xerath games in it, so I'm sure you'll be quite happy to see it.


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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MARKS

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RUNES

Greater Mark of Insight
9

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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SEALS

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RUNES

Greater Seal of Vitality
9
Greater Seal of Replenishment
9
Greater Seal of Vigor
9

These runes are probably the best choices for Xerath.

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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GLYPHS

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RUNES

Greater Glyph of Force
9
Greater Glyph of Potency
9

Here is where I get a partial amount of the AP. I chose two main priorities here.

Greater Glyph of Potency: Flat AP for early game extra damage. If possible, use the other one as it's much stronger.
Greater Glyph of Force: AP per level. You will continually get stronger as you level. These runes will already surpass flat ap glyphs at level 6, so take these as a priority.

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QUINTS

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RUNES

Greater Quintessence of Fortitude
3
Greater Quintessence of Potency
3
Greater Quintessence of Swiftness
3

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).

Greater Quintessence of Fortitude: For early game health and survival against lane opponent and ganks. Loses it's usefulness as you progress later into the game.
Greater Quintessence of Potency: I find these runes magnificent, as it gives a huge bonus towards your level 1 AP and can really be intimidating to your opponenets.
Greater Quintessence of Swiftness: More movespeed, beneficial throughout the game, but you sacrifice damage for speed. Nontheless, still a viable choice.

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RUNES

Greater Mark of Insight
9
Greater Seal of Vitality
9
Greater Glyph of Force
9
Greater Quintessence of Potency
3

This is what I run on Xerath. Anything similar can also work. You could also be very creative and think about other types of combinations. You have an advantage if you have more then 4 rune pages, so try different runes and see their usefulness.


Before Game: Summoner Spells

Ignite: 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 for a few reasons:
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).
Gaining that extra +5 AP and AD (not a whole lot, but better then +1 from Mental Force right?) In the end, it's just a matter of opinion.
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Exhaust: I'm personally not a fan of this skill, but it's not all that bad, especially on Xerath and the reason changes. With Summoner's Wrath you can make them lose 10 magic resistance which is quite a lot. This skill also helps set up for your stun before you have Rylai's Crystal Scepter. And of course, this spell essentially DISABLES a champion (assuming they don't have Cleanse ). It also reduces their damage output, so if they're targeting you, throw this spell at them and watch them deal no damage.
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Flash: 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 a few. Take this on Xerath and you can use it for a few purposes:
To escape the clutches of enemies and to avoid death
To set yourself up at a safe (if not safer) location away from enemies and start skill spamming
To chase enemies -.-
I mean I probably don't need to go over this skill anyways. You should know how to use it, and if you don't, read the above. It's mostly common sense, but DON'T THROW YOURSELF INTO A TEAM FIGHT WITH THIS SKILL.
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Ghost: Replacement for Flash. You should be taking one or the other. Usually it's just a matter of preference. I don't like to take Ghost on Xerath as I usually will be in Locus of Power AWAY from the enemies, and Ghost wouldn't provide as much as Flash would, but if you think you would need Ghost in some certain cases, then by all means take it.
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Teleport: If your opponent has a hell load of harassment and you probably know you will constantly have to go b, then take this skill. It'll help you stay in your lane easier and get more creep kills without travel time. Not much else to say about this skill except that you can also Teleport to wards around the map to set-up ganks as well. Many clever uses of Teleport have won games, so if you like this skill, then take it.
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Cleanse: It's Quicksilver Sash as a summoner spell. I wouldn't usually take this skill on Xerath as I COULD just get Quicksilver Sash if I was hit hard with CC, but if the opponents truly has a lot of crowd control and you think you're uncomfortable, then this skill is always available.
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Clarity: Personally hate this spell, but it has its good times. I don't usually spam my skills as I want to keep my mana above 60% throughout lane periods, and late game it's just completely useless. Personal preference, if you like it go ahead, but if you do take it u better be spamming a lot (and MAKE SURE YOU HIT THEM DAMMIT. TAKE YOUR TIME IF YOU HAVE TO).


Before Game: Masteries

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MY OFFENSIVE MASTERY TREE
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space TIER 1 ~ I decided to put 1 point to Summoner's Wrath as I am taking Ignite for my masteries. Upon using Ignite I will gain +5 ap, which is better then 4 points to Mental Force altogether. I put 3 points to Mental Force to advance to the next tier.
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TIER 2 ~ I take Sorcery for cool-down reduction and to advance to the next tier.
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TIER 3 ~ After tier 2 I take Arcane Knowledge and Havoc. I take them for slightly increased damage to enemies and to advance the tier.
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TIER 4 ~ I take Blast for even more damage output per LEVEL. Then I continue to climb onwards.
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TIER 5 and 6 ~ Now I take Archmage. Why? To pretend that Rabadon's Deathcap still gives 35% bonus AP. I finish with Executioner for massive increased damage to lower health targets as a finisher.

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MY UTILITY MASTERY TREE
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TIER 1 ~ With Summoner's Insight I decrease the cool-down on Flash which makes escaping ganks and setting up good positioning easier. I chose not to take Expanded Mind as I don't really need the extra mana. I'd rather be NOT dead for a few seconds and come back. If you don't have enough mana you could always ask for blue buff or buy some mana potions. You can't buy anything to shorten death timer (just personal opinion. If you REALLY want the extra mana, then by all means take it, just don't die as much or at all). Then I take Improved Recall for those tough situations where you need to recall ASAP . It's more useful then anything else. If you want you could also skip Improved Recall and take Runic Affinity. I would do this ONLY IF I know my jungler will give me blue buff after the second spawn or so. Like I wouldn't take it if my jungler was Fiddlesticks or maybe Nunu (those that require mana to jungle).
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TIER 2 ~ I finish at this tier with Swiftness, adding bonus movespeed for overall gameplay. If you took Expanded Mind for tier 1, then instead of movespeed, you can go for Meditation for the mana regen. You get the spam more skills in lane and be more happy. space


Before Game: Skills Summary

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Ascended Form: Xerath feeds on arcane power, making him increasingly resilient to physical harm. He converts 15% of his Ability Power into Armor. This passive allows you to gain a slight advantage against those high-damaging dpsers. It DOES have it's usefulness, though you should usually be out of range for them to be able to hit you. Pretend it's like your last stand.

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Arcanopulse: Fires a long-range beam of energy, dealing magic damage to all targets hit.
Fires a long-range beam of energy, dealing 75/115/155/195/235 (+0.6) magic damage to all targets hit. This is where your main source of damage comes from. It's on an acceptable cooldown and after a brief delay, shoots a dam LAZER at a straight line. Good for farming minions and dealing powerful damage.

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Tips and Tricks:
It's easier to land Arcanopulse on an enemy when they're moving toward or away from you, rather than side to side. If you have Rylai's Crystal Scepter, landing these skills will be MUCH easier.
Don't stun with Arcanopulse if they're extremely close up to you. It's better to stun with Arcane Barrage as it's easier to hit opponents with circular moves when they're close up rather then long-lines.

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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 Locus of Power make sure that you are at a safe location and there aren't any nearby melee champions ready to destroy you.

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Tips and Tricks:
While casting Locus of Power you can begin lining up your next spell. No need to wait for the animation to end, just press W and start up your combos.
While you are in Locus of Power, take notice of not only your range, but your surroundings. Who knows, maybe that Tryndamere will come from behind and strike you down. Don't stay in the form for too long, you can always reposition yourself as the cool-down on it matches Arcanopulse at rank 5.

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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 Arcane Barrage. If the are mid ~ far range, you can stun with either Arcanopulse Or Arcane Barrage depending on whatever you're more comfortable with.

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Tips and Tricks:
If you rush Rylai's Crystal Scepter, then Mage Chains will get a 2 in 1 feature. Throw this at someone and they will be slowed for 35% for 1.5 seconds, giving you enough time to analyze movement and aim Arcanopulse for a very high chance of stunning them.
You may even want to save this spell to interrupt other champion's dangerous skills such as Katarina's Death Lotus or Nunu's Absolute Zero. CHOOSE WHO, WHEN, AND WHY!

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Arcane Barrage:
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 Arcane Barrage's will deal less then Arcanopulse, so it'll be better to stun them with this skill instead. Later on in the game, you'll probably already have Rylai's Crystal Scepter, so this skill can slow a group of enemies. If you have a Leona, Amumu, or anyone with powerful AoE crowd control, they'll be your best friend to lead your skills.

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Tips and Tricks:
If you can, try saving at least one of your Arcane Barrage's for the finishing kill. You can spread out your skills as well for continuous slowing combined with Rylai's Crystal Scepter.
Making sure all your skills hit is a very big deal on Xerath. It's best to hit all your skills rather then to just throw them all out randomly. Stick to a single target and you should be fine.


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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Analyze
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, Arcanopulse), your mana regeneration, and your maximum mana. You also want to take note on how much percentage of mana you lose when you cast a spell and how many seconds it takes to regain all of it back. This will make you extremely affective in lane and you know how much mana you'll lose upon using combinations of skills.

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Limit
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.


In Game: Skill Sequence and Skill Combinations

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


I choose to max Locus of Power over Mage Chains just because I get to use it more often. I can quickly get in Locus of Power, quickly get out of it, and get back in if I need to. This is my opinion, but if you prefer to max Mage Chains first, then go ahead and do so. I would ONLY max Mage Chains over Locus of Power on these conditions:
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 Locus of Power, it just means you become and easy target. Of course, you shouldn't be close to anyone when you activate Locus of Power, but flash-skills may catch you off guard, so be wary. If you feel like you won't be in Locus of Power very often, then max Mage Chains instead. I just max Locus of Power to get that cool-down lower so I can get in and out of it. Maxing Mage Chains first will deal more damage and reduce cool-downs. Again, it's just the matter of opinion and lane opponent. CHOOSE WISELY!

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Here are some possible skill combinations you can use on Xerath.

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For Maximum Damage:
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Locus of Power--> Arcanopulse--> Mage Chains--> Arcane Barrage--> Arcanopulse-->Arcane Barrage--> Arcane Barrage--> Arcanopulse

You don't need to be in Locus of Power at all for maximum damage. If you didn't have a chance to use it because it was on cool-down or you weren't in a good position, then you can use it before they get out of range (assuming they are running away).


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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STARTING ITEMS

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The standard mage set for high levels. Boots of Speed to dodge enemy skill shots and Health Potion's to give me more lane survivability.

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I usually don't start Doran's Ring anymore UNLESS they are champions with low harass, I have a strong jungler with strong ganks, I need to constantly spam skills and my damage output isn't high enough. Always an option for you if you want to use it.

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Another option for early game start. You can build this into an early Mejai's Soulstealer IF you are doing well or build faster into Rylai's Crystal Scepter.

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EARLY GAME ITEMS

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If you grabbed Boots of Speed as your first item, if you returned to base, you can pick up 2 Doran's Ring. I get it for the mana regen, extra health, and of course, the damage output.

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Another possible option, you could get this after or if you want, Blasting Wand.

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This will probably be one of your big buys. It's especially good against those early game nukers like LeBlanc or Annie. Just some examples.

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MID~LATE GAME ITEMS

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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 Mage Chains OP.

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It's the Infinity Edge for mages. I probably don't need to explain this item anyways, it's just SO GOOD RIGHT? . If you rushed this item, everyone (except magic resistant rushing tanks) will be killed easily, but then so will you. You have a lot of range for anyone to get to you anyways, so this is another option.

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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 Katarina or Kassadin. Usually, the melee AP champions. What this item will do is tell the opponents that, "Hey, I have AP AND Magic Resis, and if you come close to me, you will lose 20 magic res. Worth it?". It's a strong option, both defensively and offensively.
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It's Cleanse as an item, enough said. Get this if you're constantly getting hit by powerful crowd controls (ex. if the opposing team have a Morgana and/or Amumu just trying to hit you with their CC). If it's not a lot of CC, you can just get Banshee's Veil, but just another option.


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Morello's Evil Tome
This item is a lot like Deathfire Grasp, except that all the stats it gives are much better, but it wouldn't give the active. This item is technically better on Xerath then Deathfire Grasp (I only get Deathfire Grasp over Morello's Evil Tome if more then half of their team gets Banshee's Veil), and 20% cool-down reduction is quite powerful. I'd sell this late game when I can go god mode for a different item, depending on the situation.


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Will of the Ancients
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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Rod of Agess
I feel this item needs special mention. I used to use Rod of Ages on EVERY caster champion. The fact is, it wasn't actually made for that purpose. When I found out rushing rylai's crystal sceptper was much more effective (hell even Rabadon's Deathcap rushing is better), it just goes to show that it wasn't meant for a champion like Xerath. He already has enough mana, and if you don't, you could always buy mana potions or ask for blue buff. Ask yourself why this item is on the recommended list for Cho'Gath and Singed? The intention was that it was bought more for the AP tanks, not for casters. Although I can't stop you, if you TRULY love spamming skills and staying in your lane forever because of Catalyst the Protector, then you can take this item. DON'T SAY THAT I TOLD YOU.


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BROKEN DOWN OPTIONS/CHOICES:

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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: , , , ,

There are also some other options that COULD] be useful but I find not strong. Notice how little armor works well on Xerath but remember that his passive is always there for you. If you want to suggest an item to be on here then leave your suggestions in the comment section (or be hardcore and PM me =P)


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):
--> --> -->

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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MY FINISHED BUILD
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ITEM SEQUENCE

Sorcerer's Shoes
1100
Rylai's Crystal Scepter
3105
Rabadon's Deathcap
3600
Zhonya's Hourglass
3100
Abyssal Scepter
2650
Void Staff
2295

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MORE-COOL-DOWN-REDUCTION BUILD
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ITEM SEQUENCE

Sorcerer's Shoes
1100
Rylai's Crystal Scepter
3105
Rabadon's Deathcap
3600
Zhonya's Hourglass
3100
Void Staff
2295
Morello's Evil Tome
2350
Elixir of Brilliance
250

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GLASS CANNONING LIKE A BOSS
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ITEM SEQUENCE

Sorcerer's Shoes
1100
Rabadon's Deathcap
3600
Archangel's Staff
2855
Archangel's Staff
2855
Archangel's Staff
2855
Archangel's Staff
2855
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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 Amumu, Alistar, and Leona). I'd still probably not do it anyways. It's for low-level gaming and (more or less) for the lulz :3.

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MORE SURVIVABILITY BUILD
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ITEM SEQUENCE

Sorcerer's Shoes
1100
Rylai's Crystal Scepter
3105
Rabadon's Deathcap
3600
Banshee's Veil
2715
Zhonya's Hourglass
3100
Guardian Angel
2600


Laning and Team Fights

Early Game:
Focus on last-hitting with your auto attacks. You don't want to OVERSPAM your skills. Use Arcanopulse to both farm creep AND harass, not for just one. Make the most of your mana. Keep your mana above 60%, in case your jungler decides to gank. If they do and you run out of mana, that wouldn't be good would it? Instead, having your mana above 60% will ensure you have enough mana for when your jungler gives a gank. Try not to overextend too much, you yourself might get ganked as well. It's mainly simple rules, don't die, and try not to get harassed or zoned out of position. You should also stay behind your minions because unlike Brand, your skills can't be blocked by creeps. Staying behind them means that you won't be able to get harassed while you can farm up and fire Arcanopulse's at will.

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Mid Game:
Around level 6~11 (or when you go B), you should buy 1 or 2 Sight Wards so that you can monitor the top and bottom brush. This will give your team a lot more clear views of the location, and also you will know when their jungler will gank you. Otherwise, you can follow the same steps as the early game. If you notice your opponent playing safely, you can attempt to harass them and deal a large amount of damage. You want them to be scared of you, not think you're some harmless underused champion >.>

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Late Game:
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 Arcane Barrage isn't on an extremely long cool down, so DON'T HESITATE TO USE IT . Late game is all about warding, you want to control Baron and Dragon, and you want to have a good lane sustain. If your turret has already been destroyed, be wary for ganks from other lanes, so read chat and see if they are M.I.A. You should also be watching the map, constantly aware of who can be seen on the field of justice. "Oh, I noticed that their entire team isn't on the minimap, I think they could be at dragon!" This is an example of what you should be doing (hopefully the jungler and the support are getting wards, but you should be as well!)

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Team Fights: 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.