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I'm aware that you didn't ask for a review, but since I was going through your guide...
LoL, Sirell just dropped the hammer. Take it easy big guy.
I'm aware that you didn't ask for a review, but since I was going through your guide, I thought I'd use my formatting to make it easier for myself anyway.
Cheatsheet:
Summoner Spells -
Ideally, you don't really want to even be in range to use
Runes -
Your seals are probably better off being just one particular stat. You don't get a lot by splitting them the way you do. Most people tend to go for scaling hp in seals or just flat armour.
Glyphs are better off being Scaling Ability Power, since
Masteries -
Items -
I don't get your obsession with so many CDR items. There's a 40% CDR cap anyway. So taking the 3.75%/5% from masteries, 20% from
You should probably format your cheat sheet a bit better so that it's not just rigid purchase orders, something like this:
Starting Items:
Core Items:
Situational items:
etc etc
Another thing is that you shouldn't ever need to start with two mana potions. Something is severely wrong with the way you're playing
Skill Sequence -
QWQ is fine, but as a note, having E means you're secure from early ganks, as well as early kill pressure when setting up your own ganks. You can just stun the enemy and walk safely back to your tower or stun the enemy when your jungler is coming for the gank when you are level 3. It will be better if you make that known to your readers that that is a possibility to keep in mind.
Written Content:
There's actually very little in the way of written content, but a large majority of what you write seems to be filled with misinformation. For example, you ALWAYS should get a
You don't cover what enchantments you should actually be getting (and in fact, this is quite crucial at times), the answer to which are either
You also miss out mentioning situational buys like the early choice of buying a
Some of the matchups just plain out lack depth or are just plain wrong.
Verdict:
Has a long way to go. Tends to be filled with misinformation or lack of depth and frequently gives the impression that the writer does not understand the champion enough to be writing a guide.
First of all, you recommend the Athene's + Morello build for 40% CDR, mana regen through the roof and some nice AP (I usually only go for one of these), but at the same time you have the Sorcery mastery for 5% CDR and even worse, Ionian Boots instead of Sorceror's Shoes, which puts you way over the CDR cap. I think going for both Athene's and Morello makes the latter two unnecessary, or you could go for a build with only one of those and possibly Ionian, although even then Sorcs are generally preferred.
Your choice of Ignite, as well as the explanation, is not optimal in my opinion. Ignite is usually taken on champions looking to get early kills and snowball off of it which Xerath likes to do, but when I play this is through poke, occasional e-w-q combos and finishing off with ult. Bringing an opponent low as this champion usually isn't from within Ignite's range - especially not with ult ;) - and if it consistently is then in my opinion you're not utilizing Xerath's range and damage to its fullest.
My personal preference, ignoring Flash, is Barrier and sometimes Ghost. I can't tell you how many plays I've made with Barrier in all stages of the game against dive-style champions - Zed, Lissandra, Katarina, Leblanc, even the occasional jungler like Lee Sin - that Ignite has never done for me. Although its utility usually doesn't match Flash, you only get one every 5 minutes so I think Barrier is the best choice.
From a design perspective, you should put in some visuals in the later sections to add interest - I think I was only able to read through it because so much of what you wrote gels with what I already knew. Overall interesting guide, and good luck with it!