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Some things just really doesn't seem to be thought through. For instance, why teleport? This hero is useless on his own, so teleporting to wards really isn't that meaningful.
I run teleport on Xerath as well and I dispute your claim that Xerath is 'useless on his own'. First off, in the mid game he can burst down most champions 1v1 if he catches them by surprise. Second, if you're teleporting to a ward in a lane, you're not on your own: you have your allies in lane to help you out. Third, you're underestimating the simple value of having superior map mobility whether you use it to stop split pushers, to split push yourself, to make a minion invincible while pushing a turret, or to quickly get back in the fight after your respawn. I'm not saying there may not be stronger choices, I'm just saying that Teleport is easily a defensible spell to take.
Some things just really doesn't seem to be thought through. For instance, why teleport? This hero is useless on his own, so teleporting to wards really isn't that meaningful. Also, you seem to completely have misunderstood Xerath's passive. You will not get more AP based on your armor, you will get more armor based on your AP...
These were just a few things that I found...
First of all, who said teleport is to go solo somewhere? Second thing is - you misunderstood the writting - I meant that we got 15% Ap bonus TO the armor.
These were just a few things that I found...
Item build: Dorans start is fine. CDR boots are moronic on Xerath. You'd get more use from Sorc Boots. The amount of CDR is garbage to say the least. Tear and Rylai's are fine....BUT WoTA is another mornonic choice. Xerath's CDs are short, but not short enough IMO to warrant this item. IT has better synergy on other champs.
OVERALL: It's one of the many guides that shouldn't be around until 2-3 weeks after Xerath was released. It's just too soon and no one really have any kind of grasp on him yet.