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Xerath Ability (LoL): Arcanopulse

Arcanopulse Xerath

Q
Xerath Ability: Arcanopulse
Range: 750
Cooldown: 9 / 8 / 7 / 6 / 5
Cost: 80 / 90 / 100 / 110 / 120
First cast: Xerath starts charging, gradually increasing the range of Arcanopulse up to a maximum of 1400 while decreasing his movement speed by up to 50% over the next 1.5 seconds. While charging, Xerath cannot attack or use his other abilities. After 3 seconds, Arcanopulse cancels and half the mana cost is refunded.

Second cast: After a brief cast time, Xerath fires a beam of energy in a line the deals 80 / 120 / 160 / 200 / 240 (+75% AP) magic damage to all enemies hit.

Xerath's Abilities

Xerath Ability: Arcanopulse Xerath Ability: Arcanopulse Xerath Ability: Arcanopulse Xerath Ability: Arcanopulse
Arcanopulse is used by Xerath

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1
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Morcalivan | August 16, 2019 7:07pm
It is mandatory that you type Zap in chat every time you make a kill with Arcanopulse. Landing your W slow or Q root first all but guarantees a hit, but so does moving your aim left or right just a bit before releasing. You only need a sliver to make contact with the target so when you lead a target, lead with that sliver, but have the rest of the blast cover their possible dodge position. When you go to release you can often twitch left or right as you do so to intercept dodge attempts. Since the pule lines up with your forward facing animation, opponents can read the general direction so you can also use that to direct them in turn, and respond to what direction they should be dodging you in as you fire.
1
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Asothin (3) | February 17, 2014 9:29pm
Kakarot?
1
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Ex Vi (17) | July 29, 2012 10:37am
Yeah Arcanopulse is very strong in combination with Mage Chains.
It changes in a long-range fast nuke that deals serious amounts of damage.
1
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TwitcherBrain (37) | April 7, 2012 2:12pm
Nice harass ability. Should be maxed first. With Locus of Power and Mage Chains gain stun and long-range. Also very useful for farm, in teamfights.
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