Xerath Build Guide by Hanjaro
[11.2] Hanjaro's Xerath Supporting your way to ChallengerBy Hanjaro | Updated on January 22, 2021
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
Like other immobile, squishy mages, Xerath is no exception to being scared of hook champions. Dodge their abilities, and try to abuse your long range. Only go for engages when their abilities are on CD. Blitz is squisher than most, so you can poke him down easier.
Like other immobile, squishy mages, Xerath is no exception to being scared of hook champions. Dodge their abilities, and try to abuse your long range. Only go for engages when their abilities are on CD. Thresh still has flay when his hook is on CD, stay at range and beware of flash all in.
Like other immobile, squishy mages, Xerath is no exception to being scared of hook champions. Dodge their abilities, and try to abuse your long range. Only go for engages when their abilities are on CD. Pyke can heal up a lot of your poke and go stealth, along with engaging with his stun.
Like other immobile, squishy mages, Xerath is no exception to being scared of hook champions. Dodge their abilities, and try to abuse your long range. Only go for engages when their abilities are on CD. Beware of a flash all in from Nautilus, he is very tanky once he has his shield as well.
She can negate a lot of your poke with her heals, but they cost a lot of mana, run her oom. She's squishy, you can burst her down at 6 - but don't let her cancel your ult with hers!
Janna can interrupt your Q with her tornado, firing it prematurely. She can heal any of your damage with her ult, and her shield can negate a lot of your poke, while increasing her ADC's AD. She is squishy, and has to stand still when ulting.
Her all in damage is scary, and she is unexpectedly tanky, even at level 1. Avoid her engages, and poke her down as much as you can. Keeping her low is the most important thing you need to do.
Long range, if she lands her combo you're in trouble. Dodge her abilities and poke her down, when her shield is on cooldown.
You shouldn't ever be in range of his combo, and you can negate his all in with your stun. Be careful if you get caught out, he can knock you into the enemies and you're sure to get bursted down.
Your stun and slow allows Jhin to land his root easier, and once you hit 6, you both have high range ults, and Jhin's has a slow, enabling you to hit your barrages. Perfect for easy kills.
Strong burst and aggressive plays make this a scary lane for anyone who tries to play vs you two. If you get a lockdown on an enemy, you're granted an easy kill.
Jinx has high damage, a slow, and a root, very good CC along with yours. You can easily lock down and burst targets.
Tristana has high burst damage, and loves to be aggressive. You can combo someone down easily if you hit your stun. She has no CC, so can be a bit harder to hit your abilities.
She has strong CC with a slow and root, enabling you to hit your abilities easier, or vise versa. Her headshot is a potent damage ability, and you can get easy kills with her. You're both high range, poking down the enemy from safety.
Strong CC if she hits her root, enabling yours, or vise versa, along with high damage output after level 3, with an early item power spike, along with self peel.
Strong poke lane, if you can both land your skillshots! No CC from him until iceborn gauntlet, so can't lock down enemies well outside of your stun.
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The reasoning behind Ignite is that it gives you a lot of extra pressure in lane - something Xerath thrives off - and furthermore adds a 40% healing reduction.
Barrier is a strong option on Xerath, giving him extra lane safety and potentially saving his life from all-ins. Although he has long range poke, he's immobile and is very susceptible to being caught out - Barrier can turn dives around, giving you a clutch escape and potentially securing kills.
Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc. It is very rarely taken on Xerath as he focuses on damage and laning pressure, but the option is there.
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.
|Arcane Comet allows Xerath to have stronger laning presence, and is a reliable source of extra poke with all your abilities. It's easy to proc, reducing it's remaining cooldown - meaning extra poke, and use it with Arcanopulse as it adds to your overall harass damage.|
|Xerath may be able to sustain mana quite well with Mana Surge, but the costs can ramp up quickly if you're casting your combos a lot in lane, and if you don't want to get in auto range if you're vs an aggressive all in lane. Manaflow Band helps negate running out of mana in laning phase as fast, and grants passive mana regen when you reach the 250 threshold.|
Transcendence is a strong rune for Xerath, granting you 10% CDR at level 10, and converting any excess into AP, increasing his damage output exponentially.
Absolute Focus is also a good choice for Xerath, he has very long range using his abilities to poke the enemies - staying safe from damage, and this rune increases his damage output as long as he stays above 70% HP. You generally want to take Absolute Focus if you can guarantee you'll manage to stay above the threshold more often than not, otherwise the rune is useless.
As we know, the main reason for choosing Xerath is his high damage output in lane, and Scorch is used for early game, laning harass. It adds extra damage on your first ability used, and then again after the 10s cooldown.
Gathering Storm is an option, but as games don't tend to go above 30 minutes in this meta, it loses a lot of it's usefulness.
Biscuit Delivery adds extra sustain in laning phase, giving you another source of health and mana regen. Consuming or selling a biscuit permanently increases your mana cap by 50, which is great with Xerath as he needs a high mana pool. This is a great rune as it synergizes well with Manaflow Band and Mana Surge.
Magical Footwear is a counter option you can take if you think you'll be getting a lot of kills in lane, to provide yourself with free boots early in the game. This rune becomes useless if you're not getting takedowns.
|Cosmic Insight has good synergy with Transcendence, offering you extra CDR, as well as Summoner Spell CDR - great for decreasing the cooldown on Barrier - and Item CDR. Generally the optimal rune to take.|
|Cheap Shot deals bonus damage when impairing enemy champions movement, which includes the slow from your Eye of Destruction and the stun from your Shocking Orb, offering you extra burst damage.|
|One of Xerath's highest damaging abilities is his ultimate, enabling him to cast a long range, AoE damage arcane barrage. Ultimate Hunter reduces the cooldown by 5%, plus an additional 4% per bounty hunter stack, which is gained on the first kill of every enemy champion. Very good synergy with Transcendence.|
Sorcerer's Shoes > DAMAGE
Xerath's main aim in the game is dealing spell damage, and the +18 magic penetration is going to increase his damage output and burst exponentially. These are the best boots to take on Xerath.
Ionian Boots of Lucidity > CDR
A good choice if you want extra CDR, synergizing well with Transcendence and Cosmic Insight, but it's generally overkill at this point. You're better off buying Mobi boots, increasing your roaming potential.
Boots of Mobility > MOVEMENT SPEED
These are the best pick up if you're behind, or you're going to be concentrating on roaming, or peeling.
Luden's Echo > DAMAGE/SUSTAIN/CDR
Xerath focuses on doing damage as a mage support, making Luden's Tempest a core item for extra burst AoE damage. It also increases your movement speed by 30% for 2 seconds, giving us a little more mobility as Xerath is an immobile mage. It also provides us with magic penetration, and gives all of our legendary items an extra 5 magic penetration, which is great against enemies who are taking magic resist.
Horizon Focus > DAMAGE/DMG AMP
When hitting an enemy with a none-targeted ability (Q/W/E/R) at more than 750 units away, or immobilizing one (E), reveals them and increases your damage dealt to them by 10% for 6 seconds. This synergizes very well with Xerath's kit as none of his abilities are targeted, and he is a long range mage; this item increases our damage substantially.
Morellonomicon > DAMAGE/UTILITY/SURVIVABILITY
While increasing your overall damage output and magic penetration, and increasing your survivability with an extra 300 HP, Morellonomicon is a brilliant pick up if the enemy team has healers such as Sona, Soraka or enemies like Vladimir, or a Draven with Bloodthirster. Morellonomicon inflicts grievous wounds, reducing their healing on themselves and others by 40% for 3s. You can pick up the Oblivion Orb first for the grievous wounds.
Zhonya's Hourglass > UTILITY/SURVIVABILITY/DAMAGE
If the enemy team has a lot of burst damage threats, you can take Zhonya's Hourglass to keep yourself alive longer, or negate damage spells such as Zed's Death Mark or Ignite. Zhonya's Hourglass is generally a core item on Xerath as he is squishy and immobile. It can spell the difference between living or dying, you also gain a nice chunk of AP for your burst damage, 45 armor and CDR.
Banshee's Veil > UTILITY/DMAGAGE/SUSTAIN
Banshee's Veil offers protection from long range engage, such as Malphite or Blitzcrank, that Zhonya's Hourglass cannot - if you're cc chained, you can't activate it! You gain 60 magic resist, so a good pick up vs heavy AP teams such as Fizz and LeBlanc.
Void Staff > DAMAGE
If your team is AP heavy, the enemy team is most likely going to start stacking MR - Void Staff negate's 40% of their magic resist, which then applies magic penetration, making this a very strong item vs MR.
Rabadon's Deathcap > DAMAGE
Rabadon's Deathcap increases the damage of all of your abilities. Unfortunately, as a support, Rabadon's Deathcap takes a substantial amount of time to build, and mostly replies on you to be very ahead of the enemy team, as it has a very high cost, and it doesn't offer any defensive stats. It's not a good pick up vs any assassins like Zed, LeBlanc, Rengar etc.
You're better off building other items first, and only consider this when you're ahead.
Mana Surge (Passive)
INNATE: Xerath periodically empowers his next basic attack to restore 30 − 195 (based on level) mana, doubled to 60 − 390 (based on level) against enemy champions.
The passive doesn't trigger if the mana restored would cause Xerath to exceed his maximum mana.
TARGET RANGE: 750 - 1400 (based on channel time)
COST: 80 / 90 / 100 / 110 / 120 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5
FIRST CAST: Xerath charges for up to 3 seconds to increase Arcanopulse's range over 1.5 seconds, gradually slowing himself for the duration by up to 50%.
Arcanopulse is canceled when the charge ends, refunding half of the mana cost.
SECOND CAST: After a brief delay, Xerath fires a beam of energy in the target direction, dealing magic damage to all enemies hit.
Eye of Destruction (W)
TARGET RANGE: 1000
EFFECT RADIUS: 210
COST: 70 / 80 / 90 / 100 / 110 mana
RECHARGE: 14 / 13 / 12 / 11 / 10
ACTIVE: Xerath calls down a blast of arcane energy upon the target area which strikes after a 0.5-seconds delay, dealing magic damage to all enemies within and slowing them by 25% for 2.5 seconds.
Enemies in the center of the blast take 50% increased damage and are slowed by a greater amount (60 - 80%), decaying down to 25% over the duration.
- There is an 0.2 second casting time that must be completed in order for the impact to deal damage. After the 0.2 second casting time, there is no way to stop the blast.
- If Xerath is displaced by a knockback or pull effect during the cast time, Eye of Destruction will still go off at the target location even if he is no longer in range.
- Eye of Destruction grants sight over a large area on-cast, which persists for a short duration after the blast hits.
Shocking Orb (E)
TARGET RANGE: 1060
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 13 / 12.5 / 12 / 11.5 / 11
|ACTIVE: Xerath fires an orb of energy in the target direction, dealing magic damage to the first enemy hit and stunning them for 0.5 − 2 (based on distance the orb traveled) seconds.|
Rite of the Arcane (R)
TARGET RANGE: 5000
EFFECT RADIUS: 135
COST: 100 mana
COOLDOWN: 130 / 115 / 100
BARRAGES: 3 / 4 / 5
ACTIVE: Xerath roots himself to his current location for up to 10 seconds, gaining the ability to cast Rite of the Arcane Arcane Barrage multiple times, but losing the ability to cast his other abilities.
Arcane Barrage - ACTIVE: Xerath launches a blast of arcane energy to the target area which strikes after 0.5 seconds, dealing magic damage. Each cast has a static cooldown of 0.8 seconds.
Rite of the Arcane can be canceled early by moving or attacking. If Arcane Barrage ends without any usage, half the cooldown is refunded. Rite of the Arcane is canceled and put on full cooldown if Xerath is affected by any crowd control that prevents or interrupts the casting of abilities.
You'll most likely want to start with Arcanopulse, it's his main harass ability. If you're being invaded, you can take Shocking Orb for the stun to disengage and get out alive, or if you're going for an invade and you need the hard CC, but you lose a lot of lane pressure, especially if you don't secure a kill.
You'll want to utilize your Arcanopulse in lane as often as possible, preferably when Manaflow Band and Arcane Comet are off CD, but if you see a kill possibility, do not hold back. You want to charge up Arcanopulse as long as you can, pressuring your opponents in trying to juke, and increasing the range you can cast it at. Try not to spam your other abilities unless you see a good opportunity for a kill, or to disengage, otherwise you'll find yourself running out of mana very quickly. You can use the slow off your Eye of Destruction to help land your Shocking Orb easier. Arcanopulse goes through minions, so be careful about
breaking a freeze your lane partner has set up.
You have a very high burst combo at level 6, especially if you land a Shocking Orb. You want to be going all-in pretty much as soon as you level up, ping your ADC so they know your intention. You're most likely guaranteed to burn at least one Flash with your ultimate as your opponents try to juke it, or at best, securing a kill.
Make sure to ward the brushes nearby your lane, and you can roam to midlane to set up an easy gank with the stun from your Shocking Orb, following up your midlaners CC, locking down the enemy, and utilizing long range from Arcanopulse.
You can use your Rite of the Arcane from a huge range, potentially helping out your jungler from lane, if they're having a skirmish in the river or jungle! It forces the enemy back, or to take extra damage from your Arcane Barrages, or even die to you. You can help secure or steal objectives from safety using your long range.
You have very long range, use this to your advantage in teamfights, spamming your Arcanopulse into the middle of the enemies. You don't want to be caught out during your Rite of the Arcane as it roots you in place, making you very susceptible to getting dived, or having to cancel it early.
You can focus on peeling your ADC with Shocking Orb, or slowing the enemy down from engaging - or escaping - with your Eye of Destruction, along with Rylai's Crystal Scepter slow.
Xerath excels at locking down a single target with Shocking Orb, and bursting them down.
When you're roaming, you can throw Eye of Destruction's out for brief sight, instead of face checking brushes or fog of war. You can proc an enemies Banshee's Veil with one Arcanopulse, or getting your Luden's Tempest proc to bounce onto them from minions. Use this to your advantage, making them easier to CC and be bursted down.
The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats. Remember, you're also a very high damage threat, and very squishy, along with being very immobile if you get caught out! Utilize your Zhonya's Hourglass at critical times to survive burst damage, especially if they have a blue Kayn or a Zed.
You'll want to be sticking close to your ADC, while roaming efficiently and safely as possible to place deep wards.
Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision.
If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as engagers ( Nautilus, Pyke etc!).
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