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Spells:
Ignite
Flash
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Introduction
PLEASE READ THIS! MY NEW XERATH GUIDE IS MUCH (I GUESS) BETTER. READ THAT ONE INSTEAD! THANK YOU!!!!

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Greetings, fellow summoners. Welcome to my first ever official guide on Mobafire. Please feel free to criticize and tell me if there are any improvements to it. I will be basing this guide on the champion:



(Credits to afrosmaximus for this video, song by Two Steps from Hell, song called "Heart of Courage")
December, 24, 2012 / Toned down the overall color of the guide
spaaaaaaaaaaaaace/ LOG was added to the guide
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spaaaaaaaaaaaaace/ Moved "Skill Combination" with the "Skill Sequence" section
December, 25, 2012 / Christmas giving was brought to this guide!
spaaaaaaaaaaaaace/ Added the "Hall of Fame" Section
spaaaaaaaaaaaaace/ ProtatoMonster video added, "Xerath Champion Spotlight" becomes "Xerath Videos"
spaaaaaaaaaaaaace/ The "Laning and Team Fights" section has been added to the guide
spaaaaaaaaaaaaace/ The "So Why Xerath?" section has been added to the guide
December, 26, 2012 / Added Old3r's games to Hall of Fame
January, 2, 2012 / Added the "Mana Control" section to guide
January, 15, 2012 / Updated the "Hall of Fame" section
January, 30, 2012 / Added the "List of My Guides" section
February, 12, 2012 / Added "Broken down options" For items
spaaaaaaaaaaaaace/ Improved Visuals
February, 28, 2012 / Fixed the "Hall of Fame" section





- 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



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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


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Runes



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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Runes



These runes are probably the best choices for

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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Runes



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


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Runes



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).



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This is what I run on


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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 some special circumstances. Anyways,
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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 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) whilst gaining that extra +5 AP and AD (not a whole lot, but better then +1 from
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If you aren't taking
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It's
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This skill is just devastating. It can really completely disable a single target. Since that's your role and your job, you just want to finish your enemy off. It's an alright spell though I don't think you should be the one to take it (not to mention you probably won't be in range to use it either). It's good for beginners who want to aim their skill shots.
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If you hate
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TIER 1 ~ I decided to put 1 point to
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TIER 1 ~ With
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ascended form 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. | ascended form |
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Tips and Tricks:
It's easier to land
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Don't stun with
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Locus of Power 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
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Mage Chains 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 ![]() ![]() ![]() |
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Tips and Tricks:
If you rush
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You may even want to save this spell to interrupt other champion's dangerous skills such as
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Arcane Barrage:
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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 ![]() ![]() ![]() ![]() ![]() |
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Tips and Tricks:
If you can, try saving at least one of your
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Making sure all your skills hit is a very big deal on
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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,
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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.
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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

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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).





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The standard mage set for high levels.
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I usually don't start
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Another option for early game start. You can build this into an early
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If you grabbed
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Another possible option, you could get this after or if you want,
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It's the
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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
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This is probably one of the best defensive item made for casters. It gives you +100 AP (dam that's second to
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Near the late game, when people start getting magic resistance against you, this is the item that you'll get. Giving you +40% magical penetration (which will become +50% magic penetration with
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Item Sequence










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If the opponents have a lot of CC and magic damage, you can get this item. It'll give you some extra mana, health, magic resistance, and that beast shield to block the next negative spell. This item will replace
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The only time I ever get this item is if most of the opposing team gets
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I only get this item if I'm, perhaps, the number one champion on the hit-list. It gives a good amount of both armor AND magic resistance, plus the angel that brings you to life once again. If you feel threatened or have thanatophobia (the fear of death), then you can buy this item. Hopefully, you won't need to as your team should be protecting you (had countless times when they ditched me to chase tanks -.-). With that put, you can also buy this item IF YOUR TEAM IS COMPLETELY INSANE IN THE MEMBRANE.
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If you can get around 3 kills before 10 minutes, your lane opponent is constantly dieing because you're too strong or your jungler is amazing, then you can get this item. It's possible to just snowball your way to victory (this won't work in high-level games. It just puts an X over your head meaning everyone will want you dead, thus losing your stacks). Just putting it out there, you can get it if you feel like you will do well through the rest of the game, or the game will be quite short and you can just finish it at ease.
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It's
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This item is a lot like
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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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I feel this item needs special mention. I used to use
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There are also some other options that COULD] be useful but I find not strong. Notice how little armor works well on





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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Item Sequence










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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



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Item Sequence










More resistance here. If your team is dealing enough damage, you could go for a more tankier solution here. Remember these are just some examples of builds you can use. All possibly good items are in the broken down item choice section.
Focus on last-hitting with your auto attacks. You don't want to OVERSPAM your skills. Use
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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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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
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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.

- 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.



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