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Spells:
Flash
Teleport
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Introduction

Pros:
- Best range of all casters
- Great damage
- Cool voice and lots of awesome
- Can be harder to kill for ad carries, thanks to Ascended Form
- Has potency to be the best in-game mid in the right hands
Cons:
- Squishy
- Mana hungry, if you spam abilities too much
- Skills are hard to hit if you don't have any experience at skillshoting and barrage
- Skills also take a fraction of second to launch, especialy W, so might get a little hard in close quarter combat
Flash - Perfect for running and closing in for that last Q
Teleport - Get to turrets, tp to a nice, cozy ward in bush
Less valid:
Clarity - Might be usefull early on, but late game you even forget you have it, and it's useless if you build tear
Cleanse - you are squishy and cc vulnerable, but it's a waste late game, beacuse usually you are far from cc range, nuclear bombing from afar
Ignite and Exhaust - Why not?
my reason is simple - range. Ignite and Exhaust have silly range, compared to Xerath's abilities and demand that you get close to opponent, which usually edns bad for you. Most beneficial spells for Xerath are those, who work on him, not his enemies. Also, you slow from Rylai.
Runes
I went with flat AP quints, flat ap glyphs, mp marks and health per lvl seals, to counter squishiness a bit more, and to ad a little punch early on. Viable runes are also mana regeneration instead of health or flat ap all, except marks.

I start off with a Doran's Ring - more hp, more ap, easier to lane. I go for boots from there - Lower Cooldowns mean quicker punishement. Then comes the tear, for sustanied laning, for xerath is mana hungry, if you constantly poke. You can also switch boots with tear, it's up to you.
Then comes some heavier things - Rylai is my first pick, for it helps at landing skills a lot, when you E, hitting Q is like stealing candy from children.
I pick Will before Rabadon for a simple reason - the range of Q means you can hit a whole Wave of Creeps, which means a ****load of healing. It's priceless to look at gangplank, struting around your turret, as he watches helplessly as you get back to 80% hp from 2% with two spells. :)
Rabadon - obvious reason, more punishement.
Then I complete Archangel, as it grants you generous amount of AP. Last slot may be used for some defensive items or Void Staff, if their team is super heavy Magic Ress, but it rarely happens, at least when I play him.
Masteries
I go 9/0/21. 9 is pretty self-explanatory, more AP and Magic Penetration.
In Utility tree, I upgrade my Teleport and get good hands, for is way less usefull. I take experience over expanded mind - when you have tear, it's a waste of points and if you don't - even more. Then I pick mana regeneration, gold and one point in longer neutral buffs. Then it's upgrading Flash and some more movement speed, and cdrs from top tier masteries.

Now for our bread and butter - the super skills of Xerath.





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