Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Teleport
Flash
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Introduction
Remember, these builds are just what I've found effective and reflect my personal preferences. I've tried to provide alternatives and my reasoning for my items but if you prefer something else, by all means go for it. Do whatever works, not whatever is 'best' in an ideal world.
I'll be adding more to this guide over time, but please vote and comment if you think I've missed something.
Runes
Because all of his skills are based on ranged poking and because his passive gives him increased defenses for building AP, I generally build Xerath as a glass cannon. Pretty much any caster runes would work well with him--Mana Regen, AP, Magic Penetration--so feel free to play him with whichever runes you have or prefer.I'm still experimenting but my personal preference is for a flat AP page with some Magic Pen marks (reds). Between your runes, masteries, and Locus of Power, you'll have more than enough magic penetration to cut through the defense of any champion in mid and the bonus damage from the AP will help drive them out early.
greater quintessence of replenishmentgreater mark of replenishmentgreater seal of replenishmentgreater glyph of replenishment
There's also a very good case to be made for a mana regen rune page on Xerath. Though you'll be passing up some damage by not having AP runes, the high base values on 
Masteries
For masteries I play a fairly standard 9/0/21 mage page. I grab the masteries for Teleport and Flash because those are the two summoner spells I prefer; obviously if you're not using those spells, don't pick those masteries. I also grab two ranks in Utility Mastery to make my neutral buffs last longer. If your jungler hands you the golem buff while you're still in lane, Xerath can be a very dangerous champion/opponent.
I Recommend


Alternatives





Ascended Form (Passive)
Ascended Form
A pretty neat passive that allows you to build almost straight AP while also getting a little bonus survivability. Since the champions that tend to counter Xerath also tend to be AD, this is a fairly good passive that can give you a slight edge in teamfights. Don't count on this to give you much though; assuming an average game where you're getting 300 AP you'll only get 45 bonus armor which is significant but doesn't make you a tank. Between this, Xerath's base armor, and

Arcanopulse
This is your main damage dealing move and it's quite the bruiser. It has quite high base values, decent scaling and mana costs, and isn't blocked by minions or other champions. In my mind this makes it superior to other long range skillshot nukes like Nidalee's

I max this skill first because it has a much longer range and lower mana cost than Mage Chains (even though mage chains has higher base values and scaling). This makes it better at harassing during laning. Since it's also an AoE, it's an excellent farming skill, again, making it more valuable in lane than the single-target Mage Chains.
Locus of Power
Locus of Power
Xerath's most unique skill, this increases the range of all his abilities, gives him bonus magic penetration, and gives him a movespeed bonus when he exits it. It's a toggle ability that immobilizes you when active. Between the immobilize and the extremely long cooldown at early levels, it's best not to use this ability until the teamfight has already started and everyone's picked their target. Though it sounds nice, the movespeed bonus when you exit Locus of Power is pretty much worthless--use it for the range and the magic pen.
Though each rank reduces the cooldown on this by an amazing 4 seconds, I leave this skill for last. The most important part by far is the range increase on your skills and you get the full increase from a single rank. The magic pen is simply icing on the cake and, since it's percent magic pen instead of a flat rate, it really won't be that significant.
Some quick math: because % magic pen stacks multiplicatively instead of additively, each rank in Locus will only increase your magic pen by about 4%. Assuming you have Sorcerer's Shoes and magic pen marks (~30 magic pen total), each rank in Locus increases your magic pen on a target with 50 MR by about 1 point. At that rate, you do far more damage by getting another level in one of his damage skills.
Mage Chains
Mage Chains
Xerath's only CC move and a nice single target nuke. It has less range and a slightly higher mana cost than Arcanopulse but can't be missed and deals more damage, especially at higher ranks. Very straightforward, you mark a target with this and then pop the mark to stun them with any of your other spells. I think of this as the reverse of Brand's

I get a single rank in this at level 2 so I have the stun combo available to me, then leave it until I've maxed out

Arcane Barrage (Ultimate)
Oh man is this a good ultimate. Short cooldown, long range, high damage, AoE, and multiple casts in case you miss--can't get much better than that. This is an integral part of Xerath's combo and it can destroy enemy carries in seconds no matter where they are. It's long range also makes it nearly impossible to run from. There is a short (~0.5 second) delay between when you cast this and when it deals damage so make sure you slightly lead your target to make sure you deal tons of damage.
Core #1: Aggressive Mage



This core build is for when you're confident you can dominate mid. It sacrifices survivability for increased damage and mana regen in the early and mid game which will hopefully snowball into a win. At 7050 gold it's quite expensive for a core build, but don't worry, even if you just have a Morello's and a

I'm a big fan of buying


Core #2: Offensive Support



This build is for games where you're not as confident you can get kills in mid or for games where there are several champions which counter Xerath (assassins mainly). For this, you're going to be dealing less but more consistent damage and the survivability from the RoA and Rylai's will make you a tough target to take down. Again, fairly expensive for a 'core' at 7240 gold so I recommend you rush RoA, then buy the AP components of

Between the RoA and Rylai's you should have about 3k health which, along with his passive Ascended Form, gives you quite good survivability. Again, this is at the cost of damage, so you're more likely to be supporting your team with the slows from Rylai's than you are to be the primary source of magic damage. Remember to use Locus of Power to shut down fleeing enemies!
Core #3: Lightning Fried Spam



One of the more fun (though not the most effective) builds I've made, this one is focused on spamming your abilities constantly and sniping from long distance. At 6680 gold it's the cheapest core (5430 gold if you stop at a

Continuing Your Build & Alternatives
As the game progresses, you'll need to tailor the build to what your biggest threats are. I've tried to list the pros and cons of each item and the playstyles they enable.

This item is great not only for the strong AP boost and armor but also for it's active. If you time it right, you can avoid most of the burst of an enemy team, making this an effective block to magic damage as well as physical. I build this almost every game whether I'm looking for more survivability or more damage--it's good all around.

This is my defense of choice against almost any team. By staying in the back of your team, the bubble is unlikely to be popped by stray spells so it should be up almost all the time. It blocks cc, point-and-click dashes, and nukes. The bonus health and mana also synergize well with Xerath, especially if you're building the tankier Core #2 or have an Archangel's Staff.

Some people prefer this to


When I play Xerath, I find I tend to build a lot of AP so it's tempting to go for a Lich Bane. Like the Deathfire Grasp though, to utilize its damage you have to put yourself a little too close to the enemy for my comfort. That said, this is excellent for pushing towers as an AP champion and Xerath's a strong farmer with his


Swap these out for Sorcerer's Shoes if you find that the extra damage from Sorcerer's Shoes isn't that significant or if a lot of kills are escaping you because your spells were on cooldown. I personally prefer Sorcerer's Shoes because of the increased damage and because they help me control my mana expenditure.
Xerath is a very strong laner is can easily grab first blood against most champions. The bonus range when using Locus of Power means that you can snare a kill even if the enemy flashes away at low health.
I generally start laning with a
Doran's Ring and go mid. Solo top is possible as Xerath but the bushes on the side of the lane make it easy for your opponent to get behind you and avaid harassment. You primary goals in laning are last hitting and harassing your opponent with
Arcanopulse to deny them gold and hopefully score a kill. While harassing the enemy, try to line it up so that even if you miss them, you'll still hit some minions. This way you won't be wasting mana and can still farm with your skills even if you're not harassing effectively.
Once you hit level two, get a rank in Mage Chains and start trying to land your Q-E combo. The short stun should give you time for a few autoattacks and maybe another
Arcanopulse, dealing significant damage. If you manage to get the enemy low without taking much damage yourself, try to position yourself between your minions and the enemy champion, using your long ranged harass to deny them gold and experience.
When you get Locus of Power at level 3 you become even more of a threat. Remember that Locus of Power doesn't cost any mana so don't be afraid to use it. That said, try not to stay parked in Locus for more than one or two spellcasts or else your opponent is likely to strike back.
By the time you reach level 6, you should have the enemy fairly low. Try to land a Mage Chains on them, then proc the stun with
Arcane Barrage. While they're stunned, use
Arcanopulse then the last two casts of Arcane Barrage. If they're not dead yet or have flashed away, a range boosted Arcanopulse should finish them off. So your combo should be E=>R=>Q=>R=>R=>Q (or W=>Q if you need the range boost).
Keep an eye out on the side lanes. If it looks like the enemy team is diving your allies or pushing hard, try to use Teleport to get behind them, then unleash your combo for some easy kills.
I generally start laning with a


Once you hit level two, get a rank in Mage Chains and start trying to land your Q-E combo. The short stun should give you time for a few autoattacks and maybe another

When you get Locus of Power at level 3 you become even more of a threat. Remember that Locus of Power doesn't cost any mana so don't be afraid to use it. That said, try not to stay parked in Locus for more than one or two spellcasts or else your opponent is likely to strike back.
By the time you reach level 6, you should have the enemy fairly low. Try to land a Mage Chains on them, then proc the stun with


Keep an eye out on the side lanes. If it looks like the enemy team is diving your allies or pushing hard, try to use Teleport to get behind them, then unleash your combo for some easy kills.
Mid game tends to start once either team has pushed down a tower. Xerath is very good at going to a side lane and keeping a push sustained. Harass your opponents under the tower as much as possible until they're weak enough that you can dive them or scared enough that they won't engage while you attack the tower.
Xerath's burst can kill most champions 1v1 in the mid game, so if you see anyone out alone pusing a wave or farming, go in for an easy kill. If possible, try to save Locus of Power to boost your range in case they flash or are running away at low health.
Though Xerath doesn't strictly need the Golem buff, it helps him a lot, so you should grab your own or steal the enemy buff whenever possible. Don't forget to ward.
Xerath's burst can kill most champions 1v1 in the mid game, so if you see anyone out alone pusing a wave or farming, go in for an easy kill. If possible, try to save Locus of Power to boost your range in case they flash or are running away at low health.
Though Xerath doesn't strictly need the Golem buff, it helps him a lot, so you should grab your own or steal the enemy buff whenever possible. Don't forget to ward.
In teamfights you should try to use Xerath's range to your advantage. The best way to do this is to beat the hell out of the enemy carry since your range allows you to hit them even from the back of your own team. If you manage to land Mage Chains on their carry for the stun, you'll likely score a kill. If not, you can still deal them enough damage with
Arcanopulse and
Arcane Barrage to drive them out of the fight, quickly turning it into a 4v5.
Arcanopulse and
Arcane Barrage are both AoE spells, so try to hit more than one champion with them to maximise your damage. Though Mage Chains is less important in the late game than it is earlier, it's still a very powerful nuke and has the best scaling of all Xerath's spells so don't forget to use it, even if only for the pure damage.




You must be logged in to comment. Please login or register.