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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Introduction & Disclaimer
Xerath has been awarded a serious rework recently that absolutely redefines his playstyle. And I say "awarded" because in my opinion the tweaks and changes he has gone across make him more viable, so we expect to see him in higher ELO games more often. All of his abilities, including his passive, are different now and he can truly become what Riot wanted to do with him at the very beggining: the sniper mage. I will discuss his abilities in the proper section but let's take a look and what we must expect from him and what we can offer when we pick him in solo or group ques, taking in mind that MID LANE is his home and should never leave it, not even in YOLO kill lanes on blind pick games.
Xerath has too major highlights that we MUST abuse: RANGE and AOE DAMAGE. Actually we have to say HUGE RANGE and HUGE AOE DAMAGE. This guide focus precisely in these two key factors and will require the player good positioning and supreme map awareness. At level 16, Xerath's
Rite of the Arcane range allows you shoot nearly from your mid tower to the bottom lane... so there's no excuse for not helping. If I can I will add a video where I snipe an enemy Darius when he was helping counter jungling near the enemy blue buff... while sitting behind mid brush.
You also have to take in mind that due to his new passive
Mana Surge he is no longer naturally tanky vs ad casters such as
Zed,
Kha'Zix or
Talon; but that 15% of AP converted into armor wasnt going to save your day if caught out of position by an angry
Rengar anyway.
So, TL;DR: be an AP Carry, help your team anywhere in the map and position yourself correctly. And do, as Phreak would say, tons of damage. I will skip some basics in this guide assuming that you know the ABCs. Buy potions, buy a ward, etc etc etc. Hope you don't mind.
Xerath has too major highlights that we MUST abuse: RANGE and AOE DAMAGE. Actually we have to say HUGE RANGE and HUGE AOE DAMAGE. This guide focus precisely in these two key factors and will require the player good positioning and supreme map awareness. At level 16, Xerath's

You also have to take in mind that due to his new passive





So, TL;DR: be an AP Carry, help your team anywhere in the map and position yourself correctly. And do, as Phreak would say, tons of damage. I will skip some basics in this guide assuming that you know the ABCs. Buy potions, buy a ward, etc etc etc. Hope you don't mind.
Pros
|
+ Longest range in the game + Safe poke, safe harass + Excellent farmer + Huge AOE damage + Built-in mana sustain + Hard CC no longer combo based |
Xerath has an insane range and you should abuse it frequently, specially early game to bully your oponent out of the lane. As long as you can land a few skill shots you will deny experience and gold to your enemy. Both ![]() ![]() ![]() ![]() |
Cons
|
+ More squishy than ever + All abilities are skill shots + Movement based champs counter him + Focused as hell + No health sustain besides potions + Stun difficult to land |
As a true AP Carry, ![]() ![]() ![]() ![]() ![]() ![]() |
21-0-9
S U I T A B L E |
sp |
M A S T E R I E S |
![]() |
// We're running a fair 21-0-9 on masteries, taking everything we can from the offensive tree and getting biscuits in utility. In my opinion, Utility is broken at this moment, since you get extra health and mana from the improved potions and nothing in 9 points into the defense tree can compensate for that. Of course, this makes you squisher, but nothing that 9 points in defense could have solved anyway.
Q: Is this the best masteries setup for ![]() // Honestly, I don't know. Arguably not, it's just a setup I find it's fine for me, so please tweak it as much as you want, perhaps swapping that 9 points into the defense tree so you can hope and survive that insane ![]() |
Runes
Greater Quintessence of Ability Power: // Pretty much self-explanatory here, we're damage dealers and we want the more damage the better.
Greater Mark of Magic Penetration: // Magic Penetration is hard to come by, so 7.8 points in MPen are quite handy.
Greater Glyph of Scaling Ability Power: // I prefer here scaling rather than flat because they get better than their counterpart after the first 8 levels. That's +28 AP at level 18.
Greater Seal of Mana Regeneration: // Pick these against an AP Carry or pick armor seals to mitigate some early game harass from AD casters like
Zed.
Summoner Spells
![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() |









You're going to want to max out [Arcanopulse] before [Eye of destruction] and before [shocking orb].
Tips and Tricks
- // There's a visual hint for the enemy before the spell lands. Take it in mind.
- // Try to position yourself to hit minions AND champions, in this order.
- // Cast it while moving. Face away and turn before casting for a surprise.



Because of its kill potential and great AP scaling, you're going to max out [Eye of Destruction] after [Arcanopulse] and before [Shocking Orb].
Tips and Tricks
- // The AOE effect is more difficult to dodge than your Q
- // Combo it early with your Q to clear instantly a minion wave
- // Remember the 0.5 seconds delay!! Aim accordingly.





Because of the utility it provides at level one and the lowest of the AP scaling of all your abilities, you're going to max [Shocking Orb] after [Arcanopulse] and after [Eye of Destruction].
Tips and Tricks
- // Smart cast it and fire this ability while moving. Surprise stun under your turret.
- // Do never start a fight with this. Leave it as an escape mechanism.
- // After landing your stun, follow up with W and Q (you can cast both at the same time)












You're going to want to max out [Rite of the Arcane] at levels 6, 11 and 16.
Tips and Tricks
- // Camera displacement is a must.
- // Even if you do not have vision, throwing a first shot gives brief sight of the area.
- // Enemies will have a hint of the impact 0.5 seconds before. Aim accordingly.
So let's be controversial a bit. I'm sure some people may have just downvoted the guide because of
Archangel's Staff as a Core item. Now let me explain the reasons behind my build.
As an AP Caster, your only way of damage are your spells. With no spells and no
Lich Bane in your build, you do ZERO damage. That's not good. So with any AP Caster I normally try to combine both power (AP) with cast speed (Cooldown Reduction) and enough ammo to afford an extended engagement (Mana). You need to have your spells flowing without investing too much in any category, because that would be just a waste of gold. Because of this, let me tell you the maths behind everything without putting too many numbers on it.
A brief story:
I started playing
Xerath as I did with most of my AP Casters:
Athene's Unholy Grail and
Sorcerer's Shoes. I was on my way to my third object and a teamfight erupts in midlane. With a mana pool of roughly 680 (1060 at level 18) I am able to throw a barrage of my spells, spending, approx, 400 mana. Sadly, since all of my magic is tied to skillshots and THAT
Riven dodges with
Flash and
Valor, I need to keep spamming abilities. My 25% CDR allows my
Arcanopulse to be ready in 3.75 seconds and
Eye of Destruction slows her enough to land another
Arcanopulse. While she's about to die, I start pursuit just to find that... that... NOT ENOUGH MANA. NOT ENOUGH MANA. She runs away beyond the second mid tower and writes in the /all channel "Probably NOT". I swear myself that this should never happen again.
So we start with a
Sapphire Crystal and 2x
Health Potion to quickly rush
Tear of the Goddess, but we leave it there, we do not rush the full staff. We leave the Tear there, charging, awaiting its moment while we aim more important concerns. Since
Xerath is a good ability spammer, the tear will fill up pretty much quickly. We then look for CDR and the item that suits us best is
Morellonomicon. Not only we get a huge AP boost but we get some mana regen as well and a nice passive that will help versus that
Swain,
Warwick,
Volibear or any other health regen champion. By minute 25, Tear is fully charged and can be upgraded to
Seraph's Embrace. With that, we will roughly have 2000+ mana (and hence, 120 AP). That's enough to keep firing abilities to no end PLUS you get a nice shield because of its active, a shield that added to your
Barrier, blocks
Karthus
Requiem and
Ziggs
Mega Inferno Bomb. NOW HOW COOL IS THAT?
Q. But Motenai,
Athene's Unholy Grail gives us 20 CDR, good mana sustain and MAGIC RESIST!!
Yes, but 40 points in MR are not going to save your day. Yes, they may mitigate some of the early damage from your AP midlaner (useless vs AD midlaners), but 500+ from the shield will mitigate MORE damage, of any kind, in 1 vs 1 fights hands down. Plus, both passives from Grail are completely useless to
Xerath end game.
Sorcerer's shoes
// Natural upgrade for almost every caster.
// +15 Mpen, along with your masteries to click 22.8 total. Enemies with no Magic resist will be left with 7.2 which is nothing. This boots are nearly mandatory and should become yours after your second trip back to base.
Rabadon's Deathcap
// Single Item with most AP. Pure damage Object
// Should normally be your third object if the
Tear of the Goddess is not yet full. 120 AP + 30% of the global AP. This wizard hat makes your damage skyrocket and enables you to quickly dispatch all the squishies.
Void Staff
// 35% magic resist ignore to kill those tanks
// In lower ELO, this item is HARDLY necessary because people likes to build like a glass cannon except for the tank. If only ONE member of the enemy team is building MR, you should NOT bother with this. If several people are building tanky or are naturally tanky, this Staff is critical to your set.
Zhonya's Hourglass
// Nice bunch of AP plus a magic active
// While starting with an
Seeker's Armguard might save your life early game vs that
Zed all-in, having this item in your arsenal allows for some plays under your own turret, blocking some ticks of
Ignite or for cooldowns recovery. In my opinion a great 5th or last pick.
Liandry's Torment
// more magic penetration, some health and tank melting
// Those two objects might come in together because they sinergyze optimally. There are some teams stacking health and some tanks hard to bring down. Liandry's + Rylay's work wonders together, bringing 2% of enemy's health down every second.
Rylai's Crystal Scepter
// makes you beefier and adds a slow to your abilities
// The combo of Liandry + Rylai will give you about 800 health and 130 AP, not bad, but specially the ability to melt tanks down and to increase your chasing potential because of the slow. While with 800 AP you should be able to melt anything down anyway, for teams stacking HP this can be interesting and the tests I made with it were pretty good.
Rod of Ages
// health, mana and AP in a single item
// While it's a very cost effective item (650 health, 650 mana and 80 AP after 10 minutes), I prefer this kind of object in other champions with increasing mana costs per second, like
Swain,
Anivia or
Kassadin. While it might fit some builds, I do not recommend it.

As an AP Caster, your only way of damage are your spells. With no spells and no

A brief story:
I started playing









So we start with a














Q. But Motenai,

Yes, but 40 points in MR are not going to save your day. Yes, they may mitigate some of the early damage from your AP midlaner (useless vs AD midlaners), but 500+ from the shield will mitigate MORE damage, of any kind, in 1 vs 1 fights hands down. Plus, both passives from Grail are completely useless to


// Natural upgrade for almost every caster.
// +15 Mpen, along with your masteries to click 22.8 total. Enemies with no Magic resist will be left with 7.2 which is nothing. This boots are nearly mandatory and should become yours after your second trip back to base.

// Single Item with most AP. Pure damage Object
// Should normally be your third object if the


// 35% magic resist ignore to kill those tanks
// In lower ELO, this item is HARDLY necessary because people likes to build like a glass cannon except for the tank. If only ONE member of the enemy team is building MR, you should NOT bother with this. If several people are building tanky or are naturally tanky, this Staff is critical to your set.

// Nice bunch of AP plus a magic active
// While starting with an




// more magic penetration, some health and tank melting
// Those two objects might come in together because they sinergyze optimally. There are some teams stacking health and some tanks hard to bring down. Liandry's + Rylay's work wonders together, bringing 2% of enemy's health down every second.

// makes you beefier and adds a slow to your abilities
// The combo of Liandry + Rylai will give you about 800 health and 130 AP, not bad, but specially the ability to melt tanks down and to increase your chasing potential because of the slow. While with 800 AP you should be able to melt anything down anyway, for teams stacking HP this can be interesting and the tests I made with it were pretty good.

// health, mana and AP in a single item
// While it's a very cost effective item (650 health, 650 mana and 80 AP after 10 minutes), I prefer this kind of object in other champions with increasing mana costs per second, like



As I said several times during this guide,
Xerath should abuse his range. That is: farming, poking and harassing without putting himself in danger. You would naturally push the lane against early terrible farmers like
LeBlanc or
Swain (or
Annie if she keeps her stun around), but that's no problem.
Just farm and poke. In this order. FARM and POKE. Do NOT, and I just can't stress this enough, do NOT STOP FARMING FOR POKING. Every 12 seconds hit a minion with a basic attack to recover some mana from your passive or hit a champion if he's melee. Position yourself the way you would hit more minions with
Arcanopulse, preferrably approaching the side of the river that is warded, and go last hitting manually or with your W. If suddenly a
Katarina gets too greedy and
Shunpo's on you, punish her with your E + W + Q combo that will obliterate half of her health. Keep farming and poking to try to bully your opponent out of lane. Get your Tear ASAP and fire all 3 spells while on base to help charge it. DO NOT OVEREXTEND unles you know where the enemy jungler is;
Xerath is very weak in all stags of the game and we want to keep him safe and farming.
Starting level 6, no squishy can withstand a full barrage of your spells: Q + W will melt 30% of their HP if well aimed and if they all-in, Q + E + W + R will finish them off. At this point you become a good pusher, but the range of your R, while fearsome, it's still not enough to be the monster you'll soon become. Still, at level 11 you can help a teamfight in dragon while being in your blue buff brush, so KEEP ALWAYS A LOOK AT THE MINIMAP. Roam as much as you can and get kills or assists whenever possible. I know this may sound obvious but getting an assist with
Xerath is waaaaaay easier than with
Akali because you don't need to get your hands that dirty, so to speak. And KEEP FARMING. Try to place yourself in the 150 CS mark at minute 20, which is very doable but not very common in bronze and silver ELOs.
Now it's YOUR moment. Your map presence is huge, your AOE damage is supreme and you can peel off off-tanks and carries BEFORE the battle even starts. Siege towers from afar, protect yours without fear of enemy diving yours and SNIPE. SNIPE! You are a mage SNIPER, use that gift that's bestowed on you. You MUST be in every skirmish, big or small, you must enlarge your presence the way your ememies keep wondering from where they will receive the next shot. Jungle warding offers great opportunities to finish off fleeing opponents, even buff stealing or objective stealing (like Dragon). In teamfights be in the rearguard, behind tanks, offtanks and even the AD Carry. You're no
Swain nor
Katarina, you don't need to go up close and personal. Keep firing abilities like mad and destroy your adversaries with your raw power.




Levels 1-6.
Just farm and poke. In this order. FARM and POKE. Do NOT, and I just can't stress this enough, do NOT STOP FARMING FOR POKING. Every 12 seconds hit a minion with a basic attack to recover some mana from your passive or hit a champion if he's melee. Position yourself the way you would hit more minions with




Levels 6-11.
Starting level 6, no squishy can withstand a full barrage of your spells: Q + W will melt 30% of their HP if well aimed and if they all-in, Q + E + W + R will finish them off. At this point you become a good pusher, but the range of your R, while fearsome, it's still not enough to be the monster you'll soon become. Still, at level 11 you can help a teamfight in dragon while being in your blue buff brush, so KEEP ALWAYS A LOOK AT THE MINIMAP. Roam as much as you can and get kills or assists whenever possible. I know this may sound obvious but getting an assist with


Levels 12-18
Now it's YOUR moment. Your map presence is huge, your AOE damage is supreme and you can peel off off-tanks and carries BEFORE the battle even starts. Siege towers from afar, protect yours without fear of enemy diving yours and SNIPE. SNIPE! You are a mage SNIPER, use that gift that's bestowed on you. You MUST be in every skirmish, big or small, you must enlarge your presence the way your ememies keep wondering from where they will receive the next shot. Jungle warding offers great opportunities to finish off fleeing opponents, even buff stealing or objective stealing (like Dragon). In teamfights be in the rearguard, behind tanks, offtanks and even the AD Carry. You're no


Frequently Asked |
Answers |
Q: First things first! Where did you learn to code your guide? it's texty but rocks!! | // Well, all credit goes to jhoijhoi because from him I learned everything there is here. All templates, all ideas... everything but some minor tweaks come from THIS GUIDE. So kudos to him for his help, without him this guide would not be. He probably doesn't know but he helped me greatly. |
Q: I so totally disagree with your item build, masteries, runes and everything!! | // Well, that's good. Just do not downvote the guide for this and I will add a suggested user build on top of that. I love to discuss about items and build paths so please, PLEASE, feedback and positive criticism is VERY MUCH appreciated. |
Q: Is the guide already finished? | // Nope. I plan to add some videos, match-ups and other stuff. it will largely depend on feedback though. Any help is welcome!! |
Q: Why the hell should I follow your guide? Your ELO is hell, you're old and you're getting bald! | // Well, yes, yes and yes xD This is not the Bible, it's just my idea of how to play this champion. If you totally own Diamond 1 with Xerath with your own build, congratualtions! You're probably in a skill level I will never be. Jump down here and share your knowledge with us :) |
Q: Again, why Archangel's Staff above anything else? | // Emmm, ok xD More AP, Infinite mana to fire abilities at will and powerful active! |
07-01-2014: Started reading about coding from jhoijhoi and planning to write a guide for Zerath
15-01-2014: Started writing
11-02-2014: Xerath's rework come into play, I decide this should be a good time to wrap things up. Rewrote Runes, Masteries, Summoner Spells.
12-02-2014: Introduction, disclaimer and pros and cons finished again.
13-02-2014: Abilities section finished again.
14-02-2014: Items and conclusion finished... again.
14-02-2014: Guide published.
15-01-2014: Started writing
11-02-2014: Xerath's rework come into play, I decide this should be a good time to wrap things up. Rewrote Runes, Masteries, Summoner Spells.
12-02-2014: Introduction, disclaimer and pros and cons finished again.
13-02-2014: Abilities section finished again.
14-02-2014: Items and conclusion finished... again.
14-02-2014: Guide published.
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