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Choose Champion Build:
Spells:
Teleport
Flash
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Update Log
Fixed some spelling errors and put in new area for build 1 and build 3 comparing the two.
(Yes, I am Canadian so the "u's" are not mistakes "Armour" is not a mistake)
*Working on a section entitled "Positioning".*
November 17, 2011
Masteries Reworked with explanations given
January 24, 2012
Relooked some stuff.
First is My Personal Favourite for 5v5 on Twisted Treeline.
Second is Dominion.
Third is Artillery build/basic build.
Next chapter I'll have the reasons and explanations of each in basic detail and further on the guide I'll get into greater detail.
Also,I'll be using Abrievations for the spells

Locus of Power will be "Lop"
Mage Chains is "MC"

The first is the one I like the best built around doing more damage early on and scaling into a greater damaging role later on. I do build Warmogs, which may be defined as unique on a Xerath, but I'll get into that later in the "Items" section. Generally, I intentionally don't need to use my Locus of Power that much so, instead, I can leave it at level 1 at focus on Mage Chains.
The second is my Dominion build which is fairly consistent, mana and mana regen is not as a necessity and health/defense is not that necessary either. Taking the long range is very good in Dominion and is recommended over Mage Chains in leveling.
The third build is a more standard Artillery style that most Xeraths will use. I don't think I need to say much about this but mastering Xerath will be easier when starting as this build.
For those heavy readers of guides who want hard explanations and reasoning you can drop down into the "Build #" Chapters.
Ascended Form A very good Passive, better than many Champions but this may lead to people thinking they are safe but they aren't from magic damage.
Actual Stats:
Xerath receives 15% of his ability power as bonus armour.
100 AP = 15 armour 200 AP = 30 armour 300 AP = 45 armour. At level 18 you should be getting over 100 armour.

Actual Stats:
Cost: 65 / 70 / 75 / 80 / 85 mana
Damage: 75 / 115 / 155 / 195 / 235 (+0.6 per ability power)
Cooldown: 7 / 6.5 / 6 / 5.5 / 5 seconds
Cooldown with 40% CDR: 4.2 / 3.9 / 3.6 / 3.3 / 3.0
The range can be seen below with and without Locus of Power [Lop] on.


Locus of Power This spell increases the range of all your other spells and gives magic penetration. Well, this spell pretty much makes Xerath, Xerath. Activating this despite being in range of Arcanopulse will make the damage greater from it's magic pen.
Bonus Magic Penetration: 10 / 15 / 20 / 25 / 30 %
Cooldown:20 / 16 / 12 / 8 / 4 seconds
Cooldown with 40% CDR: 12 / 9.6 / 7.2 / 4.8 / 2.4 seconds
Mage Chains A fairly good spell that is somewhat similar to Brand's stun. Mage Chains, although, requires you to hit them first with Mage Chains and then the next spell from Xerath used on the enemy will make them stunned.
Xerath is one of the mages that can stun:







However, Xerath's stun, I find, is a lot easier to use and hit and it's cost is pretty good. (With the exception of Veigar) Don't neglect it's damage either, it does more than Arcanopulse, except only one one target.
Cost: 70 / 75 / 80 / 85 / 90 mana
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.7 per ability power)
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Cooldown with 40% CDR: 7.2 / 6.6 / 6.0 / 5.4 / 4.8 seconds



Cost: 150 / 180 / 210 mana
Magic Damage Per Cast: 125 / 200 / 275 (+0.6 per ability power)
Cooldown: 80 / 70 / 60 seconds
Cooldown with 40% CDR: 48 / 42 / 36 seconds


This game style for laning is generally on poking in using Lop followed up by MC and then Arc which will stun them and then let you retreat back to the safety of your side. If you are against a melee champion (besides Gangplank) then this strategy can be very safe and effective. Leveling up Mage Chains instead of Locus of Power will have emphasis on more damage for less time in long range (which is not needed in this strategy). This fulfills more of a nuker role early game being able to throw out MC then Arc and finally your three shots of your ulti on them. Due to the relatively short cooldown on your ulti, this will make this strategy fairly strong.
Farming is generally easy with Xerath as mentioned by Phreak in the Champion Spotlight and I'm sure all Xerath's would have seen it already so I won't go into much detail. However, I will say do not forget that your ulti does damage as well and can clear out stacked up minion waves attacking a tower.
In late game, you'll play more of an artillery role since you will do well in that, however, moving up is not bad at all. Again, mentioning Phreak who stays at "Locus of Power's maximum range" and simply toggles on and off while shooting his Arcanopulse. However, one flaw in this strategy is that he is not utilizing his Mage Chains. As we all know, stuns are very powerful in this game, and using it for strictly defense will not cut it, (at least not for me) moving up to throw a stun and then moving back is viable but staying at "Locus of Power's maximum Mage Chain's range" will be nice as well.
For items, I pick a more defensive build with Warmogs and Abyssal Sceptre. Many will think that the Sceptre is a terrible choice as Xerath should not be close to the enemy, I'll mention that this item can help you out greatly. First of all it gives you AP, enough said there. Second it gives Magic Resistance, which Xerath greatly needs as he doesn't have much at all. And third he can utilize it's passive my moving up close as mentioned before. Now, I don't pick Rylias because of preference, I just like Warmogs better. Try using Warmogs on any champion really, it's not as bad as it seems.
Choosing this build requires knowledge of the enemy champions and you may need to switch between this and the third build or a variation if you see that those enemy champions are not doing well/not playing well. For example: You see a Caitlyn midding against you and so you must adopt a more longer range artillery style. However, you realize that the Caitlyn is not doing well and so you can get in close to stun her and then simply back off without taking any damage.
Now, Xerath plays a very well needed role in Dominion. He plays a defensive role, not a pushing role. He should never be going bot and should always be going to the top tower at the beginning of the game. He should never be ninja capping and, instead, he should always be ninja defending. His range means that he can get a few shots to stop the cap and deter cappers. I'd like to focus on the top point.
Although it may be hard to see, I am standing in the top bush, a very potent spot for Xerath. If an enemy champion starts capping, you merely use Lop then Arc to destroy his cap. If he starts moving up to fight you you can throw out a MC, Arc then round down the other side and stay on the cap. Now, he is stuck at the top side allowing you to effectively guard him off and throw random Arc's at the top line to intimidate him and damage him.If he intends to fight you on the point, you can stun him again and simply walk off back to the top.

The following are great spots for Xerath to utilize his range. The strategy I use, is that I'll hit someone with arcanopulse [Lop] but don't do anything more. Either they continue capping, move around to continue capping, come and look for me, or die from the turret because they think they are capping (has happened multiple times before).



I get more CDR to establish constant shots in long range. Even if your attacks don't do as much damage, the added slow with


Basically, this build makes you stay at long range just as Phreak does. However, I do not stack AP runes on him and instead focus on CDR and Mana regen runes which helps me out in short and late game. Getting extra armour is not the best for Xerath though it can be very helpful.
He does well against:








Champions he is terrible against:












Xerath is one of the champions that benefits a lot more from positioning. Most of his spells are AoE and his main ability is a shot that fires in a line. This would mean that a good position would be to line up enemy champions throughout your arc maximum range. Being at your maximum range will insure that you are safe.
Playing Xerath requires good positioning whether or not you use build 1 or 3. If you play up close with build 1, then positioning is not as big of a deal as build 3. Instead, maximum range for mage chains should be what determines range.
As Xerath, poking in for a few shots is nice.
Build 3 makes you artillery pretty quick, as Phreak said, but artillery is not useful unless you can do damage. Instead of doing high damage shots, the focus is in doing rapid shots with the high CDR you have in this build. Getting Blue buff is a huge priority. However, to get those many shots off, staying at the back is recommended which means Mage Chains is not that used. In return, Xerath's ulti can be used over and over again with it's very low cooldown and high manaregen. I find that I have enough mana late game that I don't need Archangel's staff as it is fairly expensive item.
In basic psychology, if someone throws an object at you, your basic reaction is to dodge or raise your hands to avoid the blunt of the pain. This can work if someone throws something as light as a paper ball. The principle is that the more shots you fire off, the less they pay attention to the others on your team and with your high mana regen you should get this off well. They won't be able to judge how much damage you do constantly and will be in fear of your ulti, and it might not even do that much damage. Build 3 lets you do long range harass pretty much all game; it lacks some of the power of early game to make up for a good late game if you know positioning.
The new AP masteries in Offense are not too great actually. The 18 AP doesn't seem like a lot and the 5% gain on ap isn't as great as it seems as well. With 100 ap you get 5 extra ap. Let's assume we have 400 Ap from items. Now we add in 18 and now multiply by 1.05
[400+18]^1.05= 438.9 so roughly 439 Ap. That would be a gain of 39 AP. With Rabadon that would be 50.7. So about 51 Ap. I'd rather go with the 9 0 21 rather than 21 0 9 or 21 9 0.
However, I will just lay out the facts and let you decide if 50+ AP is good enough of a choice.
In Dominion, instead of taking 9 0 21. I go 12 0 18 with minor changes because summoner spells are not as important in Dominion. Havoc seems to be a viable option.







Philosopher's StoneLet's take a look at Philosopher's stone now as I'm sure many are disliking it or unsure of it. Now, let's just run a small test. Assume that you have bought Philosopher's Stone at 6 Minutes (In build 1 you have teleport, so no worries) and that the average game is 45 minutes.
45-6=39 39x60=2340 seconds Gold=5/10seconds 2340/10*5= 1170 gold. 1170g-800g= 370 profit.
Assume the game is 65 minutes now.
65-6=59 59x60=3540 seconds Gold=5/10seconds 3540/10*5= 1770 gold. 1770g-800g= 970 profit.
All that for 18h/5 and 8m/5, a very good item indeed for Mana regen needs but don't stack 2 as the gold effect doesn't stack on the same gold/second items.
Here's a list of valued Summoner spells that are good on Xerath (Standard list not Dominion)







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