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.
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Introduction

While at the first glance xerath seems to be a standard mid AP-carry, he excels every other one in range. Because of that he is a lot of fun to play and even if you got a bad start you can still help your team due to your great range and inbuilt stun.
If you haven't already, I highly recommend watching the champion spotlight of

Spotlight of Xerath before the pre-season patch
If you have been playing LoL for quite a while, you are probably wondering why Xerath is not only fun, but also a viable pick for normal and ranked games.
If so, start with "Why did Xerath become viable?" section.
Pros:
- Great-Range: All of Xeraths abilities have a good range, but with his locus of power activated they become insane.
- Relatively easy to land his stun:
Xerath has two AoE-abilities which can activate mage chains mark. This will become really easy with
Rylai's Crystal Scepter.
- Insane AoE Damage: You can not only kill their carries, but you'll deal damage to all other opponents around.
- Poke-power:
Arcanopulse can be used like Nidalees
Javelin Toss to poke enemies before the actual teamfight starts and to harass your mid opponent.
- Tower-Defense: Enemies wave incomming? Active Locus of Power, use
Arcanopulse, wait... use
Arcanopulse again. Which enemies?
Cons:
- Early farming: Can be a bit difficult, because you can't spend a lot of mana to farm with
Arcanopulse
- Lack of Magic Resistance: This shouldn't be a great problem, because you should be out of range for most AP-carries.
- Requiers accuracy: If you don't like champions with skill shots,
Xerath is probably not the best pick for you (although it gets easier to hit with
Rylai's Crystal Scepter)
- Blue Buff dependent: Needs
Crest of the Ancient Golem to become most effective (Cd and mana reg.)
![]() Greater Glyphs of Scaling Ability Power More Damage ... again. They are better than ![]() |
|
Other Options
- Marks: -
- Seals: You could take
Greater Seal of Scaling Mana Regeneration, if you have big mana problems throughout the whole game or
Greater Seal of Scaling Magic Resist for some magic resistence later on.
- Glyphs: Because of the lack of magic res. in this build you could switch the seals to
Greater Glyph of Magic Resist or
Greater Glyph of Scaling Magic Resist.
- Quints: If you want even more magic pen., you could consider
Greater Quintessence of Magic Penetration (although you get 38 magic pen. early on with this build)
I prefer standard 21 0 9 masteries with
Xerath.Offense Tree:
Utility Tree:
Meditation
is great, because Xerath can devour quite a lot of mana. While
Expanded Mind
gives you overall more mana to spend. Probably the best mastery here is
Runic Affinity
, which gives 20% more buff duration and you want to keep blue buff as long as possible.

You don't have much choice for a AP-caster in the offense tree, but you definitely want that extra bit of damage. I did take
Spellsword
instead of 3/3 in
Mental Force
, because 2 extra AP isn't that much, but later on - when you have about 500 AP -
Spellsword
gives you 25 extra damage while autoattacking. If you do have big problems last-hitting with your normal auto-attacks, you could consider
Butcher
instead of full 4/4
Sorcery, but you won't get any CdR till late game and getting a bit more early on is quite nice.





Utility Tree:



Basic Choices
![]() Flash Probably the most common spell in the whole game. It helps you escape dangerous situations such as ganks, skill shots and greeting the enemy team alone. Furthermore you can ![]() |
![]() Ignite While this Summoner will become less useful as soon as teamfights start (because you normally won't get in range for a good target), it's great in laning phase. Many people underestimate ![]() ![]() |
Possible other Choices
Teleport: A good choice if you want to play passively on your lane and just farm. Furthermore you can setup a good gank with your teammates by teleporting to a ward placed in one of their bushes
Barrier: In my opinion better than
Heal in mid, because the opponent normally has
Ignite, which reduces the heal by 50%.
Clarity: After the latest change to Clarity it became more viable. Especially
Xerath could need some extra Mana; so feel free to try it.
Ghost: You should definitely take one of the escape spells
Ghost or
Flash with you. While Flash can be used to "jump" over walls, ghost is great with the speed bonus of Locus of power.
In this section I'll explain in detail what
Xerath's abilities (and passive) does. I'll also point out some problems that may occur.
In the section "Tips and Tricks" however I'll explain how you can minimize these disadvantages.
Ascended Form Ascended Form (passive): With runes and Masteries you go to lane with 16 + 3 armor. It's not much, but it will help you against autoattack harassment and minion hits. Later on - when you have about 500 AP - you will get 75 extra armor, which is huge.
Arcanopulse: This spell is probably your most important one. Its ratio isn't the best in game (only 0.6%), but without any CdR it'll have a 5sec. Cd and it does AoE-Damage in a Line.
With Locus of Power activated you will be able to harass, kill and steal Dragon or Baron.
The downside of the spell is its short channel time. You can't move and good players will often be able to dodge it. (In particular meele champions just walk around you)

The normal range of
Arcanopulse.

The range of
Arcanopulse with activated Locus of Power reaches from your tower to the middle of the lane.
The range is also displayed on the minimap!
Locus of Power Locus of Power: This is the skill that defines
Xerath. While actived it greatly increases the range of your other abilities. But wait; there's more: It also gives up 40% magic penetration. THIS IS HUGE. Better than the current
Void Staff! And when you deactivate it or after 8 seconds it'll give you 35% movement speed for 2 seconds. Nice.
But there are always disadvantages. While Locus of Power is toggled on you can't move. If you're new to Xerath this can be quite confusing, because it doesn't toggle off if you right click somewhere else. Also you're vulnerable to skill shots...
Another problem is the high initial cooldown (20sec. !!!). But at rank 5 it has without any CdR only 4sec.. Thats the reason why you want to have it maxed not too late in game.
Mage Chains Mage Chains: After hitting an enemy with this ability he gets a mark for 3 seconds. If you hit him then with another skill he gets stunned for 1.5 seconds. Probably the best thing (besides the utility it gives) is the fact that it's not a skill shot. The cooldown is not that high and you can normally combine it with
Arcanopulse. Furthermore it has the best ratio of all abilites (0.8 compared to 0.6 of the others) and its base damage surpasses
Arcanopulse already at rank 2.
But again there is something problematic. If you cast
Arcanopulse immediately after Mage Chains, the latter may still be in mid air while
Arcanopulse hits the target -> no stun. Another problem is the short range - compared to the other abilities.

Even with Locus of Power toggled on the range is not THAT big.
Arcane Barrage: Your ultimate. After using it once you can activate it 2 more times. It does AoE-damage in a circle and - again - can be dodged. Its base damage is ok and also its ratio (0.6). BUT if you hit 3 times, you'll deal insane damage: 375 / 600 / 825 + 1.8 * AP ... 1.8 is probably the best damage ratio of the whole game! You also have 12sec to reactivate it; so you don't have to spam it and after a quick kill you can use it on somebody else. Its Cd with
Crest of the Ancient Golem is in particular not that high; so you can even use it during laning phase to harass or steal dragon.

The range is similar to
Arcanopulse ... gigantic.

In the section "Tips and Tricks" however I'll explain how you can minimize these disadvantages.
(You can view detailed information about the skills by moving your mouse over the images)
Ascended Form Ascended Form (passive): With runes and Masteries you go to lane with 16 + 3 armor. It's not much, but it will help you against autoattack harassment and minion hits. Later on - when you have about 500 AP - you will get 75 extra armor, which is huge.

With Locus of Power activated you will be able to harass, kill and steal Dragon or Baron.
The downside of the spell is its short channel time. You can't move and good players will often be able to dodge it. (In particular meele champions just walk around you)

The normal range of


The range of

The range is also displayed on the minimap!
Locus of Power Locus of Power: This is the skill that defines


But there are always disadvantages. While Locus of Power is toggled on you can't move. If you're new to Xerath this can be quite confusing, because it doesn't toggle off if you right click somewhere else. Also you're vulnerable to skill shots...
Another problem is the high initial cooldown (20sec. !!!). But at rank 5 it has without any CdR only 4sec.. Thats the reason why you want to have it maxed not too late in game.
Mage Chains Mage Chains: After hitting an enemy with this ability he gets a mark for 3 seconds. If you hit him then with another skill he gets stunned for 1.5 seconds. Probably the best thing (besides the utility it gives) is the fact that it's not a skill shot. The cooldown is not that high and you can normally combine it with


But again there is something problematic. If you cast



Even with Locus of Power toggled on the range is not THAT big.



The range is similar to

You always want to skill your ultimate
Arcane Barrage first.
Arcanopulse is the skill you should max first. It's damage is not as high as Mage Chains, but it does AoE-damage and has higher range. You will be able to harass and erase complete minion weaves later on, which enables you to gank, go back or farm in jungle.
I wouldn't recommend maxing Mage Chains first. It may be an easy harassment tool against meele champions, but while it's on cooldown you lesser chance to escape an enemy gank.
Now it gets a bit more complicated.
I tend to skill Mage chains 3 times before maxing out Locus of power first.
Why am I doing this? Well, Mage chains is your only none-skillshot and there are games where your mid opponent tends to dodge every
Arcanopulse you throw at him. In addition the damage is actually better than
Arcanopulse's.
While you won't use Locus of power that often during the laning phase, you will use it quite often in mid and late game. The Cd difference between rank 1 and 5 is massive: 20sec to 4sec. AND ... you want the full 40% magic pen you can get by rank 5.


I wouldn't recommend maxing Mage Chains first. It may be an easy harassment tool against meele champions, but while it's on cooldown you lesser chance to escape an enemy gank.
Now it gets a bit more complicated.
I tend to skill Mage chains 3 times before maxing out Locus of power first.
Why am I doing this? Well, Mage chains is your only none-skillshot and there are games where your mid opponent tends to dodge every


While you won't use Locus of power that often during the laning phase, you will use it quite often in mid and late game. The Cd difference between rank 1 and 5 is massive: 20sec to 4sec. AND ... you want the full 40% magic pen you can get by rank 5.
Summary
![]() ![]() |
Locus of Power Mage Chains |
Whether you max. Locus of power or Mage Chains depends probably on your own preference and the opponent you are facing |
Start Items
great | | | | | | | | good | | | | | | | ok | | | | | | | | | | bad |
![]() ![]() ![]() ![]() Crystalline Flask, Faerie Charm, 2 x Health/Mana Potion This start is a bit converse to ![]() ![]() ![]() ![]() Doran's Ring In my opinion a quite a good start. It gives you all the stats you need early on: Some health (= sustain), a little bit AP and mana reg. flat + when you kill a unit. But be careful. You won't have any health reg. except your basic's 5(+0.55*lvl) per 5 seconds.
![]() ![]() ![]() Sapphire Crystal + Pots You normally don't have any use for a ![]() ![]() |
(If you always want to start with



Farm Items
When you go back for the first time (or die) you have to decide whether you want to buy





If you have problems staying in lane you should buy up to two


In "Tips and Tricks" I'll explain why you should buy least one sight ward when you go back!
Early Core Items
These two items cost together about 2600. That's no bed of roses. First of all you want your tier 2 boots to move faster to/in lane and gank other lanes. Also

(Especially low magic res. is surprisingly effctive - see here why; so negating it will make quite a difference)
But when should I start with which part? Well it quite depends: Having a finished item is better than just buying its components. But if he deals - for example - a lot of damage with his skill shots (like




Core Items
After finishing my early items I normally buy





Then I tend to build my


If you have followed my build till now, you'll deal quite some damage. But with

Item summary until now
- You'll be able to slow multiple targets and stun easily.
- You'll have about 400 AP
- You'll deal mostly true damage
- You'll deal even more damage with a dot
Items Overview
I normal create my item set out of the following:
Possible Boots:





Items:


















Enchantments:
You may ask what enchantment you should buy for




Goals
As a mid AP-carry you want
- as much farm as possible
- help/gank other lanes
- getting a few kills
- help at/steal dragon
Laning phase
Try to freeze the minion wave in the middle of the lane.
- If your enemy just does last-hits with his normal attacks, do the same. Try to use
Arcanopulse only to harass your opponent without hitting the enemy minions.
- If he autoattacks or uses his abilities, do the same. This can be a bit harder because
Xerath uses quite a lot of mana. So do the best with it. You can even try to lasthit and simultaneously harass your opponent with
Arcanopulse.
Don't panic while being ganked. Start running and use your mage chains-


While you don't have your


If you have


- Recall: This is quite obvious, but still noteworthy. You can refill
Crystalline Flask (if you have one) and buy new sight wards or items
- Go ganking:
Xerath might not be fast, but because of his range he is able to deal damage from positions nobody reckons.
- Farm even more: You can take your wraiths (if your jungler doesn't need them). Or you place a ward into the bush next to the enemies wraiths to safely steal them. OR you place a ward so you can see the big wraith, wait till the enemy jungler comes and steal them while he does the damage.
Nobody questions that







(Be a bit more careful if you don't have ignite and/or built

Although I get hit by

Mid Game
This phase is probably the most exhausting. You have to be really careful of big ganks and if suddenly the whole enemy shows up, use Locus of power behind your tower to hopefully kill the minions before the enemies can get near you. Poke them and hope that your team shows up soon. Be REALLY careful about fights in the jungle.

Late Game
Again i highly recommend that you only fight for dragon/baron or towers. If you want to be most effective, you need a grouped up enemy team. Also you should prepare teamfights. What I mean with that is POKE! Probably one of the best situation for

Teamfights
There is not much to talk about. Activate Locus of Power, use




How to hit with Arcanopulse
- Stun your opponent first: In close-combat hitting
Arcane Barrage is way easier than
Arcanopulse !
- Watch your opponent's moving direction: Is he retreating to his tower or a bush? Is he chasing somebody?
- Restricted movement: Is your opponent next to a wall? Or even between the tower and the nearby wall?
- Low health minions: Watch your own minions and use
Arcanopulse when the opponent is busy killing them
- Use your range: With Locus of Power toggled on you hit your enemy even if he can't see you!
How to use Locus of Power
If you've ever played Starcraft 2, think of

I generally don't use it that often in lane except I'm winning or losing it. That's because during an even lane both concentrate on lasthitting and I just throw some

If you root yourself in front of nearby enemies, you are probably dead in a blink of an eye. A good rule of thumb is your



Smart Casting
If you already use it you can skip this section.
I didn't use smart cast for a long time. Mainly because i didn't/don't know the range of all spells. But you can display them easily! I highly recommend that you use smart cast for


Warding
You probably know where to ward, but here is a map where the best spots are.

Shows the most important ward spots (1 = highest piority); if you want to learn more about warding click on image (by Panglot).
What you probably don't know is the following:

(You will place a ward into a bush if your mouse cursor is green)
Ganking

Let your teammate initiate! If the enemy flees your ally probably already won the lane. Otherwise you can hit



This video shows the power of

For a long time
Xerath was a good pick as a mid AP-Carry. But there were better picks - such as
Orianna,
Karthus,
Anivia, etc...
However after the pre season patch a lot has changed. One consequence was a great buff for Xerath. But why is that so ?
1. Changes to Magic Pen. and Res.
Haunting Guise did become viable because now you can build it into
Liandry's Torment, which is a great item for every dps-caster; especially
Xerath because of the additional magic pen.




However after the pre season patch a lot has changed. One consequence was a great buff for Xerath. But why is that so ?
1. Changes to Magic Pen. and Res.
Let's start with some Math.
But what does this all mean? Well it means that Xerath deals most of time true damage with the proposed core items and
Void Staff (at least to normal carries). I'll explain later why and how. (Also magic res. stacking did become more difficult because of cost increase and item changes; while
Sorcerer's Shoes became a great item for Xerath)
2. AD-Shifting
Magic Pen. | Magic Res. | Before Patch | After Patch |
8 Flat + 8% | 30mr | 20mr | 20mr |
23 Flat + 24% | 30mr | 5mr | 0mr |
38 Flat + 24% | 50mr | 9mr | 0mr |
38 Flat + 64% | 100mr | 22mr | 0mr |
38 Flat + 64% | 200mr | 60mr | 38mr |


Due to the current meta you see mostly AP-carries at middle lane. But the patch buffed AD-casters (e.g.
Talon) which are a good counter against most AP-carries and bruisers in general. Because of that Xerath passive Ascended Form becomes more and more useful. In addition this build gives you early on a lot of Health which leads to great sustain overall.
3. Item Changes




I hope you enjoyed my guide and have as much fun playing
Xerath as I have.
If you have some improvments or just liked the guide feel free to leave a comment.
Special thanks to my friends who helped a lot creating this.

If you have some improvments or just liked the guide feel free to leave a comment.
Special thanks to my friends who helped a lot creating this.
I'll expand this section once i got more questions.
Why shouldn't I rush
Rabadon's Deathcap with
Xerath?
It's true that his ratios aren't that bad. Let's assume you are level 11 and have about 50 AP through runes and masteries when you can buy
Rabadon's Deathcap.
Let's see.
Rabadon's Deathcap does give you more AP and is cheaper (about 1200 difference).
BUT:
The other two items give you effectively more damage (because of the magic pen.), 700 health (that's huge) and a slow on spell damage that will help you greatly during your fights. Furthermore you can build
Haunting Guise and
Rylai's Crystal Scepter in small steps.
Why shouldn't I rush


It's true that his ratios aren't that bad. Let's assume you are level 11 and have about 50 AP through runes and masteries when you can buy

![]() |
![]() ![]() |
Costs | 3200 | 1485 + 2900 = 4385 |
AP | 120+0.25*170 + 50 = 212 | 25+80 + 50 = 155 |
Damage |
![]() Mage Chains 170 + 0.8*212 = 340 ![]() = 1620 |
![]() Mage Chains 170 + 0.8*155 = 294 ![]() = 1440 |
Effective Damage (enemy mr: 50) |
Effective mr: 50*0.92-(8+15) = 23 (with locus of power: 16) Damage multiplier: 100/(100+23) = 0.81 (0,86) => 1620*0,81 = 1310 (1393) |
Effective mr: 50*0.92-(8+15+15) = 8 (with locus of power: 1) Damage multiplier: 100/(100+8) = 0,93 (0,99) => 1440*0,93 = 1340 (1425) |
Health | 0 | 200 + 500 = 700 |
Utility | - | Slow |
Let's see.

BUT:
The other two items give you effectively more damage (because of the magic pen.), 700 health (that's huge) and a slow on spell damage that will help you greatly during your fights. Furthermore you can build


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