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Spells:
Teleport
Flash
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Introduction
In the ancient civilization of Shurima, the mage called Xerath practiced magic with undying passion. He believed that with enough magical power, he could gaze into the heart of Runeterra to know the secrets of history and the universe beyond. Such magic was beyond the limitations of a mortal body, but Xerath obsessively pursued a path to infinite power nonetheless. With every breakthrough he grew more and more powerful, yet not without consequence. Xerath's increasing arcane abilities wrought havoc on his physical form. Desperate, he undertook a dangerous ritual to transcend his dying body. The outcome would be immortality or self-destruction. Violent magic unleashed during the ritual caused devastation throughout Shurima, but when the dust settled, Xerath emerged as an ascended being of pure arcane energy.
Free of flesh and bone, Xerath held nearly infinite power at his command. However, in the wake of his chaotic ritual, the mages of Shurima feared his careless disregard for life would bring ruin to the kingdom. After a terrible struggle they subdued Xerath, but they could not destroy his ascended form. Instead they trapped him within an enchanted sarcophagus and sealed him in an underground tomb. Eons passed, civilizations rose and fell, and Xerath's imprisonment was lost to memory. For centuries, Xerath's vast power tore away at the sarcophagus and weakened its spell. Finally, he willed forth a burst of magic that shattered his prison, but its core remained, containing Xerath and his power within its broken pieces. Seeking to rid himself of this burden, he was drawn to the magic of Valoran's nexuses and found he could absorb their power. Yet the nexuses had gatekeepers: petty mages known as summoners. Xerath knew his key to true freedom from his prison lay in gaining their trust, and he offered his power to the League of Legends.
'I have no need for vengeance. Time has brought ruin to the mages of Shurima and I alone remain.' – Xerath, the Magus Ascendant
Free of flesh and bone, Xerath held nearly infinite power at his command. However, in the wake of his chaotic ritual, the mages of Shurima feared his careless disregard for life would bring ruin to the kingdom. After a terrible struggle they subdued Xerath, but they could not destroy his ascended form. Instead they trapped him within an enchanted sarcophagus and sealed him in an underground tomb. Eons passed, civilizations rose and fell, and Xerath's imprisonment was lost to memory. For centuries, Xerath's vast power tore away at the sarcophagus and weakened its spell. Finally, he willed forth a burst of magic that shattered his prison, but its core remained, containing Xerath and his power within its broken pieces. Seeking to rid himself of this burden, he was drawn to the magic of Valoran's nexuses and found he could absorb their power. Yet the nexuses had gatekeepers: petty mages known as summoners. Xerath knew his key to true freedom from his prison lay in gaining their trust, and he offered his power to the League of Legends.
'I have no need for vengeance. Time has brought ruin to the mages of Shurima and I alone remain.' – Xerath, the Magus Ascendant
For runes I take
Greater Mark of Magic Penetration,
Greater Seal of Ability Power,
Greater Glyph of Scaling Ability Power and
Greater Quintessence of Ability Power
For marks I take
Greater Mark of Magic Penetration. This is one of the main runes you SHOULD use playing an ap character (especially xertah). This will give you some more early game damage.
For seals I take
Greater Seal of Ability Power. You don't need to take this kind of seal, you can also take
Greater Seal of Scaling Ability Power. But I prefer the
Greater Seal of Ability Power for my early game damage. Its making laning and ganking a lot easier early game, which is really important for a champion like Xerath.
For glyphs I take
Greater Glyph of Scaling Ability Power. This will help a lot late game. There is no need to use
Greater Glyph of Ability Power because your marks and seals are quite enough damage increasing early game. If you feel like it you can also use
Greater Glyph of Cooldown Reduction, this will help you to get the early stacks on your
Tear of the Goddess (I highly recommend to buy your second
Archangel's Staff instead of your
Will of the Ancients by using this rune variation. Look into the item chapter)
For quintessences I take
Greater Quintessence of Ability Power. Also this is (in my opinion) a main in my ap character rune setup.




For marks I take

For seals I take



For glyphs I take






For quintessences I take

My masteries are quite the basics of an ap character. In offense you take enough to use
Archaic Knowledge
. You can if you like (I don't recommend it) use
Cripple instead of
Deadliness
. This will also mean that you use the summoner spell
Exhaust instead of
Teleport or
Flash.
The other 21 points are going to my utility page. I use instead of some mana regen in
Perseverence
Good Hands
. I am doing this because late game the mana regen will be like 0.5 mana p/s, and the time spent death like 30 sec! So i really recommend reading this!! The use of
Expanded Mind
will help with the passive of your
Archangel's Staff






The other 21 points are going to my utility page. I use instead of some mana regen in




I start with a
Doran's Ring, working on to my
Boots. I really recommend buying another
Doran's Ring. It will make the difference between winning and losing on your lane. If things don't go the way you want it, feel free to buy a third.
Heading up to
Sorcerer's Shoes, it's really important to have your
Sorcerer's Shoes by reaching lvl 6. It will increase you damage output of your ultimate.
Next is the
Tear of the Goddess, it will make the durability of your laning skills easier. When possesing the item don't be to greedy, use your locus of power
Arcanopulse combo twice on a minion wave for the max amount of lasthits(this combo is also very good to deal a little amount of damage on enemy champions).
With your
Tear of the Goddess it will be easy laning longer. Last hit hit a lot and you will be there to buy a
Rabadon's Deathcap. after this item you will be playing a lot more in the background of the game. Using your locus of power followed by mage chains and
Arcanopulse will stun the target, finishing it with aracane barrage will be enough to pick up the kill without even being hurt.
Buying a
Giant's Belt will help in teamfights, you will be the easiest target for your enemy team. If you are doing like i said above it will be no problem, but it's always safe to have some extra HP.
Finishing your
Archangel's Staff will give you a high boost of ability power. This CAN be the moment you will sell your second
Doran's Ring, just for buying your
Archangel's Staff in parts. If there is no need to just keep your
Doran's Ring.
Going for an
Hextech Revolver (
Will of the Ancients) is for some more survive ability. If you don't feel like buying this item I will recommend another
Archangel's Staff.
Finishing with
Rylai's Crystal Scepter for the long range slow, and
Morello's Evil Tome for the cooldown reduction.



Heading up to


Next is the


With your



Buying a

Finishing your




Going for an



Finishing with


I prefer taking
Teleport (for the maximum laning time) and
Flash (for killing an enemy champion or to flee from him).
You can also like I already said use
Exhaust. It will be a nice spell if a trynda or xin is stalking you but you will not be in range to use it if you are in the attack position.
Another possibility is
Ignite, It's deffinitely a really god spell. So if you fell like it, just pick it.
The other spells are not really necessary to use, however I am seeing a lot of Xerath's taking
Clarity. THERE IS NO NEED TO. I'll defenitelly not recommend clarity!!!


You can also like I already said use

Another possibility is

The other spells are not really necessary to use, however I am seeing a lot of Xerath's taking

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