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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Threats & Synergies
Ahri
Ahri's escapes, Dashes, and charms are a demonic nightmare to all mage mid laners, avoid at all costs.
Intro
Marks: You will use magic pen. marks to increase damage you deal even if the enemy team builds magic resist. This is useful in damage poking and poking team fights.
Seals: In this section you will split up Armor and Magic Resist runes. Armor and magic resist ensure you are ready to take all attacks. But remember this doesn't mean you can tank -.-
Defensive: Again, Xerath does not have the best escape or sustain. For this reason, in the defense section I Build armor, Magic resist and HP.
Utility: I do not see much purpose for Utility Maasteries on Xerath, The only thing I see useful is the Recall Masrery.
Morellonomicon - This item has high CDR, AP and gives you a passive that can secure kills. The mana sustain is cool too.
Rabadon's Deathcap - Since this item gives AP PLUS gives a huge 30% bonus AP it is necessary for all mages and AP fighters and should be bought at the Mid or Late game phase of the game.
Will of the Ancients - This item is for your AP and Sustain. If you are low on HP and your team wants to have an all-in fight, you can poke the enemy team with your Q to get HP back before or during the initial teamfight.
Rod of the Ages - This item gives you massive HP and Mana to help you fight longer. I suggest to get this item Early to Mid game.
Rylai's Crystal Sceptar - This Item gives HP, mass AP, and slows enemies on hit. If your team is winning a fight and they run, you can hit them with your aoe W plus this items slow effect will make them almost immobile and easy to kill.
Sorceror's Boots - You will use these boots for the Magic Pen. that increases magic damage ratio against magic resist. This also increases movement speed like all boots. We will take the Distortion enchantment so when we flash away we have a better chance to escape with the bonus speed.
EoD - This move or "W" is maxed out second because you will want the slow in teamfights and pursuing but not as much as your Q. You can also use this to clear out minion waves fairly fast.
Shocking Orb - or "E" is maxed out last. We do this because its only level up bonus is a CDR and you can just build CDR and max out the above moves first.
RotA - or "R" is an amazing kill secure move. Use it when you see a low HP enemy attempting to hug turret or even flee. Max out whenever the level lets you. (levels 6,11,16)
This is my Preference because I play Xerath extremely aggressive. We always take flash just for that moment when we are forced to run and need it most. Exhaust is when they are trying to flee and you don't have your Ultimate. Pretend that your against a diana mid and she is up against your turret, taking it. you come up and burst her to low HP and she tries to run. P.S. Your Ult happens to be on CD. you will use exhaust to slow her until all of your moves CD are back up and kill her.
Second choices: Flash with either Barrier or Heal
Flash - ALWAYS take flash
Barrier - if your against a Katarina and she teleports to you and uses her Ult you can use barrier to evade damage and get away.
Heal - Heal is more for teamfights in my opinion. If you take heal use this when your team either needs HP to keep fighting or if they need a speed boost to run away.
One champion kill is the same xp and gold as killing 15 minions. Even if you are behind in kills just make sure for each kill the enemy laner has you have 15 more CS than him.
Ex. Your 0-2 and the enemy is 3-1, this means you need to have 45 more CS than that enemy and you will be Equal.
This is important because late game unless you time the last hit you wont be getting alot of kill. you will be getting assists more likely because the ADC and top laner are likely to have more attack speed.
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