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Xerath Build Guide by edkemr

Support Xerath Support

Support Xerath Support

Updated on July 14, 2021
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League of Legends Build Guide Author edkemr Build Guide By edkemr 11 1 25,180 Views 0 Comments
11 1 25,180 Views 0 Comments League of Legends Build Guide Author edkemr Xerath Build Guide By edkemr Updated on July 14, 2021
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Runes: Comet + Inspiration 1

1 2 3 4 5
Arcane Comet
Manaflow Band

Perfect Timing
Biscuit Delivery

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3 4
Flash + Exhaust
LoL Summoner Spell: Exhaust


LoL Summoner Spell: Flash


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Champion Build Guide

Xerath Support

By edkemr
Playing Xerath, Pros & Cons
General Playstile

Xerath fall under the cathegory of poke supports: your major contribution to the lane is to harass as much as you can the enemies with your spells in order to help assuring kills, protecting your ADC while he's farming and denying creeps to the enemy one (other examples are Vel'Koz, Lux full AP, Ashe, Senna to an extent).
You have to comprehend your strenght and your weakness. Xerath is strong in "slow cooking" the enemies with his poke, sieging towers and objectives, setting a clean up for the team, but he's also weak to hard engages and burst damage.
If you're searching for a support that play his cards in term of raw damage output instead of utility, you may be very interested.


- very long range
- very high damage
- good lategame scaling
- great counter pick
- great lane pressure
- doesn't need an adc to carry
Xerath's long range is symbolic.
It doesn't stop there obviously, because that range potentially conveys massive damage able to oneshot squishies and making tanks life hellish through all stages of the game.
This translates in a very oppressive matchup for the enemy laners, especially if this particularly playstile counters them.
Synergizing ADCs are other poke champions, like Caitlyn, Jhin, Ashe, but Xerath holds enough power to be able to think almost indipendently from his ADC results.


- super squishy
- low mobility
- all skillshots
- can't follow all engages
- weak to all CCs
- resources hungry
As usual as happens in League, high damage and long range mages get punished by being extremely squishy and having low mobility; this results in being hard punished from engages, either CCs ( Nautilus, Ornn, Leona) and gap closers followed by burst ( Kha'Zix, Kayn, Zed).
Thus Xerath's counter matchups are very intimidatory and hold him in a position where he can't get close in order to do his job; you need to master your positioning in lane and through teamfights and accept that you can't follow all the ally engages if they're too dangerous.
Moreover being a damage oriented champion, falling behind in term of gold and experience will make you pretty useless.
Mana Surge (Passive)
Xerath's basic attacks periodically restore Mana, doubled against enemy champions.

This passive helps you especially in the early stages of the game to restore mana when you need it. I suggest to use it primarly on minions since you want to keep your distance from the enemy champions, but if you find the right window don't be afraid in doing so, just be careful.

Arcanopulse (Q)
RANGE: 750 - 1400
COST: 80 / 90 / 100 / 110 / 120
COOLDOWN: 9 / 8 / 7 / 6 / 5
Xerath starts charging, gradually increasing Arcanopulse range and gradually being slowed. At the recast, Xerath shots a beam of energy, dealing magic damage to all enemies hit. Otherwise, half of the mana is refunded.

This is your principal source of damage through all stages of the game; its long range ensure you to stay very distant from enemies and poke freely. At stage 5 it's on a very short cooldown, allowing you to spam it often. Be careful, at max charge you're going to be 50% slowed, thus very vulnerable.

Eye of Destruction (W)
RANGE: 1000
COST: 70 / 80 / 90 / 100 / 110
COOLDOWN: 14 / 13 / 12 / 11 / 10
Calls down a barrage of arcane energy, slowing and dealing magic damage to all enemies in an area. Targets in the middle receive additional damage and a stronger slow.

This is your second source of damage. It scales better through the game than Arcanopulse since hitting an enemy within the center deals more damage, but early on you should not spam it, wait at least to purchase Lost Chapter. It also can be used to setting up Shocking Orb or following it, for checking bushes and blind spots or, thanks to the slow, for self and ally peeling.

Shocking Orb (E)
RANGE: 1125
COST: 60 / 65 / 70 / 75 / 80
COOLDOWN: 13 / 12.5 / 12 / 11.5 / 11
Xerath fires an orb of energy that stuns and deals magic damage to the first enemy hit. Duration of the stun depends on the distance traveled by the orb.

This ability is your main (and basically only) protection tool. You're going to max it as last, so you have to use it thoughtfully. Do not spam it!
It works well in combination with Eye of Destruction since they enable each others, both defensively and offensively. Be aware of minion block and try to use it at maximum range in order to maximize the stun duration.

Rite of the Arcane (R)
RANGE: 5000
COST: 100
COOLDOWN: 130 / 115 / 100
Xerath channels, revealing himself. Recasting the ability makes Xerath launch blast of energy to the target location, up to 3 / 4 / 5 times.

The most emblematic Xerath's ability. The range is huge and grants you coverage of midlane by just slightly walking into your jungle. You'll be extremely vulnerable during the channel, not only because you're visibile for enemies, but also becuase you are going to look very far away to your position, so cast it on a safe spot.
This ability is not only a finisher for granting you takedowns, but also a great zoning tool for saving allies or splitting teamfights in your favour.
Summoner Spells
There's not much to say here. Flash is the strongest and versatile summoner spell in the game and there are very few exceptions where you prefer taking something else instead ( Shaco, Hecarim) and WE ARE NOT one of those. Obviously the main scope with Xerath it's using it as an escape, but if you feel confident enough you can Flash + E in order to land the CC and ensure the kill.

Whenever I play a support that need to keep his distance from the enemies, Exhaust often come into mind. Differently from Barrier and Ignite, this summoner spell is more versatile and can be used both aggressively and defensively. Through laning phase don't run into enemies to just apply it: use it thoughtfully baiting them into you when you're jungler is coming or when you know you are in a stronger spot. Later in the game, use it on the pesky assassin that try to dive into the backline.

Barrier is a common choice on champions like Xerath that need sudden protection. It is also very very bait, happened more than once to see enemies overcommit in order to kill me and then remain with their mouth dry because of Barrier, maybe dying in the process. Nevertheless I think that Exhaust is superior generally, but Barrier may be better in hard, bursty matchups, or against Ignite.

Take this summoner spell only if your botlaner is not running it and has taken something else, like Cleanse or Exhaust. Please, do not take double Heal, read carefully the description.

This is very unhortodox, I call it the anti-support. It's super selfish, compared to the other summoner, even if it can be used as a punching bag in order to protect the ADC, but when I take it it's because there's some kind of hard CC that can disrupt me easily even if I'm at my safe distance, like Ashe's Enchanted Crystal Arrow or Seraphine's Encore.
Primary Path

Sorcery is simply the best rune tree for Xerath. Dark Harvest is not really an option since it's risky and requires a decent amount of stacks to be effective. Also I don't think is that good on the champ and the whole Domination doesn't fit well as Sorcery; remember that when you pick a keystone, you're picking the whole tree!
Arcane Comet is the more reliable, consistent and suitable keystone for Xerath. Poking is the core approach of this champ, and this rune helps you persistently through all stages of the game thanks to the AP scaling and benefitting from magic penetration.
Manaflow Band is the best option here. Not only improves your mana pool, but the regeneration effect is very nice mostly early game when you want to spam your spells as much as you can in order to gain momentum. One could argue about how helpful the movement speed from Nimbus Cloak is and that's honestly fair: if you find it fitting to your playstile or simply useful, take it.
Although I was a fan of Absolute Focus early on, I find myself more satisfied with Transcendence: you're not going to stack big amounts of ability haste given the itemization, so the rune holds his value through all the game. We also have to count that Absolute Focus does not help you in risky situation where you may be lower than 70% of max health, while Transcendence does. Still, choosing between one or the other is a matter of preference and I think that they're both very good on the champ.
Between Scorch and Gathering Storm, the first is more consistent at all stages of the game, while the second one start gaining significant traction after 30 minutes. Tipically games in Silver are longer than that, keep it in mind. Still, I pick Scorch if I want to punish harder the enemy botlane early game.

Secondary Path

Inspiration is probably the best secondary path for Xerath and my most played one. Although its possibilities may attract one towards exotic runes, I suggest to pick the next ones since I truly think are the absolute best. But you can be creative! (just don't do it in ranked I don't want to see Hexflash Xerath)
Perfect Timing is my second most picked rune in this tree since not only is a free Stopwatch early game, but it also makes Zhonya's Hourglass cheaper, which it is an item that I build a lot. Magical Footwear does not make sense to me and I don't recommend it: early game boots are insanely valuable on this champion, so waiting the twelve minutes it's not something I enjoy.
Biscuit Delivery is the best rune in the game. What an incredible help through laning phase, and even in the scarce situations where you don't need them, biscuits still rewards you with gold and maximum mana. Incredible. The other two are not even comparable.
Cosmic Insight is not a frequent pick for me. I pick it when I want biscuits but I feel that Perfect Timing is useless. Also I tend to choose it when I pick Cleanse against stuff like Leona for having it faster. Time Warp Tonic is a good rune, but it's worth more for champions that trade HPs rather than being mana hungry like Xerath and you don't want to do that usually.

Precision is another very good tree for Xerath due to Presence of Mind. Also it's more efficient against tanks with the combo Cut Down and Liandry's Anguish.
Generally I take it when I have good matchups all over the map, so I don't feel necessary having the protection and early game safeness of Inspiration.
Presence of Mind is an incredible rune on all mana hungry champions. The change happened through preseason made it less worth for mana scaling champions ( Ryze, Kassadin), and even if it seems worse than the old one, you will change idea after seeing how much mana restores. It also has a kind of synergy with your passive Mana Surge.
The choice between Coup De Grace and Cut Down it's based on the enemies defensiveness: you want them repsectively against squishy and against tanks, combined with Luden's Tempest or Liandry's Anguish.

Domination is a fairly good tree for Xerath, but I think it gets outshined by Inspiration and Precision, so I don't play it. You may want to choose it if you really want to focus roaming thanks to Relentless Hunter and Eyeball Collection; it can work, but it's very risky for a champion like Xerath, which love to abuse laning phase and it's weak to junglers (especially in the current meta).
Taste of Blood grants you scaling health sustain on your spells, which is very nice because it has short a short cooldown and fits your skillshot based kit, but one can prefer Cheap Shot for the extra true damage after hittin Eye of Destruction or Shocking Orb.
The choice between these three is, like the previous branch, a matter of preference. I suggest to pick Eyeball Collection, which just fits Xerath better.
There's no really choice here. I don't think that Ultimate Hunter it's really worthy, your ultimate is not an essential aspect of your kit. Relentless Hunter makes sense not only for roaming, but also for being generally faster, so less vulnerable to engages.


I usually take the double adaptive damage shard and the / defensive one according to the enemies, particularly botlaner, support and jungler. One may take the ability haste if they're running Absolute Focus, it's up to you.
As I said before, boots are an important item for Xerath; they grant you the necessary movement speed to dodge, run from engages and even hitting your spells. Buy the second tier boots before or after closing Lost Chapter and never after your mythic.

Sorcerer's Shoes
These are your main choice between boots. They grants you flat magic penetration, which is really helpful for ramping up your damage early game or generally against squishies that don't buy magic resistence.

Plated Steelcaps
If all enemy carries deal physical damage (or more commonly said, full AD team), buy these. Also they are worth if there's a particularly fed AD autoattacker in the enemy team, while the other members are not concerning.

Mercury's Treads
Same as Plated Steelcaps, but against magical damage. Also they're worth if the enemy team has a lot of hard CCs thanks to the tenacity.

Mythic Items
It's here that you choose how to approach the game: Luden's Tempest or Liandry's Anguish? The answer is very important and I strongly suggest to think about it before even entering the loading screen.

Luden's Tempest
The burst-mage mythic item for excellence. Not only it gives you 600 mana, 20 ability haste and 80 ability power (like every Lost Chapter item), but also 6 flat magic penetration, mythic passive that gives you more flat magic penetration and the Echo passive, an additional bouncing damage on your spells with a very low cooldown. This makes it the perfect item against squishy teams with low magic resistance and HP. The 11.6 change makes more rewarding hitting the enemy champions with your abilities, because it reduces the passive cooldown for every hit.
Do not think that Night Harvester could be better in any ways; it is not.

Liandry's Anguish
Well, if you have against 3 to 5 tanks/bruisers against, Luden's Tempest will shine definitively less. Instead, you buy this item: his burning passive deals damage on maximum HP of the enemies. The 11.6 patch removed the percentual magic penetration but added percentual health damage when you hit enemy champions. This makes the items less effective against magic resistance but more against health, making Void Staff (or Blighting Jewel) more essential. As mythic passive it gives additional ability haste, which is great against that kind of team composition since fights will last longer.

Offensive Items

Horizon Focus
Seems like Riot wanted to give and item specific to champions like Xerath, and here we are. Horizon Focus is the best "pure" offensive item for this champion, since all of your spells have at least 700 range. It's expensive and doesn't have the best build path (because of Needlessly Large Rod), but if you're smashing your enemies it's the perfect follow up both for Luden's Tempest and Liandry's Anguish.

This is one of my most bought items on Xerath, and generally a very good one due to the current state of the game. Although healing enchanters (like Soraka, Yuumi) are not currently in meta, vamp effects and Moonstone Renewer are, making this item almost mandatory in a lot of situations. Rushing Oblivion Orb after Lost Chapter is a great choice, then closing it into Morellonomicon for strengthen grevious wounds even as a 3rd item is a common practice of me.
The health also grants some extra protection.

Rabadon's Deathcap
I don't build this item often, it's super expensive and there are other items more gold efficient. Nevertheless if you are incredibly ahead and there's nothing that scares you or if you're in the late-late-lategame (thing not rare in Silver) , you can think about it as 3rd or 4th item.

Void Staff
Take this item if you're facing multiple magic resistance stakers as tanks and bruisers. Don't prioritize it over other items, it works better as 3rd or 4th because you still need some AP to increase your raw damage output. If you feel is unnecessary to have the full item you can take Blighting Jewel, for example if you want the early percentual magic penetration but want to finish the whole item as 4th. This item has been nerfed this current patch (11.6), due to the increase cost being 200 GU, while the AP added being 100 GU worth; it's not good, especially for a support. Also with the Liandry's Anguish change, this item has become slighty more important.

Dark Seal/Mejai's Soulstealer
This two items are a bet on yourself, your team and your enemies. Buy Dark Seal if you have 350 GU spare when backing to base. If you manage to reach 7/8 stacks on it, consider upgrading it into Mejai's Soulstealer. As you preserve and increase the number of your stacks, more powerful you are going to be. The only real downside of the item is that you are placing a kind of obstacle to your snowballing, since dying results in a loss of stacks and so power.

Defensive Items

Zhonya's Hourglass
Your defensive choice against physical damage. I build this a lot since it works like an emergency button in a lot of scenarios, like if you are very fed and the enemy Kha'Zix dives into the team only to kill you, or even if you're behind is good for the armor and the ability haste and for baiting. Also gives a great amount of ability power for being a defensive item.
If you're facing a particularly fed AD champ, you can buy Seeker's Armguard after Lost Chapter and then closing Zhonya's Hourglass after your mythic.

Banshee's Veil
Your defensive choice against magic damage. It is not good as Zhonya's Hourglass since lacks the iconic active, but it's still a very gold efficient one. It gives you 80 ability power, which is a lot for a defensive item.
The problem with the spellshield passive is that even a "dumb" spell (for example an Ashe's Volley) disrupt it, giving a chance to bigger threats to come in. But if you master your positioning and learn how to preserve it, it's a great safety against scary CC or burst.
You can do the same as Seeker's Armguard but with Verdant Barrier if you're facing early fed AP champions.
Behaviour Through the Game

League of Legends Champions:

Teamfight Tactics Guide