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Spells:
Teleport
Flash
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Introduction
The moment I saw Xeraths mechanics preview I was very excited as it was a new long range champion and a mage, which I thought was awesome as I enjoy playing both. I bought

Follow this guide and you match history could end up looking something like this:

Spells
ascended form: Nice passive gets you tankier by getting more damage.

locus of power: Gives you your awesome range and also adds some damage. Max second to reduce the cooldown so you can use it as often as possible. (Much more detail in full guide)
mage chains: Your only cc. Decent damage, but levels don’t increase the stun time which is what you mainly use it for so max it last.

Runes
I take full AP runes with magic penetration marks for the early game dominance because if your early game goes well then your late game generally does as well. Other rune setups also work fine such as mana regen, cooldown reduction and magic resist etc.
Masteries
Standard mage masteries, if you prefer reduced death times over health and mana regen feel free its personal opinion. Don’t get the mana regen in tier 2 utility as you don’t stack mana so it’s a complete waste. If you have a different setup use it this is just what I prefer.
Summoner spells








Other spells explained in main guide.
Items





This build gives you lots of early AP, while keeping you fairly tanky. If you finish the core build then get items such as



For more detail such as tactics etc please read the full guide below.
Story
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

Abilities
Ascended Form
(Innate): Xerath receives 15% of his ability power as bonus armour.
This is an awesome passive as it means you get naturally tanky against AD champs just from getting more damage. This is really nice as it means that you don't need to get armour item's unless you really need to, or if you get them for another reason i.e.


(Active): Fires a long-range beam of energy in a line, dealing magic damage to all targets hit.
Range: 900/1300
Width: 100
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
This is your bread and butter spell, which you will be your main source of damage throughout the game. You want to max it as soon as possible so that you can get its base damage as high as possible as fast as possible, but also you want reduce that cooldown so you can spam it as much as possible. As do you’re other spells it benefits from locus of power giving it amazing range which goes just beyond the fog of war. It is also a very good farming ability as after you get



locus of power
(Active): Xerath anchors himself to the ground he is standing on for up to 8 seconds, increasing the range of all his spells and granting him bonus magic penetration. Upon disabling this ability, Xerath gains 35% movement speed for 2 seconds. He can deactivate the ability at any time after 0.5 seconds of casting it.
No cost
Cooldown: 20 / 16 / 12 / 8 / 4 seconds
Bonus Magic Penetration: 10 / 15 / 20 / 25 / 30 %
This is what makes

mage chains
(Active): Deals magic damage to an enemy and marks them with Unstable Magic for 3 seconds. The next spell Xerath strikes this enemy within these 3 seconds will stun them for 1.5 seconds.
Range: 600/1000
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.7 per ability power)
This is your only form of cc as



(Active): Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast another two times, with no cost, within the next 12 seconds before going on cooldown.
Range: 900/1300
Effect radius: 400
Cost: 150 / 180 / 210 mana
Cooldown: 80 / 70 / 60 seconds
Magic Damage Per Cast: 125 / 200 / 275 (+0.6 per ability power)
This spell is amazing! It has a fairly short cooldown for such a good ultimate and the damage it puts out if you hit all three blasts is incredible. Combined with rylia's crystal scepter you should be able to hit all three shots on the same target and when used in locus of power you can hit them a long way away. The only downside to this spell is its high mana cost meaning that if you do engage check your mana before you do so you don't start firing away and then realise you can't kill them and end up taking damage yourself. Like all ultimate's get it whenever you can.
Marks


Seals
Greater Seal of Replenishment




Glyphs




Quintessence’s








Viable spells:









Most other summoner spells I think have no use to

Core build





Core build explanation
This is the item's I will get 9/10 games as they give



Another good starting item you can get if you’re against an opponent such as




Now I always get





I get

I then get

Viable/situational items

I get this item most games as it gives you lots of AP but mainly for the awesome active which I find saves you in many situations. As I have said over and over





The defence item. Pretty self explanatory, health, mana, magic resist and a spell shield every 30 seconds. Just an awesome Item nearly always get it unless they are all AD or something.

If you want sustain then you could get it anywhere after


I get this item often as it gives some nice AP and lots of spell penetration. I only ever don't get this when the enemy team doesn’t get any magic resist.

I do get this item quite often instead of any other item i don't need depending on the game and the enemy team. It is a nice item as it gives mana regen, AP and good chunk of cooldown reduction which again reduces that period of sitting there doing nothing!

If you think your game is going well get this after


If the enemy team has lots of cc and your getting caught in it get this before or after

Not/less viable items
Please remember this is my opinion and if you really like this item use it and if you think that it should be made a viable item leave me a comment saying why.

I have used this item once and sold it pretty fast. While you do spam your spells a lot you are never in range to auto attack so it is a complete waste as there are lots of other items with similar stats.

While it is a nice item because of the active i find that you again aren't in range to use it so it's not worth it.

I have tested this item and have decided that while it is good, it is not great. The problem is that you need to get it early so that you get the stacks early, but your AP suffers greatly because of it. So if you really like this item get it after


This item is nice as it gives magic resist and AP as well as a nice aura which reduces the enemy magic resist. I never really get this as the aura is fairly useless as you aren't often in range and if you want magic resist you get [banshee's veil] and if you want more AP there are tons of other items.

I generally don't get this as if you do get it you have to get it early to get as much mana out of it as possible, which means you delay your



When you hit level two if you are doing well you can use mage chains] to harass them, but be careful because if it is someone like [[ryze they can turn around and cast

Once you hit level four however the fun really begins as you can harass them very easily and deal some solid damage with no risk to yourself. With locus of power you don't always want to just sit there in case you get ganked. What you want to do is cast locus of power then

You should play aggressive in the lane, but don't put yourself in harm’s way as you don't need to and it isn't worth the risk. You should push pretty hard whoever you are against and most games I can push my enemy’s tower down fairly fast. Go for kills if you can get your opponent low enough through harassing then get into range to either land mage chains or if they are low enough just use you


If your opponent goes back and make sure they do go back and not into another lane to gank, then take the opportunity to gank another lane.

Also you really benefit from blue. Blue can make the difference between winning your lane and losing it and your jungler should be giving it to you unless they are a mana heavy jungler like







While


When taking dragon or baron one thing you can do is instead of being next to baron/dragon you can sit in the small bush either above or below dragon/baron depending on which you’re doing and still hit the target while in locus of power. This means you can watch out for enemies coming, but be careful because if that bush is warded which it often is they can easily kill you so it can work both ways. Even so it is a useful thing to know especially if you are doing baron on low health or something similar and it means you won't take any damage.

Now go shoot some lightning!!!
13/10/2011 - Text colours changed.
13/10/2011 - Short guide added.
13/10/2011 - After some testing decided to get


13/10/2011 - Edited the paragraph about blue buff in the laning phase section.
13/10/2011 - Added to the "Tips and tricks" section.
13/10/2011 - Added match history image.
13/10/2011 - Started to reduce the walls of text people are complaining about. "started" So there is more to come hopefully tomorrow (14/10/2011).
13/10/2011 - Added paragraph in item's section on getting

14/10/2011 - Changed colours again.
14/10/2011 - Chaged runes.
14/10/2011 - Added some more item links
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