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XERATH BUILD GUIDE: Watts the matter? Does my damage shock you? by Varph

by Varph (last updated over a year ago)

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3
Greater Quintessence of Ability Power(14.85 ability power)
9
Greater Mark of Magic Penetration(7.83 magic penetration)
9
Greater Seal of Health(72 health)
9
Greater Glyph of Scaling Cooldown Reduction(15.03% Cooldown reduction at champion level 18)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
18
12
0
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/3
mastery 3 1/1
mastery 2 0/1
18 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 2/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
12 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Mana Surge
QArcanopulse
WEye of Destruction
EShocking Orb
RRite of the Arcane
View Skill Order Details

Introduction


Meow there summoner, welcome to my guide to make you(yes you) the greatest Xerath player of all time, the bards will sing songs of your name for centuries for reading this guide!
So Xerath got reworked and is basically a new champion, what is this new champion? A long range extremely high damage skillshot based mage with semi-global presence. Xerath is defined by his 4 abilities all being damage dealing skillshots. This means his damage when it lands is potentially massive, but it all may miss and deal nothing! As a strong laner with semi global threat and extremely good scaling thanks to his generous AP ratios this new Xerath is not someone you want to mess with when he knows what hes doing. Hopefully after reading this you will be 1 step closer to being that Xerath to fear.

Season 3 Stats

[http://i.imgur.com/3AFLZO0.png]

[http://i.imgur.com/p1T7PUL.png]


Season 4



Season 5




My LoLKing: http://www.lolking.net/summoner/euw/25277585


Pros

  • Massive damage, 4 damage dealing abilities and very high ratios
  • Long range basic abilities
  • Longer range ultimate(Semi-global)
  • Great mana sustain on his passive
  • Heavy lane poke with long range/easy to land Q

Cons

  • Entirely skillshot based, can miss everything.
  • W is a very hard spell to land on its own without prior CC
  • R gives warning to your enemies, they can see the range circle extend out from you and it reveals Xerath himself.
  • His passive requires you to autoattack with 525 range, this can sometimes get you in trouble if you want the double mana back on a champion.
  • Immobile mage - Easy to kill
  • Early cooldowns on are very high

Runes


For Xerath flat AP win by miles for Quints since he is a heavy harassing champion with fantastic AP ratios so he will be making use of his AP from the start of the game. The 15 AP here is more valuable than any other quints since it will add a very noticeable chunk to his damage early on and every little helps when contributing to his late game AP pool..


For mages there is only 2 choices for marks, Magic penetration and Hybrid Penetration. Which depends on the player, the difference in magic penetration between the 2 sets is only 2.3 so basically depending on the player/champion IF you autoattack your laner whether it be harass or in duels hybrid penetration will work out better for you.



The purpose of these flat health seals is just to keep give you that early game durability 72 health can be the difference between life or death especially against aggressive laners that Xerath is particularly vulnerable too. You can run health per level instead if you want.


Here I get scaling CDR so that I can get 40% CDR at level 18 with a 20% CDR item to achieve maximum damage output late game.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/3
mastery 3 1/1
mastery 2 0/1
18 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 2/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
12 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
18/12/0


For Xerath you will want to get Deathfire Grasp to compliment your sustained damage playstyle + poke. Also Xerath isn't the best at proccing Thunderlords outside of his EWQ combo landing. The only mastery that requires any thought to pick is Oppressor or Bounty Hunter? I'd recommend Oppressor since you should probably get a Rylai's + his W/E apply movement impairments.

Summoner Sets

Flash & Barrier

Pretty standard, every mage should have Flash as it just is too important, whether it be to escape with your life or to make a play by flashing into range to take your enemy by surprise. In the end this isn't optional, Tis mandatory.


Barrier is generally core on Xerath, being immobile Xerath can find himself vulnerable champions that may try jump on him or junglers so Barrier can really save his life in lane. As for teamfights since Xerath doesn't really aim to focus 1 target down, but rather just deals damage to whoever he can whenever he can(like ) Barrier tends to shine over Ignite during the lategame since it is more about staying alive and spamming spells rather than burning a priority target.


Ignite is for obvious reasons the best summoner to take if you want to kill someone in lane. An extra damage spell on a primary damage dealer makes sense. Although you won't get to make full use of it late game in teamfights the presence this spell gives you during lane and in skirmishes can often be the difference between a kill or an enemy escaping(Unless you have ult up!) but it will leave you even more vulnerable than you already are as an immobile mage.

Item Builds

Starting Build(s)
Default Starting Build
2
With his long range and high mana sustain Xerath has no need for any high sustain start or boots since he is generally going to be the one doing the poke and from a safe distance outside of enemy ranges.
Final Build(s)
Standard Final Items
- Xerath and most mages need a CDR item. Although his mana sustain in lane is great, his mana costs do start getting rather high as the game goes on so he can really benefit from having a mana regen item and Athene's is the standard choice for that kind of thing.

- Gives you a nice bonus in utility along with increasing the chance you land your ults by A LOT.

- Every primary damage dealing mage needs both of these, there is not a build in the game without these two that will deal more damage than a build with them.

- Another item pretty much every mage in the game should have, high AP, a source of armour and the biggest playmaking ability on an item. Especially useful for the immobile easy to kill variant of mages.
Build Order
- Everything a laner needs on 1 item, mana, defence, CDR.

- These 2 should be quick to follow the Morello's as you must race to get your massive damage... massive. As soon as you have both their items your damage will be terrifying and will remain terrifying for the remainder of the game. As a damage dealer with little to no utility it is paramount to get these items.

- Ideally Zhonya's should come after the Dcap/VS combo as it doesn't offer as much damage as either of them. You have to play safer without this than with obviously but sometimes the situation just calls for this item, it may need to be bought earlier than other items but that is down to your decision and your situation. Obviously when laning against an AD laner you should invest in as soon as possible.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Mana Surge
QArcanopulse
WEye of Destruction
EShocking Orb
RRite of the Arcane

This is maxed first, it is Xerath's primary and most reliable damage source. It is easy to land and you will be spamming it constantly in lane to harass and to farm. It scales greatly with level especially in the cooldown department dropping from a 9 second cooldown to a 5 second cooldown. This is the skill to max, 100% of the time.



This is maxed after Q as it is his secondary damage spell. It is considerably less reliable as it is more difficult to land, and its cooldown is very high, even when maxed it is still high. This is obviously a great spell and very powerful but it is not the spell that holds the kit together.



As with most mages, they have a utility spell that is maxed last and this is no different. It only gains 30 damage and a half second off its cooldown and that cannot complete in value in comparison to what the other spells gain with a point. In this end this spell does its job with 1 point or 5, it is a stun.

Skills

Ascended Form
This is a simple yet awesome passive, it is an incredibly strong mana sustain tool and easy to utilize. When it is available, Xerath's next autoattack generates 30-195 mana(based on level) or 60-390 mana if the autoattack hits a champion. It has a flat 12 second cooldown so it generates a massive amount of mana and Xerath can use this to regenerate his mana stores reasonably quickly.
Arcanopulse
Xerath's bread and butter damage spell. A relatively easy to land spell once you get used to it as it has massive range and no travel time, additionally it does an awesome amount of damage for an AoE spell flaunting a 75% AP ratio!
The way this spell works is you push and hold Q, as you hold Q the spell range increases massively to a max of 1400 units, during this charge time you can move freely but the channel slows Xerath by up to 50%. When you release Q after a short delay Xerath fires his Q where you were aiming and will deal damage to everything in the path instantly. Holding in Q too long(3 seconds) will cause the channel to cancel and will refund half of the mana back.

Like I said earlier, this is Xerath's main damage spell. It is also his easiest ability to land but remember it has a large mana cost(120 by level 9) so if you are going to be spamming this make sure to utilize your passive to help sustain yourself after spamming.


Locus of Power
This spell is a delayed AoE, when you cast it after a short delay it strikes down and damages and slows everyone caught by the spell. It has the added effect, similar to a Leona ult where if the enemy is in the center of it they will take increased damage and a more powerful slow. This spell is relatively simple but very powerful, enemies hit by the center of this are slowed by 60-80% that decays over 2.5 seconds, in addition to the 90%(!!!) AP ratio from the middle. It is vital you hit key targets with the center of this so it should be used on CC'd targets to increase the chance of it hitting.

This spell also reveals the area it is fired so you can use it to scout bushes and such.
Mage Chains
This is a standard line skillshot that collides with the first target it hits. It does a decent amount of damage and has a good range of 1050. The special thing about this spell is that its stun varies based on distance travelled from a rather meh 0.75 seconds, to 1.75 seconds. As a self defense purpose against a bruiser jumping on you it is alright, take anything you can get as a 0.75 second stun is better than nothing. But longer range hits for that 1.75 second stun is an eternity for a squishy and it sets you up perfectly to follow up with a direct Eye of Destruction

Arcane Barrage
Xerath's ultimate is a weird one as it doesn't really fit into his typical combat style. It is either a finisher to kill people that flee or as fire support for your team, it is almost entirely separate from the rest of his kit(though that doesn't mean it can't be used in a fight with the rest of his kit)

When activated Xerath has access to his ultimate for 10 seconds(but not his other abilities), during this 10 seconds Xerath is revealed to the enemy team regardless of where he is. The way it works is simple, push R again and it fires a blob to the location of the cursor after a fairly short delay(fixed at all ranges) and deals its damage in a small area over a massive range, you can rapidly push R to fire all 3 pulses in 1.2 seconds(0.6 second cooldown) or you can space them out and take your time with them. Moving will cancel this ult, if you haven't fired any pulses or wait out the 10seconds cancelling this ult will put it on half of its original cooldown(but not if an enemy interupts it).

With the speed of the shots this should be easy to land but it isn't, it is weird and I can't tell you why it is just difficult to aim this ability. I find the best way is to fire them out ASAP rather than taking your time especially when trying to take out a straggler as the longer you take between each shot the more downtime they get to prepare for the next.



The ranges of Rite of the Arcane at levels 6, 11 and 16

Items





[center]


So many boxes are ticked for your needs with this item, Mana, CDR, MR, all this on an AP item. Every Xerath should have one of these as it just enables his kit to be abused without a blue buff.

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Not optional, mandatory. The sooner you get these 2 the better as they offer more damage than any other 2 items can for you. I mean both of them, everyone knows the value of Deathcap... 35% AP is nothing to scoff at but Void Staff seems to often get discarded as an item that is only needed when the enemy build MR. Well that is horribly inaccurate, after Deathcap, Void staff will offer Xerath more damage than any other item regardless of the enemy teams MR.

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This item is too good not to have! Especially on an immobile mage like Xerath.
  • 100 AP
  • 45 Armour, this will be your only source of armour 99% of the time.
  • The best active you can get your hands on, there are simply too many situations to go over on why this items active is awesome.

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Rylai's is a a significant utility boost giving you a great amount of slowing on your Q,W(outer) and R. The main bit is the R since landing 1 pulse means you will have a much easier time landing the following 2.

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No other options for boots, none of the others provide you anything that is more valuable than 15 magic penetration


What tier 3?


Boot enchantments are very situational as you would expect but some are more fitting than others.

- 20 movement speed, it's quite simple but it is also quite good. This is the competitor with Distortion for enchantment of choice in a standard game. This is typically my choice of enchant for Xerath as the 20 movespeed goes a long way when it comes to keeping him at a distance away from any threatening enemies in teamfights.

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Other items worth considering




I normally don't recommend Mejai's on champions but on Xerath thanks to his range in teamfights and his AoE nature + Kill securing kit it is rather easy to build up the stacks for this and keeping them. Only as a last item though.

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This is a really good item to get to add an extra oomph to your poke, overall its damage won't beat Liandry's but its still a good item and can be a better choice than Zhonya's if you feel unthreatened.

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Items to avoid




A lot of the value of this item is in its -20 MR aura, that aura is a pretty short range and Xerath will almost never make use of that aura. If you want an item with MR that isn't Athene's you are better going for a more dedicated item, ideally Banshees Veil

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Spellvamp has no place on a long range burst AoE mage.


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This item shares the same issue as Seraph's, it is a mana item but it doesn't have CDR so it is beat out by Athene's/Morellonomicon.

Early Game

Early game is real simple for Xerath, he doesn't really have much kill potential but he does have extremely annoying poke that can zone your enemies with ease!
Lane should just be you last hitting(duh) and basically Q'ing your opponent whenever you can as your passive should keep you sustained up, also if they enter the range for it you can throw a W on them as well! If you find yourself OOM just chill a bit and let 2-3 of your passive procs bring you back up to 100% mana.

It is pretty hard too but you should look for any opportunities to land your stun>> on the enemy if you wanna try for their life but don't expect much since it is a slow blockable skillshot and everyone expects it.
If your laner is an aggressive enemy that has the edge on you keep your stun for defensive purposes should they try go on you, also don't go overextending as Xerath is pretty vulnerable to ganks as he lacks true escapes(but E+W are helpful to repel ganks)

Mid Game

Mid game brings the opportunity to help your team with your long range ultimate. Although it is pretty short(still long) at rank 1 it is still an advantage to have its range, you should play your lane as usual as nothing really changes once you have your ult as it isn't a part of your kits flow, it tends to be a finisher in a fight. You should keep your eyes peeled for your jungler, especially if he is invading since if he gets in a fight you don't need to move that far to get in range of them with your ult to give him a helping hand. Additionally you should apply the same to your side lanes, if they are getting ganked by either jungler you can move towards them to maybe turn the tide of the battle with your long range ultimate but don't forget where you are! your lane will likely try follow and your ultimate reveals you to them so they may try make a play while you are looking 2000-5000 range away.
If you can afford too, you should push hard and aim to get your tower down ASAP as that is gold for the taking. Generally pushing+counter ganking with R is more profitable for Xerath rather than ganking itself, though that doesn't mean don't gank ever.

For Dragon fights which will be occurring at around about this time your job is zoning with your Q+W and potentially looking for kill opportunities with your E.
With Blue buff Xerath becomes an animal, once you get blue you should go ham on your opponent literally casting every time it is off cooldown just to apply an absurd amount of lane pressure, if you have ever laned against a blue buff Xerath you will know what I mean, he is similar in this fashion to

Late Game

When Baron becomes something significant again your job is identical to Dragon, do damage to the Baron obviously but you should focus on zoning or looking for a potential kill set up. Q should always be on cooldown as you use it to poke any enemies nearby and W as well, you should also keep an eye out for anyone that comes into stun range since a full EWQ combo isn't something anyone wants to eat up. If someone is low don't hesitate to pop your ult to lay waste to them.
If it isn't your team doing the Baron then you should be doing whatever you can to stop them again, by Q spamming. When they are all crowded in the Baron pit that is the ideal time for you to bombard them with Rite of the Arcane even if it doesn't get any kills, damage is damage.

Siegeing towers is the same, whenever you have a chance autoattack it since it is the ranged champions jobs to bring the towers down but your main focus is poking the enemy down in preparation for a fight.
If it is your tower being sieged then you should use your QW combo(Q the wave, W the melee minions) to clear the minion waves so the enemy would have to dive if they want a fight happening.

Teamfights

Teamfights for Xerath are all about dealing damage, it doesn't matter who. He is not about picking one target and annihilating them but rather just dishing out raw damage on anyone he can, and on as many as he can.
Due to the nature of your champion you will want to stay pretty far back, poking on the outskirts to completely avoid any threats and let your team do the engage. Once a fight has engaged you should immediately activate Rite of the Arcane and get your 3 pulses out on ideally the softest targets in the midst of the chaos so they have trouble dodging it or even noticing it in general.
Once you have blown your ult you will need to move in closer, this is where its just shoot stuff and enjoy. Fire all your abilties at someone, doesn't matter who just make them hit.
- You will be spamming this constantly, try aimming it so that it hits as many as possible or at the softest targets.
- Generally you should use this in the clusterfuck parts of the teamfights where it will hit as many as possible and slowing them, it tends to be the bruisers and tanks you hit here. Also, you can use this as a follow up to any stuns that land or as a defensive tool to slow the people clawing to tear you apart.
- This should be aimmed at where it is most needed, that is where the stun will cause the max inconvenience for the enemy whether it be stunning an enemy to stop them from getting to one of your team or on a priority target to set them up for death as a 2 second stun can very easily mean death for an enemy squishy. If available, a pulse from W should follow this stun if it lands for the ~4-4.5seconds of CC on that target.
This can also be used defensively if you find yourself being chased, it is pretty hard to miss it on someone running right at you.

Champion Matchups

Ahri
Difficulty
Favors Enemy
This lane is completely in your favour at all times except when Ahri has her ultimate up.
  • Q her as much as possible, you win the poke war in lane easily with range, damage and mana sustain. This lane can be won simply by poking, and pushing as Ahri can't really retaliate due to how far away you are and she suffers against heavy pushers.
  • Don't use your stun offensively post-6 when her ultimate is available, you should save it for if she jumps at you as you can hit her easily with quick reactions aiming at her final destination.
  • Post-6 when her ultimate is on cooldown, she is no different than earlier and you can easily bully her.
  • Avoid duels at all costs, her ultimate will completely troll you, you will struggle to land a single ability on her as she jumps around. Farm and poke, farm and poke and just do your job late game.
  • Late game you get your revenge on her since shes soft and you can just chunk 40% of her HP with 1 Q before the fight even begins.
Leblanc
Difficulty
Favors Enemy
  • Keep your distance at all times, LeBlanc will completely destroy you if you let her get a whole QWE combo off on you.
  • She is very soft, just poke her down safely with Q until she no longer has the health to safely fight you. Don't bait yourself into trying to finish her with Rite of the Arcane as she will just juke all your charges with ease with her mobility. That is unless you know for a fact she has them on cooldown.
  • Keep an itchy trigger finger on E, LeBlanc will often use their W to get into range for a QR harass strike, if you are quick you can fire your stun to where she is going to land before she gets there and stun her as she jumps into range where you can easily plop a WQ on her face but don't go any further than that, you should avoid her trading with you at all times.
Nidalee
Difficulty
Favors You
  • This is a very simple and boring lane, she can't really do any damage whatsoever to you outside of her Spears so just stick behind minions so she can't land any for free.
  • levels 1-3 don't get in an autoattack war with her as she tends to win those due to her heal/AS steroid
  • Don't be afraid to get closer to land a good WQ on her as she lacks much in terms of fighting back. Additionally you can go in the open to try get a stun off on her but be prepared to dodge the spears.
  • Post-6 if you get lowish, keep your stun up in case Nidalee goes into catform to try jump you, it should be relatively easy to land on her as she jumps in a straight line.
  • If you are trying to ult her and she is in catform, wait for her to use her pounce so she doesn't dodge the charges with ease. Pounce only has like a 2-4 second cooldown though so be quick with them!
Ziggs
Difficulty
Favors Enemy
Ziggs is basically the same champion as Xerath but slightly easier. They have identical laning styles and the same role in teamfights, hell they even have semi-global pure damage ultimates!

  • Ziggs has an easier time laning than you do, you will both be Q'ing constantly to poke each other out of lane. Your Q has the damage/range advantage but his Q has the added threat of a better follow up. So you will want to keep this at a poke level fight instead of getting close to him as he wins the closer you get unless you land a good stun.
  • If he tries to get a cheeky AA off on you then back off whilst plopping a W on his head and maybe a Q as well.
  • Be weary of your health when you activate Rite of the Arcane, it is basically the perfect spell for Ziggs since it tells him where you are and you are stationary so he can land an easy for tons of damage.
  • Get boots as soon as you can after Chalice to aid with dodging his harass.
Diana
Difficulty
Favors Enemy
  • Pre-6 Diana is your bitch, she can't do anything to you. Harass her to your hearts content and make it relentless! Punish her for every minion she even dares to think about! Don't get too close though as to avoid her hoover since if you get caught in that then expect to get outtraded if she gets a chance to.
  • Don't blow any harass on her shield, it only lasts 5 seconds so you might as well wait it out and hit her when it ends.
  • Try avoid hitting the enemy minions when you harass her to stop it pushing since it will leave you open to ganks and she can farm safer in the towers protection.
  • Post-6 this lane transforms and it is time to be scared, you must focus on dodging her Banana strike since if she lands it she will follow it up with a moon dash and beat you senseless. Dodging her Q is relatively easy since it is quite slow and comes at an angle, it will always angle from her(the champion herself) right so just run to your own right to avoid it. If she does land it since you can't dodge every Q be ready to stun her if she jumps on you and then W her as you flee, don't try Q her as that will slow you down, not until you at least make some distance between you and her.
Kayle
Difficulty
Favors Enemy
  • Don't ever use E until she tries to trade with you, you will need to back off so she leaves the minions to hit her with this. If you use it and miss expect her to go aggressive so you may want to flee!
  • When her E wears off you have ~5-6 seconds to harass her before first back so be sure to get a few autos off on her.
  • If you are trying to kill her with R don't blow all 3 in quick succession, try bait her ult out of her with staggered pulses(unless you know she doesn't have ult, in that case go ham.
  • Generally keeping your distance from her is favourable as she is very short ranged.
Fiora
Difficulty
Favors Enemy
  • Don't bother autoattack harassing, she will just riposte and it puts her in range to engage on you(which trust me, you don't want)
  • You must keep E up at all times in case she tries to jump on you and you need to react quick when she does as she will destroy you in trades!
  • Get ASAP, you can activate this during her ult to negate all of its damage.
Katarina
Difficulty
Favors You
  • She is quite easy to poke down with Q spam.
  • Don't be afraid to get close enough to beat on her with your spells, if she jumps on you just stun her when she is a free hit.
  • Post-6 save your stun for her ultimate, it is paramount you interrupt it.
  • Try stagger your skillshots until she has shunpo'd to dodge something so that you can then unleash everything when it on cooldown to avoid her teleporting to dodge them.
Morgana
Difficulty
Favors Enemy
  • Focus your efforts on counter pushing because she is going to push hard and farming under the tower is a pain in the ass.
  • Do everything you can to avoid her binding!
  • If you don't have flash, make sure you stay away from her as she can kill you from 100% with ease if she gets close enough to ult
  • If she has her shield up don't try stun her as it negates all CC effects. First break it down with Q/W
Lulu
Difficulty
Favors Enemy
  • She heavily outtrades you for most of laning phase in both sustained fights and in reliability so don't go starting fights or getting close.
  • Stick to poking her with Q and W.
  • Don't get in an autoattack war with her as her passive is an auto-win in that situation.
  • Save your E, Lulu's like to speed themselves up and rush at you to get in range of harass, just try stun them when they do this and back off.
  • You outscale her extremely hard, the longer the game goes on the better it gets for you so just keep that in mind! (We got this late game guys DW!)
Orianna
Difficulty
Favors You
  • Pretty much a farm lane, avoid her ball and keep your distance.
  • Don't AA her, if you can AA her she can AA you and she will win that fight
  • Don't hesitate to flash if she tries to ult you since if you get caught in it you probably won't live to regret it.
Riven
Difficulty
Favors Enemy
  • Keeping as far away as possible is a good idea in this lane at all stages of the game.
  • Early you are going to want to play as carefully as possible since she can just jump on you and destroy you, the stun is helpful against her but by the time you fire it, it will only last .75 seconds long so shes still going to get a chunk of damage off.
  • Don't try autoattack her for your passive post-3, you are just going to get yourself killed!
  • After you get first blue and then onwards with items, you can just farm from max range and poke her constantly, she won't be able to close such a large gap on you so you will just be a pain in the ass for her, regardless if she does somehow manage to get close you are probably gonna die.
  • ASAP
Velkoz
Difficulty
Favors You
  • You wreck him, he can't get in range to harass you and you will have no issues hitting his massive immobile mass.
  • Hang nearish your minions and move to the opposite that Vel'koz fires his Q towards to avoid its damage.
  • Spam Q on him whenever you can as there isn't much he can do to stop it.
  • You can win this fight without even getting close to him and should play as such. Q Q Q Q until hes low enough you can move closer for W R to finish him off.
  • Often they run Barrier so don't get baited by it!
Zed
Difficulty
Favors Enemy
  • Whenever he puts down his shadow keep your distance from it and try to dodge the shuriken that is bound to come from it.
  • Don't try autoattack harass him unless you know his shadow is on cooldown so he can't close the gap on you.
  • post-6 you must save your stun at all times for his ultimate, when he ults you you have to time your E-W combo on him to stun him and then slow him as you flee for your life!
  • ASAP.
  • Pushing the lane really hard can make him focus on counter pushing with his shadows/energy which pretty much means you are safe from him until he regenerates it back up.
Ryze
Difficulty
Favors You
  • Lane is super easy, he can't ever get close to you to do anything and if he tries he should eat basically everything you have.
  • Push him at all times as he lacks a true wave clear and will hate it, while you can harass him under tower. Really his range makes him worthless against you.
  • As time goes on you will need to start being more careful around him since Ryze is Ryze, he will get quite tanky and his damage becomes insane if he does get close.
  • This match up gets 2/5 because he can flash-root you during ganks which is pretty scary to be against, out side of that this is a free lane.
Azir
Difficulty
Favors You
  • In lane it is just a poke war, get him low enough to back or he will do it to you. The kill potential is very low just make sure you don't get close to him since he can initiate for junglers with his gapcloser/knock up.
  • You wreck Azir, late game his playstyle is beat hard by others who poke safer/more reliably than him, that is you. Azir can't poke or stand still late game to attack because you should be Q'ing him every chance you get and due to how soft he is it won't take much to force him to back or even kill him.

Conclusion

Thanks for checking out my Xerath guide! If you have any questions/requests/LITERALLY ANYTHING then leave a comment below!

Check out my other guides!

Ahri - http://www.solomid.net/guide/view/34307
Zyra - http://www.solomid.net/guide/view/64057
Brand - http://www.solomid.net/guide/view/64059
Syndra - http://www.solomid.net/guide/view/43301
Lissandra - http://www.solomid.net/guide/view/120925
Veigar - http://www.solomid.net/guide/view/121986-veigar-build-guide-apc-by-barph
Morgana - http://www.solomid.net/guide/view/120786-morgana-build-guide-by-barph
Anivia - http://www.solomid.net/guide/view/122383-anivia-build-guide-apc-by-barph
Vel'Koz - http://www.solomid.net/guide/view/123802-velkoz-build-guide-apc-by-varph
Ziggs - http://www.solomid.net/guide/view/124195-ziggs-build-guide-apc-by-varph
Azir - http://www.solomid.net/guide/view/130092?k=933521410893311
Viktor - http://www.solomid.net/guide/view/130949-viktor-build-guide-apc-by-varph
LeBlanc - http://www.solomid.net/guide/view/130580-leblanc-build-guide-apc-by-varph

Gragas SUPPORT - http://www.solomid.net/guide/view/126095-gragas-build-guide-support-by-varph
Janna SUPPORT - http://www.solomid.net/guide/view/124973-janna-build-guide-support-by-varph
Amumu Jungle - http://www.solomid.net/guide/view/127310-amumu-build-guide-jungle-by-varph
Maokai Top - http://www.solomid.net/guide/view/128362-maokai-build-guide-fighter-by-varph
Nautilus Jungle - http://www.solomid.net/guide/view/128847-nautilus-build-guide-jungle-by-varph
Sion Jungle - http://www.solomid.net/guide/view/130673-sion-build-guide-jungle-by-varph
Bard Support - http://www.solomid.net/guide/view/133672-bard-build-guide-support-by-varph

Comments

July 19, 2015 - 09:25 AM #1

This is the best guide www.youtube.com/watch?v=nWxDqOR2gZY

May 31, 2015 - 12:14 PM #2
Tec

Hey, WoTA is a perfectly sensible choice on Xerath, his waveclear makes the healing fill his HP bar by 1/8 per Q or W (1/4 if you clear the whole wave with both moves), it may sound ridiculous, but that's because most would try to find use from it in battle. If played right, I have gone through games with only 1-5 deaths, and never pressing b in the whole game, which is pretty huge considering the fact that teleport isn't one of the recommended summoner spells.

Don't take WoTA for offense; take it for the amazing utility, it's like having a Soraka teleport behind you right after a teamfight.

April 20, 2014 - 07:49 PM #3

thanks mate, great guide.

April 20, 2014 - 05:44 PM #4

If you save your ult after going in closer for your other abilities, what if you die? Ult wasted.

Also at the beginning is your best chance of hitting multiple targets.

Lux and Xerath should not be using their ults as finishers.

April 20, 2014 - 12:54 PM #5

Hey was thinking of picking up xerath, just wanted to ask why in the teamfight section you say to pop your ult and then come in closer to spam your regular abilities after? since your ult has such a high range wouldn't it be better to spam your regular abilities as the teamfight initiates and then look to re position and finish enemies with your ult's range? or is it more a case of getting front load damage off from your ult whenever you see the opportunity thereby making it safer for xerath to walk in and safely finish off the enemies ?

April 17, 2014 - 02:32 PM #6

By that point the amount of health provided doesnt matter since in relation to your overall healthpool it is too minor. flat health seals are literally just for the first 5 levels.

April 17, 2014 - 09:41 AM #7

What about scaling health ? They are only worse from lvl 1 to lvl 5, as it is 12 health/lvl, so it becomes equal at lvl 6 and starts outscaling at lvl 7.

April 14, 2014 - 03:28 PM #8

Ill be updating this guide next for the patch but atm its flat health vs a mage and Armour/level vs ADs

April 14, 2014 - 01:22 AM #9

Which seals do you recommend after the rune changes in 4.5 and why?

March 20, 2014 - 03:27 PM #10

Dont believe there is such a thing as artillery mage outside of AP Kog. Xerath is a poke mage like Ziggs. The rework was a rebalance of power imo, neither nerf or buff.

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