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XERATH BUILD GUIDE: The LP Ascendant [Reworked and Ready to Rock, Patch 4.2] by Strainger

by Strainger (last updated 7 months ago)

175,358 Views 8 Comments
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
0
9
mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
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 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
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
0 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 1/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 1/1
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
9 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

Xerath has burst.
Xerath has range.
Xerath can poke.
Xerath can teamfight.
Xerath can kite.
Xerath snowballs hard.
Xerath has hard CC.
Xerath scales into lategame.

Why aren't you playing Xerath?

Probably because you almost never see one and when you do you can't tell how to play him.
Fortunately, I've written a guide for you.

Pros


  • Highest range in the game for a damaging spell

  • Good scaling on spells

  • Hard CC

  • Naturally high range on all spells

Cons


  • Very vulnerable to reliable gap closers

  • Fairly mana hungry

  • Hard CC requires you to land a skillshot that can be blocked by minions

  • Skillshots hard

Runes

9 Flat MPen Marks

Q: Why not Flat Hybrid Pen Marks like before?
A: HybridPen Marks give .62MPen and Flat MPen Marks give .87, but HybridPen also gives .9ArPen. Before the update, you didn't need as much flat MPen since you got such a huge amount of %Mpen. Now that you don't get a ton of free %Mpen, you need all the flat MPen you can get.


9 Flat Armor Seals

Q: Why not HP/Lvl Seals like before?
A: New passive. No more free 15% AP to armor conversion rate. This means you need early armor to defend against autoattack harass as well as AD mid lanes.


9 Flat MRes Glyphs

The new changes made Xerath much less effective at closer range. Primarily due to them changing the way his damage is dealt away from a strong burst to a large amount of long-range siege/poke. This means you need to take the least amount of poke damage possible while in lane.

Q: Why not AP/lvl Glyphs like before?
A: These are still viable, but now a much more situational choice. Against a full AD team this is a great option since you won't be utilizing the MRes. This also works if you're against an AD and they only have 1 primary magic damage source on the enemy team, since you will still be building Athene's.


3 Flat AP Quintessences

Q: Why not Movespeed Quints?
A: Scaling. After the rework, all 4 of your spells deal damage. Your Q scales .75, your W scales .6 (or .9 if you hit it dead-center), your E scales .45, and your R scales .43 up to 3 times for a maximum of 1.29.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 1/1
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 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
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
0 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 1/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 1/1
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
9 Utility
I take a non-tanky caster mastery page of 21/0/9.

21 Points in Offense

* 4 Points in Sorcery: CDR is very important to have before you get Athene's/blue buff.

* 3 points in Mental Force: More free AP. Goes further down the caster half of the offense tree.

* 1 point in Expose Weakness: I prefer this mastery over Double-Edged Sword because it benefits you as well as all of your teammates. You don't receive additional damage and the amount of damage you sacrifice is only .5%

* 1 point in Arcane Mastery: AP is good

* 3 points in Executioner: Very good in fights, allows Xerath to do more damage much easier

* 3 points in Archmage: Once again, AP is good

* 1 point in Dangerous Game: I feel like this is a very underrated mastery. Often times this is the deciding factor of a lane. If you end up killing your opponent but are ignited, this can make the difference between trading kills or staying alive and getting an advantage.

9 Points in Utility

* 3 points in Fleet of Foot: Movespeed is a hard stat to get. This can sometimes make the difference between catching someone or escaping with your life.

* 1 point in Phasewalker: By sacrificing 1 mana regen per 5, you get to recall a full second faster. This has come in handy more times than I can count in terms of barely escaping a very bad situation, barely dodging a global ult someone fired at you, or that tiny bit of extra time you need to defend your base.

* 3 points in Summoner's Insight: Summoners are excellent, and anything that reduces the cooldown on Flash/Ignite is good.

* 1 point in Alchemist: Your new passive helps your mana problems immensely. By taking this point you increase the effectiveness of health potions (and mana potions if necessary), which helps your laning phase a great deal.

* 1 point in Runic Affinity: Blue buff on Xerath is unbelievably powerful. The longer you can utilize blue buff, the better.

Summoner Sets

Flash + Ignite
Always take Flash. Period. It's still clearly the best Summoner Spell in the game even after several nerfs to both range and cooldown. Having a short-range blink can and will both save your life and secure you kills. There is never a reason to not take Flash.

Ignite is an excellent laning summoner spell to take. It adds to your total combo's damage, prevents healers from surviving and is very easy to land as long as you hit your E or your W.
Barrier & Flash
Barrier is another acceptable summoner spell. This spell is used much less frequently because it only benefits yourself and does not add to your kill potential. This is best taken against with high burst such as LeBlanc or Kassadin. It is possible to bait them into your tower and stun them before they can flash back out. It's a very inconsistent strategy and I would recommend a different spell, but it can work.
Teleport & Flash
Alternatively, you can take Teleport. This strategy is primarily used for a surprise gank or turning around a fight. You will sacrifice some kill potential in lane without Ignite. This spell is virtually obsolete since the range on your R is so good. You can "gank" another lane by only walking halfway down the river and ulting.
Exhaust & Flash
Exhaust feels similar to Barrier in its use while laning. Except Exhaust has great late game potential against any threat that gets too close to you. I would recommend this spell over Barrier simply for the increased relevance as the game goes on. However I still feel the best second spell to take is Ignite.

Item Builds

Starting Build(s)
Starting Items
2
Alternative Start
3
In most games, you will want a Dorans start:


This start is a very good all-encompasing start. You get some mana regen, some health, and some AP. There are times in which you want a different start, but this start is very strong and is very cost-efficient.

Alternative Start:


This start is good if your opponent is prone to harass or if you need to push hard. However you should only start with this instead of Dorans if you need to build into your Chalice faster. This start isn't nearly as necessary with Xerath's new passive, but if you find yourself spam-casting this is probably still your ideal starting loadout.

Alternative Start:


This start is good if you need to dodge lots of skillshots, are concerned with a fast enemy jungler, or need a large amount of health regen. After the rework this start is much more viable. Your mana costs are still fairly high, but your passive will allow you to stay in lane longer than before.
Final Build(s)
Standard Final Items
This build gives you ~90Mres, ~90 Armor, more than 600 AP, and a good amount of MPen.

The Zhonya's is your flex slot for an item. If Zhonya's isn't your thing, I'd recommend a Rylai's as it fills a similar defense/offense role. I personally prefer Zhonya's more because of its active.

Now that your passive no longer gives free armor, Zhonya's is a much better choice against a balanced enemy team comp. If you're confident you won't need the extra armor you can fill your flex slot with Rylai's if you want more health and CC, or Banshee's if you want more MRes and are afraid of getting caught out.
Build Order
Core:

You want to get Athene's as fast as you can in order to maximize your poking efficiency.

The only time you don't immediately rush an Athene's is if you are laning against an AD. In this case you want to rush an Armguard, then go back to building your core.

After getting Athene's, if you can afford a Needlessly Large Rod before you get your MPen boots, get the NLR instead.

Once you finish your core, start working on your MPen items. You will end up getting both, but the order in which you get them is not always the same.

The goal of your first MPen item (other than boots) is to provide you the best possible damage output against the items your enemies are building against you. If the enemy team is buying MRes, Void Staff first. Otherwise you should get Haunting Guise first.

Your last item (as I've mentioned before) is your flex slot. I personally prefer Zhonya's for the armor, large amount of AP, and the active, but you can get a different item depending on your personal preference or the situation you're in.

Boot Enchantments

You'll want Homeguard if any of these things are happening:

  • You are pushed to your base
  • You get shoved out of your lane frequently
  • You need to quickly heal
  • You need to rush to an objective

Otherwise, get Alacrity.

You should get these enchantments whenever you feel is MOST necessary.

Examples:
  • The enemy team is pushing our inhibitor tower. I have ~1K gold and can either buy a Blasting Wand or Homeguard. I will buy Homeguard and save the tower, denying the enemy team a total of 750G and only be slightly behind towards my next big item.
  • My team is doing fairly well and have only lost 1 tower. I'm not concerned with getting pushed to my base and we have enough map control to not warrant a panicked dash towards an objective. I will buy Alacrity in this case.

Trinkets

Early in the game I highly recommend the warding trinket. It saves a lot of trouble with early ganking problems and helps light up the map for your team.

Before the changes, I would recommend swapping out your warding trinket for the scouting trinket, but now that your level 1 ult is longer ranged than the max level scouting trinket, I find it to be no longer essential. You can still use it since it will still help you line up your skillshots, but I would recommend sticking with your yellow trinket.

What you upgrade your trinket into is purely situational. If you need to be clearing wards out of a location, upgrade it to pink. If you need to have vision and not be worried about it getting destroyed (barring a sweeping trinket), upgrade it to the better yellow.

Situational Items

Morellonomicon
Very cost-efficient item. It severely reduces your ability to sustain a siege, but it dramatically increases your ability to destroy strong healers ()

If you get this you need to try to have blue buff for whenever you will be fighting, otherwise you will quickly run out of mana.

This item can be built as your flex item early, or it can be built as a replacement to your Athene's. You usually won't need both, since with only 1 CDR item, blue buff, and masteries you will have 35% CDR.
Banshee's Veil
Useful if the enemy has an abundance of magic damage dealers or very strong catching abilities. I wouldn't recommend it since it gives you no offensive stats or mana, but sometimes it's simply necessary.
Twin Shadows
Good for a little boost in MRes, Movespeed, and as an additional bonus the active makes your spells very easy to hit with. I wouldn't recommend it, as there are many stronger items for Xerath, but the stats and ability are all useful.
Will of the Ancients
Good if you have multiple magic damage dealers on your team. Also good if you fight for very prolonged periods of time. Like Twin Shadows, there are better items for Xerath, but the stats are all very useful.
Rylai's Crystal Scepter
Always max Q first. This is your primary method of harassing the enemy, shoving the lane, and farming the lane.

Always max W second. The slow on a direct hit scales with levels up to a maximum of 80%. There is no reason to max your E second, as it does not increase the stun duration.

If you're paranoid about getting ganked before level 4, take a point in E second.

If you're not confident in your ability to land clutch skillshots, take W second.

Take a point in R whenever possible (at level 6, 11, and 16)

TL;DR


R>Q>W>E

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
Free bursts of mana!

Pros:
Early-game mana problems are much less painful
Scales very well into late game

Cons:
No more free armor

Skills

Ascended Form
New damage spell! As a bonus it also has CC on it. This is the second spell you max.

Pros:
Additional CC
Direct hits do massive damage and apply great CC
1100 range

Cons:
Long delay between cast and damage
Non-direct hit slow is only 10%

Tips:
It is best to use this spell after landing an E. This almost guarantees you a direct hit.
Arcanopulse
No more 2-spell combo for a stun!

Pros:
Stun lasts up to 2 seconds (minimum .75 seconds)
Great against people without gap closers that rely on running at you (Garen, Udyr)
Great against channeled ults (Katarina)
1050 range

Cons:
Thin skillshot that is blocked by minions
Small stun duration against people that are right up against you
Locus of Power
It snipes. It sieges. It catches. It destroys.

Pros:
Invalidates using Flash to escape in laning phase
Provides great psychological pressure on enemies while you're missing
Fast missile speed
5600 range (tiny bit longer ranged than TF ult)

Cons:
Very small AoE
Not as effective as old R against close-range enemies
Cannot cast other spells while locked down
Very long cooldown with no CDR

Tips:
This spell is best used from the back of a fight. You want to be behind the back line of the back line to ensure nobody can get to you.

The 5 main times you will use this ult are as follows:
  • Laning phase: Enemy is running away and your other spells can't reach. They can only dodge 1 shot with Flash
  • Securing objectives: Surprise kill an enemy at an objective or provide artillery support to an ally taking an objective
  • Beginning of a team fight: Help kill the enemy that got caught or force a squishy out of the fight
  • Middle of a team fight: Finish off squishies or defend fleeing allies
  • End of a team fight/cleaning up: Snipe out any enemies that survived a fight

DO NOT TRY TO USE HIS NEW ULT LIKE HIS OLD ONE. If your enemy is close to you, avoid using your ult unless you absolutely need to.
Mage Chains
All matchups have been temporarily removed while I re-experience them with Xerath's new kit

Champion Matchups

Vladimir
Difficulty
Favors You
Durable mage with excellent teamfight presence, strong sustain, and good scaling

Vlad's spells are very short range. This means in order for him to kill you he has to get into burst range. In order for him to successfully kill you he has to burn his only escape as well. Your harass will be good, but you will have to hit it many more times to shove him out of lane.

I don't recommend trying to burst him unless you're absolutely sure you can kill him before he's able to pool away.
Zed
Difficulty
Favors Enemy
My name's Strainger and I play on the NA server.

Afer the soft ELO reset I went 8-2 in my placement games and now I'm sitting in Platinum Division 1. I got to Diamond 3 in season 3 primarily playing Xerath.

I've been playing Xerath for a very long time. I was even one of the few people that got the e-mail to take a survey to help Riot base what they reworked him to be.

Overall I've been playing mages in general for a good long while. After slowly learning how to play the game with Ashe, Annie, and Ryze, I found my favorite role was mid lane. In the past I have primarily played Malzahar, then moved on to Kassadin, and now I'm here with Xerath.

LoLKing profile
http://www.lolking.net/summoner/na/20264923


[http://i.imgur.com/qyf75K6.png]


[http://i.imgur.com/H7vQ249.jpg]


[http://i.imgur.com/j4OV5dE.jpg]
Zyra
Difficulty
Favors You
Visual representations will be re-uploaded soon.

Here are some visual representations of the range you have as well as some good positions to use.


Q

In lane, into tower


In lane (works on both sides)


In river bush, aiming towards lane (works on both sides)


Ganking bot lane


At Dragon, in river bush


At Dragon, behind pit


At Baron, in river bush


At Baron, behind pit


Into base, sieging tower


R

Level 1

(3200 range)


Level 2

(4400 range)


Level 3

(5600 range)

Who Do You Think You Are?

Your goal in the early game is to harass your opponent while simultaneously missing as few CS as possible. If you are good at predicting jungler movements, you can shove to their tower to make it harder for them to CS. If not, try not to spam too hard because you WILL get ganked.

Try to hit level 6 before your first back, but don't hesitate to go back whenever necessary. Buy Health Potions as needed and ALWAYS get 1 or 2 Wards each back.

You have excellent range on your poke. It is possible to force your opponent into a bad spot and set up an easy direct hit on your W or a E -> W -> Q combo. This works best when your opponent is going in to CS or when they are stuck at their tower.

After level 6, you should almost always be able to kill your lane opponent. Depending on your opponent will determine how easy or difficult it is. Regardless, the process is always the same:

  • Harass with Q and W
  • If you land your E, E -> W -> Q
  • Ignite if possible during the fight
  • When they start running away, ult


One thing remains constant: Do NOT let them get close to you. Xerath's combat effectiveness is highest at mid to long range. If you let them get close to you, you will almost always lose the fight.

If you are playing passively, try to keep your top lane ramp and bot lane ramp warded since the enemy mid has higher opportunity to gank though either jungle.

Positioning

At this point you should have at least your Athene's, MPen boots, and should be working on your Deathcap.

During this part of the game try to keep a ward on the ramp to bot lane and a ward on you at all times. You will avoid a lot of pain and suffering by making sure you're always clear to be aggressive and ult whenever needed.

If any skirmishes or teamfights break out, try to unload as many spells as you can at a safe location.
If a fight starts moving towards you, kite with your spells and ult if you're sure you can get a kill and you haven't used it yet.

Dragon
When your team is trying to take Dragon, there are 2 places that are most effective to be:

  • With your teammates actively autoattacking and casting on Dragon
  • In the river bush

Depending on if you are blue or purple side will depend on the effectiveness of the river bush. If you are blue team, it helps to have a ward in the curved bush adjacent to the river bush so you can see enemies coming. If you are purple team it helps to have a ward on the ramp or in the bush behind Dragon pit so you can see enemies trying to steal it.

When your team is trying to steal Dragon, there are 2 places that are most effective to be:

  • In the river bush
  • Behind the Dragon pit

Both of these are somewhat dangerous since the enemies may have either of those locations warded. If they do, you have to be ready to immediately retreat depending on their team comp.
When you're contesting Dragon, you want to try to harass the enemies to the point when they can no longer contest Dragon. Occasionally you will be able to kill one of them. Depending on their comp you either want to get close and harass with your regular spells, or you may want to stay as far back as possible and just try to kill them or steal Dragon with your ult.

MATH

PRIORITY #1: POSITIONING

Good positioning will allow your teammates to take aggro while you chunk the enemies from far away. If you positioned correctly you should take virtually no damage all while hitting the enemies with all of your spells.

If you can't be a part of a team fight when one breaks out, get close enough so you can ult. Use your ult to weaken the enemies and then run to your back line if the is still going.


PRIORITY #2: PRIORITIZING TARGETS

Every spell you fire is AoE except for your E. But hey, all of them do damage and 5/6 isn't bad at all.

A) Hit as many people as possible, therefore doing as much damage as possible to the enemy team
OR
B) Kill the most dangerous person on the enemy team (usually a carry)
OR
C) Stun/Burst the person going for you or your carries

If these scenarios don't occur, it is perfectly fine to aim for the squishiest enemy who has a lot of CC or has the potential to do lots of damage.


PRIORITY #3: UNDERSTANDING DAMAGE POTENTIAL

This is a much more difficult concept to grasp and typically only comes with experience and lots of dedicated gameplay. You need to be able to gauge if you are able to kill a target under many different conditions such as:

  • Sniping someone and getting away before their team can react
  • Early game jungle ganks with lots of different ally jungler combinations
  • Skirmishes around jungle buffs
  • Team fights while an ally or enemy is taking damage from an important objective such as Dragon or Baron

I can't really describe how to play in any of these scenarios since it will be different every time and you can't really get a good concept of them unless you simply play the champion a lot.

Void Staff or Haunting Guise First?

You should have 4 to 5 items at this point. Your damage potential is very high. Wards are your best friend at this point in the game. Try to get at least 2 each time you go back if you have inventory spaces free. The more vision you have, the easier it is to catch somebody for your team and secure a major objective or win the game.

Warding

If you have no inventory slots left open, instruct your teammates to ward EVERYWHERE so you can always have better vision. Notable examples include aiming at an escaping enemy with your ult or catching an enemy with your E.

Baron Fights

When fighting at Baron, if your team is taking Baron, try to stay in one of two places:

  • Close to Baron but not against the back wall
This is so you can hit people standing behind the pit but simultaneously are not taking damage from Baron.

  • The bushes in the river
This is so you can zone out the enemy team or poke them before they have a chance to start fighting.
NEVER stay in the river bush if you don't have the adjacent bush warded.

If you are trying to prevent the enemy team from getting Baron, the two best locations to lock down and attack are:

  • In the bushes in the river
  • In the bushes behind the Baron pit
These locations allow you to reliably hit anybody in the pit while keeping yourself at a reasonable distance.

Itemization Reasoning

I will be re-writing this section after I've experienced the rework more

In my experience, champions that work good with Xerath if you're going for a POKE comp:

















Champions that work good with Xerath if you're going for a TEAM FIGHT comp:














































Early Game

Xerath doesn't see much play. His skill set takes some practice but is very very rewarding. He is weak to a few select counterpicks but has a decent to favorable matchup against most champions.

Practice aiming your skillshots and you'll be destroying mids like its a bot game.

Mid Game

At this point you should have at least your Athene's, MPen boots, and should be working on your Deathcap.

During this part of the game try to keep a ward on the ramp to bot lane and a ward on you at all times. You can get lots of kills and win many engages by simply warding over a wall, locking down, and bursting whoever you find on the other side.

If any skirmishes or teamfights break out, try to unload as many spells as you can while locked down in a SAFE location.
If a fight starts moving towards you IMMEDIATELY delock and reposition to a more appropriate location.

Dragon
When your team is trying to take Dragon, there are 2 places that are most effective to be:

  • With your teammates actively autoattacking and casting on Dragon
  • Locked down in the river bush

Depending on if you are blue or purple side will depend on the effectiveness of the river bush. If you are blue team, it helps to have a ward in the curved bush adjacent to the river bush so you can see enemies coming. If you are purple team it helps to have a ward on the ramp or in the bush behind Dragon pit so you can see enemies trying to steal it.

When your team is trying to steal Dragon, there are 2 places that are most effective to be:

  • Locked down in the river bush
  • Locked down in the safest place behind the Dragon pit

Both of these are somewhat dangerous since the enemies may have either of those locations warded. If they do, you have to be ready to immediately retreat depending on their team comp.
When you're contesting Dragon, you want to try to harass the enemies to the point when they can no longer contest Dragon. Occasionally you will be able to kill one of them.

Team Fights and Skirmishes

PRIORITY #1: POSITIONING

Good positioning will allow your teammates to take aggro while you chunk the enemies from far away. If you positioned just right you should be barely in range of a locked down E from their front line.
This way, if a carry or squishy enemy gets in range of your E, you can immediately stun combo them. If not, you can CC whoever gets closest or starts going for you or your AD. In a skirmish or team fight this forces a squishy enemy to burn a flash to avoid the stun or usually die from the combined damage of you and your other teammates.

PRIORITY #2: PRIORITIZING TARGETS

Out of the 5 damaging spellcasts you will use during a fight, 4 of them are AoE. Your job is to:

A) Hit as many people as possible, therefore doing as much damage as possible to the enemy team
OR
B) Burst their ADC or Mid
OR
C) Stun/Burst the person going for you or your ADC

PRIORITY #3: UNDERSTANDING DAMAGE POTENTIAL

This is a much more difficult concept to grasp and typically only comes with experience and lots of dedicated gameplay. You need to be able to gauge if you are able to kill a target under many different conditions such as:

  • Sniping someone and getting away before their team can react
  • Early game jungle ganks with lots of different ally jungler combinations
  • Skirmishes around jungle buffs
  • Team fights while an ally or enemy is taking damage from an important objective such as Dragon or Baron

Late Game

You should have 4 to 5 items at this point. Your damage potential is very high. Wards are your best friend at this point in the game. Try to get at least 2 each time you go back if you have inventory spaces free. The more vision you have, the easier it is to catch somebody for your team and secure a major objective or win the game.

Warding

If you have no inventory slots left open, instruct your teammates to ward EVERYWHERE, but particularly over walls so you can potentially instagib an enemy squishy.

Baron Fights

When fighting at Baron, if your team is taking Baron, try to lock down in one of two places:

  • Close to Baron but not against the back wall
This is so you can hit people standing behind the pit but simultaneously are not taking damage from Baron.

  • The bushes in the river
This is so you can zone out the enemy team or poke them before they have a chance to start fighting.
NEVER lock down in the river bush if you don't have the adjacent bush warded.

If you are trying to prevent the enemy team from getting Baron, the two best locations to lock down and attack are:

  • In the bushes in the river
  • In the bushes behind the Baron pit
These locations allow you to reliably hit anybody in the pit while keeping yourself at a safe distance.

If an enemy has built no health items and is very squishy, you can usually kill them in 3 or 4 hits.

Synergies

Xerath is an interesting champion in a team's composition because he has excellent poke capabilities, but also has an excellent team fight presence. This is in contrast to a champion like Nidalee, who when built AP has arguably the best poke in the game, but if built is very weak to hard engages.

In my experience, champions that work good with Xerath if you're going for a POKE comp:


Whether or not it's ADC Ezreal or Blue Ezreal, his ability to constantly poke with his Q compliments Xerath's ability to poke with his Q. It works very well together since the damage is split between physical and magical.


Janna is the best counter-initiation champion in the game. She can push all of the enemies that just used cooldowns to engage on you away, allowing you to reposition and start bursting.


Similar to why Ezreal works so well with Xerath, his poke is as long range as yours and is physical to complement your magical poke.


If built AP, she has a slower poke that does more damage. If built bruiser, she can be a good meat shield that can jump on the enemy carry and is resistant to their poke while still having decent damage on her own poke.


Similar to Ezreal and Jayce in terms of the range and nature of the damage, but Varus also has an excellent ultimate for either disengaging or catching an enemy.


Champions that work good with Xerath if you're going for a TEAM FIGHT comp:


Roots everyone in place and his primary target will have reduced MRes due to his passive. This allows you to burst someone without worrying about them dodging your damage. It also allows you to burst a specific target extra hard due to Amumu's passive.


Diana is great at initiating and steering attention away from the back line. She even has an ability that clusters enemies around her so your ultimate will hit as many enemies as possible.


Similar to Amumu but much higher damage and much more lethal to the primary target. Fiddlesticks's passive is amazing when complimented with your already high MPen, and his fear almost guarantees a kill, as long as the enemy being feared doesn't have a QSS.


He hard initiates like a champion and can soak up a lot of damage. While his AoE is on you can keep him alive while he keeps enemies away from you.


His initiate is just as good if not better than Hecarim's. He forces people to either burn a Flash, use their escape immediately, or die.


He can run in and stun the enemy team, allowing you to hone in on one specific target. If the enemies are clustered you can pull off a veritable 2v5 with the combination of your ultimates.


She can initiate from afar and pin down and catch someone very easily. She can't lock down the entire team, but she can lock down a single person extremely well.


One of the fastest, most reliable initiates in the game. The more people it hits the easier it is to get multiple casts of your R on a cluster of enemies.


Her ultimate has a similar function to Kennen's, but is easier to land and allows your team to run in faster while you stay back and burst. She also has a bubble to keep people from killing your back line.


Very reliable initiation with his ult. He's also capable of locking down a single person better than anyone else in the game. He's a big meat shield that can initiate amazingly well and counterinitiate amazingly well.


Excellent initiator. He's great at drawing attention away from you important champions and towards himself. He can peel decently well but is lacking in counterinitiation.


His ultimate is good for slowing people down to land your spells and also does lots of damage. If used properly Rumble can cut off enemies from each other so you can kill one person and then turn to the rest of their team.


Similar to Nautilus, but has a better ultimate for initiating since it stuns multiple people instead of just 1. She soaks up a lot of damage and slows down the enemies so they can't reach you before they die.


The more people she hits with her ultimate, the better the fight goes. Since her ultimate draws people into her she can absorb a lot of the aggro as well as force the enemies to cluster for your ultimate.


Very high autoattack range mid to late game lets her stay slightly in front of you, but she's super safe since she has both a jump and her AoE knockback ultimate which will keep both of you alive.


Has an AoE snare as well as an AoE knockup with decent damage on both. Can either peel multiple enemies off of you or set you up for easy bursting.

Final Comments

Xerath doesn't see much play. His skill set takes some practice but is very very rewarding. He is weak to a few select counterpicks but has a decent to favorable matchup against most champions.

Practice your stun combo and skillshots and you'll be destroying mids like its a bot game.

Now go forth. Go forth and siege.

Comments

August 6, 2014 - 10:05 AM #1

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February 11, 2014 - 12:33 AM #2

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December 20, 2013 - 02:52 AM #3

It's not season 4 yet.

July 3, 2013 - 02:56 AM #4

I'll be sending you a PM tonight that goes through everything about why your guide was declined this time.

June 27, 2013 - 01:40 AM #5

Hello. If you want help improving your guide, I would like to try. If you need more detail, their are a few things you can do.



Masteries and runes sections are good, but you could always put the pages you use.



For your item builds section. Talk about why your items are good. Saying why each item is good shows that you know what each item is good. Maybe you could add items you don't like and explain why you don't recommend those items.



For your mid game section, you could talk about taking dragon and roaming.



Lastly, you use a lot of small Icons in the middle of your sentences. To make it easier to read, try removing those icons and just saying the item, champion, or spell.



I hope this helps, I do like your guide.

June 25, 2013 - 06:00 AM #6

I feel like I could improve on whatever is missing if I knew more specifically what was lacking in detail. Also I did cut out a lot of the numbers and tried to make it look better with the formatting.

June 23, 2013 - 12:58 AM #7

For the most part your guide is still very short on detail. And, contrary to what I just said, there's a quick, easy way to shorten your math section so that it isn't a cumbersome wall of numbers, which you definitely need to do.

April 29, 2013 - 08:55 AM #8

Almost all of your guide is lacking, look at this guide to see the standards for approval.



http://www.solomid.net/guides.php?g=35596-slater-von-j-ger-generic-build-guide

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