4.13.1 EN

Patch & language

Champions 4.13.1 · en_US

Xerath

The magus ascendant

MageAssassin Resource: Mana
Attack 1
Defense 3
Magic 10
Difficulty 6

Abilities

P · Q · W · E · R
Mana Surge
P

Mana Surge

Xerath's basic attacks periodically restore Mana.
Arcanopulse
Q

Arcanopulse

Cooldown: 9/8/7/6/5 Cost: 80/90/100/110/120 Range: 750
Fires a long-range beam of energy, dealing magic damage to all targets hit.
Eye of Destruction
W

Eye of Destruction

Cooldown: 1 Cost: 70/80/90/100/110 Range: 1100
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.
Shocking Orb
E

Shocking Orb

Cooldown: 18/16/14/12/10 Cost: 60/65/70/75/80 Range: 1050
Deals magic damage to an enemy and stuns them.
Rite of the Arcane
R

Rite of the Arcane

Cooldown: 130/115/100 Cost: 100 Range: 3200/4400/5600
Xerath immobilizes himself and gains three shots of a long-range attack.

Skins

3

Lore

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

Tips

Playing as

  • It's easier to land Arcanopulse on an enemy when they're moving toward or away from you, rather than side to side.
  • Eye of Destruction will make landing Arcanopulse easier as the target will be slowed.
  • If you stun an enemy with Shocking Orb, follow up with a guaranteed center hit on Eye of Destruction.

Playing against

  • Xerath's range can be intimidating, but most champions who close distance with him can trade favorably.
  • Xerath takes a long time to engage Rite of the Arcane. Watch for his spellcast animation and start dodging.
  • Banshee's Veil will make it much harder for Xerath to land Shocking Orb on you.