(Innate): Xerath receives 15% of his ability power as bonus armour.
Tips :
Some AP that gives you armour, quite interesting in the meta game.
Some armour helps.
An interesting passive for Xerath against a composition based on physical damage since he can easily get a 100 armour bonus in the end game.The aim is therefore to reduce your opponents' physical damage.
(Active): Fires a long-range beam of energy in a line after a short delay, dealing magic damage to all targets hit.
Tips :
Xerath fires a beam of energy in the target direction.A beam of light!
Xerath's harass spell.
Thanks to Arcanopulse, Xerath can quickly push the lanes of sbire, even when the sbires are still in lane thanks to the length of the skillshot.It is both easy to place and easy to avoid so be quick with your aim so that you can take your opponent by surprise.
The ideal is to use it when your opponent last hits.
The spell has an incredible range with the W, letting your harass your opponent from a good distance.
The spell has a short incantation time.
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
(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.
Tips :
Xerath fires a beam at the target direction.Some range + magic penetration!
The spell that makes Xerath so efficient.
Thanks to the "siege mode"', Xerath can gain a significant range bonus that will let him take his opponents by surprise. You should use the fog of war (through walls or at a corner...) to place your spells without being seen / reached.The spell also offers magic penetration, 40% at the maximum level, with the new calculation system, which has made Xerath considerably stronger and allows him to reach pure damage very quickly. You need to have some damage to kill your opponent who otherwise may stack his HP.
The spell activates the Tear of the Goddess on its activation and deactivation.
The spell has no cost.
Xerath has a movespeed bonus of 35% for 2 seconds at the end of siege mode. Also the cooldown goes to 4 seconds at the maximum level. The cooldown starts at the end of the siege mode.
It is possible to cancel siege mode 0.5 seconds after its activation.
Xerath is still moved by bumps.
Cooldown: 20 / 16 / 12 / 8 / 4 seconds
Bonus Magic Penetration: 16 / 22 / 28 / 34 / 40 %
(Active): Deals magic damage to an enemy and marks them with Unstable Magic for 3 seconds. The next spell Xerath strikes this enemy with in these 3 seconds will stun them for 1.5 seconds.
Tips :
Xerath sends out a ball that becomes a glow above the target.Xerath's stun!
The spell that lets Xerath do his combo
Thanks to Mage Chains, you can stun your target before hitting him with your whole combo. The idea is to cast Mage Chains then quickly send all your Arcane Barrage or Arcanopulse to kill your enemy.The easiest way is to place this spell during the W! The to do the ultimate to easily stun your target if he doesn't flash. The do Q A+ the last two charges of your ultimate.
It will be quite easy to proc the stun.
The spell has an incantation time and an average range so be careful.
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 12 / 11 / 10 / 9 / 8 seconds
Magic Damage: 70 / 120 / 170 / 220 / 270 (+0.8 per ability power)
(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.
Tips :
Xerath lights upAn OP ultimate BURST dude!
Burst it!!
Xerath's Arcane Barrage is his burst tool for killing enemy champions. The effectiveness of this spell is greatly reduced against champions who can dodge zone spells, like Ahri, however it is very fast so opponents will need to be quick to dodge.Each beam has a 0.2 second incantation time.
Xerath laughs every time he strikes with his ultimate.
Between each beam Xerath has a cooldown of 0.35 seconds.
You can see how many charges of the ultimate are left.
Cost: 150 / 180 / 210 mana
Cooldown: 80 / 70 / 60 seconds
Magic Damage Per Cast: 125 / 200 / 275 (+0.6 per ability power)
Maximum Magic Damage: 375 / 600 / 825 (+1.8 per ability power)
Pros
Very big range with his spells
Xerath benefits a lot from the new system for calculating magic damage
A powerful burst to quickly kill a squishy
An efficient stun against enemies that makes ganks easier
Able to quickly push the lane
Cons
Lacking in mobility, especially in siege mode
Dependent on skillshots (aimed spells)
The HP bags remain a problem