Xerath the Magus Ascendant

Mage Assassin
  • Attack Damage
    54.7 ( + 3 )
  • Attack Speed
    0.625 ( +0%)
  • Attack Range
  • Critical Hit Chance
    0 ( + 0 )
  • HP
    526 ( + 92 )
  • HP Regeneration
    5.5 ( + 0.55 )
  • Armor
    21.88 ( + 3.5 )
  • Magic Resistance
    30 ( + 0.5 )
  • Mana
    459 ( + 22 )
  • Mana Regenration
    8 ( + 0.8 )
  • Move Speed
  • Mana Surge
    Mana Surge

    Xerath's basic attacks periodically restore Mana.

  • Arcanopulse
    • Cost: 80/90/100/110/120 Mana
    • Range: 750

    Fires a long-range beam of energy, dealing magic damage to all targets hit.

    First cast: Xerath charges Arcanopulse, gradually decreasing his Movement Speed while increasing the spell's range.
    Second cast: Xerath fires Arcanopulse, dealing 80/120/160/200/240 (+75% Ability Power) magic damage to all enemies in a line.While charging Arcanopulse, Xerath cannot attack or cast other spells. If Xerath does not fire the spell, half the Mana cost is refunded.

  • Eye of Destruction
    Eye of Destruction
    • Cost: 70/80/90/100/110 Mana
    • 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.

    Xerath calls down a blast of arcane energy, dealing 60/90/120/150/180 (+60% Ability Power) magic damage to all enemies within the target area, slowing them by 25% for 2.5 seconds. Enemies in the center of the blast take 0 (+0) magic damage and are slowed by 60/65/70/75/80%. This slow decays rapidly.

  • Shocking Orb
    Shocking Orb
    • Cost: 60/65/70/75/80 Mana
    • Range: 1050

    Deals magic damage to an enemy and stuns them.

    Xerath fires an orb of raw magic. The first enemy hit takes 80/110/140/170/200 (+45% Ability Power) magic damage and is stunned for between 0.5 and 2 seconds. The stun duration lengthens based on how far the orb travels.

  • Rite of the Arcane
    Rite of the Arcane
    • Cost: 100 Mana
    • Range: 3200/4400/5600

    Xerath immobilizes himself and gains numerous long-range barrages.

    Xerath ascends to his true form, becoming rooted in place and gaining 3/4/5 Arcane Barrages. This magic artillery deals 200/240/280 (+43% Ability Power) magic damage to all enemies hit.The root ends after 10 seconds, when all shots have been fired or when manually deactivated by issuing a move command. If no barrages are fired, 50% of the cooldown is refunded.

Xerath Ally Tips
  • 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.
  • Strong against:
Xerath Enemy Tips
  • 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.
  • Counter for Xerath:
Xerath is an Ascended Magus of ancient Shurima, a being of arcane energy writhing in the broken shards of a magical sarcophagus. For millennia, he was trapped beneath the desert sands, but the rise of Shurima freed him from his ancient prison. Driven insane with power, he now seeks to take what he believes is rightfully his and replace the upstart civilizations of the world with one fashioned in his image.