Xerath
the Magus Ascendant
3.1%
Pick Rate
0.2%
Ban Rate
52.4%
Win Rate
Easiest Lane Matchup
Azir
64.9% Win Rate
Hardest Lane Matchup
Annie
53.1% Win Rate
1%
Top
1.8%
Jungle
92%
Mid
0.3%
Marksman
4.8%
Support

Most Popular Build #1

19.3% Popularity

Most Popular Build #2

15.9% Popularity

Most Popular Build #3

8.5% Popularity

Mana Surge (Passive)

Xerath's basic attacks periodically restore Mana.

Arcanopulse (Q)

Cooldown: 9/8/7/6/5

Cost: 80/90/100/110/120 Mana

Range: 750

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 (+0.75) 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 (W)

Cooldown: 1

Cost: 70/80/90/100/110 Mana

Range: 1100

Xerath calls down a blast of arcane energy, dealing 60/90/120/150/180 (+0.6) 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 f 1 (+f 2) magic damage and are slowed by 60/65/70/75/80%. This slow decays rapidly.

Shocking Orb (E)

Cooldown: 13/12.5/12/11.5/11

Cost: 60/65/70/75/80 Mana

Range: 1050

Xerath fires an orb of raw magic. The first enemy hit takes 80/110/140/170/200 (+0.45) 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 (R)

Cooldown: 130/115/100

Cost: 100 Mana

Range: 3200/4400/5600

Xerath ascends to his true form, becoming rooted in place and gaining 3/4/5 Arcane Barrages. This magic artillery deals 200/240/280 (+0.43) 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.