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Recommended Items
Spells:
Cleanse
Flash
Items
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Introduction ~ An In-Depth Guide

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Hello people of Mobafire! CasterMaster here with my first official competitive guide here on

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(Credits to TubeMastah for this video, song by Two Steps from Hell, song called "Invincible")

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Here's probably a really important chapter you may want to read. This section here will provide reasoning for why you would want to play


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- Runs on AP and has decent auto-attack range
- Short cool-down on ultimate
- Powerful nuking potentials mid~late game
- Beast-looking skins
Arcanopulse great harass/damaging tool in lane
- Always powerful throughout the game
- Naturally physically resistant
- Mortar mode: On
- Very fun to play at times
- He just looks so BADASS!
Those are some reasons on why you would want to play







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- Having a lot of tanks/walls on your team, you need a ranged champion
- Mid lane champion required (or carry)
- You have a champion on the enemy team you want to counter
- Low CC on the enemy team (stuns, silences, suppresses, knock-up) and gap-closers
Yeah, I'm sure there are more reasons, but you can say that yourself.






I play







THIS kind of tank:

I likes to blow up a whole bunch of people from a very far range. I may as well have said Mortar but then it wouldn't have been a funny joke (if you know what I mean). Honestly this section is just for fun and for you to get started on how you'll ACTUALLY destroy people with


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Here are some interesting


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At Level 1
- Health: 380 (+80 per level)
- Mana: 250 (+45 per level)
- AD: 51.66 (+3 per level)
- MS: 315 (365 tier 1, 385 tier 2)
- Armor: 12 (+3.5 per level)
- MRes: 30
These stats aren't bad at all. Certainly not as squishy as let's say








At Level 18
- Health: 1820
- Mana: 1060
- AD: 105.66
- MS: 315 (365 tier 1, 385 tier 2)
- Armor: 75
- MRes: 30
Not much to say here. His mana however is quite good, meaning you don't really need extra mana items to boost it. He'll be fine without any mana regeneration or increased mana, trust me on this one. Just don't over-spam your skills and always hit your target. 75 armor at level 18 is really something, and that's without his passive. Magic resistance will always stay at 30, so just be aware that if it's not increasing, it's because it doesn't gain per level. His health is also fairly standard, and combined with

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Before we can simply learn and understand



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I can teach you a lot about




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Here is my rune page set-up for AP carries and I use it for

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Greater Seal of Scaling Health
At level 18, it's a free
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Greater Glyph of Scaling Ability Power
A primary rune for more damage as you level. They surpass
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Greater Quintessence of Ability Power
Gives an amazing boost to your early game damage. It's like getting the
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Seals:


Glyphs:



Quints:



First off, if you aren't even level 20, do not consider buying runes. It's just a waste of your Influence Points and they can be used for more important things. Those who already have a decent caster rune page can use that. There are tons of different combinations you can use but this is the best set-up that I've found. It provides a good balance between early and late game which is something you really need.

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Here is my masteries for

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TIER 1 ~ If you take ![]() ![]() ![]() ![]() ![]() ![]() ![]() space TIER 2 ~ I take ![]() space TIER 3 ~ After tier 2 I take ![]() ![]() space TIER 4 ~ I take ![]() ![]() space TIER 5 and 6 ~ Now I take ![]() ![]() |
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TIER 1 ~ Choice is extremely preferable in this tier. If you have ![]() ![]() ![]() ![]() ![]() space TIER 2~3 ~ Most of the masteries here aren't very helpful. The ones that ARE helpful are the ones we're taking. ![]() ![]() ![]() ![]() ![]() ![]() |
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Your get-out-of-jail card. One of my favorite summoner spells of all time, I would take this on almost ANY champion except for some special circumstances. Anyway, here are the main purposes of
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It's your finisher spell. I usually take this spell on almost ALL casters, and why not on
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If you aren't taking
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It's
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This skill is just devastating. It can really completely disable a single target. Since that's your role and your job, you just want to finish your enemy off. It's an alright spell though I don't think you should be the one to take it (and because you can't use it efficiently without getting in range).
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If you hate
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This spell has gotten extremely popular lately. I myself just LOVE this spell, but taking it in mid lane against a champion who will most likely be an AP carry with
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Range: 900
Cool-Down: 7/6.5/6/5.5/5 seconds









Range: +400 to all skills
Cool-Down: 20/16/12/8/4 seconds



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Range: 600
Cool-Down: 12/11/10/9/8 seconds







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Range: 900
Cool-Down: 80/70/60 seconds








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Maxing


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Combos for











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Well, I have to say, if you survived that much of the guide, then congratulations! Hope you actually READ the whole thing as it provides a good lot of information. The exciting part just starts now! As

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Boots and Pots
Pretty self explanatory here. There's really no point in explaining this because it's just the standard go.
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ManaRegen + Potions
You can grab a ward or two while you're at it here. For mages, it helps some get the
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Doran's Ring + 2x HP Pot
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Mana and Pots
I dislike getting this item. You literally can't build this item into anything starting with
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Double Dorans
After getting some farm, you can pick up a few
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The Health Buckle
A good item to get. This will help your tankiness and survive massive burst champions like
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Needlessly Large Rod
Probably the best item. If you can get this on your first/second back, you'll become a killing machine. Just eye your damage, it'll be extremely dangerous for your lane opponent and you can easily burst down the minions. I usually get this item after my double
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Ice Staff
An absolute must for
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AP Infinity Edge
May your AP be a blessing to victory. Seriously if you do not get this item you are a fail carry =( this item just boosts your damage to the maximum! I really don't think I need to explain this item because its just common sense.
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Mage Power Penetration
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Damaging Invincibility
A perfect defense item and gives a LARGE amount of AP and some decent armor. Mainly the passive is just DEVASTATING and can really save your life. With +100 AP, you'll already be getting an additional 15 armor (not including the
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A Cup of Mana
A small amount of magic resistance, good amount of AP, cool-down reduction which
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Best defensive item for carries. However, it does not offer any source of damage. If you really need to survive and take a few crowd controls or dangerous shots like
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The only time I ever get this item is if most of the opposing team gets
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I only get this item if I'm, perhaps, the number one champion on the hit-list. It gives a good amount of both armor AND magic resistance, plus the angel that brings you to life once again. If you feel threatened or have thanatophobia (the fear of death), then you can buy this item. Hopefully, you won't need to as your team should be protecting you (had countless times when they ditched me to chase tanks). With that put, you can also buy this item IF YOUR TEAM IS COMPLETELY INSANE IN THE MEMBRANE.
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If you can get around 3 kills before 10 minutes, your lane opponent is constantly dieing because you're too strong or your jungler is amazing, then you can get this item. It's possible to just snowball your way to victory (this won't work in high-level games. It just puts an X over your head meaning everyone will want you dead, thus losing your stacks). Just putting it out there, you can get it if you feel like you will do well through the rest of the game, or the game will be quite short and you can just finish it at ease. Personally I would never touch this within 100 kills.
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If you get a
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It's
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Make yourself a Fire/Lightning hybrid (or pure fire mage if you're using Scorched Earth
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If you have more then half of your team that uses AP and nobody else gets this item, then it's open for you to take it. Carry it around you and spread it's aura to your allies. They'll be happy. One thing I have to mention though is because you're usually far from the team fight, most of your allies might not be getting the aura effect. Best leave this to your support/tank or someone else that will fight with your team. Otherwise, this item isn't a bad choice.
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I feel this item needs special mention. I used to use
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In Season 3, it's a rather poor item that is replaced with
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There are also some other options that COULD be useful but I find not strong. Notice how little armor works well on


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Greatly decreases your cool-down throughout the game. If you ever needed Magic Penetration, you could grab a
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Along with
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Other Options: None (this is core)
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Personally I think this item should be core on
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Other Options: None (this is core)
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More magic penetration for your AoE skills to hurt more! Magic resistance isn't a threat to you at this rate. You'll be scaling high with AP and magic penetration that the only thing that can stop you is probably health. Well, I'd say this isn't a problem to begin with. Definitely a strong item and should be gotten.
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Gives you 120 AP (which will literally give you a lot of damage) and a fair amount of armor. It's also good to save yourself because just cause you're a ranged hyper-carry doesn't mean you'll always be out of trouble. When the enemies eventually get to you, you have some defenses to last resort yourself. Since most assassins are AD, this will also make you more beefy. 120 AP is the most amount of AP you can get from an item (not including passives) next to
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What's not to love about this item (other then a low amount of AP given)?
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There are many ways to build


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Build 2: A different approach to the first build. Quite similar overall, but just a different set-up. Used often.
Build 3: A much more defensive solution, especially good against high damage enemies and gap-closers. Used occasionally.
Build 4: A more "team-supportive" build. Rarely used.
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For a more comprehensive reading, sample builds here only contain builds that are possible to use. I do not have all the possible items as there are so many combination's you can use as there are tons of items to choose from. There is no super serious build that will serve you the best every game, but there are good choices in items that can lead you there. For elixirs, get them in this order from best to worst:
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Item Sequence










This build excels at pretty much everything. You have a good amount of unfair damage to their carries, a good survival ratio and a fair consistent damage output. I like this build for those reasons and because I can play aggressively and defensively as I please. In other words, you can become like




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Item Sequence










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A typical CDR build. I usually rarely (if ever) build like this but its not bad. It makes your cool-downs go quite low indeed. However, it makes getting CDR from things like blue buff and


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In this section I will cover Laning, Team Fighting, and Ganking. This'll help you against your lane opponent with neat tricks, taking easy steps to dominate your lane, succeed and perfect ganking, and focusing down the right target in a team fight. Whatever it is, it'll help you become better at

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Your early game should consist of a few things. The most important thing you need to do in your early game is GRABBING THE CS! For





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Once you get


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At this point, laning hardly matters (it still does). The main focus turns to dragon and baron. Keep these areas warded. Try to pick off lone enemies with your team (or if you're fed, yourself). Make sure you have




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There are different ways to gank with

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Team fights? What are team fights? You shouldn't be in them! No but seriously, you should be so far away from the team fight that the opponents will have a hard time getting to you (while you use all your skills to completely annihilate them). Stay behind your tanks always and don't get caught off-guard. If you do, you have



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Some key things you should keep in mind while playing

- POSITIONING: You need to have a very good positioning in order to be successful. You should be out of enemy range but you should be in range to hit them. If you have strong CCers on your team, they will be your best friend. Stick behind them, and watch out for flanks. You don't want them going around just to get to you.
- CARRY: Although you have massive range, you are still a carry, and people will attempt to destroy you. Your team should help protect you, and if they don't, then you probably have a bad team. You are a carry, and the support should be helping you out as well. They do their roles, you do yours.
- ACCURACY:By the time you get
Rylai's Crystal Scepter, you shouldn't be missing unless they flash or use an escape skill (ex.
Arcane Shift or
Riftwalk). However, you want to make sure you're hitting the carries with your spells. Make sure you know who you are aiming for before you cast your spells.
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75g for a sight ward and 125g for a






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You can also ward outside the blue buff location. This will work for both blue and purple team and will help you notice incoming ganks from the back. This is extremely common for champions like


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Note I didn't take extra pictures for warding and used the same section as my


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I spent very few days on this guide, but that's because I probably spent about 5 hours a day (and going off-task as well). However, I REALLY hope you enjoyed reading that and take these skills to the future. They'll definitely make you a better


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Optional section that contains a lot of useful information that may not have been gone through. Questions asked frequently will be placed here. Before you leave a question on my guide, maybe check and see if your question is already answered here. This saves more time and I've already given the full explanation. No need to waste time! Questions that may involve helping out my guide a bit can be left in the comment section, so you can feel free by reading here!
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Bah, why do these masteries make such a deal to gameplay anyways? Unfortunately they do, and here we have come to a rather disgusting topic. So what's the choice:












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Usually the main reason you want to play












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Heh, well with this new guide, I hope I can re-teach everyone who has read my OLD

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LAST UPDATE: OCTOBER 29, 2013

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Put your awesome match history records right here!
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April 4, 2012 / The

April 5, 2012 / Added the "Xerath Videos" section and fuddled around with the guide
April 6, 2012 / Added some extra "non-important" stuff to guide
April 7~8, 2012 / Fixed some grammar and coding errors along with last update available
April 16, 2012 / Added some FAQs and facts and changed up the guide a bit
April 25, 2012 / Changed main build
June 9, 2012 / Continuing with updates
June 11, 2012 / Added "How I play Xerath" section because why not?
June 15, 2012 / Added more games to "Hall of Fame" section
September 22, 2012 / Updated
October 15, 2012 / Changed some stuff (meh)
January 6, 2013 / Season 3 Update
July 12, 2013 / Item Update
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