Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x
Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide
I didn't like this Guide
Thank You!
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Clarity
Flash
Ability Order
Mana Surge (PASSIVE)
Xerath Passive Ability
Sorry xD
Xerath is really good Summoner. Especially in the middle, where you really begin too well. Course is also plenty of other good heroes, but we will focus on xerath. It is a warrior who needs mainly power abilities. When used correctly abilities is also possible that stun and you greatly increase the chances of killing the enemy. Of course, good in teamwork and also because of its Ulti and options hit a target others can not hit because of the distance. Perhaps because of my poor English will understand how to do it. I hope you will enjoy this guide
As for the runes, of course not miss magic pen. for more effective attacks and especially the runes of ability power. This will ensure a really great damage, and its really needed.
Greater Mark of Insight - +0.95 magic penetration
Greater Seal of Potency - +0.59 ability power
Greater Glyph of Force - +0.17 ability power per level (3.06 at champion level 18)
Greater Quintessence of Potency - +4.95 ability power
Greater Quintessence of Force - +0.43 ability power per level (7.74 at champion level 18)
These runes will provide the necessary magic penetration and power ability.
Greater Mark of Insight - +0.95 magic penetration
Greater Seal of Potency - +0.59 ability power
Greater Glyph of Force - +0.17 ability power per level (3.06 at champion level 18)
Greater Quintessence of Potency - +4.95 ability power
Greater Quintessence of Force - +0.43 ability power per level (7.74 at champion level 18)
These runes will provide the necessary magic penetration and power ability.
Items can be selected, of course, utterly and give me the truth, that Doran's Ring is the best choice at the beginning. But we also need enough HP to better overcome the opponent. By buying two more Doran's Rings sure enough HP and AP both for better play. Then just buy Boots for better movement and continue with the purchase in this guide. Of course, when more and more shopping you have to sell Doran's Rings, but try to have what is longest.
Doran's Ring - 15 Ability Power, 100 Health, 5 Mana Per 5 Sec.
Sorcerer's Shoes - 20 Magic Penetration. UNIQUE Passive: Enhanced Movement 2
Rabadon's Deathcap - 140 Ability Power. UNIQUE Passive: Increased ability power by 30%.
Rod of Ages - 80 Ability Power, 630 Health, 725 Mana. Passive: Your Champion gains 18 Health, 20 Mana, and 2 Ability Power every 1 min. Bonuses cap at +180 Health, +200 Mana and +20 Ability Power. (Already included in item statistics) UNIQUE Passive: Upon leveling up, restores 250 health and 200 mana over 8 seconds.
Rylai's Crystal Scepter - 80 Ability Power, 500 Health. UNIQUE Passive: Your spell damage will slow the target's movement speed by 35% for 1.5 seconds (15% for multi-target spells and damage-over-time spells).
Zhonya's Hourglass - 50 Armor, 100 Ability Power. UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering your champion invulnerable and untargetable but unable to take any actions. 90 second cooldown.
As you can see, all these items are mainly due to the penetration magic and ability power.
Doran's Ring - 15 Ability Power, 100 Health, 5 Mana Per 5 Sec.
Sorcerer's Shoes - 20 Magic Penetration. UNIQUE Passive: Enhanced Movement 2
Rabadon's Deathcap - 140 Ability Power. UNIQUE Passive: Increased ability power by 30%.
Rod of Ages - 80 Ability Power, 630 Health, 725 Mana. Passive: Your Champion gains 18 Health, 20 Mana, and 2 Ability Power every 1 min. Bonuses cap at +180 Health, +200 Mana and +20 Ability Power. (Already included in item statistics) UNIQUE Passive: Upon leveling up, restores 250 health and 200 mana over 8 seconds.
Rylai's Crystal Scepter - 80 Ability Power, 500 Health. UNIQUE Passive: Your spell damage will slow the target's movement speed by 35% for 1.5 seconds (15% for multi-target spells and damage-over-time spells).
Zhonya's Hourglass - 50 Armor, 100 Ability Power. UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering your champion invulnerable and untargetable but unable to take any actions. 90 second cooldown.
As you can see, all these items are mainly due to the penetration magic and ability power.
I mainly prefer spells Clarity and Flash.
It is clear to me that someone thinks it's a bad spell, but!! Since this is a game in the middle, so it is clear that with such a hero you want to put the first blood. And it, of course, wants a lot of mana - and it is good Clarity
Flash is good when you need to escape quickly before other Summoners, or when someone is attacking you and you are far away from others or from the tower. Of course you can also take advantage of killing the enemy. For example, when someone attacks and uses flash, so you can jump behind it and needs to be recharged him. Or also when the opponent has a little life, is at the tower and you decide to kill him. It's simple. Kill, flash help jump away from the opponent's tower and you are saved.
But if you're used to playing with other spells so it's up to you :)
Clarity - Restores 160 + 30 x level mana to your champion and 50% of that to nearby allies within 600 range.
Flash - Teleports your Champion to your mouse cursor. 475 range.
It is clear to me that someone thinks it's a bad spell, but!! Since this is a game in the middle, so it is clear that with such a hero you want to put the first blood. And it, of course, wants a lot of mana - and it is good Clarity
Flash is good when you need to escape quickly before other Summoners, or when someone is attacking you and you are far away from others or from the tower. Of course you can also take advantage of killing the enemy. For example, when someone attacks and uses flash, so you can jump behind it and needs to be recharged him. Or also when the opponent has a little life, is at the tower and you decide to kill him. It's simple. Kill, flash help jump away from the opponent's tower and you are saved.
But if you're used to playing with other spells so it's up to you :)
Clarity - Restores 160 + 30 x level mana to your champion and 50% of that to nearby allies within 600 range.
Flash - Teleports your Champion to your mouse cursor. 475 range.
As I wrote in the introduction, so xerath has very strong abilities and the right combination of skills to ensure it stuns the enemy ---> if you are at least 2nd lvl, so I timed it just right. to stun, so you must use the E and then immediately followed by Q. If you are already on the 6th Level or more, so you can make stunning even by E + R. More of his great ability is the key when you press the W key to have other abilities greater range than before.
Ascended Form - Xerath feeds on arcane power, making him increasingly resilient to physical harm. He converts a percentage of his Ability Power into Armor.
Arcanopulse - Fires a long-range beam of energy, dealing magic damage to all targets hit.
Locus of Power - Xerath anchors himself to a source of magical power, increasing the range of all spells and granting him bonus % Magic Penetration. Although he is immobilized while Locus of Power is active, his movement speed increases upon disabling the ability.
Mage Chains - Deals magic damage to an enemy and marks them with Unstable Magic. The next spell Xerath strikes this enemy with stuns them.
Arcane Barrage - Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast up to three times before going on cooldown.
Ascended Form - Xerath feeds on arcane power, making him increasingly resilient to physical harm. He converts a percentage of his Ability Power into Armor.
Arcanopulse - Fires a long-range beam of energy, dealing magic damage to all targets hit.
Locus of Power - Xerath anchors himself to a source of magical power, increasing the range of all spells and granting him bonus % Magic Penetration. Although he is immobilized while Locus of Power is active, his movement speed increases upon disabling the ability.
Mage Chains - Deals magic damage to an enemy and marks them with Unstable Magic. The next spell Xerath strikes this enemy with stuns them.
Arcane Barrage - Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast up to three times before going on cooldown.
I'm sure that you get used to this guide, but I think it's a good choice for such a good summoner.
Once again I would like to apologize for my English. I hope you will enjoy this guide and you will prosper under him in the game. I wish you much success with this summoner and have fun :) .
Sincerely Hasak89
Once again I would like to apologize for my English. I hope you will enjoy this guide and you will prosper under him in the game. I wish you much success with this summoner and have fun :) .
Sincerely Hasak89
You must be logged in to comment. Please login or register.