
Xerath Build
the Magus Ascendant
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.
The most played Xerath Support build on patch 26.21 runs Arcane Comet with Manaflow Band, Transcendence and Scorch, plus Coup de Grace and Presence of Mind from the secondary tree. Take Flash and Heal. Start with Health Potion, then build Zaz'Zak's Realmspike, Luden's Echo and Sorcerer's Shoes, followed by Shadowflame, Stormsurge and Rabadon's Deathcap. Max Q (Arcanopulse) first, then W (Eye of Destruction), then E (Shocking Orb). It has a 49.3% win rate and a 3.4% pick rate.
Runes
Primary
Arcane Comet
Damaging a champion with an ability hurls a damaging comet at their location.
Arcane Comet
Damaging a champion with an ability hurls a comet at their location, dealing increased damage based on distance. Adaptive Damage: 15 - 100 based on level (+0.05 AP and +0.1 bonus AD) Cooldown: 20 - 8s Damage amplification scales up to 100% at 750 range.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds.
Manaflow Band
Hitting an enemy champion with an ability permanently increases your maximum mana by 25, up to 250 mana. After reaching 250 bonus mana, restore 1% of your missing mana every 5 seconds. Cooldown: 15 seconds
Transcendence
Gain bonuses upon reaching the following levels: Level 5: +5 Ability Haste Level 8: +5 Ability Haste Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.
Transcendence
Gain bonuses upon reaching the following levels: Level 5: +5 Ability Haste Level 8: +5 Ability Haste Level 11: On Champion takedown, reduce the remaining cooldown of basic abilities by 20%.
Scorch
Your first damaging ability hit every 10s burns champions.
Scorch
Your next damaging ability hit sets champions on fire dealing 20 - 40 bonus magic damage based on level after 1s. Cooldown: 10s
Secondary
Coup de Grace
Deal more damage to low health enemy champions.
Coup de Grace
Deal 8% more damage to champions who have less than 40% health.
Presence of Mind
Restore a small amount of mana or energy when damaging an enemy champion. Takedowns restore mana or energy.
Presence of Mind
Damaging an enemy champion restores 6-50 (80% for ranged) mana or 6 energy. Takedowns restore 15% of your maximum mana or energy. Cooldown for damage restoration: 8s
Summoner Spells
Flash
Cooldown 300s
Flash
Cooldown 300s
Teleports you a short distance toward your cursor.
Heal
Cooldown 240s
Heal
Cooldown 240s
Restores Health and grants Move Speed to you and target allied champion.
Skill Priority
QArcanopulse
Cooldown 9/8/7/6/5s · 80/90/100/110/120 Mana
Fires a long-range beam of energy, dealing magic damage to all targets hit.
WEye of Destruction
Cooldown 14/13/12/11/10s · 80/90/100/110/120 Mana
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.
EShocking Orb
Cooldown 13/12.5/12/11.5/11s · 60/65/70/75/80 Mana
Deals magic damage to an enemy and stuns them.
Item Build
Full build 13,750gStarting Items
Health Potion
2 × 50g
Health Potion
Consume Restores 120 Health over 15 seconds.
Core Build
1Zaz'Zak's Realmspike
400g200 HP · 75% HP Regen · 75% Mana Regen · 9 Gold Per 10 Seconds
Void Explosion · Active
Zaz'Zak's Realmspike
400g- 200 Health
- 75% Base Health Regen
- 75% Base Mana Regen
- 9 Gold Per 10 Seconds
Void Explosion Dealing Ability damage to a champion causes an explosion that deals magic damage. Active (4 charges) Places an Invisible Stealth Ward that grants vision.
2Luden's Echo
2,750g100 AP · 600 Mana · 10 AH
Echo
Luden's Echo
2,750g- 100 Ability Power
- 600 Mana
- 10 Ability Haste
Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
3Sorcerer's Shoes
1,100g12 Magic Pen · 45 MS
Sorcerer's Shoes
1,100g- 12 Magic Penetration
- 45 Move Speed
Enhances Move Speed and magic damage
4Shadowflame
3,200g110 AP · 15 Magic Pen
Cinderbloom
Shadowflame
3,200g- 110 Ability Power
- 15 Magic Penetration
Cinderbloom Magic and true damage Critically Strike enemies below 40% Health, dealing 20% increased damage.
5Stormsurge
2,800g90 AP · 15 Magic Pen · 6% MS
Stormraider · Squall
Stormsurge
2,800g- 90 Ability Power
- 15 Magic Penetration
- 6% Move Speed
Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
6Rabadon's Deathcap
3,500g130 AP
Magical Opus
Rabadon's Deathcap
3,500g- 130 Ability Power
Magical Opus Increases your total Ability Power by 30%.
Abilities & Skill Path

Mana Surge
Xerath's basic attacks periodically restore Mana. Whenever Xerath kills a unit, this cooldown is reduced.
QArcanopulse
Cooldown 9/8/7/6/5s · 80/90/100/110/120 Mana
Fires a long-range beam of energy, dealing magic damage to all targets hit.
WEye of Destruction
Cooldown 14/13/12/11/10s · 80/90/100/110/120 Mana
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.
EShocking Orb
Cooldown 13/12.5/12/11.5/11s · 60/65/70/75/80 Mana
Deals magic damage to an enemy and stuns them.
RRite of the Arcane
Cooldown 130/115/100s · 100 Mana
Xerath immobilizes himself and gains numerous long-range barrages.