Champion Rotation
xerath

Xerath

the Magus Ascendant
Armor:21.88(+3.5 per level)
Health:514.4 (+80 per level)
Magic Resist:30 (+0 per level)
Health Regen:5.42 (+0.55 per level)
Attack Damage:54.7 (+3 per level)
MP:366.96 (+44 per level)
Attack Speed:0.625 (+1.36% per level)
MP Regen:6 (+0.8 per level)
Movement:340

Abilities

Mana Surge

Mana Surge

Xerath's basic attacks periodically restore Mana.
Arcanopulse

Arcanopulse

Cost: 80/90/100/110/120 ManaCooldown: 9/8/7/6/5 secondsRange: 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 (+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 ManaCooldown: 1 secondsRange: 1100
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 10% 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 ManaCooldown: 13/12.5/12/11.5/11 secondsRange: 1050
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 ManaCooldown: 130/115/100 secondsRange: 3200
Xerath ascends to his true form, becoming rooted in place and gaining 3/4/5 Arcane Barrages. This magic artillery deals 200/230/260 (+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.

Tips for Allies

  • 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.

Tips for Enemies

  • 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.

Lore

''A lifetime as a slave has prepared me for eternity as your master.''

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.

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