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Xerath - The Magus Ascendant

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Xerath
XerathSquare.png
The Magus Ascendant
Release Date: October 5th, 2011
Cost: 4800IP 880RP
Attributes: Mage, Assassin
Resource: Mana
Statistics
Health: 380 (+80)
HP Regen: 4.5 (+0.55)
Mana: 238 (+47)
Mana Regen: 6 (+0.8)
Move Speed: 340

Attack Damage: 51.66 (+3.0)
Attack Speed: 0.625 (+1.36%)
Range: 525
Armor: 12 (+3.5)
Magic Resist: 30 (+0)

Description

Lore: In the ancient civilization of Shurima, the mage called Xerath practiced magic with undying passion. He believed that with enough magical power, he could gaze into the heart of Runeterra to know the secrets of history and the universe beyond. Such magic was beyond the limitations of a mortal body, but Xerath obsessively pursued a path to infinite power nonetheless. With every breakthrough he grew more and more powerful, yet not without consequence. Xerath's increasing arcane abilities wrought havoc on his physical form. Desperate, he undertook a dangerous ritual to transcend his dying body. The outcome would be immortality or self-destruction. Violent magic unleashed during the ritual caused devastation throughout Shurima, but when the dust settled, Xerath emerged as an ascended being of pure arcane energy.

Free of flesh and bone, Xerath held nearly infinite power at his command. However, in the wake of his chaotic ritual, the mages of Shurima feared his careless disregard for life would bring ruin to the kingdom. After a terrible struggle they subdued Xerath, but they could not destroy his ascended form. Instead they trapped him within an enchanted sarcophagus and sealed him in an underground tomb. Eons passed, civilizations rose and fell, and Xerath's imprisonment was lost to memory. For centuries, Xerath's vast power tore away at the sarcophagus and weakened its spell. Finally, he willed forth a burst of magic that shattered his prison, but its core remained, containing Xerath and his power within its broken pieces. Seeking to rid himself of this burden, he was drawn to the magic of Valoran's nexuses and found he could absorb their power. Yet the nexuses had gatekeepers: petty mages known as summoners. Xerath knew his key to true freedom from his prison lay in gaining their trust, and he offered his power to the League of Legends.

"I have no need for vengeance. Time has brought ruin to the mages of Shurima and I alone remain."

- Xerath, the Magus Ascendant

Abilities

PassiveMana Surge
Mana Surge.png
(Innate) Xerath's next basic attack restores 30 / 33 / 36 / 42 / 48 / 54 / 63 / 72 / 81 / 90 /102 / 114 / 126 / 138 / 150 / 165 / 180 / 195 mana every 12 seconds which is doubled if Xerath attacks a champion.


QArcanopulseBanshee's Veil.png
Arcanopulse2.png
First Cast: When Xerath starts charging, his movement speed is decreased gradually while the range of Arcanopulse is increased over the next few seconds. While charged, Xerath is unable to attack or use other abilities. Arcanopulse is cancelled after 4 seconds and half of its mana cost is refunded.
Second Cast: After a short casting time, Xerath fires an energy beam in a line dealing magic damage to all enemies hit.
Range: 750-1400
Width: 100
Cost: 80 / 90 / 100 / 110 / 120 mana
Magic Damage: 80 / 120 / 160 / 200 / 240
(+0.75 Ability Power)
Cooldown: 9 / 8 / 7 / 6 / 5 seconds


WEye of DestructionBanshee's Veil.pngCleanseQss.png
Eye of Destruction.png
(Active) A blast of arcane energy strikes after a delay of 0.5 seconds slowing enemies and dealing magic damage within 200-radius area, 10% for 2.5 seconds. Champions directly hit take high amount of damage and are slowed down. The slow effect decays to 10% over the duration.
Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 14 / 13 / 12 / 11 / 10 seconds
Bonus Magic Penetration: 16 / 22 / 28 / 34 / 40%


EShocking OrbBanshee's Veil.pngCleanseQss.png
Shocking Orb.png
(Active) An orb of energy is fired in a line and detonates when an enemy champion is hit. This results to magic damage and stun the target for 0.75 to 1.75 seconds. The duration of the stun depends on how far the Shocking Orb has travelled.
Range: 1050
Cost: 60 / 65 / 70 / 75 / 80 mana
Cooldown: 13 / 12.5 / 12 / 11.5 / 11 seconds
Magic Damage: 80 / 110 / 140 / 170 / 200
(+0.45 Ability Power)


RRite of the ArcaneBanshee's Veil.png
Rite of the Arcane.png
(Active) Xerath is anchored to his current location up to 10 seconds while gaining the ability to cast Arcane Barrage for up to 3 times. Moving or attacking can cancel Ascension and automatically ends after casting Arcane Barrage 3 times. The cooldown is reduced by 50% if Ascension has ended without casting Arcane Barrage.
(Arcane Barrage - Active): Xerath release a blast of energy that strikes after a delay of 0.5 seconds dealing magic damage to enemy champions within a certain area.
Range: 3200 / 4400 / 5600
Effect Radius: 200
Sight Radius: 300
Cost: 100 mana
Cooldown: 130 / 115 / 100 seconds
Magic Damage per Cast: 190 / 245 / 300
(+0.43 Ability Power)
Maximum Magic Damage: 570 / 735 / 900
(+1.29 Ability Power)


Recommended Items


Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Esltumbnail.png IEM Season IX World Championship 0 2 0 2 0 10.5
Esltumbnail.png IEM Season IX - Cologne 0 1 0 1 0 7.1
WC2014.png 2014 World Championship 0 6 2 4 33.3 7.7
NA LCS.png 2014 NA LCS Summer Playoffs 0 4 2 2 50 13.8
Ogn logo.png 2014 Season Korea Regional Finals 0 3 1 2 33.3 23.1

Patch History

v5.8

"We tried to fix this with an earlier hotfix but that didn't stick. This should do it."

  • Rite of the Arcane.png R - Rite of the Arcane
    • ARCANE: HAT Fixed a bug where Xerath could accidentally fire his first Arcane Barrage on top of himself if he presses R too fast

v5.4
E'S MAX STUN DURATION IS DOWN.

"Shocking Orb was originally designed as a 'melee-friendly' crowd control - better at keeping opponents at bay from afar, but worse at stopping people that had already closed on him. In practice, it amplified his already-potent long range burst when used offensively, giving him really high pick potential for such a siege-focused champion. We're toning back the max duration to be less punishing for those brave souls looking to close the gap and stomp his face in. (Mask? Arcane headplate with eyesockets? You get it.)"

  • Shocking Orb.png E - Shocking Orb
    • MAXIMUM STUN DURATION: 2.25 seconds ⇒ 1.75 seconds

v5.1
"Tooltips often contain numbers. Sometimes, we accidentally write those numbers smaller than they are. This is one of those times."

  • Shocking Orb.png E - Shocking Orb
    • KNOWLEDGE IS POWER, EXCEPT WHEN IT'S A TOOLTIP: Tooltip updated to match actual max stun duration (2.25 seconds). Actual value unaffected.


v4.15
"The hidden power of support Xerath."

  • Eye of Destruction.png W - Eye of Destruction
    • SORRY SUPPORT XERATH: The Spellthief's line of items no longer procs twice when Xerath hits targets in the center of his spell.

v4.14
R's delay between shots doesn't scale with cooldown reduction.

"We always intended for Xerath's ultimate to be very dodgeable in a one-on-one situation, as he should be relying on his teammates for help. While we could technically position this as a bugfix, this is a definite power reduction for Xerath, so we're calling it a nerf fix (as opposed to a buff fix)."

  • Rite of the Arcane.png R - Rite of the Arcane
    • NERF FIX: The delay between Arcane Barrages scales with cooldown reduction ⇒ is fixed at 0.6 seconds between individual shots

v4.2
Xerath is getting a complete overhaul of his kit along with new particle effects, ability icons, VOs and some new animations. Read below for the full details.

This rework isn’t driven by a concern for power levels. Instead, like a lot of our reworks, it’s focused on delivering a unique, cohesive champion theme. Xerath’s theme has always been the arcane sniper with huge damage potential. Give him time and the right target, and he can precisely pick off his victims. That said, with Xerath’s old kit, he had so much spell penetration and rapid-fire abilities that players would often just dump all of his damage on the nearest target. We believe his new kit delivers on a better champion fantasy.

  • General
    • BASE MANA :: 250 (+45 per level) ⇒ 238 (+47 per level)
    • BASE MANA REGEN :: 7 per 5 seconds (+0.6 per level) ⇒ 6 per 5 seconds (+0.65 per level)
    • ATTACK RANGE :: 550 ⇒ 525
    • VISUAL :: Attack animation has been shortened slightly
  • Mana Surge.png Passive - Mana Surge
    • Every 10 seconds, your next basic attack restores between 30 and 195 mana. The amount it restores scales with your character level.
    • EFFECT :: Attacking an enemy champion restores double the amount of mana
  • Arcanopulse2.png Q - Arcanopulse
    • FIRST CAST :: Begin channeling, gradually increasing the spell's range from 700 to 1400 while slowing down movement speed by up to 50%. Xerath can move while channeling.
    • SECOND CAST :: Damage all enemies in a line for 80/120/160/200/240 (+0.75 ability power) magic damage
    • COOLDOWN :: 9/8/7/6/5 seconds
    • MANA COST :: 80/90/100/110/120
    • RANGE :: Channeling increases the ability's range from 700 to 1400 over 1.5 seconds
    • EFFECT :: Xerath can hold a full range Arcanopulse for an additional 1.5 seconds
    • EFFECT :: While channeling this spell, Xerath gradually slows his movement speed by up to 50%
  • Eye of Destruction.png W - Eye of Destruction
    • AOE DAMAGE & SLOW :: Calls down a ground-targeted blast of energy, dealing 60/90/120/150/180 (+0.6 ability power) magic damage to all enemies caught within the blast and slowing them by 10%
    • CENTER OF BLAST :: Enemies caught in the middle of the blast instead take 90/135/180/225/270 (+0.9 ability power) magic damage and are slowed by 60/65/70/75/80% instead
    • COOLDOWN :: 14/13/12/11/10 seconds
    • MANA COST :: 70/80/90/100/110
    • RANGE :: 1000
  • Shocking Orb.png E - Shocking Orb
    • SKILLSHOT NUKE :: Fires an orb of raw magic in a straight line. The first enemy hit takes 80/110/140/170/200 (+0.45 ability power) magic damage and is stunned for between 0.75 and 2 seconds (the stun duration is based on how far the orb traveled)
    • COOLDOWN :: 13/12.5/12/11.5/11 seconds
    • MANA COST :: 60/65/70/75/80
    • RANGE :: 1000
  • Rite of the Arcane.png R - Rite of the Arcane
    • ULTIMATE :: Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190/245/300 (+0.43 ability power) magic damage to all enemies hit. Xerath can cancel this effect early. Half of the cooldown is refunded if no shots of Arcane Barrage were used.
    • COOLDOWN :: 130/115/100 seconds
    • MANA COST :: 100 at all ranks
    • RANGE :: 3200/4400/5600

v1.0.0.152

  • Base Movement Speed increased by 25.

September 18th - World Championship Hotfix

  • Locus of Power can now be cast while rooted

v1.0.0.143

  • Arcane Barrage
    • Reduced the delay between casting the spell and the impact to 0.5 seconds from 0.875 seconds
    • The visual indicator for the ultimate will now appear at the start of the cast bar instead of at the end

v1.0.0.142

  • Locus of Power magic penetration bonus increased to 16 / 22 / 28 / 34 / 40% from 10 / 15 / 20 / 25 / 30%
  • Mage Chains
    • Missile speed increased to 2,100 from 1,700
    • Ability power ratio increased to 0.8 from 0.7

v1.0.0.134

  • Arcane Barrage's allied ultimate HUD indicator will now remain green until all 3 spell casts are used

v1.0.0.132

  • Fixed a bug where Mage Chains could sometimes stun the target for 2 seconds instead of 1.5

v1.0.0.126


Xerath
released




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