Mid 6300 975
Xerath is one of the strongest poke champions in the game with a high skill-cap. Able to continuously lay down a barrage of long range damage, Xerath can end fights before they begin, or stun targets out of position while being safe from initiation.
Health: 380 (+80 per level)
Mana: 238 (+47 per level)
Attack Damage: 51.66 (+3 per level)
Attack Speed: 0.625 (+1.36% per level)
Movement Speed: 340
Health Regen: 4.5 (+0.55 per level)
Mana Regen: 6 (+0.65 per level)
Armor: 16 (+3.5 per level)
Magic Resist: 30 (+0 per level)
Xerath's basic attacks periodically restore mana.
Cost: 80/90/100/110/120 Mana
Fires a long-range beam of energy, dealing magic damage to all targets hit.
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
Cost: 70/80/90/100/110 Mana
While toggled Health.res Health every third subsequent attack.
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.
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.
Cost: 60/65/70/75/80 Mana
Deals magic damage to an enemy and stuns them.
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 0.75 and 2 seconds. The stun duration lengthens based on how far the orb travels.
Rite of the Arcane
Cost: 100 Mana
Xerath immobilizes himself and gains three shots of a long-range attack.
Xerath ascends to his true form, becoming rooted in place and gaining 3 Arcane Barrages. This magic artillery deals 190/245/300 (+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 Xerath does not fire off a single Arcane Barrage, half of the cooldown of Rite of the Arcane is refunded.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Q W E R
Runes and summoner spells