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A Balanced (at least, i think so) Xerath's Rework

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1 Growth 18 1 Growth 18
Health (+0) Attack damage (+0)
Health regen. (+0) Attack speed (+0%)
Mana (+0) Armor (+0)
Mana regen.   (+0) Magic resist. (+0)
Attack range N/A Mov. speed N/A

Xerath, the Magus Ascendant is a champion in League of Legends.

Abilities

Arcane Overdose

The third consecutive spell that hits the same enemy champion stuns them for 1.75 seconds. The mark (enabled after the second spell) lasts three seconds, or until hit.


Arcanopulse
RANGE: 1000
COST: 65 / 70 / 75 / 80 / 85 mana 
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5

Active: Fires a long-range beam of energy in a line after a 0.75 second delay, dealing magic damage to all targets hit.

  • Magic Damage: 75 / 115 / 155 / 195 / 235 (+ 60% AP)


Primordial Energy
COST: 80
COOLDOWN: 20
Electrical Surge

Active: Increases Xerath's movement speed for 2 seconds and Ability Power for 5 seconds.

  • Bonus movement speed: 16% / 22% / 28% / 34% / 40%
  • Bonus Ability Power: 15 / 25 / 35 / 45 / 55


Mage Chains
RANGE: 650
COST: 70 / 75 / 80 / 85 / 90 mana 
COOLDOWN: 14 / 13 / 12 / 11 / 10
Mage Chains

Active: Snares an enemy next to Xerath, causing damage over 2.5 seconds. The snare lasts 1.5 seconds.

  • Total Magic Damage: 75 / 130 / 185 / 240 / 295 (+ 75% AP)


Arcane Barrage 
RANGE: 1000
COST: 150 / 180 / 210 mana 
COOLDOWN: 80 / 70 / 60

Active: Calls down a blast of arcane energy, dealing magic damage to all enemies in a target area after a 0.5 second delay. Arcane Barrage may be cast again, with no cost, within the next 12 seconds before going on cooldown.

  • Magic Damage Per Cast: 150 / 225 / 300 (+ 80% AP)
  • Maximum Magic Damage: 300 / 450 / 600 (+ 240% AP)
  • Diameter of AoE: 400
  • Diameter of Sight: 600


Principal Changes

  • Xerath's passive was quite of inutile in early game. I modified it to be responsive at all phases of the game. 
  • Instead of a range increase ability, I increased the range of his abilities and changed this increase into an AP and movement speed buff, to give him an escape.
  • Now he has a passive stun, so I modified his stun into a snare, that causes magical damage over 2.5 seconds. Xerath had weak damage per second, and this would fix it.
  • His passive with a three hit ultimate would be incredibly OP. So I increased the damage and removed one of the uses.


What do you think about this?

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