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Xerath QoL changes/"Rework"

Typhron October 24, 2012 User blog:Typhron

Update:

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I decided to spend an hour seeing if I could make Xerath better without changing much about him. Here's what I ended up with.

Xerath was billed to us as an "Artillery Mage", but we ended up with a mediocre kit that screams "doesn't know where it wants to be". Xerath at present suffers from too much setup for too little reward and lack of his own niche aside from Lightning Bolts galore (and not being Ryze). The big damage we want him to do, as most "Artillery" things tend to do is lost on meh scaling and diminishing returns.

Addendum: After reading all the feedback I've decided to try my hand at an entire ability overhaul, keeping the 'slight' changes and the 'vast' changes seperate, while both of which share/keep the sentiment that Xerath needs to be altered.

His stats, quotes, triva, etc? Remain the same.


XerathSquare.png Xerath Cost: IP ? or RP ?
Primary: TBA Release date TBA
Attackpower.png 00
Defensepower.png 00
Abilitypower.png 00
Difficulty.png 00
Statistics
Health N/A Attack damage N/A
Health regen. N/A Attack speed N/A
Mana N/A Armor N/A
Mana regen. N/A Magic res. N/A
Range N/A Mov. speed N/A


QoL Abilities

Ascended Form
Locus of Power

While Xerath remains still for longer than 1.3 seconds he draws power from his surroundings, gaining 400 range on all his spells. If he remains still for 2.5 he gains 5 / 10 / 20% damage as well.

Arcanopulse
RANGE: 900/1300
COST: 65 / 70 / 75 / 80 / 85 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Arcanopulse

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

  • Magic Damage: 75 / 115 / 155 / 195 / 235 (+ 70% AP)
  • Max Magic Damage: 90 / 138 / 186 / 234 / 282 (+ 84% AP)
Power Resonation
RANGE: 700/1100
COST: 75 mana
COOLDOWN: 8
Ascended Form

Active: After casting, Xerath will emit pulses of energy in a cone equal to the number of enemies targeted, following the enemy and growing in strength as they travel. The pulses will stop after traveling a certain distance away from Xerath, even if they don't hit an enemy.

  • Nearest Magic Damage: 20 / 30 / 40 / 50 / 60 (+ 20% AP)
  • Farthest Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 60% AP)
  • Maximum Magic Damage: 72 / 108 / 144 / 180 / 216 (+ 72% AP)
Mage Chains
RANGE: 700/1100
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Mage Chains

Active: Deals magic damage to an enemy and marks them with Unstable Magic for 3 seconds. The next spell Xerath strikes this enemy with in these 3 seconds will stun them for 1.5 seconds.

  • Magic Damage: 70 / 120 / 170 / 220 / 270 (+ 80% AP)
  • Max Magic Damage: 84 / 144 / 204 / 264 / 324 (+ 96% AP)
Arcane Barrage
RANGE: 900/1300
COST: 150 / 180 / 210 mana
COOLDOWN: 80 / 70 / 60
Arcane Barrage

Passive: Each time Xerath strikes an enemy with a spell they lose a % of their total magic resist for 4 seconds. Active: Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast another two times, with no cost, within the next 12 seconds before going on cooldown.

  • Magic Resist Reduction: 5% / 10% / 20%
  • Magic Damage Per Cast: 125 / 200 / 275 (+ 60% AP)
  • Total Magic Damage: 375 / 600 / 825 (+ 180% AP)
  • Maximum Magic Damage: 450 / 720 / 990 (+ 206% AP)
  • Diameter of AoE: 400
  • Diameter of Sight: 600


What Changed

  • Passive reworked entirely, making the old W baseline
  • Q gained a .1 bonus to AP scaling.
  • W reworked entirely, working like Nautilus's Depth Charge. (Now without MS)
    • Added W's old Magic Pen to his R as a passive.
  • R remains unchanged due to it being a 3-combo version of other, slightly weaker version of other champion's ults on longer cooldowns (such as Fiddlestick's Crowstorm or Anivia's Blizzard). A change that has been suggested (and would be applied without saying) is smart-casting/normal casting his ult while his passive his in effect (old Locus of Power) and you target outside of your current range, it will hit the max range. This working like Jarvan's flag or many other champions that went through such QoL changes.
  • Improved E's range.

"Rework" Abilities

Ascended Synergy
Locus of Power

Xerath's spells grant him additional effects.

Arcane Bolt
RANGE: 900/1300
COST: 65 / 70 / 75 / 80 / 85 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Arcanopulse

Active: Fires a long-range beam of energy in a line after a short delay, dealing magic damage to all targets hit. Passive: After casting a spell, Xerath's other spells gain 400 casting range while he remains still.

  • Magic Damage: 75 / 115 / 155 / 195 / 235 (+ 70% AP)
  • Max Magic Damage: 90 / 138 / 186 / 234 / 282 (+ 84% AP)
Arcanopulse
RANGE: 700/1100
COST: 75 mana
COOLDOWN: 8
Ascended Form

Active: After casting, Xerath will emit pulses of energy in a cone equal to the number of enemies targeted, following the enemy and growing in strength as they travel. The pulses will stop after traveling a certain distance away from Xerath, even if they don't hit an enemy. Passive: After striking an enemy with a spell Xerath will take reduced damage for 3 seconds. This effect stacks up to 4 times.

  • Nearest Magic Damage: 20 / 30 / 40 / 50 / 60 (+ 20% AP)
  • Farthest Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 60% AP)
  • Maximum Magic Damage: 72 / 108 / 144 / 180 / 216 (+ 72% AP)
  • Damage Reduction: 2% / 4% / 6% / 8% / 10%
Mage Chains
RANGE: 700/1100
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Mage Chains

Active: Marks an enemy with Unstable Magic for 3 seconds. The next spell Xerath strikes this enemy with in these 3 seconds will do magic damage and stun them for 1.5 seconds. Passive: All of Xerath's spells become stronger for 3 seconds after one is cast. This effect stacks up to 4 times.

  • Magic Damage: 70 / 120 / 170 / 220 / 270 (+ 80% AP)
  • Max Magic Damage: 84 / 144 / 204 / 264 / 324 (+ 96% AP)
  • Increased Damage %: 1 / 2 / 3 / 4 / 5
Arcane Barrage
RANGE: 900/1300
COST: 150 / 180 / 210 mana
COOLDOWN: 80 / 70 / 60
Arcane Barrage

Active: Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast another two times with no cost, within the next 12 seconds before going on cooldown, and re/activates any additional effect. Passive: Each time Xerath strikes an enemy with a spell they lose a % of their total magic resist for 4 seconds.

  • Magic Resist Reduction: 5% / 10% / 20%
  • Magic Damage Per Cast: 125 / 200 / 275 (+ 60% AP)
  • Total Magic Damage: 375 / 600 / 825 (+ 180% AP)
  • Maximum Magic Damage: 450 / 720 / 990 (+ 206% AP)
  • Diameter of AoE: 400
  • Diameter of Sight: 600

New W in a nutshell

Typhron herpaxerp

...

Uh...Good?
 
106
 
74
 

The poll was created at 15:14 on October 24, 2012, and so far 180 people voted.
Typhron's Gratuitous Fanfiction Custom Content

HEY, visitor! Want to see more of my custom content, writing pieces on LoL, and otherwise? Click the tabs to see.

They will all suck as bad as this, though. As a heads up.

  • Typhron, Marty Stu The Dark Paladin - December 5th, 2012
    • Character concept using my username (and WoW Character). As a physical damage-focused melee carry that uses a single Stance in conjunction with his manaless costs with a mana-centric focus, a bit like RyzeSquare.png Ryze.
    • Character Traits: Carry | Secondary: Fighter, Assassin
  • Tess, Inciter of the Sands - November 26th, 2012
    • A champion of the "of the Sands" namesake (like NasusSquare.png Nasus and RenektonSquare.png Renekton), being an animal golem person that is mechanically straightforward and thematic. One that is able to play as a Support or a Tanky Mage, with HoTs, HoTs, and utility being the focus.
    • Character Traits: Support | Secondary: Fighter
  • Montgomery, Meister of Zaun. - November 21st, 2012
    • JayceSquare.png Jayce and ViktorSquare.png Viktor hating villain sue villainous tycoon who can be an AP OR AD carry, capable of building one way or another with ease. Built AP he's an Bursty Assassin and built AD he's more of a traditional Carry, being quite good at countering enemy builds no matter what they build.
    • Character Traits: Marksman/Mage

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