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Previous 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

Candidate: Xerath
Date: 4 October, 21 CLE

OBSERVATION

Aside from the vaguely human shape within the shattered remnants of his sarcophagus, there is very little indication that the being called Xerath was ever a man. His presence is cold and unfeeling, with nothing to be read upon the iron mask one might call his face.

He does not pause to observe the hallway around him. Xerath approaches the massive doors to the Reflection Chamber and, with a sweep of his arm, they open before him.

REFLECTION

The doors had only just closed behind Xerath when a sandstorm obscured his vision. Violent, stinging wind surrounded him, and he realized in horror that it began to eat away at his very form. The shattered pieces of his sarcophagus withered into wisps of sand. Worse still, Xerath felt himself grow weak. As his prison disappeared into the storm, the arcane energy that made up his form faded with it, replaced by flesh and bone.

The sands of time had turned against him. He was human again.

Around him, the storm took shape in the darkness. He recognized the sandstone walls and the statues that rose from the floor to the ceiling. These regal figures clasped scepters to their chests, and their eyes, plated in gold, gazed eternally down upon those below them. He was in the Temple of the Falcon, where all the mages of Shurima practiced their craft.

The peers of Xerath's youth sparred beneath their Magi ancestors. They threw fire and ice and twisted magic into the shapes of blades, honing the arcane into weaponry. Such was the charge of mages: the greatest masters of magic would stand victorious over Shurima's conquered foes.

Xerath watched silently at the temple's wall, entranced by the light from their spells. Nothing whetted his thirst for understanding as the pure arcane. Its dull glow called to him, and in its depths he knew there lay a thousand secrets.

"Why do you not join them, Xerath?"

The voice broke his focus. Tabia, one of his fellow mages, stood beside him. Her sudden appearance and the look of her smile made him stumble with his words for a moment. "Ah... well... we have our differences."

"You are a mage of Shurima," Tabia said. She moved closer to him. "We have the same path. What differences do you mean?"

"The way they bend their magic," he replied, turning his gaze back to the other mages.

"They make weapons of it, but they don't understand. The more you force your control over it, the more you lose your true connection to the arcane."

"Magic is chaotic. You know the lessons. Without a mage's guiding hand, we can only hope to control what the arcane does and does not destroy."

"Yes, but if it's pure power we want..." Xerath cupped his hand. In the curl of his slender fingers, a blue-violet flame sparked into existence. He knew he could shape it as he wished, but he simply let it burn.

On its own, with only the slightest prodding, the flame grew. Soon it burned fiercely in his hand, its raw power coursing through him and warming his very core.

"All it needs is a vessel," he said.

He turned his gaze up from the flame to see Tabia looking at him, not his magic. She smiled again, and her beauty drew his mind away from the arcane. Between them, the flame grew stronger...

...and then reality blurred around him.

The temple darkened and Tabia's face faded from his view. For a moment he remembered the summoners' trick and the Institute of War, but pain drew him back into another memory.

Sheer, limitless power set him aflame from the inside out. Deep within, at his very core, he felt a searing agony where the fire burned too hot, threatening to burn its way to the surface, to consume and destroy him.

The arcane needed a vessel... but his frail human form could only hold so much.

Xerath grimaced. "I will not allow this mortal body to stop me." He held out his hand. Arcane fire sprung from his fingertips, crackling with power as it formed runes that hung briefly in the air.

The burning, blinding-white magic quickly grew to a tumultuous wind around him. An ancestral statue shattered, its pieces crashing to the ground and shaking the foundation of the temple. It took all of his strength and will to hold the spell. Even then it swelled and flared, threatening to break free.

But a voice rose above the chaos. "Xerath! Stop!"

Tabia.

Xerath's hold over the ritual wavered as he turned towards her voice. She stood at the foot of a Magi ancestor, her dark hair a stark frame to her pale, beautiful face.

"You mustn't do this," she shouted, her eyes burning fearlessly. "It will consume you. It is killing you already, and you would only let it do its work faster!"

"Tabia," Xerath pleaded, his voice hoarse and trembling. "Please, you don't understand..."

The spiraling arcane twisted and pulsed like a storm above them. Xerath felt it slip further from his grasp.

"You do not need this," she said, and there was pleading in her voice, too. "Stop it now, and you can heal. You can have life again. I can help you," she paused. "Come home."

Xerath's will faltered. Perhaps she was right. He imagined himself at home, away from the Magi and the arcane forever, and all the pain it had caused him. The way it had eaten at him from within, all gone. Perhaps...

Tabia mouthed something, but Xerath could not hear her. The statue above her shuddered and began to collapse.

"Tabia! NO!"

At the sound of Tabia's scream, the rest of the statues and the Temple walls began to crumble with the force of Xerath's spell. He'd lost control. At its center, he covered his face with his hands, shouting her name in agony. His brief vision of home and escape from the arcane had been lost as soon as he'd found the strength to reach for it.

It was too late to stop the spell. It would consume him, too, and he trembled in terror at the prospect. All of his efforts for naught... everything he'd worked for, lost.

Unless he finished the ritual.

He hesitated. Part of him wished to accept death, but a greater part still remembered what he'd set out to do—to become something greater. To transcend the mortal body that held other mages back.

He had nothing left but this. Though his whole body ached with weakness, Xerath steeled himself.

I will become eternal... or I will die.

He raised his arms and the writhing mass of magic above him again gained some semblance of form, but still it expanded, destroying the remaining Magi statues and the temple's walls. Xerath pulled the spell inward with all the strength he could muster, blocking out what he could see of the temple collapsing around him.

For a moment, in the chaos of the arcane, he could see a reflection of himself: a pale, emaciated man, aged well beyond his years.

As the spell engulfed him, Xerath's eyes were full of fear.

In an instant, the chaos subsided. Xerath was back in the Reflection Chamber, and a hooded summoner stood before him.

"All that power," said the summoner, "And now you are a prisoner."

"An inconvenience," Xerath replied, his voice echoing through the chamber.

"Yet not what you envisioned when you took control of that spell. Do you have regret, Magus?"

"I do not."

The summoner scowled. "You sacrificed yourself, your people, and the woman you loved... all for power. Power you can no longer reach."

"As I said," Xerath continued. "An inconvenience. I will be free."

"Why do you want to join the League, Xerath?"

At this, Xerath paused. "The burden of my prison was brought about because the mages of Shurima could not comprehend what it was I pursued. I will not allow my goals to be misunderstood again. Consider my work with your League, summoner, a show of good faith."

The summoner regarded him quietly for a moment before giving a curt nod. "As you say. How does it feel, exposing your mind?"

Xerath turned away. "I am no longer the naïve student you have exposed," he said, "My previous existence means nothing."

Previous Abilities

These abilities were part of Xerath's original kit, in use from his release in V1.0.0.126 until his rework in V4.2.

Ascended Form
Ascended Form

Xerath feeds on arcane power, becoming increasingly resilient to physical harm; granting him 15% of his ability power as bonus armor.

Ability Details
Ascended Form is a self-targeted buff.


Arcanopulse
RANGE: 900 (1300 during Locus of Power.png Locus of Power)
COST: 65 / 70 / 75 / 80 / 85 mana
COOLDOWN: 7 / 6.5 / 6 / 5.5 / 5
Arcanopulse old

Active: After gathering energy for 0.5 seconds, Xerath fires an arcane beam that deals magic damage to all enemies in a line.

  • Magic Damage: 75 / 115 / 155 / 195 / 235 (+ 60% AP)
Ability Details
Arcanopulse is an linear area of effect.

Additional Information:

  • Cast times cannot be interrupted by crowd control effects. During the cast time, Xerath will ignore crowd control effects but still suffers from them if the duration persists.
  • If Xerath is displaced by a knockback or pull effect during the cast time, the beam will fire from the original point of casting.
  • If Xerath dies during the cast time, Arcanopulse will not fire but is still placed on cooldown.


Locus of Power
COOLDOWN: 20 / 16 / 12 / 8 / 4
Locus of Power

Active: Xerath immobilizes himself at his location, granting his spells 400-range and gaining bonus magic penetration.

  • Bonus Magic Penetration: 16 / 22 / 28 / 34 / 40%

This lasts up to 8 seconds but can be canceled early by reactivating the ability. When the effect ends, Xerath gains 35% increased movement speed for 2 seconds.

Ability Details
Locus of Power is self-targeted ability that roots Xerath and grants a buff.

Additional Information:

  • Both activation and reactivation have a 0.5 second delay that cannot be cancelled.
  • Activation triggers Tear of the Goddess item.png Tear and Spellblade effects but reactivation does not.
  • Knock back and knock up effects are not prevented.
  • Xerath can use Dark Passage.png Dark Passage while rooted.
  • The ability's cooldown begins when the effect ends and the speed buff starts.


Mage Chains
RANGE: 600 (1000 during Locus of Power.png Locus of Power)
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 12 / 11 / 10 / 9 / 8
Mage Chains

Active: Xerath deals magic damage to an enemy and marks them with Unstable Magic for 3 seconds. Unstable Magic will trigger if a marked enemy is hit by one of Xerath's spells, stunning them for 1.5 seconds.

  • Magic Damage: 70 / 120 / 170 / 220 / 270 (+ 80% AP)
Ability Details
Mage Chains is a single target ability that debuffs the target.

Additional Information:

  • Unstable Magic can be triggered even if all damage is mitigated (such as by shields).
  • Unstable Magic cannot be triggered by item actives or summoner spells.


Arcane Barrage
RANGE: 900 (1300 during Locus of Power.png Locus of Power)
COST: 150 / 180 / 210 mana
COOLDOWN: 80 / 70 / 60
Arcane Barrage

Active: Xerath calls down a blast of arcane energy, which strikes after a 0.5 second delay dealing magic damage to enemies within a 200-radius. Arcane Barrage can be recasted up to two more times in the next 12 seconds.

  • Magic Damage Per Blast: 125 / 200 / 275 (+ 60% AP)
  • Max Single Target Damage: 375 / 600 / 825 (+ 180% AP)
Ability Details
Arcane Barrage is a ground-targeted area of effect barrage ability.

Additional Information:

  • Arcane Barrage uses a barrage system so that it can be cast multiple time within a given period at no additional cost.
  • There is an ~0.2 second casting time that must be completed in order for the beam to deal damage.
    • Cast times cannot be interrupted by crowd control effects, and will only be interrupted by Xerath's death. If Xerath dies during the 0.2 seconds, the beam will fizzle after the 0.5 seconds (and will not deal damage).
    • During the cast time, Xerath will ignore crowd control effects but still suffers from them if the duration persists.
    • If Xerath is displaced by a knockabout or pull effect during the cast time, Arcane Barrage fill still go off at the target location even if he is no longer in range.
  • The outline of the area of effect will appear the moment Xerath begins casting, and deals damage after the 0.5 delay. After the 0.2 second casting time, there is no way to stop the blast.
  • There is a 0.9 second internal cooldown between casts (0.4 seconds after the previous cast has dealt damage).
  • A cosmetic buff indicates how many casts are left.
  • The sight radius is estimated to be 300.
  • Xerath laughs with each cast, louder with successive casts.
    • Can be heard up to 1800 units away, unless Xerath is in the fog of war.


Previous Splash Art

Patch History

V7.9
  • Stats
    • Magic resistance growth increased to 0.5 from 0.
V6.24
V6.16
  • Eye of Destruction.png Eye of Destruction
    • Bug Fix: No longer fires in weird directions when cast while the cursor is hovering over the minimap.
V6.9
  • Arcanopulse.png Arcanopulse
    • Width reduced to 145 from 150.
    • Warning indicator now better matches the damage zone.
  • Shocking Orb.png Shocking Orb
    • Stun icon Stun duration changed to 0.5-2 seconds from 0.75-1.75.
  • Rite of the Arcane.png Rite of the Arcane
    • Number of barrages increased to 3 / 4 / 5 from 3 at all ranks.
    • Base damage changed to 200 / 230 / 260 from 190 / 245 / 300.
      • Total damage increased to 600 / 920 / 1300 (+ 129 / 172 / 215% AP) from 570 / 735 / 900 (+ 129% AP).
    • Range increased to 3520 / 4840 / 6160 from 3200 / 4400 / 5600
    • Impact radius increased to 200 from 190.
    • Delay between shots increased to 0.8 seconds from 0.6.
    • New Effect: Camera now zooms out a bit when casting this spell.
    • Updated particles.
V6.7
  • Rite of the Arcane.png Rite of the Arcane
    • Bug Fix: The cast range indicator for Rite of the Arcane has been shrunk to match the ability’s actual range.
    • Bug Fix: Rite of the Arcane no longer fails to deal damage to Baron Nashor Baron Nashor at extreme ranges.
V5.22
  • Stats
    • Base mana increased to 366.96 from 316.96.
    • Mana growth reduced to 44 from 47.
V5.8
  • Rite of the Arcane.png Rite of the Arcane
    • Fixed a bug where Xerath could accidentally fire his first Arcane Barrage on top of himself if he pressed R too fast.
V5.4
  • Shocking Orb.png Shocking Orb
    • Maximum stun duration reduced from 2.25 seconds to 1.75 seconds.
V5.1
  • Shocking Orb.png Shocking Orb
    • Tooltip updated to reflect the actual maximum stun duration of 2.25 seconds from incorrectly listing 2 seconds.
V4.17
  • General
    • Texture updates to Classic, Battlecast, and Runeborn Xerath.
V4.16
  • General
    • New lore.
    • Additional quotes, including special quotes for Ascension.
V4.15
V4.14
  • Rite of the Arcane.png Rite of the Arcane
    • The 0.6 second cooldown between casts no longer benefits from cooldown reduction.
V4.5
  • Base armor increased to 16 from 12.
V4.2 Reworked
  • Additional quotes, including special taunts for Syndra Syndra and Thresh Thresh.
  • Stats
    • Base mana reduced to to 238 from 250.
    • Mana per level increased to 47 from 45.
    • Base mana regeneration reduced to 6 from 7.
    • Mana regeneration per 5 per level increased to 0.65 from 0.6.
    • Attack range reduced to 525 from 550.
    • Attack animation slightly shortened.
  • Mana Surge.png Mana Surge (Innate)
    • Every 12 seconds, Xerath's next basic attack will restore 30 - 195 mana. The amount of mana restored is doubled if the attack target is a champion
  • Arcanopulse.png Arcanopulse (Q)
    • First Cast: Xerath starts charging, gradually increasing Arcanopulse's range from 700 to 1400 while slowing down movement speed by up to 50% over the next 1.5 seconds seconds. After 3 seconds, Arcanopulse cancels and half the mana cost is refunded.
    • Second Cast: After a brief cast time, Xerath fires a beam of energy in a line the deals magic damage to all enemies hit.
    • Damage increased to 80 / 120 / 160 / 200 / 240 (+ 75% AP) from 75 / 115 / 155 / 195 / 235 (+ 60% AP).
    • Cooldown adjusted to 9 / 8 / 7 / 6 / 5 from 7 / 6.5 / 6 / 5.5 / 5.
    • Mana cost increased to 80 / 90 / 100 / 110 / 120 from 65 / 70 / 75 / 80 / 85.
  • Eye of Destruction.png Eye of Destruction (W)
    • Active: Calls down a ground-targeted blast of energy, dealing 60 / 90 / 120 / 150 / 180 (+ 60% AP) magic damage to all enemies caught within the blast and slowing them by 10%. Enemies caught in the middle of the blast instead take 90 / 135 / 180 / 225 / 270 (+ 90% AP) 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 Shocking Orb (E)
    • Active: Xerath fires a orb of energy forward in a line that detonates on striking an enemy, dealing magic damage and stunning them for between 0.75 and 2 seconds. The stun duration is longer the further the Shocking Orb has travelled.
    • Cooldown: 18 / 16 / 14 / 12 / 10 seconds
    • Mana cost: 60 / 65 / 70 / 75 / 80
    • Range: 1000
  • Rite of the Arcane.png Rite of the Arcane (Ultimate)
    • Active: Xerath roots himself in place and gains three shots of Arcane Barrage, a very long range magic artillery that does 190 / 245 / 300 (+43% AP) 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
  • Stats
    • Base movement speed increased to 340 from 315.
V1.0.0.147b
V1.0.0.143
  • Arcane Barrage.png Arcane Barrage
    • Reduced the delay between casting the spell and the impact to 0.5 seconds from 0.875.
    • The visual indicator for the ultimate will appear at the start of the cast bar instead of at the end.
V1.0.0.142
  • Locus of Power.png Locus of Power
    • Magic penetration bonus increased to 16 / 22 / 28 / 34 / 40% from 10 / 15 / 20 / 25 / 30%.
  • Mage Chains.png Mage Chains
    • Missile speed increased to 2100 from 1700.
    • Ability power ratio increased to (+ 80% AP) from (+ 70% AP).
V1.0.0.134
  • Arcane Barrage.png Arcane Barrage
    • 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.png Mage Chains could sometimes stun the target for 2 seconds instead of 1.5.
V1.0.0.126 Added.
  • Ascended Form.png Ascended Form (Innate)
    • Xerath feeds on arcane power, making him increasingly resilient to physical harm. He converts a percentage of his ability power into armor.
  • Arcanopulse.png Arcanopulse (Q)
    • Fires a long-range beam of energy, dealing magic damage to all targets hit.
  • Locus of Power.png Locus of Power (W)
    • Xerath anchors himself to a source of magical power, increasing the range of all spells and granting him bonus % magic penetration. Although he is immobilized while Locus of Power is active, his movement speed increases upon disabling the ability.
  • Mage Chains.png Mage Chains (E)
    • Deals magic damage to an enemy and marks them with Unstable Magic. The next spell Xerath strikes this enemy with stuns them.
  • Arcane Barrage.png Arcane Barrage (Ultimate)
    • Calls down a blast of arcane energy, dealing magic damage to all enemies in an area. May be cast up to three times before going on cooldown.

References