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Abilities

Mana Surge

Mana Surge

Xerath's next basic attack will restore Template:Pp18 mana (doubled against champions).

This does not apply to structures.

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Arcanopulse

Arcanopulse

First Cast: Xerath starts channeling for 3 seconds. Xerath can move while channeling, but cannot attack or cast his other abilities. Over the first 1.5 seconds of the channel, Arcanopulse's range will gradually increase while his movement speed is slowed by up to 50%.

After the 3 seconds, Arcanopulse will cancel and half the mana cost is refunded.

Second Cast: After a brief cast time, Xerath fires a beam of energy in a line that deals magic damage to all enemies hit.

  • Magic Damage: 80 / 120 / 160 / 200 / 240 (+ 75% AP)

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Eye of Destruction

Eye of Destruction

Active: Xerath calls down a blast of arcane energy which strikes after a 0.5 second delay, dealing magic damage and slowing enemies in a target 200-radius area by 10% for 2.5 seconds.

  • Magic Damage: 60 / 90 / 120 / 150 / 180 (+ 60% AP)

Enemies hit directly take an empowered amount of damage and are slowed by a greater amount instead. The empowered slow decays down to 10% over the duration.

  • Empowered Damage: 90 / 135 / 180 / 225 / 270 (+ 90% AP)
  • Empowered Slow: 60 / 65 / 70 / 75 / 80%

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Shocking Orb

Shocking Orb

Active: Xerath fires an 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 increases as the orb travels.

  • Magic Damage: 80 / 110 / 140 / 170 / 200 (+ 45% AP)
  • Missile Speed: 2300
  • Missile width: 60

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Rite of the Arcane

Rite of the Arcane

Active: Xerath anchors himself to his current location for up to 10 seconds. While anchored, Xerath is immune to displacement effects and gains the ability to cast Rite of the Arcane Arcane Barrage up to three times, but cannot cast his other abilities.

Rite of the Arcane Arcane Barrage - Active: Xerath calls down a blast of arcane energy which strikes after a 0.6 second delay, dealing magic damage to enemies within a moderate area.

  • Magic Damage: 190 / 245 / 300 (+ 43% AP)
  • Maximum Single Target Damage: 570 / 735 / 900 (+ 129% AP)

Rite of the Arcane can be cancelled early by moving or attacking and will automatically end once Arcane Barrage has been cast 3 times. If Rite of the Arcane ends without using a single cast of Arcane Barrage, the cooldown is reduced by 50%. Interrupting crowd control effects, with the exception of displacement effects, will interrupt Rite of the Arcane and put it on full cooldown.

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References

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