{"id":17638,"date":"2026-02-17T22:43:37","date_gmt":"2026-02-17T22:43:37","guid":{"rendered":"https:\/\/magicstark.cz\/wiki\/xerath-the-magus-ascendant\/"},"modified":"2026-02-17T22:43:37","modified_gmt":"2026-02-17T22:43:37","slug":"xerath-the-magus-ascendant","status":"publish","type":"wiki","link":"https:\/\/magicstark.cz\/en\/wiki\/xerath-the-magus-ascendant\/","title":{"rendered":"Xerath: The Magus Ascendant"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\"><strong>Xerath<\/strong> is a champion in League of Legends played in the <strong>Mid lane and Support<\/strong>, classified as an <strong>Artillery (Mage \/ Support)<\/strong>. He uses <strong>Mana<\/strong> (400 \u2013 832.63) and deals <strong>Magic<\/strong> damage. Xerath was released on <strong>October 5, 2011<\/strong>, and was last updated in patch <strong>V25.08<\/strong>. Store price: <strong>675 Blue Essence \/ 585 RP<\/strong>.<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n<iframe loading=\"lazy\" title=\"Xerath: Champion Spotlight | Gameplay - League of Legends\" width=\"500\" height=\"281\" src=\"https:\/\/www.youtube.com\/embed\/2v5MmuMJ2qU?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcca Base Statistics<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Statistic<\/strong><\/td><td><strong>Base Value<\/strong><\/td><td><strong>Max Value (lvl 18)<\/strong><\/td><\/tr><tr><td>HP<\/td><td>596<\/td><td>2680.49<\/td><\/tr><tr><td>Mana (MP)<\/td><td>400<\/td><td>832.63<\/td><\/tr><tr><td>Attack Damage (AD)<\/td><td>55<\/td><td>114<\/td><\/tr><tr><td>Armor (AR)<\/td><td>22<\/td><td>114.43<\/td><\/tr><tr><td>Magic Resist (MR)<\/td><td>30<\/td><td>55.56<\/td><\/tr><tr><td>Movement Speed (MS)<\/td><td>340<\/td><td>340 (fixed)<\/td><\/tr><tr><td>Attack Range<\/td><td>525 (Ranged)<\/td><td>525 (fixed)<\/td><\/tr><tr><td>Base AS<\/td><td>0.658<\/td><td>\u2014<\/td><\/tr><tr><td>Missile Speed<\/td><td>2000<\/td><td>\u2014<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Artillery Classification \u2014 Pure Range Over Everything: <\/strong>Xerath is classified as Artillery \u2014 the rarest class in the game alongside Ziggs and Vel&#8217;Koz \u2014 meaning his entire design philosophy prioritizes <strong>maximum engagement range with zero mobility tools<\/strong>. Q at max charge reaches 1450 units, W reaches 1000 units with 0.528-second delay, E reaches 1125 units, R reaches <strong>5000 units globally<\/strong>. For context, most mid laners have 600\u2013900 range on their longest-range ability. Xerath&#8217;s tradeoff: <strong>22 base armor<\/strong> (among the lowest in the game), 596 HP base, zero gap-close abilities, and zero CC immunity \u2014 if an enemy reaches Xerath, the fight is over. Every itemization and positioning decision must be made with the understanding that <strong>Xerath&#8217;s survival window at melee range is measured in seconds<\/strong><\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 Passive: Mana Surge<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Static Cooldown<\/td><td>16 seconds<\/td><\/tr><tr><td>Mana Restored (vs monsters\/minions)<\/td><td>30 \u2013 225 (based on level)<\/td><\/tr><tr><td>Mana Restored (vs champions)<\/td><td>60 \u2013 450 (based on level) \u2014 doubled<\/td><\/tr><tr><td>Kill CD Reduction<\/td><td>\u22123.5 seconds per enemy kill<\/td><\/tr><tr><td>Non-Trigger Condition<\/td><td>Does not trigger if Xerath would restore above maximum mana<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>INNATE: <\/strong>Periodically, Xerath empowers his next basic attack on-hit to restore <strong>30\u2013225 mana<\/strong> (based on level). Against enemy champions, this is <strong>doubled to 60\u2013450 mana<\/strong>. Mana Surge&#8217;s cooldown is reduced by 3.5 seconds per enemy killed. Does not trigger if Xerath would restore above maximum mana.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Mana Surge \u2014 Self-Sustaining Mana Economy: <\/strong>At level 18, Mana Surge restores <strong>225 mana per proc on minions, 450 on champions<\/strong>. Xerath&#8217;s max mana at level 18 is 832 \u2014 a single Mana Surge proc on a champion at level 18 restores <strong>54% of his maximum mana in one auto attack<\/strong>. In practice this means: Xerath needs to auto-attack one champion per fight (or minion every 16 seconds) to maintain mana over extended poke games. Combined with mana-efficient ability usage: <strong>Q refunds half mana when cancelled<\/strong>, R refunds half CD when unused \u2014 Xerath is designed to be mana-sustainable despite high individual ability costs (80\u2013120 mana per Q\/W). The <strong>\u22123.5 seconds per kill<\/strong> makes Mana Surge cycle faster in fights with multiple kill opportunities, maintaining mana more efficiently as fights compound.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u26a1 Q: Arcanopulse<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>80 \/ 90 \/ 100 \/ 110 \/ 120 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>9 \/ 8 \/ 7 \/ 6 \/ 5 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>None<\/td><\/tr><tr><td>Width<\/td><td>145<\/td><\/tr><tr><td>Range at Channel Start<\/td><td>700<\/td><\/tr><tr><td>Range at Max Channel (1.5\u20131.75 seconds)<\/td><td>1450<\/td><\/tr><tr><td>Max Channel Duration<\/td><td>3 seconds<\/td><\/tr><tr><td>Self-Slow During Channel<\/td><td>0% \u2013 40% (based on channel time)<\/td><\/tr><tr><td>Magic Damage (recast)<\/td><td>75 \/ 115 \/ 155 \/ 195 \/ 235 (+ 90% AP)<\/td><\/tr><tr><td>Mana Refund (interrupted or expired)<\/td><td>Half the mana cost (40 \/ 45 \/ 50 \/ 55 \/ 60)<\/td><\/tr><tr><td>Recast Lock<\/td><td>0.528 seconds unable to act after recast before beam fires<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Xerath channels while being <strong>slowed 0\u201340% (based on channel time)<\/strong> for up to 3 seconds, increasing Arcanopulse&#8217;s range over the first <strong>1.5\u20131.75 seconds<\/strong> from 700 to 1450. Arcanopulse can be recast within the duration (auto-cancels if charge completes or is interrupted, refunding half mana). Recast: Xerath becomes unable to act for <strong>0.528 seconds<\/strong> then fires a beam dealing magic damage in a line.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 Q Range Scaling \u2014 The 1.5-Second Sweet Spot: <\/strong>Q&#8217;s range increases from 700 to 1450 over the <strong>first 1.5\u20131.75 seconds<\/strong> of channel \u2014 after that point, range is already at maximum but Xerath is still channeling (and still being slowed 40%). The optimal Q pattern: <strong>channel for exactly 1.5 seconds \u2192 recast<\/strong> = maximum 1450 range with minimum exposure time at maximum slow. Channeling beyond 1.75 seconds <strong>does not extend range further<\/strong>, only extends the 40% slow vulnerability window. Against moving targets: slightly shorter channels (1\u20131.2 seconds) fire at 1100\u20131250 range \u2014 still far beyond most champions&#8217; abilities \u2014 while <strong>reducing the 0.528-second locked recast animation<\/strong> relative to how far the target has moved. Master Xerath players pre-aim the recast direction, channel 1.5 seconds, and fire instantly at max range without extending into the 3-second cap.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udcab W: Eye of Destruction<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>80 \/ 90 \/ 100 \/ 110 \/ 120 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>14 \/ 13 \/ 12 \/ 11 \/ 10 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>0.25 seconds<\/td><\/tr><tr><td>Target Range<\/td><td>1000<\/td><\/tr><tr><td>Effect Radius (outer zone)<\/td><td>275<\/td><\/tr><tr><td>Effect Radius (epicenter)<\/td><td>125<\/td><\/tr><tr><td>Delay<\/td><td>0.528 seconds before blast lands<\/td><\/tr><tr><td>Outer Zone Magic Damage<\/td><td>50 \/ 85 \/ 120 \/ 155 \/ 190 (+ 65% AP)<\/td><\/tr><tr><td>Outer Zone Slow<\/td><td>25% for 2.5 seconds<\/td><\/tr><tr><td>Epicenter Magic Damage<\/td><td>83.35 \/ 141.695 \/ 200.04 \/ 258.385 \/ 316.73 (+ 108.355% AP)<\/td><\/tr><tr><td>Epicenter Slow<\/td><td>60 \/ 65 \/ 70 \/ 75 \/ 80% (decaying to 25% over duration)<\/td><\/tr><tr><td>Sight<\/td><td>Briefly granted on area hit<\/td><\/tr><tr><td>Epicenter Mechanic<\/td><td>66.7% increased damage + stronger slow compared to outer zone<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Xerath casts down a blast of arcane energy that strikes the target location after <strong>0.528 seconds<\/strong>, briefly granting sight of the area and dealing magic damage to enemies hit, slowing them by 25% for 2.5 seconds. Enemies in the <strong>epicenter take 66.7% increased damage<\/strong> and are slowed by a greater amount, <strong>decaying to 25% over the duration<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 W Epicenter \u2014 The Precision Landing Zone: <\/strong>The epicenter (125-radius inner zone) vs. outer zone (275-radius) damage difference: <strong>outer zone = 190 + 65% AP at max rank, epicenter = 316.73 + 108.355% AP<\/strong> \u2014 the epicenter deals <strong>66.7% more damage and applies 80% slow<\/strong> (decaying) vs. 25% outer slow. At 600 AP: outer zone = 190 + 390 = 580 magic. Epicenter = 316.73 + 650 = <strong>966 magic damage \u2014 66% more damage from hitting the center<\/strong>. The 0.528-second delay is the enemy&#8217;s window to step out of the 275-radius outer zone or the 125-radius epicenter. <strong>Against a Q-slowed target (40% slow)<\/strong>: at 335 MS \u00d7 60% = 201 MS during Q slow, in 0.528 seconds the target moves ~106 units \u2014 less than the 125-radius epicenter. A Q-slowed target who is in the epicenter when W is cast <strong>cannot escape the epicenter<\/strong> during the 0.528-second delay, guaranteeing the 316.73 + 108.355% AP hit. Q \u2192 W epicenter on a slowed target is Xerath&#8217;s highest single-rotation damage window.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83d\udd35 E: Shocking Orb<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>60 \/ 65 \/ 70 \/ 75 \/ 80 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>13 \/ 12.5 \/ 12 \/ 11.5 \/ 11 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>0.25 seconds<\/td><\/tr><tr><td>Range<\/td><td>1125<\/td><\/tr><tr><td>Width<\/td><td>120<\/td><\/tr><tr><td>Speed<\/td><td>1400<\/td><\/tr><tr><td>Magic Damage<\/td><td>70 \/ 100 \/ 130 \/ 160 \/ 190 (+ 45% AP)<\/td><\/tr><tr><td>Stun Duration<\/td><td>0.75 \u2013 2.25 seconds (based on orb travel distance)<\/td><\/tr><tr><td>Stun at Minimum Range<\/td><td>0.75 seconds<\/td><\/tr><tr><td>Stun at Maximum Range (1125)<\/td><td>2.25 seconds<\/td><\/tr><tr><td>Target<\/td><td>First enemy hit<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Xerath fires an orb of energy in the target direction dealing magic damage to the first enemy hit and <strong>stunning them for 0.75\u20132.25 seconds based on orb travel distance<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 E Distance-Based Stun \u2014 Maximum Range = 3\u00d7 the Minimum Stun: <\/strong>Shocking Orb&#8217;s stun scales from <strong>0.75 seconds at point-blank to 2.25 seconds at full 1125-unit travel distance<\/strong>. The stun duration increases linearly with distance: at 375 units traveled = ~1 second stun, at 750 units = ~1.75 seconds, at 1125 units = 2.25 seconds. <strong>Always fire E from as far back as possible for maximum stun duration<\/strong>. Against an enemy at 800 units from Xerath: ~1.85 seconds of stun. Against an enemy approaching from 1125 units: 2.25 seconds. At 600 AP: E deals 190 + 270 = 460 magic damage with <strong>a 2.25-second stun at max range<\/strong> \u2014 Xerath can fire Q (fully charged at 1450 range), W epicenter (at 1000 range), and auto attack during a 2.25-second stun window. The speed (1400) and 120-width make close-range E misses more forgivable as the short distance reduces the stun penalty.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2604\ufe0f R: Rite of the Arcane<\/strong><\/h2>\n\n\n\n<figure class=\"wp-block-table\"><table class=\"has-fixed-layout\"><tbody><tr><td><strong>Parameter<\/strong><\/td><td><strong>Value<\/strong><\/td><\/tr><tr><td>Cost<\/td><td>100 Mana<\/td><\/tr><tr><td>Cooldown<\/td><td>130 \/ 115 \/ 100 seconds<\/td><\/tr><tr><td>Cast Time<\/td><td>None<\/td><\/tr><tr><td>Channel Duration<\/td><td>Up to 10 seconds<\/td><\/tr><tr><td>Target Range<\/td><td>5000<\/td><\/tr><tr><td>Effect Radius (each missile)<\/td><td>200<\/td><\/tr><tr><td>Number of Recasts (Arcane Barrages)<\/td><td>4 \/ 5 \/ 6<\/td><\/tr><tr><td>Recast Static Cooldown<\/td><td>0.5 seconds between missiles<\/td><\/tr><tr><td>Delay per Missile<\/td><td>0.627 seconds after each recast<\/td><\/tr><tr><td>Base Magic Damage per Missile<\/td><td>170 \/ 220 \/ 270 (+ 45% AP)<\/td><\/tr><tr><td>Arcane Perfection Stacks (per champion hit)<\/td><td>Stacks up to 3 \/ 4 \/ 5 maximum<\/td><\/tr><tr><td>Arcane Perfection Damage Increase per Stack<\/td><td>20 \/ 25 \/ 30 (+ 5% AP)<\/td><\/tr><tr><td>Unused R CD Refund<\/td><td>Half of cooldown refunded<\/td><\/tr><tr><td>Self-Reveal Condition<\/td><td>Revealed while enemy champions are within R range after first missile<\/td><\/tr><tr><td>Impact Reveal (no nearby enemies)<\/td><td>175 \/ 200 \/ 225 units distance from enemy unit for reveal<\/td><\/tr><\/tbody><\/table><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>ACTIVE: <\/strong>Xerath channels for up to 10 seconds, gaining the ability to recast Rite of the Arcane up to <strong>4\u20136 times<\/strong> after 0.5 seconds within the duration. If R ends without any recasts used, <strong>half the cooldown is refunded<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>RECAST \u2014 ARCANE BARRAGE: <\/strong>Xerath catapults an arcane missile striking the target after <strong>0.627 seconds delay<\/strong>, dealing magic damage and briefly granting sight. Each cast has a 0.5-second static cooldown. After catapulting the first missile, Xerath <strong>reveals himself while there are enemy champions within R range. Hitting at least one enemy champion grants Arcane Perfection stack<\/strong>, stacking up to maximum. <strong>Each stack increases Arcane Barrage&#8217;s damage<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 R Arcane Perfection \u2014 Stacking Missile Damage: <\/strong>Each champion hit by Arcane Barrage during R grants 1 Arcane Perfection stack (max 3\u20135 at R1\u20133). Each stack increases subsequent Arcane Barrage damage by 20\u201330 + 5% AP. At R3 with 600 AP (5 max stacks): base damage = 270 + 270 = 540 per missile. After 5 champion hits: 540 + (5 \u00d7 30 + 5 \u00d7 30) = 540 + <strong>300 bonus damage<\/strong> = <strong>840 magic damage per missile at max stacks<\/strong>. With 6 total missiles at R3 (maximum recasts), hitting all 6 on champions: the 6th missile deals 840 vs. the 1st missile&#8217;s 540. <strong>Total maximum R damage at R3 with 600 AP and all 6 missiles hitting: approximately 4000+ magic damage<\/strong> against a single target across the channel. The <strong>0.5-second delay before recast availability<\/strong> means Xerath must wait between each missile cast \u2014 no burst-firing all 6 in sequence.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\ud83d\udca1 R Unused = Half CD Refund \u2014 The Safe Scouting Tool: <\/strong>R activated but no missiles fired = <strong>half CD refunded<\/strong>. At R3: 100-second base CD. Activating R for vision scouting without firing any missiles refunds 50 seconds \u2192 <strong>effective 50-second cooldown for the scouting vision<\/strong>. This converts R into a global vision tool with a 50-second cooldown rather than wasting the full 100 seconds. The <strong>5000-range target zone provides sight of the area briefly on missile impact<\/strong> \u2014 even against terrain where no enemy is present, the impact vision briefly reveals brush or fog of war. The <strong>self-reveal mechanic<\/strong> (Xerath revealed while enemies are within range after first missile) means stealth-scouting via R without firing missiles provides information without revealing position.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\ud83c\udfaf Strategies and Gameplay Tips<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Early Game (Levels 1\u20136)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Q Level 1\u20132 Poke \u2014 Establish Range Control: <\/strong>Arcanopulse at level 1 fires at 700\u20131450 range for 75 + 90% AP damage \u2014 against a melee champion who has 125 melee range, firing Q at 1000+ range means <strong>zero retaliation risk<\/strong>. Establish early level 1\u20132 Q poke patterns: channel 1.5 seconds \u2192 fire at 1000+ range \u2192 retreat 50\u2013100 units laterally during the 0.528-second recast lock. Against ranged mid laners who can poke back at 550\u2013700 range: <strong>channel Q to 1200+ range before firing<\/strong> to guarantee Xerath&#8217;s poke lands beyond their counterpoking range. Level 1\u20132 Q has a 9-second CD at rank 1 \u2014 poke approximately every 9 seconds when it&#8217;s safe to channel 1.5 seconds without being engaged on.<\/li>\n\n\n\n<li><strong>Mana Surge on Minions for Mana Sustain: <\/strong>Auto-attack minions every 16 seconds specifically to trigger Mana Surge (30\u2013225 mana restoration based on level). At level 6: Mana Surge restores approximately 90 mana per proc. With Xerath&#8217;s mana pool at approximately 590 by level 6, <strong>one Mana Surge proc every 16 seconds restores 15% of max mana passively<\/strong> \u2014 sufficient to offset 1\u20132 Q or W casts per minute without consuming mana items. The <strong>\u22123.5 seconds per kill<\/strong> means farming minions in lane compress Mana Surge CD throughout a wave \u2014 6 minion kills in one wave shave 21 seconds off Mana Surge&#8217;s 16-second base CD, enabling more frequent procs against a champion during the wave fight window.<\/li>\n\n\n\n<li><strong>E Toward River for Ganks: <\/strong>E&#8217;s 1125 range and 1400 speed fire down the lane toward approaching enemies. Against a jungler approaching from the river (visible at ~700\u2013800 units): <strong>E at full 1125 range toward them<\/strong> = 2.25-second stun on a gank that hasn&#8217;t even reached lane yet. The stun at full range gives Xerath&#8217;s own jungler time to respond, and Xerath can fire W into the stunned jungler (epicenter-targeted since they&#8217;re stationary for 2.25 seconds) followed by Q for significant burst against an enemy who came to gank.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Mid Game (Levels 7\u201313)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>The Q \u2192 W Epicenter Combo on a Slowed Target: <\/strong>Against a stationary or Q-slowed target: <strong>Q channel 1.5 seconds (target at 800\u20131100 range) \u2192 Q fires (applies 0% slow at start, increasing to 40% by full channel) \u2192 W placed at epicenter of slowed target&#8217;s current position \u2192 W delay 0.528 seconds while target moves ~100 units at reduced MS<\/strong>. At 600 AP: Q = 235 + 211 = 446 magic damage. W epicenter = 316.73 + 650 = 966 magic. Total: <strong>~1412 magic damage from Q \u2192 W epicenter at max rank with 600 AP<\/strong>. Against a carry with 1500 effective HP, this combo represents ~94% of their HP in pure magic damage from beyond their attack range.<\/li>\n\n\n\n<li><strong>E \u2192 W Epicenter on Stunned Target: <\/strong>Full 2.25-second E stun at max range makes W epicenter landing trivial \u2014 <strong>fire E \u2192 immediately place W on stunned target&#8217;s exact position<\/strong>. The target cannot move for 2.25 seconds; W lands after 0.528 seconds during the stun. During the remaining 1.72 seconds of stun: Q fires from 1450 range. The <strong>E \u2192 W epicenter \u2192 Q during stun<\/strong> represents Xerath&#8217;s maximum single-rotation damage against a stationary target. At 600 AP: E = 190 + 270 = 460 + W epicenter 966 + Q 446 = <strong>~1872 magic damage in under 3 seconds<\/strong> from 1000\u20131450 range against a target who cannot react.<\/li>\n\n\n\n<li><strong>R for Early Skirmishes Across the Map: <\/strong>Rite of the Arcane&#8217;s 5000-range coverage enables Xerath to participate in fights on the opposite side of the map from mid lane. Against a bot lane skirmish at Dragon while Xerath pushes mid: <strong>R \u2192 fire 4\u20136 missiles into the fight<\/strong>. Each missile stacks Arcane Perfection \u2014 a 270 + 45% AP missile at R3 with 600 AP = 540 base damage \u00d7 (stacked to 840 at max perfection). Two missiles hitting carries in a 2v2 bot fight can swing the fight entirely without Xerath moving from mid lane. The <strong>0.627-second delay per missile<\/strong> requires leading target positions since fights are dynamic \u2014 fire R missiles at the predicted position of the retreating carry, not their current position.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Late Game (Level 14+)<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>R Global Execution and Objective Deny: <\/strong>At R3 (100-second CD with half-refund if unused), R fires 6 missiles at 5000 range. The stacked Arcane Perfection on missile 5\u20136 (840 magic damage at 600 AP) <strong>executes wounded champions fleeing from teamfights across the map<\/strong>. A carry at 30% HP retreating after a teamfight on the other side of Summoner&#8217;s Rift is within Xerath&#8217;s R range \u2014 <strong>two well-aimed R missiles represent potentially 1680 magic damage<\/strong> that arrives regardless of the target&#8217;s escape tools. Alternatively, R fired at the enemy jungler&#8217;s position during Baron contest deals AoE 200-radius damage \u2014 a 540-magic hit on 3 clustered enemies contesting Baron is <strong>1620 magic damage to the contesting team<\/strong> without Xerath being present.<\/li>\n\n\n\n<li><strong>Teamfight Positioning at Extreme Backline: <\/strong>Xerath&#8217;s 22 base armor and lack of defensive tools require positioning at <strong>the maximum engagement distance<\/strong> behind allies during teamfights. Against compositions with dashes: stand <strong>2+ ability ranges behind the frontline<\/strong> \u2014 Q at 1450 range fired from 500 units behind your team means 1950 units from the enemy front. Against non-dash compositions: stand at whatever distance maintains Q full-charge range without being in W or skillshot reach. <strong>Xerath played correctly is mechanically unkillable in teamfights<\/strong> \u2014 not because he&#8217;s tanky, but because he physically cannot be reached at proper positioning distance.<\/li>\n\n\n\n<li><strong>Arcane Perfection Stack Building During R: <\/strong>The first R missile reveals Xerath while enemies are in range \u2014 subsequent missiles fire into a fight where Xerath knows enemy positions from reveal. <strong>Aim first missile at the largest cluster for guaranteed champion hit<\/strong> (first hit = first Arcane Perfection stack). Subsequent missiles: target the highest-HP champion each time for maximum stack value on the highest-priority target. By missile 5\u20136, Xerath is firing at <strong>540 + (5 stacks \u00d7 30 + 5% AP per stack) = 840 magic damage<\/strong> at the enemy carry who has been taking stacking hits throughout the R duration.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u274c Common Mistakes and How to Avoid Them<\/strong><\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong>Channeling Q Past 1.75 Seconds: <\/strong>Q reaches maximum 1450 range at 1.5\u20131.75 seconds. <strong>Continuing the channel past 1.75 seconds doesn&#8217;t extend range further<\/strong> \u2014 it only maintains the 40% self-slow vulnerability window without benefit. Fire Q at exactly 1.5\u20131.75 seconds unless actively using the continued channel to draw the enemy forward into a W trap. The 3-second maximum channel is a trap: it provides zero additional range after 1.75 seconds while <strong>tripling the time Xerath is slowed and stationary<\/strong> (from 1.75s to 3s = 1.25 additional seconds of 40% slow exposure).<\/li>\n\n\n\n<li><strong>W on Outer Zone Instead of Epicenter: <\/strong>Placing W at the target&#8217;s current position rather than <strong>where they will be after the 0.528-second delay<\/strong> causes consistent outer zone hits instead of epicenter hits. Against a walking target at 335 MS: in 0.528 seconds they move ~177 units. <strong>Place W 177 units ahead of their current position in the direction they&#8217;re walking<\/strong>. Against a Q-slowed target (40% slow): they move ~100 units. Place W 100 units ahead. Epicenter hits deal 66.7% more damage \u2014 consistently hitting outer zone instead of epicenter represents approximately <strong>35% less W damage across all casts<\/strong><\/li>\n\n\n\n<li><strong>Firing E at Close Range: <\/strong>Shocking Orb stun at close range (200\u2013300 units) = <strong>0.75\u20131.0 seconds<\/strong> \u2014 the minimum benefit. The exact same E ability at 1000+ unit travel = 2.0\u20132.25 seconds stun. <strong>Reposition backward before firing E<\/strong> if the enemy is within 500 units. Sacrificing 300ms of repositioning time to add 1.25 seconds of additional stun duration transforms E from a brief interrupt into a reliable full-combo window. The habit: enemy approaches \u2192 step back to 700+ units \u2192 E fires at distance \u2192 1.75+ seconds stun \u2192 full Q + W epicenter lands during stun.<\/li>\n\n\n\n<li><strong>Using R Without Arcane Perfection Stacking Strategy: <\/strong>Firing all R missiles at different targets prevents Arcane Perfection from stacking on a single target \u2014 stacks reset between different targets. <strong>Focus all R missiles on one target to maximize stack damage<\/strong> unless the fight requires multi-target disruption. Against a single priority carry: 6 missiles on the same target stacks to 5 perfection = <strong>840 magic per missile on missiles 5\u20136<\/strong>. Against 6 missiles split across 3 enemies: each receives 2 missiles at base 540 damage each = 1080 per enemy vs. 1 enemy receiving 540+540+570+570+570+840 = <strong>3630 damage for focus fire<\/strong> \u2014 triple the damage on one target vs. spreading.<\/li>\n\n\n\n<li><strong>Not Cancelling Q for Half Mana Refund: <\/strong>Q refunds <strong>half mana if cancelled before firing or if it expires unused<\/strong> \u2014 40\u201360 mana back depending on rank. Against an approach from an enemy during Q channel (Xerath is being engaged on): <strong>cancel Q immediately to refund half mana rather than attempting to fire a short-range Q<\/strong> into a target who will instantly retaliate. A cancelled Q costs only 40\u201360 mana net instead of the full 80\u2013120 mana. Then flash away or E to stun. The instinct to fire Q defensively at 700 range into a dashing assassin is worse than cancelling for mana refund and using E for the stun.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2699\ufe0f Recommended Build and Itemization<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Core Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/ludens-companion\/\">Luden&#8217;s Tempest<\/a>: <\/strong>Magic pen for all abilities against MR-building targets. Movement speed for repositioning between Q channels (Xerath&#8217;s only mobility is MS, making every MS point critical for repositioning between channels). Mana for sustaining the 80\u2013120 mana per Q\/W cast cycle. The burst passive on first ability hit of a fight triggers on E at 1125 range, adding damage during the stun window.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/shadowflame\/\">Shadowflame<\/a>: <\/strong>Flat magic pen for short-range trades where Xerath forces W epicenter on stationary targets. Shield-shredding vs. support shields (Lulu, Janna, Karma) protecting carries from Xerath&#8217;s long-range poke. AP scaling amplifies Q (90% AP), W epicenter (108.355% AP), and R stack scaling (5% AP per Arcane Perfection stack).<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/rabadons-deathcap\/\">Rabadon&#8217;s Deathcap<\/a>: <\/strong>AP multiplier amplifying Q&#8217;s 90% AP, W epicenter&#8217;s 108.355% AP, and R&#8217;s 45% AP per missile (plus 5% AP per stack). At 400 AP pre-Rabadon&#8217;s: post-Rabadon&#8217;s ~520 AP. W epicenter damage increase: (520 \u2212 400) \u00d7 108.355% = <strong>130 additional magic damage per W epicenter<\/strong> purely from Rabadon&#8217;s AP multiplier. R&#8217;s 5 stacks at +5% AP each: 5 \u00d7 5% of 520 = 130 additional damage per missile from Arcane Perfection after Rabadon&#8217;s. Rabadon&#8217;s is the single item that most amplifies Xerath&#8217;s R stacking pattern.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>Situational Items<\/strong><\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/void-staff\/\">Void Staff<\/a>: <\/strong>Percent magic pen for enemies who build significant MR against Xerath&#8217;s sustained poke. Against a 200 MR composition: Void Staff converts Q damage from 235 + AP at (100\/300) mitigation = 33% effective to 235 + AP at (100\/220) = <strong>45% effective \u2014 36% more Q damage through Void Staff<\/strong>. Essential against compositions that itemize specifically against Xerath&#8217;s magic damage.<\/li>\n\n\n\n<li><strong><a href=\"https:\/\/magicstark.cz\/en\/wiki\/zhonyas-hourglass\/\">Zhonya&#8217;s Hourglass<\/a>: <\/strong>2.5-second stasis after R channel begins \u2014 Xerath activates R, fires 1\u20132 missiles, immediately Zhonya&#8217;s \u2192 stasis for 2.5 seconds while the previous missiles are in flight \u2192 exits stasis \u2192 fires remaining missiles. Against compositions that dive Xerath immediately after R is revealed: <strong>R reveals Xerath after first missile \u2192 Zhonya&#8217;s immediately \u2192 emerge from stasis and fire remaining missiles<\/strong> while the diving enemies cannot act during the stasis. The armor from Zhonya&#8217;s also partially addresses Xerath&#8217;s 22 base armor fragility.<\/li>\n\n\n\n<li><strong>Shard of True Ice (Support Item): <\/strong>When playing Support Xerath: provides mana sustain to supplement Mana Surge, slowing active on Q auto-empowered autos, and gold generation for item completion. Support Xerath benefits from <strong>the same core ability kit at a reduced gold cost<\/strong> relative to mid lane investment \u2014 Q, W, E, R function identically regardless of item count, and Xerath&#8217;s zone-control utility in lane (1000-range W, 1125-range E stun) doesn&#8217;t require full AP investment to be impactful as a poke support.<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>\u2694\ufe0f Counter Picks &amp; Matchups<\/strong><\/h2>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u2705 Xerath Counters<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/wiki\/cassiopeia-the-serpents-embrace\/\">Cassiopeia<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Cassiopeia&#8217;s 850 Q range (Noxious Blast) falls <strong>400 units short of Xerath&#8217;s Q maximum range of 1450<\/strong>. Xerath pokes Cassiopeia consistently from 1200+ range, outside Noxious Blast&#8217;s reach. Twin Fang&#8217;s 700 range requires Cassiopeia to position forward to capitalize on her poison \u2014 this forward positioning makes Cassiopeia a consistent E stun target at 1000+ unit distance. Petrifying Gaze (R) 820-range cone means Cassiopeia must reach Xerath to use her ultimate \u2014 the 2.25-second E stun from maximum range provides sufficient Xerath escape time (335 MS \u00d7 2.25s = 750 units of retreat = Cassiopeia can&#8217;t reach R range during E stun).<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/viktor-the-herald-of-the-arcane\/\">Viktor<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Viktor&#8217;s 600-range Q and 550-range E beam place his abilities entirely within Xerath&#8217;s safe poke range. <strong>Xerath&#8217;s Q at 1000+ range pokes Viktor without entering Viktor&#8217;s W Gravity Field radius (800 range) or Q range<\/strong>. Viktor&#8217;s Arcane Storm (R) requires 700 range to land \u2014 Xerath positions beyond this threshold during teamfights. Pre-augment Viktor at 100 Hex Fragments is significantly weaker than max-ranked Xerath abilities, and Xerath&#8217;s poke pattern prevents Viktor from accumulating fragment income efficiently by forcing him away from CS.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/veigar-the-tiny-master-of-evil\/\">Veigar<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Veigar&#8217;s Event Horizon (E) cage 650 range requires him to be significantly closer than Xerath&#8217;s safe poke distance. <strong>Q poke at 1000\u20131450 range forces Veigar to take consistent damage without being able to respond<\/strong> with his 700-range Dark Matter (W) or initiate a cage. Against Veigar&#8217;s Primordial Burst (R) \u2014 while R is extremely damaging \u2014 it requires Veigar to be within 650 range for Event Horizon setup. Xerath&#8217;s E at 1125 range <strong>stuns Veigar before he reaches cage range<\/strong>, preventing the setup for the primary burst combo.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\"><strong>\u274c Xerath is Countered By<\/strong><\/h3>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>1. <a href=\"https:\/\/magicstark.cz\/en\/wiki\/zed-the-master-of-shadows\/\">Zed<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Zed&#8217;s entire kit is designed to eliminate immobile mages \u2014 Living Shadow (W) + Shadow Slash (E) creates an unpredictable approach vector that Xerath&#8217;s Q channel self-slow makes him unable to dodge. <strong>Death Mark&#8217;s 3-second countdown<\/strong> is timed to expire during Xerath&#8217;s most vulnerable window \u2014 mid Q channel or during the 0.528-second recast lock. Xerath has no escapes: no dash, no blink, no CC immunity. E&#8217;s 2.25-second stun at max range <strong>does stop Zed mid-approach<\/strong>, but Zed&#8217;s Shadow can be recalled before CC lands, and the Shadow positioning ambiguity makes accurate E targeting against Zed specifically difficult.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>2. <a href=\"https:\/\/magicstark.cz\/wiki\/katarina-the-sinister-blade\/\">Katarina<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Shunpo (E) dash at 675 range arrives faster than Q&#8217;s 0.528-second recast lock can fire. <strong>Katarina&#8217;s dagger pick-up mechanics mean she&#8217;s in constant motion<\/strong>, making Q channel aim and W epicenter landing nearly impossible. Death Lotus (R) channel deals significant damage but Xerath&#8217;s E stun breaks it \u2014 however, reaching E range against a mobile Katarina who is already in Xerath&#8217;s face is difficult. Bouncing Blades (Q) daggers placed at E range create threat zones that force Xerath to reposition mid-Q-channel, breaking the channel entirely.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>3. <a href=\"https:\/\/magicstark.cz\/wiki\/talon-the-blades-shadow\/\">Talon<\/a><\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Rake (W) boomerang at 900 range hits Xerath within his Q channel window, and <strong>Assassin&#8217;s Path (E) wall-jumping ignores all Xerath&#8217;s terrain-dependent positioning<\/strong>. Noxian Diplomacy (Q) into wall-jump creates approach angles from non-obvious directions \u2014 Xerath&#8217;s 22 base armor absorbs Talon&#8217;s physical burst poorly. Shadow Assault (R) invisibility prevents E stun targeting (Xerath cannot aim E at an invisible target). <strong>Talon can eliminate Xerath in under 2 seconds<\/strong> from melee range, which Xerath has no toolkit response to \u2014 only correct positioning before Talon&#8217;s approach can be avoided.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\"><strong>FAQ<\/strong><\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: What is the correct ability leveling order?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: Max <strong>Q (Arcanopulse) first<\/strong> \u2014 the damage (75\u2192235 + 90% AP) and cooldown reduction (9s\u21925s) are the highest priority rank-ups. CD reduction at max rank means Q fires every 5 seconds during sustained poke, dramatically increasing poke frequency. Max <strong>W (Eye of Destruction) second<\/strong> \u2014 the epicenter damage (83.35\u2192316.73 + 108.355% AP), slow strength (60\u219280%), and cooldown (14s\u219210s) are more impactful than E&#8217;s rank-ups. Max <strong>E (Shocking Orb) last<\/strong> \u2014 stun duration is always distance-based (unchanged by rank), and the damage (70\u2192190 + 45% AP) increases are lower priority than W&#8217;s epicenter damage scaling. R at 6, 11, 16.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: What happens if R ends without using any missiles?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: <strong>Half of R&#8217;s cooldown is refunded<\/strong> \u2014 at R3 with a 100-second base cooldown, unused R refunds 50 seconds, leaving 50 seconds until the next R. This makes activating R for <strong>global vision scouting<\/strong> a legitimate low-cost option: enter R channel at objectives, use the 5000-range recast zone to <strong>briefly reveal terrain and approaches without firing<\/strong>, cancel R \u2192 only 50 seconds until next R. Using R purely for vision at critical map moments (Baron spawn, enemy jungle buff timer) costs 50 effective seconds of R CD rather than 100. <strong>The key: cancel before any missiles fire<\/strong> \u2014 firing even one missile forfeits the refund condition.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Is Xerath viable as a Support?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: Yes \u2014 Support Xerath is a legitimate pick. Q poke at 1450 range from a support position fires <strong>from behind the ADC&#8217;s position<\/strong>, allowing sustained poke from a protected backline. E&#8217;s 2.25-second stun at max range provides reliable engage setup for the ADC. W&#8217;s epicenter slow (80% at max rank) is a peel\/engage tool depending on positioning. The primary difference: <strong>support Xerath builds support item + AP rather than full mid-lane AP<\/strong>, reducing per-ability damage. However, Xerath&#8217;s utility (zone control, global R, E stun) doesn&#8217;t require maximum AP to be impactful \u2014 the range and CC are fixed regardless of AP investment.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: How does the self-reveal in R work?<\/strong><\/p>\n\n\n\n<p class=\"wp-block-paragraph\">A: After Xerath fires his <strong>first Arcane Barrage missile<\/strong>, he is <strong>revealed to enemies for as long as enemy champions are within R&#8217;s 5000-unit range<\/strong>. This means: firing the first missile reveals Xerath&#8217;s position. Against enemies who have the information of Xerath&#8217;s location, they can move to Xerath&#8217;s map position. The <strong>invisibility\/ward removal of R<\/strong> trades Xerath&#8217;s stealth for the information + damage from R. If no enemy champions are within 5000 range, Xerath reveals himself briefly when a missile impacts within <strong>175\u2013225 units of any enemy unit<\/strong> (not champions). The reveal mechanic incentivizes firing R missiles in rapid succession after reveal rather than slow-firing \u2014 once revealed, the clock starts on enemy champions moving toward Xerath&#8217;s position.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Q: Can Xerath miss all Q charges and still get mana back?<\/strong>A: <strong>Yes<\/strong> \u2014 if Q is interrupted by CC or Xerath manually cancels Q before recast, OR if Q&#8217;s full 3-second channel completes without recast, the ability is cancelled and <strong>half the mana cost is refunded (40\u201360 mana depending on rank)<\/strong>. This is explicitly designed to reduce Xerath&#8217;s mana punishment for missed channels in situations where the channel must be abandoned. When ganked mid-channel: cancel Q immediately for the partial refund rather than firing desperately at short range (which both misses likely and doesn&#8217;t refund mana). The <strong>refund conditions are cancellation OR expiry<\/strong> \u2014 the full mana cost is only paid when the recast fires the beam.<\/p>\n","protected":false},"featured_media":14032,"comment_status":"open","ping_status":"closed","template":"","class_list":["post-17638","wiki","type-wiki","status-publish","has-post-thumbnail","hentry","wiki-category-champions-lol-en"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v26.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Xerath: The Magus Ascendant - MagicStark<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/magicstark.cz\/en\/wiki\/xerath-the-magus-ascendant\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Xerath: The Magus Ascendant - MagicStark\" \/>\n<meta property=\"og:description\" content=\"Xerath is a champion in League of Legends played in the Mid lane and Support, classified as an Artillery (Mage \/ Support). 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