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Your first ten games on Xerath: a smurf opener

A ten-game plan for Xerath on a fresh account — the abilities to drill, the real cooldowns to respect, and the habit that costs the most games.

Xerath splash art

Why Xerath on a new account

A new account gives you ten normal games before ranked opens. That is the only stretch where you can misplay Xerath at no cost to your rating, and most players spend it on autopilot.

Xerath is a mage whose job in a fight is to land a cooldown for a burst of damage, then be safe and largely useless until it returns. 525 attack range means Xerath wins by not being where the fight is. Spacing is the whole skill, not a detail of it.

Xerath is mana-gated, which is the real limit on how often you can contest a wave early.

Xerath loading art

Drill these, in this order

Mana Surge icon
Passive

Mana Surge

Xerath's basic attacks periodically restore Mana. Whenever Xerath kills a unit, this cooldown is reduced.

Arcanopulse icon
Q

Arcanopulse

Fires a long-range beam of energy, dealing magic damage to all targets hit.

Cooldown 9/8/7/6/5sCost 80/90/100/110/120 {{ abilityresourcename }}Range 750
Eye of Destruction icon
W

Eye of Destruction

Calls down a barrage of arcane energy, slowing and dealing magic damage to all enemies in an area. Targets in the middle receive additional damage and a stronger slow.

Cooldown 14/13/12/11/10sCost 80/90/100/110/120 {{ abilityresourcename }}Range 1000
Shocking Orb icon
E

Shocking Orb

Deals magic damage to an enemy and stuns them.

Cooldown 13/12.5/12/11.5/11sCost 60/65/70/75/80 {{ abilityresourcename }}Range 1050
Rite of the Arcane icon
R

Rite of the Arcane

Xerath immobilizes himself and gains numerous long-range barrages.

Cooldown 130/115/100sCost 100 {{ abilityresourcename }}Range 5000

Skill order, and how to reason about it

Take Rite of the Arcane at levels 6, 11 and 16 — the ultimate is always worth the point it costs.

For the basic abilities, Arcanopulse (Q) gains the most from being ranked: its cooldown falls by 4 seconds between rank 1 and max, which is the largest improvement in the kit. That is the usual argument for maxing it first.

This is reasoning from the cooldown data, not a win-rate ranking — a matchup that punishes you can invert it.

Games one to four: last-hitting only

Do not look for kills. Farm, and watch the cooldown figures above — a mage that walks up with its main ability down is giving away a free trade, and at rank one those cooldowns are at their longest.

Ranged last-hitting under tower is its own skill, and these are the games to practise it deliberately.

Games five to ten: trading patterns

Now use the cooldowns. The recurring error for this class is holding the key cooldown so carefully it never gets cast — it never feels like a mistake in the moment, which is exactly why it survives into ranked.

Riot's own notes on playing Xerath

These are the designers' words, not ours — the tips shipped in the client for Xerath.

What the stat line does between level 1 and 18

StatLevel 1Level 18
Health5752377
Attack damage5555
Armour22101.9
Magic resist3052.1

Movement speed 340 and attack range 525 do not grow with levels — they are the two numbers that stay true all game.

Full Xerath page — abilities, stats and every skin →

Champion data from Riot's Data Dragon, patch 16.16.1. SmurfVault is not endorsed by Riot Games.