Tag: xerath

Xerath skins to catch an update

Runeborn Xerath.

I was hesitant to say much about Xerath’s skins on his release, mostly because I didn’t really get a chance to see them in game. After looking at some of the screenshots, though, I’m not sure I would have known if he was skinned or not.

Recent champion releases have been pretty good – there is usually at least one skin with a slightly different model and design – but the Xerath releases were basically recolors. I think part of that has to do with his model; it’s kinda tough to make that model look like more than a recolor without dramatically altering it (maybe he needs a hat).

Riot has heard the community feedback and has plans to make changes to the skins to make them a little more interesting. I’m glad to see them willing to make a change, though I’m sure it will still be frustrating for people who passed on a bundle because the skins were so underwhelming. Maybe the skins will go on sale to account for the updates.

Xerath patch is now live

The Xerath patch is now live, following a one-day delay from Riot’s typical release schedule. The patch was relatively short on balance changes, the most significant of which were a token nerf to both Lee Sin and Singed and slight nerf to Morgana’s passive and the AP ratio on Black Shield.

I’m calling the Lee Sin and Singed changes “token” because they actually change very little about the game. Singed got a quarter-of-a-second nerf to his Poison Trail, which makes the duration line up with his animation, and a nerf to the CC reduction on his ult. Unfortunately, those things won’t keep him from absolutely dominating lanes. He still gets too many stats from Rod of Ages. The regen from his ult still makes him ridiculously difficult to kill, and Poison Trail will still give him the ability to amass a huge farm.

As for Lee Sin, I can’t believe Riot thinks a 10% nerf to the AD ratio on Sonic Wave/Resonating Strike is going to balance his damage. When’s the last time you saw a Lee Sin stack damage? Never? The problem with Resonating Strike is the execute. The Safeguard nerf is also a little silly. It does nothing to address the fact that Lee can drop 400 damage or so on a target that is standing under a turret without taking any return fire from either the champion or the turret. Sure, those tricks make him fun to play, but OP mechanics are usually pretty fun. Remember when Veigar’s cage could stun for 8 seconds? Yeah, it was fun. It was also horribly broken.

I’ll have more thoughts on Xerath later in the day. So far he seems a little underwhelming. A solid teamfighter, but he’s either going to take some time to learn well or I’m just going to give up on him. I think I’d much rather have Brand on my team. Watch for the impressions post a little later.

What are your thoughts on the patch so far?

Xerath skill list announced

Xerath.

Late last night Riot posted the skillset for Xerath, the next champion to be added to the League. As I mentioned previously, Riot has scrapped the “increased-mana-cost/power-per-cast” model for Xerath and instead turned him into a sort of mini-turret.

Let’s take a look at the skills:

Ascended Form (Passive): Xerath feeds on arcane power, making him increasingly resilient to physical harm. He converts a percentage of his Ability Power into Armor.

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

Locus of Power: Xerath anchors himself to 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: Deals magic damage to an enemy and marks them with Unstable Magic. The next spell Xerath strikes this enemy with stuns them.

Arcane Barrage: 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.

It’s a little strange to see a return to the gold-multiplier passive that we’ve seen on so many other characters, but hopefully the fact that he’s converting AP to armor will be better than the AP to HP we’ve seen in the past. I’m sure I’ll have more thoughts on this once I actually get my hands on him.

Actually, that’s how I feel about essentially all of his skills. The descriptions are, as usual, a little vague. All we know at this point is that he’ll be highly durable and able to attack from extreme range. I’m definitely interested to see how Riot keeps it balanced, if it can be. I can see Rod of Ages being absolutely devastating on Xerath. If his base damage while outside of Locus of Power is too high, he’ll smash enemy DPS while still competing with enemy casters by using Locus of Power to avoid their spells. It’s a strange mix of abilities to give a caster.

We should know more next week.

Xerath mechanics preview different from PC Gamer

The Xerath preview in the latest PC Gamer made him out to be a resource-management champion. Based on the latest info from Riot, though, it sounds like he’s really more of a hyper-range champion than anything else.

Morello posted a mechanics preview of the new mage yesterday, which included a description of several of his skills. Xerath was described as a “howitzer” designed for “long barrages and sieging.” Anyone remember the days of sieging? Remember when it was called poking? Yeah, baby, those days are back.

I think the design concept for Xerath sounds pretty cool, provided it takes a reasonable amount of skill to land and effectively use his spells. It’s always a great feeling to snipe a player with a cross-map Ashe or Ezreal ult, a feeling I’m hoping Xerath can recreate.

From the sound of things, he’ll be dealing big AoE damage from afar. That could easily be something of a problem if his range/damage are too good. Even with the spell Locus of Power, which locks him in place for extended range and defensive penetration, I think we could see too many easy snipes without really sacrificing much in terms of mobility. Also, consider the kind of zoning a character with long-range burst could perform on Summoner’s Rift. If he’s the Caitlyn of AP carries, I think he’s probably going to have some balance issues.

I would be interested to see a character with Xerath’s mechanics have a minimum cast range. Imagine if you couldn’t hit players that were right on top of you, but had to play from a distance. That could be a very cool mechanic. With the prevalence of dash/mobility mechanics in the game, though, it could be really frustrating.

I’m definitely intrigued by Xerath’s design direction so far. I’m hopeful he won’t be instaban OP, but it’s hard to imagine a way to make a character with his described skillset feel balanced. We’ll have to wait and see.

Xerath is the official name for Magus

You may remember leaks about a champion called “Magus” from the most recent issue of PC Gamer. Riot has released his official sneak peek, which includes his official name: Xerath, the Magus Ascendant.

Here’s what little info was made available in PC Gamer:

This caster champ, a being of pure energy, perfectly captures the feeling of uncontrollable power. He charges up energy with each spellcast, temporarily increasing the damage and cost of subsequent spells. Playing him will be a tricky balancing act between knowing when to open the floodgates and pour out your damage, and when you’re better off taking the slow-and-steady route.

It sounds like all of his skills will function with the Kog’Maw/Kassadin ult-style of resource management. As each skill is cast it costs more resources but also deals out more damage. There is a lot of talk of energy in the description, though I’m honestly not sure how well that would work compared with mana system.

Keep an eye out for more information on Xerath this week. Remember, though, Riot said it would be three weeks between Riven and the patch to follow her.

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