"I have no need for vengeance. Time has brought ruin to the mages of Shurima and I alone remain." - Xerath, the Magus Ascendant
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'snexuses 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.
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.
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.
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.
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.
Base damage increased to 80 / 120 / 160 / 200 / 240 (+ 75% AP) from 75 / 115 / 155 / 195 / 235 (+ 60% AP).
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.
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.
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.
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.