1Magic Missile
GoldDealing Ability damage fires 3 missiles, each dealing percent max Health true damage based on distance traveled.
Bthe Magus Ascendant
Tier B
Skilled Sniper · Jeweled Gauntlet
1Dealing Ability damage fires 3 missiles, each dealing percent max Health true damage based on distance traveled.
Snipe an enemy with a non-Ultimate Ability refunds 80% Cooldown (65% for periodic Abilities).
Your Abilities can Critically Strike.
Gain
25% (+4.5% per 100 AP) Crit Chance.
Gain Ability Haste equal to 30% Ability Power.
Permanently gain 1 Ability Power when you damage enemy champions with Abilities. If taken as your second Augment, starts with 40 Ability Power.
QUEST: Snipe 15 enemy champions with abilities REWARD: Send a meteor at Sniped enemy champions, dealing Magic damage in an area around them
Gain 60 Ability Haste.
Gain
20 - 80 (based on level) Ability Power.
Takedowns makes you smaller and grant Ability Haste and Movement Speed. Lose 65% stacks on death.
On ability damage, fire 1 plus (0.03 per 1% Crit Chance) missiles that deal 10 - 30 (based on level) (+7% bonus AD) (+7% AP) magic damage each.
Gain
25% Critical Strike Chance.
Augment order comes from OP.GG. Runes, items and skill order below come from regular ARAM games on the same map.
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Scales into the late game
Win rate (%) by game length in minutes. Dashed line = 50%.
Seraph's Embrace6.6% · 49.7%
Xerath's basic attacks periodically restore Mana. Whenever Xerath kills a unit, this cooldown is reduced.

Fires a long-range beam of energy, dealing magic damage to all targets hit.
Cooldown: 9/8/7/6/5s · Cost: 80/90/100/110/120
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: 14/13/12/11/10s · Cost: 80/90/100/110/120
Deals magic damage to an enemy and stuns them.
Cooldown: 13/12.5/12/11.5/11s · Cost: 60/65/70/75/80
Xerath immobilizes himself and gains numerous long-range barrages.
Cooldown: 130/115/100s · Cost: 100