Lane

In Support, Xerath wins 100.0% of the 1 games played against Fiddlesticks on this patch. Neither side has a clear edge in this matchup.

Most played lane for this pair: Support. Only 1 games on this patch, so these numbers can still move.

Who wins

Xerath 100.0% Adjusted: 50.6% Own average: 49.4% Difference: +1.2
+0.8 Matchup edge Games: 1
Fiddlesticks 0.0% Adjusted: 51.2% Own average: 52.5% Difference: -1.3

Laning phase

Every number below is shown from Xerath's side: positive means Xerath is ahead.

Xerath Games
Gold difference at the end +1259 1
CS difference at the end +16.0 1
Solo kill difference 0.00 1
Turret plate difference +1.00 1
Level lead +1.00 1
Average game length (minutes) 36.0 1

Xerath build

Full Xerath build

Builds are not measured per opponent yet: this is what Xerath builds on patch 26.18 against every opponent.

Runes

52.4% 290
49.3% 144
59.8% 107

Summoner Spells

52.7% 357
45.8% 120

Items

Luden's EchoLuden's Echo 2750 +100 Ability Power+600 Mana+10 Ability Haste EchoDamaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.52.6% 513
ShadowflameShadowflame 3200 +110 Ability Power+15 Magic Penetration CinderbloomMagic and true damage Critically Strike enemies below 40% Health, dealing 20% increased damage.55.3% 322
Spellslinger's ShoesSpellslinger's Shoes 1100 +20 Magic Penetration+8% Magic Penetration+45 Move Speed 52.7% 283
Horizon FocusHorizon Focus 2700 +75 Ability Power+25 Ability Haste HypershotDealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds.FocusWhenHypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.58.2% 225
Rabadon's DeathcapRabadon's Deathcap 3500 +130 Ability Power Magical OpusIncreases your total Ability Power by 30%.58.9% 163
Zaz'Zak's RealmspikeZaz'Zak's Realmspike 400 +200 Health+75% Base Health Regen+75% Base Mana Regen+9 Gold per 10s Void ExplosionDealing Ability damage to a champion causes an explosion that deals magic damage.Active (4 charges)Places an Invisible Stealth Ward that grants vision.49.7% 149

Skill Order

Q Arcanopulse Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. W Eye of Destruction Eye of Destruction W Cost80/90/100/110/120 Cooldown14/13/12/11/10 Range1000 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. E Shocking Orb Shocking Orb E Cost60/65/70/75/80 Cooldown13/12.5/12/11.5/11 Range1050 Deals magic damage to an enemy and stuns them. R Rite of the Arcane Rite of the Arcane R Cost100 Cooldown130/115/100 Range5000 Xerath immobilizes himself and gains numerous long-range barrages.

Max priority

Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. Eye of Destruction W Eye of Destruction W Cost80/90/100/110/120 Cooldown14/13/12/11/10 Range1000 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. Shocking Orb E Shocking Orb E Cost60/65/70/75/80 Cooldown13/12.5/12/11.5/11 Range1050 Deals magic damage to an enemy and stuns them. 100.0% 55.8% 52

First 5 points

Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. Eye of Destruction W Eye of Destruction W Cost80/90/100/110/120 Cooldown14/13/12/11/10 Range1000 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. Shocking Orb E Shocking Orb E Cost60/65/70/75/80 Cooldown13/12.5/12/11.5/11 Range1050 Deals magic damage to an enemy and stuns them. Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. 66.7% 57.9% 38
Eye of Destruction W Eye of Destruction W Cost80/90/100/110/120 Cooldown14/13/12/11/10 Range1000 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. Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. Shocking Orb E Shocking Orb E Cost60/65/70/75/80 Cooldown13/12.5/12/11.5/11 Range1050 Deals magic damage to an enemy and stuns them. Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. 28.1% 50.0% 16
Eye of Destruction W Eye of Destruction W Cost80/90/100/110/120 Cooldown14/13/12/11/10 Range1000 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. Shocking Orb E Shocking Orb E Cost60/65/70/75/80 Cooldown13/12.5/12/11.5/11 Range1050 Deals magic damage to an enemy and stuns them. Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. Arcanopulse Q Arcanopulse Q Cost80/90/100/110/120 Cooldown9/8/7/6/5 Range750 Fires a long-range beam of energy, dealing magic damage to all targets hit. 5.3% 33.3% 3

How this matchup is measured

The big number is the raw win rate. Next to it stands the adjusted one: small samples are pulled towards the champion's own average, so a lucky run cannot look like a counter. The difference column compares the matchup with that average, because a champion that wins 48 percent of all its games looks weak in every matchup. The laning rows are measured between the two laners only, without the noise of the other eight players.