Build, runes, abilities and practical pre-game checks in one queue-aware reference.
VS
Role fit
Mid · Xerath
Historical reference. Recommendation review pending. Xerath has an established central-lane plan with access to waves, both sides of the river and meaningful pressure between objectives.
Established roleHistorical referenceRecommendation review pendingRecommendation patch 16.16
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Game patch
26.22
Recommendation patch
16.16
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 / 16.22.1 Data Dragon
Normal Draft · Mid
Evidence-supported Xerath Mid
Recommendation review pending
Historical reference
S
Starting items
Doran's Ring
400 gold
Recommendation review pending
This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Compare its durability, sustain and damage trade-off before leaving base.
1
First item
Luden's Echo
2,750 gold
This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.
2
Boots
Sorcerer's Shoes
1,100 gold
This is the most-supported Boots choice in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17; change it when the opposing damage or crowd control calls for a different defence.
3
Core
Shadowflame
3,200 gold
This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.
4
Late
Rabadon's Deathcap
3,500 gold
This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot, manually checked against Riot patch 26.17. Treat the sample as context, then adjust only for a clearly identified matchup problem.
5
Flexible
Void Staff
3,000 gold
Recommendation review pending
6
Repeated spell rotations
Cosmic Drive
3,000 gold
Completes the six-item inventory with movement speed and ability haste for repeated late-game spell rotations.
Complete build comparison
Recommendation review pending
02AlternativeToo much healingRecommendation review pendingView full route▾
Historical reference Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.
Item to replace Shadowflame→ Morellonomicon
First itemLuden's Echo
BootsSorcerer's Shoes
Morellonomicon
LateRabadon's Deathcap
FlexibleVoid Staff
Repeated spell rotationsCosmic Drive
03AlternativeThey burst meRecommendation review pendingView full route▾
Historical reference Zhonya's stasis can absorb a committed dive or lethal burst window.
Item to replace Shadowflame→ Zhonya's Hourglass
First itemLuden's Echo
BootsSorcerer's Shoes
Zhonya's Hourglass
LateRabadon's Deathcap
FlexibleVoid Staff
Repeated spell rotationsCosmic Drive
04AlternativeOne spell stops meRecommendation review pendingView full route▾
Historical reference Banshee's spell shield can protect the first important cast against you.
Item to replace Rabadon's Deathcap→ Banshee's Veil
First itemLuden's Echo
BootsSorcerer's Shoes
CoreShadowflame
Banshee's Veil
FlexibleVoid Staff
Repeated spell rotationsCosmic Drive
Runes and summoner spells
Runes and summoner spells · Xerath · Mid
Control Mid range, mana and wave timing before committing to a longer exchange or roam.
Normal Draft
Primary tree
Sorcery
Arcane CometManaflow BandTranscendenceScorch
Secondary tree
Inspiration
Biscuit DeliveryCosmic Insight
Summoner spells
FlashTeleport
Choose pressure or recovery
Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.
Protect the wave plan
A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.
Matchup notes
What changes when Syndra is opposite you?
Pre-game kit comparison
Strategic interaction
Contest from longer range
Long-range wave clear and poke can force a shorter-range mage to cross open space.
Mid to late
Control and protection become clearer once teams group around objectives and carries need a front line.
Your plan
Use the route you prepared
Treat Syndra as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Ability reminders
Xerath reminders
It's easier to land Arcanopulse on an enemy when they're moving toward or away from you, rather than side to side.
Eye of Destruction will make landing Arcanopulse easier as the target will be slowed.
If you stun an enemy with Shocking Orb, follow up with a guaranteed center hit on Eye of Destruction.
Ability reminders
Against Syndra
Get boots early when playing against Syndra, they'll help you avoid many of her spells.
Attack Syndra after she's used Scatter the Weak, it has a long cooldown so she'll be vulnerable.
At max rank Syndra's spells gain bonus effects and change in appearance.
Static alternatives
Compare the problem before changing the plan
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.
Only when enemy healing is deciding fights
Oblivion Orb
Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
They burst me
Zhonya's Hourglass
Zhonya's stasis can absorb a committed dive or lethal burst window.
One spell stops me
Banshee's Veil
Banshee's spell shield can protect the first important cast against you.
Ability reference
Compare both kits
Xerath
Data Dragon 16.20.1
P
Mana Surge
Xerath's basic attacks periodically restore Mana. Whenever Xerath kills a unit, this cooldown is reduced.
Q
Arcanopulse
Fires a long-range beam of energy, dealing magic damage to all targets hit.
Range changes as this ability charges. Check the current ability tooltip; the listed value is not its full range.
Cooldown (s) 9/8/7/6/5 · Cost 80/90/100/110/120 · Listed range (units) 750
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 (s) 14/13/12/11/10 · Cost 80/90/100/110/120 · Listed range (units) 1000
E
Shocking Orb
Deals magic damage to an enemy and stuns them.
Cooldown (s) 13/12.5/12/11.5/11 · Cost 60/65/70/75/80 · Listed range (units) 1050
R
Rite of the Arcane
Xerath immobilizes himself and gains numerous long-range barrages.
Cooldown (s) 130/115/100 · Cost 100 · Listed range (units) 5000
Syndra
Data Dragon 16.20.1
P
Transcendent
Syndra collects Splinters of Wrath from gaining levels and damaging enemies which upgrade her abilities. Dark Sphere: Syndra can hold an additional charge Force of Will: Bonus true damage. Scatter the Weak: Increased width and slows all targets Unleashed Power: Executes low health targets
Q
Dark Sphere
Syndra conjures a Dark Sphere dealing magic damage. The sphere remains and can be manipulated by her other powers.
Cooldown (s) 7 · Cost 40/45/50/55/60 · Listed range (units) 800
W
Force of Will
Syndra picks up and throws a Dark Sphere or enemy minion dealing magic damage and slowing the Move Speed of enemies.
Cooldown (s) 13/12/11/10/9 · Cost 60/70/80/90/100 · Listed range (units) 925
E
Scatter the Weak
Syndra knocks enemies and Dark Spheres back dealing magic damage. Enemies hit by Dark Spheres become stunned.
Cooldown (s) 15 · Cost 50 · Listed range (units) 650
R
Unleashed Power
Syndra bombards an enemy Champion with all of her Dark Spheres.
Cooldown (s) 120/100/80 · Cost 100 · Listed range (units) 675
Adapt the plan
What to do when the game changes
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Ahead plan
Use wave priority before looking for another play
1
Lane
Push safely, then threaten vision, a side lane or the enemy jungle without abandoning free farm.
2
Map play
Reach river first with your Jungler and preserve the cooldown needed if the opponent contests.
3
Fights
Pressure a valuable target while respecting the control that can end your lead.
Even plan
Manage the wave and keep both sides of the map visible
1
Lane
Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.
2
Map play
Move on a completed wave and return before several waves are lost to the tower.
3
Fights
Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.
Behind plan
Clear safely and make the opponent expose themselves
1
Lane
Use range, tower space and vision. Do not contest every last hit if it opens another kill.
2
Map play
Ping missing early and take the safe route; blindly matching a stronger roam can lose two positions.
3
Fights
Group around your most dependable control and damage rather than searching alone for a comeback.
Pings, movement and objectives
Xerath Mid map plan
Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.
Ahead
Use priority to arrive first, not recklessly
Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even
Turn one managed wave into map pressure
Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind
Clear safely and warn both side lanes
Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup
Four calls, in order
Pings create a shared plan; they do not replace checking waves, vision and who can move.
1
Handle the wave
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
2
Signal the route
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
3
Enter together
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
4
Choose the job
Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
Use the champion page or choose another opponent
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.