
Xerath
Hardest matchups for Xerath in Mid (Emerald, patch 16.20):
Talon,
Fizz,
Locke. Easiest:
Ezreal,
Lucian,
Mel.
Try it in a draftCountersPower curvesIn the tier listWho wins into XerathOn the pro tier list
Xerath on patch 16.22
- Mid51.1%#16 of 91A9,844 games
- Support49.0%#48 of 77C8,106 games
- steady since 16.21
Xerath’s main role on patch 16.22 is Mid: a 51.1% win rate across 9,844 Emerald games, #16 of 91 Mid champions on the tier list (grade A), picked in 3.9% of games. Xerath is also played Support: a 49.0% win rate across 8,106 games, #48 of 77. Since patch 16.21, Xerath Mid has not moved by more than chance explains: 0.8 points across 63,151 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Mid52% of its games | A | 50.8%50.8% raw ±0.5 | 31,917 | 4.5%8.9% banned | 52.3%47.0% first time |
| Support38% of its games | C | 48.4%48.3% raw ±0.6 | 23,737 | 3.4%8.9% banned | 50.3%45.8% first time |
| Bot9% of its games | S | 52.3%52.6% raw ±1.3 | 5,814 | 0.8%9.0% banned | 52.6%50.3% first time |
| Top0% of its games | too few games | 49.4%46.8% raw ±6.4 | 235 | 0.0%9.0% banned | 51.3%47.6% first time |
| Jungle0% of its games | too few games | 49.7%14.3% raw ±37.0 | 7 | 0.0%8.9% banned | — |
Matchups
Every matchupHow to read this
Xerath’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Xerath, the part not explained by either champion’s strength.
Hardest for Xerath
Lane leads and team bans
What Xerath’s team bans
Champions a team bans more often when it has Xerath than the other team does in the same games (220,319 games). The other team banned before Xerath was picked, so the gap is the ban spent because Xerath was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Xerath is built in this lane, most common first, with the items those builds finish and how they win.
- AP burst


52.3%30,342 games - AP sustained


51.4%637 games - Mana stack


51.7%187 games - Enchanter


52.4%2 games - Crit


52.2%1 games
Runes and summoner spells
How to read this
How Xerath does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
34,186 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Teleport50.3%25,826 games · 76% pick rate · the usual choiceRecommended
Flash + Ghost55.5%781 games · 2.3% pick rate · same players: −0.4 pts vs the usualRare: not recommended
Flash + Barrier52.3%5,420 games · 16% pick rate · same players: −0.5 pts vs the usual
Exhaust + Flash49.4%1,284 games · 3.8% pick rate · same players: −2.0 pts vs the usualRare: not recommended
Keystones

Arcane Comet + Inspiration50.9%4,875 games · 14% pick rate · same players: +0.9 pts vs the usualRecommended
Arcane Comet + Domination50.8%1,627 games · 4.8% pick rate · same players: +0.4 pts vs the usualRare: not recommended
Arcane Comet + Precision50.6%20,699 games · 61% pick rate · the usual choice
First Strike + Sorcery51.2%5,062 games · 15% pick rate · same players: −0.3 pts vs the usual
Minor runes with Arcane Comet
Manaflow Band50.7%95% take it
Axiom Arcanist50.7%4.9% take it
Transcendence50.5%90% take it
Absolute Focus53.2%9.3% take it
Scorch50.6%93% take it
Gathering Storm52.2%7.2% take it
Biscuit Delivery50.6%60% take it
Magical Footwear53.8%10% take it
Cosmic Insight50.5%76% take it
Cash Back51.4%31% take it
Triple Tonic50.2%21% take it
- Attack Speed51.6%11% take it
- Adaptive Force50.6%88% take it
- Adaptive Force50.8%99% take it
- Health51.3%16% take it
- Health Scaling50.7%83% take it
These numbers describe, they do not prove. Each rate is Xerath’s record when its player chose that option, pulled toward Xerath’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Xerath does when built that way.
The learning curve
Champion pool
On a first game Xerath wins 48.1%; in the hands of players with the most mastery on it, 52.7%. That gap ranks it 98 of 173 for how much practice pays. It crosses 50% at about 24K mastery points.
Pro play
On the pro tier list
Xerath in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Bot | 49.7%7W 9L | 1%1% in any lane | 63% counter | −260 gold | — |
| Mid | 49.8%3W 4L | 0%1% in any lane | 100% counter | −400 gold | — |
How much knowing Xerath pays
Players on their Mastery band win 4.6 points more on Xerath than first-timers do: #98 of 173 champions for how much mastery pays.
At 300k+ mastery points, Xerath players win 52.7%: #66 of 173 champions for where mastery ends up. The fitted curve levels off at about 53.0%, and is half-way up by ~40K points.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.