Centered W is often the real starter on Xerath: it gives the heavier slow that makes Q, E, and even R much easier to land, and E only becomes real peel if you kept enough distance for the stun to travel first
Early lane is not a blind Q contest; make spells do two jobs—chip plus wave, or poke plus a passive auto—because spamming obvious max-range Qs is how Xerath runs out of mana and stops owning the walk-up
Xerath’s better games usually come from keeping mid expensive: shove, take the plate your range earned, then use R to touch side fights without fully leaving lane, which recent data backs more strongly than just drifting around for action
Into assassins, the lane usually turns on whether you keep enough room for E to travel and whether your Q charge ever gives them a clean window. Stand to the warded side, keep the wave thin so you can actually see your stun line, and make your poke happen on last-hits instead of on long obvious charges. If they are hovering for a dash, W first is usually cleaner than trying to brute-force damage; the slow makes their path more readable and keeps your next spell honest. Once you are chunked low enough that every cast is dangerous, stop proving a point and just clear what is safe until the lane resets.
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.
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.
Deals magic damage to an enemy and stuns them.
Xerath immobilizes himself and gains numerous long-range barrages.