Actually very dangerous in lane if you can sustain with your passive and land skillshots; at level 3, an orb stun into a combo hits most mid laners for ~40% of their health, more like ~60% at level 6. Kill pressure is low pre-6, but you can force people out of lane over and over and just crash waves into their tower for free.
In any disadvantageous matchup (rip gap closers), you can basically farm from tower with spells alone and look for roam opportunities. The easy farm is great for
's clean build path, which solves any of your mana issues and typically lets you one-shot waves with Q-W for heavy farming or lane pressure. Xerath also spikes quite hard with
, which helps him kite and makes his poke/burst devastating.
Basically, you can come out ahead or neutral in 90% of lane matchups, have semi-global kill pressure with your ult, and huge sidelane pressure with your efficient waveclear, which collectively allow you to carry the midgame. Lategame, you scale into global artillery that can enter a teamfight by using ult to lock down the enemy backline, before moving in with low-cooldown AoE nukes and potential 2s stuns.