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Choose Champion Build:
-
Mid: You Seek knowledge
-
Support: Death is the Best CC
Recommended Items
Runes:
Spells:
Barrier
Flash
Items
Ability Order
Organic Deconstruction (PASSIVE)
Vel'Koz Passive Ability
Threats & Synergies
LeBlanc
Try to rush level two before her, don't use your abilities however until she engages as her laning engage is very linear - allowing you to answer with equal damage early. Using your Tectonic Disruption (E) to stop her mid Distortion (W) is a VERY hard to execute trick but can win you trades if pulled off correctly. Once you reach level 6 farming with just abilities is recommended because she can absolutely butcher you. Only use Life Form Disintergration Ray (R) if her Distortion (W) is on cooldown. Overall try to aim your AOE skillshots at both her and the clone so you don't get tricked. Due to your safe playstyle for this match-up she will likely roam, ensure you warn teammates very early and answer IMMEDIATELY with a follow-up roam. Do not follow her roaming path exactly unless you have vision of her as she could be doing a fake roam to bait you and assassinate you in the jungle. Barrier is an appropriate summoner spell for this match-up.
Introduction

This guide is updated every patch, come back every now and then to see what's changed and what's new.

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What is it like to play Vel'Koz?
Personal champion preference is something that always varies. You’ll find a one-trick for any champion in the game. However, there are some specific aspects to Vel’Koz that make him especially stimulating. The most notorious element of Vel’Koz (barring tentacle “fan art”) is the geometry games that








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I started my League of Legends journey in late Season 4 (November 2014). I began as a support main, playing ![]() ![]() ![]() ![]() ![]() |
My Account: VelKunt Region: Oceania LoLKing OP.GG |
Feel free to add me and ask to join my Vel'Koz club Master of Vel'Koz with the tag 3.141 or Pi/2 Radian Geometry with the tag 69°. Add me if you have any queries or alike! However, note that I will likely not be able to play games with you. |
Contact Me:
- League of Legends: VelKunt
- YouTube: AMP2010
- Reddit: /u/AMP2010
- Email: ampig2010@hotmail.com

This chapter analyses how Vel'Koz is effected by recent Patch Updates - directly or indirectly




































Pros
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Cons
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Vel’Koz harbours very accentuated strengths and weaknesses. Each can be exploited by the Vel’Koz player and Vel’Koz’s opponents. Damage output is easily one of his most valuable and noticeable strengths. His kit brings a hybrid of high base damages, reasonable ability power scalings and ability to poke effectively. On top of this approximately 23% of his damage output comes in the form of true damage.
Vel'Koz's main other strength is range. His


A Vel’Koz player can be their own enemy. Every ability he possesses is a skillshot, leaving a lot of success up to player skill. If all or some key abilities are used without fruition, then Vel’Koz has nothing to save him from opponents barring summoner spells. Often only practised Vel’Koz players can execute the patience and precision that is necessary to ensure missing skillshots is not a crippling aspect to their gameplay. This unreliability is an inherent weakness of Vel’Koz – however on the bright-side it is the reason he can be balanced with so much damage output at his disposal. To unleash so much power though takes great positioning.
Positioning is a key element of Vel’Koz that is integral to surviving all phases of the game. With low defences statistics-wise and ability-wise, bad positioning can put the Eye of the Void to death in an instant. Although



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Organic Deconstruction |
- A stack is applied to an enemy everytime they are damaged by an ability.
- Stacks can be applied on multiple targets at once.
- Stacks do expire after a small time, but can be extended by using basic attacks upon the target.
- Upon reaching 3 stacks on a target they are hit with a chunk of true damage.
- With a full combo, 7 stacks can be applied (9 if
Void Rift is cast twice on the target).
- Scales with level and ability power (33-169 + 50% AP).
- Helps pierce through both tanks and squishies.
- Considered to be a single target ability (for spellvamp).
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Plasma Fission |
SECOND ACTIVE: Vel'Koz splits the energy bolt in two, each firing in opposite directions perpendicular to the original bolt's trajectory as well as copying its effects.
The initial bolt splits automatically upon reaching maximum range or upon hitting an enemy unit. Plasma Fission restores mana per target killed."
- Splits at 90 degrees in each direction upon maximum range or collision with enemies.
- Can be reactivated to split early.
- The ability must have travelled at least ~500 units before it can be reactivated.
- Secondary bolts have a slightly further travelling distance (1100 units)
- Angling at 46.33 degrees allows the ability to reach maximum range (increases range from 1050 to 1520.69 units) [See Calculations in Chapter Below].
- Can be used to kill three minions at once, a great farming tool.
- Gives you 50% mana cost reduction per minion kill. With the maximum being three, it can return 50% of the mana cost.
- The slow it gives is very strong, this is to be used to slow down opponents before following up with harder abilities like
Tectonic Disruption.
- Can be animation cancelled with
Flash (See Ability Combos Chapter Below for more Information).
- Slow is much more potent than the 20% slow provided by your ultimate, try to hit them with this first to ensure the full beam hits them.
- Slow decays.
- The primary bolt is considered to be single target damage.
- The secondary splitting bolts are considered to be AOE (Area of Effect) damage.
- Can be angled around
Wind Wall effectively.
- 60% AP Scaling.
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Void Rift |
- Has two charges.
- There is a 2 second cooldown between
Void Rift casts if there are two charges avaliable.
- Has two bursts of damage.
- The second burst is stronger.
- Has no cast time.
- Can be cast at the same time as other basic abilities. However, not during basic attacks.
- Blocked by
Wind Wall and
Unbreakable.
- Both bursts apply a stack of
Organic Deconstruction.
- Useful to the break spellshields of
Sivir,
Malzahar,
Banshee's Veil, etc. as it is high range, has no CC and has low damage.
- 15% AP Scaling on the first burst.
- 25% AP Scaling on the second burst.
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Tectonic Disruption |
- Knocks enemies away from the position Vel'Koz was at during cast if enemies are close.
- Is a suspension not a knock-up.
- Can be reduced/nullified by tenacity and cleanses (eg.
Cleanse and
Quicksilver Sash).
- Suspends for 0.75 seconds at all ranks.
- Blocked by
Wind Wall.
- Gives vision in fog of war.
- By far your weakest ability in terms of total damage.
- 30% AP Scaling.
- Can be animation cancelled with
Flash (See Ability Combos Chapter Below for more Information).
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Lifeform Disintegration Ray |
ACTIVE: Vel'Koz channels for 2.5 seconds and projects an energy beam in a line. The ray's trajectory updates itself over the duration to face the cursor. Reactivating Lifeform Disintegration Ray immediately ends its effects.
The ray deals magic damage in 0.25 seconds intervals to enemies caught in its wake, and slows them by 20% for 1 second. A Organic Deconstruction stack is applied every 0.7 seconds to enemies hit, up to 3 stacks. Researched enemies take true damage instead."
- All enemies who have been hit with 3 stacks of
Organic Deconstruction recently are marked as researched. Your ultimate applies full true damage to these targets. The researched debuff can be extended by ability or basic attack contact with the target.
- Applies a stack of
Organic Deconstruction every 0.7 seconds.
- Therefore an enemy must be hit by the beam at 0.7 seconds, 1.4 seconds and then 2.1 seconds into the channel to apply 3
Organic Deconstruction stacks.
- Reaching 3 stacks of
Organic Deconstruction and procing your passive during the ultimate instantly changes the beam's damage output to true damage.
- Applies damage in ticks.
- Applies a 20% slow for 1 second (refreshed on each tick of damage).
- Care that enemies can flash behind you and nullify your ultimate completely.
- It is a channel, meaning it can be interrupted by many abilities like
Arcane Storm or
Null Sphere.
- Vel'Koz cannot rotate instantly.
- Vel'Koz rotates slowly during channel.
- Not blocked by
Wind Wall.
- Some summoner spells used during the channel cancel it early (eg.
Ignite or
Exhaust. Others like
Barrier or
Heal will not.)
- Has a high base damage, with a 125% AP scaling.
- Can be animation cancelled with
Flash (See Ability Combos Chapter Below for more Information).

Tectonic Disruption +
Void Rift:
UseTectonic Disruption suspension to keep the enemy in both of
Void Rift's portions of damage. Simultaneously cast as
Void Rift has no cast time to maximise combo efficiency.
Plasma Fission +
Void Rift:
UsePlasma Fission slow to keep the enemy in both of
Void Rift's portions of damage. Use this as an alternative to
Tectonic Disruption +
Void Rift for longer range and saving your
Tectonic Disruption cooldown. Simultaneously cast as
Void Rift has no cast time to maximise combo efficiency.
Plasma Fission >
Tectonic Disruption +
Void Rift >
Life Form Disintegration Ray (optional):
Utilise the slow from a well-aimedPlasma Fission to land
Tectonic Disruption and so on...
Tectonic Disruption +
Void Rift >
Plasma Fission >
Life Form Disintegration Ray (optional):
If you're confident you are going to hit yourTectonic Disruption +
Void Rift (from fog of war perhaps) then use this combo. Sneaking in a
Plasma Fission just before
Life Form Disintegration Ray means that your
Plasma Fission slow will ensure that they stay in your
Life Form Disintegration Ray.
Plasma Fission +
Void Rift >
Life Form Disintegration Ray:
Sometimes you need to save yourTectonic Disruption cooldown, shoot from high range and/or combo as quick as possible for a kill. This is the best combo for a lot of these scenarios. Do not try this early game unless it is guaranteed to connect because at this point of the game you will not have many points in
Plasma Fission, therefore giving a less effective slow and making the combo much less reliable.
Plasma Fission >
Life Form Disintegration Ray (version 1):
Once you reach mid-game, you may be strong enough to kill a squishy with this combo. Angle a long-rangePlasma Fission and follow up with
Life Form Disintegration Ray. Simple.
Plasma Fission >
Life Form Disintegration Ray (version 2):
A harder version is castingPlasma Fission and
Life Form Disintegration Ray in quick succession. You cannot reactivate
Plasma Fission during your ultimate’s channel so it must be aimed in a way that it predicts the enemy’s movement to connect.
Animation Cancels
Plasma Fission >
Flash:
An animation cancel on yourPlasma Fission. By casting
Plasma Fission and then
Flash in quick succession the animation is made quicker and you are repositioned. It fires from your end
Flash location. It can be very useful for close duels where timing is key, trying to hit a target behind an obstacle and/or reducing your opponent's reaction time window.
Life Form Disintegration Ray >
Flash:
Pretty much the same asPlasma Fission >
Flash, except it isn't as commonly used. Useful for long range snipes.
Tectonic Disruption >
Flash:
Not much of a combo honestly but you can just flash out as yourTectonic Disruption animation goes through to ensure there isn't time where you're stood still casting the spell. It is sometimes useful for close escapes.
Plasma Fission >
Life Form Disintegration Ray >
Flash:
This is a combination ofPlasma Fission >
Flash and
Life Form Disintegration Ray >
Flash combos. Cast
Plasma Fission into
Life Form Disintegration Ray into
Flash very quickly. This will cut out the animations of
Plasma Fission and
Life Form Disintegration Ray,
Flash you forward and shoot your
Plasma Fission and
Life Form Disintegration Ray from there.
In-Game Highlights
- In this clip I demonstrate the
Plasma Fission >
Life Form Disintegration Ray,
Plasma Fission >
Flash,
Tectonic Disruption +
Void Rift and
Plasma Fission +
Void Rift combos. With some perfect angles and good timing, I pick off
Kog'Maw and kill the ambushing
Riven.
- In this clip I demonstrate how the
Tectonic Disruption >
Flash combo can be used to save precious moments of time to turn being caught into a double kill.



SORCERY
Sorcery is unmatched for Vel'Koz in terms of keystone, regular runes and stat bonuses. It should be your primary tree the vast majority of games.
Keystone Runes
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RECOMMENDED:




FIGURE: 3 most popular Vel'Koz keystone runes' winrates versus game duration. Data sourced from: www.datallamalol.com






NOT RECOMMENDED:



Artifact Runes
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RECOMMENDED:








Excellence Runes
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RECOMMENDED:







Power Runes
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RECOMMENDED:





NOT RECOMMENDED:


DOMINATION
Domination provides some useful runes for Vel'Koz, but is no match for Sorcery as a primary tree. However, since its keystone runes aren't really a factor worth considering, and its regular runes and stat bonuses are, it is great as a secondary tree.
Keystone Runes
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NOT RECOMMENDED:

NOT RECOMMENDED:

NOT RECOMMENDED:

Malice Runes
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RECOMMENDED:






NOT RECOMMENDED:

Tracking Runes
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Hunter Runes
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RECOMMENDED:


NOT RECOMMENDED:

NOT RECOMMENDED:



INSPIRATION
Inspiration features a few specific tools that can be rather useful for any champion - of course Vel'Koz is included. Rarely will this trait be used as either a primary or secondary tree. To obtain access to


Keystone Runes
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NOT RECOMMENDED:

NOT RECOMMENDED:

Contraptions Runes
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NOT RECOMMENDED:

NOT RECOMMENDED:

Tomorrow Runes
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NOT RECOMMENDED:

Beyond Runes
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NOT RECOMMENDED:

NOT RECOMMENDED:


PRECISION
Precision has minimal positives for Vel'Koz. Do not use this tree as either a primary or secondary tree.

RESOLVE
Resolve has minimal positives for Vel'Koz. Do not use this tree as either a primary or secondary tree.

S Tier
Flash - An essential. Excellent gapcloser, escape and much more.
A Tier
Defensive versatile spells are the best secondary summoner spells. As an artillery mage, as long as Vel'Koz is safe he's pumping out large amounts of damage - these spells ensure this happens. Note that these spells are self-cast too and as a result do not interfere with Vel'Koz's large range.
Barrier - Generally safest option. Shields for a lot. Take specifically into
Ignite and sometimes
Morellonomicon users since the Grievious Wounds reduce the effectiveness of heals.
Heal - Great for helping out teammates with the heal like your jungler. Take into match-ups where the movement speed buff can assist you (like into
Viktor, where the movement speed can make escaping from his zones of control (
Gravity Field &
Arcane Storm) easier). However, take
Barrier unless looking for these advantages since its cooldown is drastically higher.
B Tier
These spells are more situational rather than useful in all situations.
Ghost - This spell can be used in both defensive and offensive scenarios. The movement speed allows for effective kiting, chasing, escaping and teamfighting. This is the best of the B Tier spells, I'd consider it B+ status. If it weren't for its inability to be applied as many scenarios as the A Tier spells it would be ranked higher.
Exhaust - Useful for dangerous assassin match-ups during their burst combo. However, due to its low range relative to Vel'Koz's other spells it isn't entirely optimal except for Support. Note that
Life Form Disintegration Ray is also cancelled by casting this spell.
Cleanse - A situational spell for lane match-ups that contain dangerous crowd control that can easily mean death (like
Cassiopeia's
Petrifying Gaze). Encouraged to be taken especially if there is more dangerous crowd control in other lanes too (like
Ashe's
Enchanted Crystal Arrow). Try not to take this spell into a match-up that can be easily outplayed (don't take into
Lux for her
Light Binding).
C Tier
Teleport - Optimal if global pressure is optimal and you are lane where neither you or the enemy have kill pressure in.
D Tier
No reason to pick from this category.
Ignite - Pitiful range, too offensive and completely outclassed. Never take this spell (even for the Grievious Wounds,
Morellonomicon will provide this). Note that
Life Form Disintegration Ray is also cancelled by casting this spell.

Statistics to Itemise for (Ordered Highest Value to Lowest):
- Ability Power: Provides more damage
- Mana/Mana-Regeneration: Allows for constant ability usage
- Cooldown Reduction: Increases poke, DPS and opportunities to fight
- Magic Penetration: Provides more damage
- Movement Speed: Ensures that despite Vel'Koz's immobility he can still kite enemies and roam effectively
Starting Items
is simply the best all-round starting item. The significant stat that makes it more superior than other items is the mana regeneration and passive. This will allow for consistent poke throughout the laning phase. The health stat also allows you to duel better.Doran's Ring
Mana-Source Options
Luden's Tempest should be the most commonly picked out of all mana-source options for Vel'Koz. It delivers an early powerspike where it provides significant damage, a decent mana resource, cooldown reduction, and furthermore augments poke via its passive. In general circumstances, purchase this item.
Archangel's Staff is just as effective, just in different ways. It too provides significant damage, a better mana resource, and cooldown reduction, but is more angled at scaling. When fully stacked into
Seraph's Embrace, this item rewards you with access to a huge active shield - making this item a great option to protect yourself. If the game is likely to stall out (due to team compositions or circumstances alike) and/or there are a lot of diving threats relevant in the mid to late-game, feel free to pick this item up instead of
Luden's Tempest. Also, if you are forced to execute your first recall on <1100g (necessary for
Lost Chapter), you could opt into this item instead via the cheaper
Tear of the Goddess.
Boots
is just a decent damage upgrade. The magic penetration may seem wasted on a true damage dealing champion, however a majority of Vel'Koz's output is magic damage and puts the boots' penetration to use.Sorcerer's Shoes
is the safer alternative. The cooldown reduction can be synergised well withIonian Boots of Lucidity
Transcendence but the real attractiveness for this item is the summoner spell cooldown reduction. If you need to be avoiding lots of engages often via summoner spells, feel free to pick these boots up.
Offensive Options
has great offensive potential which is extremely attrative for Vel'Koz. At 100 extra ability power, with a further potential 100 from the Spellburst active, its purchase becomes one of Vel'Koz's best powerspikes in the game. In a traditional full combo, Vel'Koz unleashes a total ability power scaling of 355% (which can be extended furthermore to 445% with a second cast ofSpellbinder
Void Rift). This item passively provides 355 extra damage (225 of which is true damage) in traditional combo. Add to that a fully stacked Spellburst active, and it adds 710 extra damage (510 of which is true damage)! The pure ability power is enticing alone, but the movement speed bonuses this item provides passively and actively cements it as a top choice for Vel'Koz. It is stressed however, that this item should only be chose if there is no need for other more versatile items.
is an absolute essential at some point in your build. As mentioned previously, Vel'Koz can unleash combos with immense ratios. Any item that provides a boost to your ability power with ratios like that provides a huge powerspike. Furthermore, much of that is converted to true damage. As such,Rabadon's Deathcap
Rabadon's Deathcap is a must.
is a shift further from pure offence into utility. Since Vel'Koz has decent base damages, he can opt into lower ability power items like this one if it provides another use. While the 60 ability power it provides is respectable, the true purpose behind purchasing this item is to make effective engages and sometimes disengages. As a full-skillshot champion, starting your combo can often be difficult without assistance. TheTwin Shadows
Twin Shadows active can make this incredibly easy when engaging. If need be, the active can be used to slow down pursuers also. In addition, it provides movement speed and cooldown reduction, both of which are great to obtain and cement it as a synergistic item.
is your option for squishies and healers. Those with low magic resist will be slaughtered by the magic penetration. Versus high quantities of healing is also a great opportunity for this item, as its Grievious Wounds can make a huge impact. However, since magic penetration and health aren't entirely efficient to itemise for with Vel'Koz, try only purchase this item where it is highly appropriate - multiple squishies, low tank presence, other items are not necessary, and optimally if there is healing to counter. It is also worth noting that a lot of strong healers likeMorellonomicon
Vladimir commonly purchase magic resist items. If so, pair
Morellonomicon with an anti-tank option as soon as possible.
Defensive Options
is a superb item to give you extra cooldown reduction and survivability versus assassins and general dive.Zhonya's Hourglass
is a cheap component ofStopwatch
Zhonya's Hourglass that can be picked up very early to prevent early deaths against bursty champions like
Zed and
Fizz. It is recommended that if in draft pick, and similar match-ups are prevalent, opt into the
Perfect Timing rune.
has a reasonable portion of ability power, magic resist, cooldown reduction and a spell-shield. This item is a great choice against multiple forms of ability power and engage. Feel free to pick this up against some mages and ability power assassins.Banshee's Veil
Anti-Tank Options
may seem to be a waste since Vel'Koz pumps so much true damage but in a teamfight often opponents aren't always hit with all of the true damage and therefore the item becomes very useful. If there isn't magic resist being itemised on the enemy team avoid purchasing this.Void Staff
is an anti-tank option, but a situational one. WhileLiandry's Torment
Void Staff excels in shredding magic resist,
Liandry's Torment is optimised for shredding health. Magic resist is still going to reduce your damage significantly with this item. Try to purchase this item into copious quantities of health (like mages who purchase multiple of the following:
Rod of Ages,
Liandry's Torment,
Morellonomicon, etc.). This item is best when fights are very long, take that into consideration also.
Do Not Purchase
This provides flat mana, not mana regeneration (nor theDark Seal (as a starting item)
Doran's Ring passive). This means that Vel'Koz, as an aggressive poke champion, would be very limited throughout laning. Its increase on potion healing is also somewhat wasted, as Vel'Koz isn't going to be dueling early. NOTE: this item can be purchased outside of being a starting item. It has the ability to be very efficient when paired with
Refillable Potion for sustain and snowballing.
There is no mana or mana regeneration, reducing the poking sustain for lane. Even in match-ups likeCloth Armor (as a starting item)
Zed or
Talon it is a waste. Vel'Koz should look to recall and pick up a
Seeker's Armguard before level 6 instead. No matter how afraid you are of a match-up, you should be able to play safe enough to recall for defensive itemisation before your lane opponents level six powerspike.
Very similar toRod of Ages
Seraph's Embrace except it also has a health stat. This health stat is really just wasted gold as Vel'Koz should be playing in the backline as an artillery mage where he isn't taking damage. The ramping up stacking mechanic also delays a lot of Vel'Koz early powerspikes. The worst part of this item is the absence of cooldown reduction.
Purchasing this item is just ignorant and/or idiotic. Poor AP stat, unnecessary magic resist and of course a passive that cannot be used.Athene's Unholy Grail
Can be useful for engages and disengages, but the fact of the matter is that its mana-source alternatives are better for Vel'Koz, the active has too low a range for Vel'Koz, and it is outclassed byEverfrost
Twin Shadows for Vel'Koz.
The active is limited by Vel'Koz's artillery playstyle since it can easily put him in danger and using it as an escape is very inefficient gold-wise. The stats are also not great with health and a low AP value.Hextech Rocketbelt
This is a notorious item in the Vel'Koz community. It's a lot worse than you'd expect. The only significance it brings is a minor slow onRylai's Crystal Scepter
Void Rift (considering that all other abilities have crowd control that outclasses this item's effect). The health stat is also wasted gold value since as an artillery mage it shouldn't be purchased.
Can help you snowball heavily. However, it is risky and can generally be outclassed. Pretty much just a fun item for stomp games.Mejai's Soulstealer

There's a lot of debate regarding Vel'Koz's ideal ability skill sequence. The community is often split on whether to max


TL;DR: A very generalised breakdown is to max


WaveclearCombat
Ability Rundown




Waveclear/Map Pressure
The most prominent factor in this debate is waveclear ability.







Damage per Second (DPS)

FIGURE: Total damage output of rank 5 Plasma Fission vs. rank 5 Void Rift cast off cooldown over 30 seconds. This data is simulated with 130 ability power and 20% cooldown reduction.














Ability Advantage Summary
Overall,




When to Max What
Now that you know the advantages and disadvantages of maxing each spell, here is when and where to max either one. It comes down to a multitude of factors.
Game Circumstances
Lane Match-Up
A defining element in what is best is your lane opponent. Take into account your opponent's waveclear, your kill pressure and their kill pressure. If your opponent can match your waveclear, gain pressure and control by maxing




Bot Lane Rotational Status
Bot lane status is also an important factor to consider. Bot lane often transitions leads into mid lane pushes. If your ADC and Support are winning lane it's likely they will shift towards mid lane to push. Adjust your skill point sequence to take this into account. Put more points into


Team Compositions
Team Compositions also play a part in the matter:
- If your team is a poke composition and you are not negatively impacted by doing so, max
Plasma Fission for extra damage in your poke.
- If the enemy team has champions you need to kite, invest in
Plasma Fission for the extra slow duration. If you have bought or are planning on buying Rylai's Crystal Scepter then
Void Rift
- If the enemy team is defensively itemised against you and/or there are multiple tanks you might want to invest in
Void Rift since poking isn't going to be very effective and the two blasts of damage are great at applying stacks of Organic Deconstruction for true damage.
Playstyle
Some players are about lane dominance. Others are about supporting the entire map. Some are in between. Each playstyle alters one's preference out of maxing




Level of Play
The higher your level of play, the more the macro game is exploited/controlled. Waveclear and the ability to apply pressure by controlling minion waves is crucial in higher ranks. For this reason



Level One Start
What you start level one is generally dependent on your lane opponent.



For most invades take


Now that you know the technical details of Vel'Koz, you can learn about how a general Vel'Koz game plays out.
Every game is different, dependant on team compositions, players and their playstyles, etc. Take this into consideration as you read the following...
Early Game
Vel'Koz's early game can be extremely potent if you know how use him. Too many Vel'Koz players do not take advantage of this, play passive, and therefore give the enemy a free lane to farm in. Vel'Koz has a lot of risky and poor match-ups, but if early game play is perfected even the worst match-ups can be won (eg.









Upon reaching level six and gaining access to





Mid Game
If you have a lead or go even in lane, you can look to continue killing your lane opponent or roaming to other lanes. Bot lane is often an opportune destination as your AOE can be useful against two laners. When ganking try to lead with



If roaming isn't ideal you can continue farming constantly with your waveclear and use


Sieging/Late Game Picks



Teamfighting
In teamfights, stay as far back as possible as your range allows you to do so. Save



Vel'Koz can have access to absurd amount of true damage. As a result you have an important role on any team. Just because you might be able to kill enemy carries in a matter of moments, not every game needs you to do so to win. Depending on team compositions you will have to focus frontliners with your true damage some games, and backliners on others. It may seem to be a waste to blow



Plasma Fission Lengths
Length A: 1050 units (Primary Bolt)
Length B: 1100 units (Secondary Bolt)
Length x: ??? units (Total Linear Range)
Maximum range possible
c^2 = a^2 + b^2
x^2 = A^2 + B^2
x^2 = 1050^2 + 1100^2
x^2= 1102500 + 1210000
x= √(1102500 + 1210000)
x= √(1102500 + 1210000)
x= 1520.69 units at maximum range.
Angle at which to obtain this maximum range
tanθ=opposite/adjacent
tanθ=1100/1050
θ=tan^-1(1100/1050)
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