MID: AS DO I
Final Options (Best to Worst)
Threats to Vel'Koz with this build
|Malzahar||Use your Void Rift (W) to proc his passive and look to follow with small combos. Eventually you can look to kill him with Lifeform Disintergration Ray (R) but make sure he isn't in range to use Nether Grasp (R) on you and cancel you.|
|Aurelion Sol||Aurelion Sol's requirement to be up close and personal to execute trades with you is easy to exploit. Tectonic Disruption (E) can be very useful for this specific opponent also since the knock-away can ensure his stars don't get in range. Heal is an appropriate summoner spell for this match-up.|
This guide is updated every patch, come back every now and then to see what's changed and what's new.
|Vel'Koz, the artillery mage of the void. The tritopus that holds significant burst, constant damage, long range and fun gameplay. I've disintegrated all the items, runes, masteries, abilities, combos, pros, cons, summoner spells, gameplay and more, I am here to present my findings. I hope I can bring the knowledge I've developed to you so you can disintegrate just like me. I've done the damage calculations, practising and the research, now let's get into the guide...|
I highly recommend watching my Vel'Koz video guide:
|My Account: VelKunt
I started my League of Legends journey in late Season 4 (November 2014). I began as a support main, playing Soraka until about level 13. At this point I managed to save enough of my Influence Points to purchase Vel'Koz. I haven't stopped playing Vel'Koz since. I began in the support position but slowly evolved into a mid lane main. In Season 5 I tilted my way to Silver V. In Season 6 I utilised my experience with Vel'Koz and climbed to Platinum V. Vel'Koz truly has helped me grow as a player, and now nothing makes me more passionate in League of Legends than educating and discussing The Eye of the Void.
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 (Mathematics Reference) with the tag 69°.
Add me if you have any queries or alike!
This chapter analyses how Vel'Koz is effected by recent Patch Updates - directly or indirectly
Pros & Cons
Vel'Koz has a range of clear pros & cons. Consider whether your playstyle is optimal for his strengths and can deal with his weaknesses...
- 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).
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.
- 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.
- 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).
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 Chaos 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).
Ability Combos & Usage
- Tectonic Disruption + Void Rift:
Use Tectonic 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:
Use Plasma 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-aimed Plasma 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 your Tectonic 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 your Tectonic 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-range Plasma Fission and follow up with Life Form Disintegration Ray. Simple.
- Plasma Fission > Life Form Disintegration Ray (version 2):
A harder version is casting Plasma 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.
- Plasma Fission > Flash:
An animation cancel on your Plasma 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 as Plasma 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 your Tectonic 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 of Plasma 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.
Ability Skill Sequence Analysis
There's a lot of debate regarding Vel'Koz's ideal ability skill sequence. The community is often split on whether to max Plasma Fission or Void Rift. Turns out it isn't as black & white as this...
Plasma Fission is the more offensive of the two spells. It's your primary long range harass and pick tool. Rank 5 provides a decaying slow of 70% over 2.6 seconds as opposed to 1 second and at rank 1. This is a large factor in the value of Plasma Fission maxing since it often is the set-up for the rest of your combo. Some of the value is lost since this spell has a static cooldown of 7 seconds over all ranks (Note: Cooldown Reduction is a valuable item & rune stat for this reason).
Void Rift is the defensive yet controlling option. This is your bread & butter for waveclear. Void Rift's recharge time does in fact decrease per each rank, however rank 5 still only gets it to 15 seconds from 20. It isn't as bad as it sounds however with two charges usually readily available.
The most prominent factor in this debate is waveclear ability. Void Rift is no doubt the best waveclear option. However maxed Plasma Fission has underestimated waveclear. When used in conjunction with Tectonic Disruption, minion waves can be cleared in the same, if not, similar timings as maxed Void Rift. An easy thing to forget when it comes to waveclearing with Vel'Koz is that Organic Deconstruction does a lot of the damage. Due to Organic Deconstruction maxing Plasma Fission is still viable when it comes to waveclearing. In summary, Void Rift investment provides great waveclear. However, Plasma Fission max only has a little less waveclearing ability.
Damage per Second (DPS)
In total, Void Rift and Plasma Fission do about the same damage if at the same rank. At rank 5, Void Rift's total base damage only exceeds Plasma Fission's by 35. Yet Plasma Fission does have an AP scaling 20% higher. This evens out to about equal total damage per spell factoring in items. As for cooldowns, Plasma Fission is less than half of Void Rift's recharge time at all ranks. With this in mind Plasma Fission maxing does bring more DPS. Arguably Void Rift's double stack system can factor in to level the playing field but to reliably hit Void Rift it should be cast in tandem with Plasma Fission or Tectonic Disruption. Because of this the unreliability it does nullify some of this argument. In summary, Plasma Fission maxing brings more damage than Void Rift maxing.
Ability Advantage Summary
Overall, Plasma Fission can be maxed for good waveclear, effective utility and best DPS. Void Rift can be maxed for great waveclear and reasonable DPS. I have come to the conclusion that whether you max Plasma Fission or Void Rift first comes down to game circumstances, personal playstyle and level of play.
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.
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 Void Rift. Otherwise you can max Plasma Fission for combat by getting the extra utility and damage. If you have kill pressure on the enemy feel free to amplify it further with Plasma Fission max. Otherwise if the enemy has kill threat on you, feel free to max Void Rift for waveclear to shove and roam elsewhere. This can also apply to match-ups where neither member has much kill threat on the other.
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 Plasma Fission to siege more effectively. More importantly, if your bot lane is losing and the enemy team is likely to siege your mid lane begin to invest in Void Rift. This will allow you to defend much easier with a significant amount of waveclear. This can also apply to top lane advantages/disadvantages but not very often.
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.
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 Plasma Fission or Void Rift. Lane dominators can opt more for the combat of Plasma Fission maxing. Roamers are recommended to max Void Rift for the ability to shove and move elsewhere on the map. People who harbour a mix of these playstyles can mix and match ability skill sequences how they wish or what's most appropriate according to the game circumstances (discussed earlier).
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 Void Rift maxing becomes more and more valuable the higher one's rank. At about Platinum and higher is where this starts to come into effect. Lower elos likely won’t utilise minion wave pressure effectively with maxed Void Rift. For this reason, Plasma Fission is good to max at these elos because it sacrifices some control for combat.
Level One Start
What you start level one is generally dependent on your lane opponent.
Plasma Fission can be taken into level one aggressors and weak level one champions. The projectile is much more reliable to hit than Void Rift to trade effectively with champions like Viktor who like to bully from square-one. It is also good at getting in a few cheap shots on vulnerable opponents early on.
Void Rift can be taken reliably into other match-ups. It can get an early shove on to punish champions who struggle to clear. It's also very effective into melees who can be stroked through the minions as they last-hit.
For most invades take Plasma Fission for the slow.
Mid Item Build Analysis
Statistics to Itemise for (Ordered Best to Worst):
- 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
- Lost Chapter is a component of this item. Lost Chapter is great value for Vel'Koz's laning to provide a portion of AP and most importantly mana sustain. Feel free to get an early 900 gold recall in for this item (preferably a bit more for Health Potions and a Control Ward).
- Luden's Echo (despite magic penetration becoming nullified with true damage - approx. a third of Vel'Koz's damage output), except it is 100 gold cheaper with easier-to-purchase components. On top of this the passive and magic penetration will shred tankier champions and health-stacking mages. This makes it a very efficient item to buy. On top of all this, it has a nice chunk of health that is just a nice thing to have. Luden's Echo can be an alternative for some situations where movement speed is key.
- Life Form Disintegration Ray. With a 125% AP scaling this large AP bonus boosts its power significantly and can start to rely less on researching targets.
Ordered from most useful to least useful
- Morellonomicon but I'd recommend not to. Morellonomicon is a lot easier to buy early on with its multiple low cost components and early cooldown reduction.
- Fizz, LeBlanc) and stay safe on the backline from disrupting CC/Engage. Depending on whether you are ahead or not Guardian Angel may be a better alternative.
- Fizz, LeBlanc, Akali). Avoid this unless you need the magic resist desperately and the cooldown reduction because it has a poor AP stat and the passive is useless for the mostpart until you are engaged upon.
- 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.
- Ghost. This is low on the list not because it in itself is bad, but Sorcerer's Shoes is just better with the correct rune page.
Do Not Buy in any Circumstance
The Dark Seal (starting item)This provides flat mana, not mana regeneration (nor the 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.
Cloth Armor (starting item)There is no mana or mana regeneration, reducing the poking sustain for lane. Even in match-ups like 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.
- Life Form Disintegration Ray's 125% AP scaling. However it has no cooldown reduction, which is rather crippling to Vel'Koz's playstyle, and its slow and expensive build makes Vel'Koz's strong early game worse.
- 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. I haven't even mentioned how Morellonomicon's components outclass Rod of Ages's components severely yet.
- Rylai's Crystal Scepter.
- Flash - An essential. Excellent gapcloser, escape and much more.
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 & Chaos Storm) easier).
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).
- Teleport - Optimal if global pressure is optimal and you are lane where neither you or the enemy have kill pressure in.
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.
Mid Rune Page Analysis
General Rune Page (Optimal if you Survive Lane)
Armour Rune Page (The Safe Alternative versus AD)
Magic Resist Rune Page (The Safe Alternative versus AP)
The Famous Movement Speed Rune Page (Gotta Go Fast)
Click here to check out my current rune pages to find out exactly what I use (it may be more up to date).
Mid Mastery Page Analysis
As a mage, attack speed means barely anything to Vel'Koz, always pick Sorcery for its ability damage increase.
Fresh Blood vs. Feast vs. Expose Weakness
This is the most optional of all the mastery selections. Feast is reasonable for lane sustain. I personally use Fresh Blood . It isn't ideal outside of lane since often Vel'Koz wants to be out of basic attack range but during lane it could be the deciding factor in a close duel. Finally, Vel'Koz has a lot of AOE damage and Expose Weakness 's damage increase for allies can be very impactful during teamfights.
Vampirism gives some minor sustain throughout laning phase. Natural Talent gives a little extra damage boost. I consider the Vampirism sustain too weak to outclass Natural Talent .
The most important fact for this selection is that mastery's % damage increase bonuses do not effect true damage (about a third of Vel'Koz's damage output). This means that Double Edged Sword 's self sacrifice component might not always be ideal since you aren't utilising the damage output as best as possible. I think that this selection purely comes down to personal preference since each is great for different situations. Bounty Hunter is good if you roam and snowball. Double Edged Sword is good for poking but may be a tiny bit risky. Battle Trance is good for extended early game fights and teamfighting. Personally, I take Battle Trance .
This is up to personal preference. Wanderer can be useful to roam faster and return to lane quicker. However, Savagery can make early game farming easier and shoving with basic attacks quicker. Personally I prefer Savagery for the lane control.
Runic Affinity vs. Secret Stash vs. Assassin
Secret Stash is best overall to extend lane sustain. Runic Affinity can be useful to extend the duration of blue buffs from your jungler. Assassin should become rather useless after laning phase as Vel'Koz should be grouped with teammates.
Merciless vs. Meditation
Meditation is great for all stages of the game, the mana regeneration it provides ensures especially that laning phase will be easier. Merciless can be good to an extent, but it falls short considering that the damage increase does not apply to true damage.
Greenfather's Gift vs. Bandit vs. Dangerous Game
Dangerous Game can straight up win you lane in many games by saving you in close duels. It can also heal you in a large teamfight by a lot. This heavily outweighs the weak gold generated by Bandit and the uncommon use of Greenfather's Gift .
Precision is recommended over Intelligence in the Cunning Tree as the 5% CDR increase is minimal and is calculated to provide marginally less damage over the course of a normal teamfight (where it is supposed to shine).
Keystone Mastery: Thunderlord's Decree
Vel'Koz relies on combos of abilties to proc Organic Deconstruction, as a result Thunderlord's Decree synergises very well. It also provides more AOE damage. There is no other keystone that rivals the usefulness for Vel'Koz's kit.
Do not use: Deathfire Touch
In a full combo, in every case Thunderlord's Decree will apply more damage than Deathfire Touch ever would. Some argue that it makes poking more potent, but the fact is that the AP scaling on Deathfire Touch is so low that the damage it provides is pathetic.
Do not use: Stormraider's Surge
Not only is Thunderlord's Decree just significantly better considering the damage output but Stormraider's Surge 's movement speed buff very situationally utilised since channelling Life Form Disintegration Ray roots you.
How to generally play Vel'Koz Mid
THIS CHAPTER IS CURRENTLY UNDER AN OVERHAUL from AMP2010
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...
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. Zed, LeBlanc, Fizz, Yasuo.). In early game try to poke with Plasma Fission, if you can afford the mana cost use the slow it provides to follow up with the Tectonic Disruption + Void Rift combo discussed earlier. Depending on the match-up, you can shove the enemy under tower if necessary with Void Rift and Plasma Fission too.
Upon reaching level six and gaining access to Life Form Disintegration Ray your kill potential on the enemy reaches its peak. When you have poked your enemy low enough (Generally 60% health is a good starting point. However this depends on the enemy champion, their items, masteries and runes) you can look to apply a 1-2 stacks of Organic Deconstruction and follow up with Life Form Disintegration Ray which will apply extra stacks periodically to proc your passive and then your ultimate's true damage. You can do either this or research your target first and then ultimate for full damage potential (This is harder to execute but much more threatening). In some match-ups, or depending on enemy jungle pressure, at this point you wont want to fight your laner, instead push them under tower and look to roam. This is best versus high kill pressure opponents who have CC to interrupt Life Form Disintegration Ray like Fizz, or if the enemy is being camped by their jungler.
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 Plasma Fission to get the slow to set up the rest of your combo. Firing Plasma Fission into a wall and angling it to hit the enemy can be done to make the projectile even harder to dodge. If the enemy sees your roam early, they may retreat whilst hugging the bot side wall. In this case, hold Plasma Fission until they are pressed against the wall and fire it perpendicular at it. This will split and send the secondary bolts into the enemy effectively.
If roaming isn't ideal you can continue farming constantly with your waveclear and use Control Wards and/or Sweeping Lens to set up picks from the fog of war on the enemy laner, jungler or roamer. It is recommended that you learn how to perform fake roams in which you trick your laner into thinking you are roaming, wait for them to follow and ambush them in the jungle. This is a great technique to cheese the enemy and gain a great lead over them.
Sieging/Late Game Picks
Plasma Fission can be very obnoxious for sieges, spam it at a variety of angles to poke enemies or catch them out for your team with a slow. At this point into the game, you have enough items to pick off enemies from incredible range. If you angle a Plasma Fission correctly and connect with a squishy enemy carry, you can follow with Life Form Disintegration Ray and likely kill them or take their summoner spells. Beware however, that during the 2.5 second channel time of your ultimate, the enemy team could simply engage on you can kill you.
In teamfights, stay as far back as possible as your range allows you to do so. Save Tectonic Disruption to peel assassins, bruisers and tanks off yourself or other carries unless enemies are stacked upon each other ready to be wombo combo'ed by it. Unleash Void Rift's on enemies that are CC'ed and/or grouped and if you're safe feel free to channel Life Form Disintegration Ray (this can be used to snipe the backline through their front line effectively). One of the biggest skills that you must master for teamfighting with Vel'Koz is kiting, ensuring that you are not caught yet still pumping out huge damage, this is a skill that simply comes with practise.
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 Life Form Disintegration Ray on a tank, but sometimes it is necessary as you are the only one able to shred them. Or there are other times where you are simply forced to do so as the enemy backline is too passive for you to reach them and you must kill the frontliners running at you and allies.
Maximum Plasma Fission Range Proof
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
θ=46.33° is the angle at which Plasma Fission is fired at to reach maximum range.
Thank you for reading my guide, eye'll see you on the rift!