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Varus Build Guide by Raznee

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Raznee

Black Flames of Ionia

Raznee Last updated on May 14, 2012
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Ability Sequence

1
3
5
9
12
Ability Key Q
4
7
10
13
15
Ability Key W
2
8
14
17
18
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Welcome to my Varus guide!



This guide shows you how to build Varus to become an effective AD carry. In the immediate future I might add another builds as well. My main score was to make a short, brief and viable guide.

Note: This guide is under construction meaning not yet complete. However, I'll extend and update it whenever I can.

"The cost of your life, is one arrow."


Guide Top

Runes

For runes I take these ones as they give me strong boost to my offensive and defensive abilities.

Flat Attack Damage (+15,5):

3X
9X


Flat Armor (+9,87):

7X


Flat Health (+10,7):

2X


Flat Magic Restist (+4,02):

3X


Magic Restist per level (+0,9/per level; +16,2 on level 18):

6X


Guide Top

Masteries

Being a carry- no doubt - you have to focus on the Offense tree, maxing it to 21. Your secondary mastery tree should be the Defense one, since you have lack of tankyness, this should be maxed to 9. These masteries synergy perfectly with runes were chosen.


Guide Top

Items

This is the recommended list of items, however, I usually change something, customizing to the current game. Should you find yourself having too much attack speed and not enough attack damage or just being too squishy, adjust your item settings. This is the base of my final build, that can and in some cases should be changed.

Basic build







Possible changes



The following option will give you more AD and lifesteal, but less speed and attack speed (and critical). Since you already have high speed and attack speed and critical hits are always needed, I prefer the first one, exchanging the greaves for another BT.

either ->


or ->





The following items increase your restinance as well as provide some unique effects that further increase your chances winning a teamfight. You should pick only one, in certain cases two, but never pick three. Replace the least used item(s) (likely a ) with these.

- MR boost, small HP and mana boost and a spellshield that can block ANY skill (45 seconds cooldown).

- Armor boost, small MR boost and after "death" it revives you (5 mins cooldown).

- Health boost, small AD boost and pernament slow on your basic attacks (30% for 2,5 seconds).



No matter what build you prefer, these items are essential.




Guide Top

Skill Sequence

Priority should be like this:

1. 2. 3. 4.



Skill descriptions



Linear pass-through skillshot. This skill is very strong early on, but imho it falls in late game, therefore should be maxed ASAP. The only use of this skill is in late game when either you wanna detonate your stacks of blighted quiver or when the enemy is out of your (autoattack) range you wanna take down.


Guide Top

Summoner Spells

I recommend using the following 2 summoner spells. There are another viable options that highly depend on enemies/laning partner, detailed below.


This summoner spell is the best choice for a carry by far, because of lack of mobility they have. This spell functions either an escaping tool or a gapclosing one; flashing through unpassable terrain or just securing a kill, can be used both offensively and defensively.

Probably "the second best" spell, which slows, reduces armor and damage of an enemy. Especially deadly against another carries, since it decreases their damage from autoattacks by 70%.

Further good choices (in order):



Heals for a fair amount. It used to be one of the best spell for carries, but it has been nerfed again, making it less effective on early levels, but still a good choice (especially when your laning partner picks exhaust and doesnt have any healing spell.)

Pretty good when facing a team with hard CC. An unexpected stun may take your life, but not anymore. Use cleanse to get rid of CC and increase further your resistance against CC for a few seconds. Moreover, cleanse cancels both ignite and exhaust. Note: clease doesnt cancel supress, knock back or knock up.

Increases your movement speed greatly and gives the ability to pass through everyone. Good for chasing or escaping on long distance.

Increases your damage output with a true damage damage over time debuff that decreases the healing effect for the duration. Since you already have a skill that reduces the effectivness of healing and range of ignite is pretty small compared to Varus' skills, using of ignite is not recommended.