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For all extensive purposes, treat every match-up as an extreme threat. Veigar does have his advantages but survivability is NOT one. Know every single move your opponent can make before they make them. Always stay one step ahead of your enemy or you WILL die.
Galio
"Galio is an anti-mage, AP off-tank usually played as a counter-pick to AP champions.
His passive, Runic Skin, turns 50% of his Magic Resistance into AP which means he can stack it and still deal an impressive amount of damage. To deal with this, get an early void staff.
His Q is an AOE bomb with a slow travel time, never stop moving around.
His W is a shield (sort of) which gives him bonus MR and Armor in addition to healing him for a flat amount whenever he takes damage.
His E is a skill-shot that passes through minions and leaves a wind tunnel that grants him and his allies bonus Movement Speed.
His ultimate is dangerous and you have to watch out for it. Never get in range of it, NEVER! If you do, you'll probably die. Its an AOE channel that taunts everybody in it and deals an enormous amount of damage at the end which is increased based on how much damage he took during the channel. Finally, don't ever expect to kill him in lane."
Quoted from Parrot6632
Akali
"Akali is a melee assassin with incredible stickiness but a weak laning phase. Pre-6 she can't do much to Veigar other than throw freebie Qs at him. Try to make her life a living hell pre-6 before she gets her ultimate. After she gets her ult, you'll need to play much more cautiously. She now has 3 dashes and enough burst to delete you if she gets an advantage. One good gank could get her snowballing hard so ward well and often. I would recommend exhaust if you're worried, but only as an extreme measure. Early Magic Resistance will help immensely against Akali's burst damage. Lastly, keep in mind that Event Horizon can completely surround her shroud so throw that down when she uses it."
Quoted from Parrot6632
Brand
"Brand is a mid-range immobile AP mage. I recommend very early boots to dodge his skill-shots. It is important to note that all of his abilities have special effects when his Passive is on you. His Q now stuns, his W will deal more damage, his E becomes AOE, and his ultimate prioritizes YOU for its next bounce. Most people don't think of this but if you buy Quicksilver Sash, you can cleanse his passive burn which means he can't stun you. One important thing to keep in mind is post-6 if you and Brand are low, DO NOT ASK FOR A GANK! Brand WILL ult and use your own ally to kill you. He tends to stack straight AP so keep your range and you should be good."
Quoted from Parrot6632
Cassiopeia
"Cassiopeia is unique in the fact that for a late-game champ, she does stupid damage early. However, she is extremely reliant on you being poisoned to deal any damage. This is pretty similar to the Brand match-up, get early boots. Her Q is a delayed burst of poison that is hard to dodge if you're not moving. Her W is an AOE that slowly gets larger the longer it lasts. Her Q and W both poison you so watch out for them. Her E is the main source of her dps. It is a ranged point-and-click spell that does really high damage. What makes her so dangerous is that when you're poisoned, this thing is on a 0.5 SECOND COOL-DOWN!!!!!! This does allow counter-play with a smart Quicksilver Sash as usual, if you time it right, her E will go on a normal cool-down which makes her entirely useless for 5 seconds. Her ultimate is easy to see coming, it is a cone that stuns you for 2.5 seconds IF YOU ARE FACING HER (Medusa eh eh? geddit :D) . It'll take practice but you should be able to predict it and turn around. A lot of Cass players like to hide in bushes so stay away from those."
Quoted from Parrot6632
Diana
"Diana is Akali's tankier counterpart, the only thing Akali has that Diana doesn't is that she's not reliant on hitting a skill-shot to dash basically an infinite amount of times. So I'm just gonna say refer to the Akali match-up for most of this. The only skill you have to worry about is her Q which lets her dash to you with a reset on the dash if she lands it. Throw down Event Horizon if she lands it because she cannot dash through it. HOWEVER, Diana has insane burst, good tankiness, cc, and poke. If you waste your stun there is a very good chance you will die."
Quoted from Parrot6632
Anivia
"Anivia is a low-mobility, control mage. She has amazing zoning potential and very good damage. She is a very farm-dependent champion but she is terrible at last-hitting minions. Try to punish this early game. Mid-late game you'll have to be VERY careful of where you step because wall+ult=dead. Grab early boots but feel free to upgrade them into whatever you want. Dodge the Q. It is not that hard since it moves so slowly but a level 2 stun and E by her will chunk you for a third of your health or more. Never stand in her ult, ever. If caught in it walk out. If you can't walk then flash. If you can't flash then you're dead.
IMPORTANT!!!!!!! When trying to burst her DO NOT FORGET ABOUT HER PASSIVE. It is best to save either Dark Matter or Primordial Burst for her egg since she can't dodge either."
Quoted from Parrot6632
Azir
"Azir is a pain to deal with if you don't know what you're doing. His game-play revolves around his sand soldiers which give him a really good amount of burst, DPS, and range. Stay away from his sand soldiers as Azir can burst you down just as easily as you could burst him. His W creates one of his sand soldiers at a target location. These soldiers scale with AP, Azir's attack-speed, and if you are in range it attacks you instead of Azir. His Q sends his soldiers dashing to a location dealing magic damage. He'll use this to harass you and to re-position his soldiers. His E sends him dashing to a soldier. If he hits an enemy he'll stop, deal damage to them, and gain a shield. His ult creates a wall, just a wall of sand soldiers. You shouldn't have to worry about this unless you get in melee range of Azir. A good Azir will really hurt you in lane and have a lot of influence in later team-fights. If he knows what he's doing you'll never get in range to kill him unless you flash. HOWEVER Azir is NOT easy to play, a good Azir can beat you but only 1 in every 100 Azirs know what they're doing."
Quoted from Parrot6632
Ekko
"Ekko is an AP assassin that really shouldn't bother you if you know what your doing. He tends to build glass cannon so you should have no problem bursting him down late-game. His Q is a skill-shot that is very slow-moving projectile that shouldn't be a problem to dodge. His W creates a zone that if he enters it, will detonate and stun everyone. Normally, you can see Ekko trying to go for the stun depending on his current positioning. If ever caught in the zone, you might have to flash out. His E makes him roll a short distance and give his next auto-attack increased range. Also his next auto-attack causes him to blink to his target. This is his main gap-closer and it is a good idea to cast Event Horizon right in front of you if he's trying to all-in. His ultimate can be a huge problem because it allows him dodge your ultimate. It transports him back to where he was 4 seconds ago, healing him, and dealing massive AOE damage. You'll see a transparent Ekko following the real Ekko post-6. That is where he'll ult to when he does. Keep your range and be wary of his all-in potential."
Quoted from Parrot6632
*A great tip is to keep Ekko's double in range as well as Ekko. This is keep Ekko under-pressure because he'll know you're waiting for his ultimate and he'll have to use it or be killed regardless*
Fizz
"Fizz is an insanely annoying champ with stupid mobility, stupid damage, and is stupid easy to play. His Q and W are nothing that you can dodge but I'll mention them anyway. His Q causes him to dash to you dealing magic damage and applying on hit effects. His W is a passive that empowers his auto-attacks. His E is his 'screw you' ability and you have to watch out for it. It is a double jump that also makes him untargetable and deals AOE damage. Sound OP? Well, not only THAT but it has an 8 second cd that becomes 4.8 with cdr, also he'll probably buy a Zhonya's too. So if you CAN ult him it'll be devastating but don't expect to land one unless you have good timing. He can also burst you down incredibly fast. His ult is a skill-shot that binds to you and causes a fish to eat you. He'll snowball incredibly hard if you mess up in-lane."
Quoted from Parrot6632
Heimerdinger
"Heimerdinger is a very weird champion. I don't even know how to describe him... Well, his Q places a turret down at a target location that will stay and keep shooting. Any champion who can easily destroy these turrets counters him and Veigar can do it ridiculously easy. Just throw down Dark Matter on top of them until they're all destroyed. Once those are gone, he's completely useless. Most Heimerdingers won't be able to farm without their precious turrets so it is pretty much the easiest lane you could ever have...
P.S. I recommend adding a second point into Dark Matter early to kill the turrets. You can easily burst him at level 6 if he's below 70% hp and you've farmed well."
Quoted from Parrot6632
Karthus
"Karthus is a late-game mage that is famous for his global R. I recommend some early boots to dodge his skill-shots in lane. You should never be in range for him to hit you with Defile so you don't have much to worry about other than his ultimate. To dodge his ult, you're gonna have to buy Zhonya's Hourglass and try not to use it for anything else unless you absolutely have to. He scales in a fashion similar to you and can devastate team-fights even after your Q+R kills him with the help of his passive. Try to kill him away from your team if possible but if you can't kill him then focus on having a bigger impact in the fight."
Quoted from Parrot6632
Karma
"Karma is a Mage that has impressive damage early/mid-game and scales well into late-game due to her utility. The reason for her impressive damage is that she has her ultimate from the start. What Karma's ultimate does is boost one of her basic spells. Empowered Q does more damage and leaves a zone that slows and then detonates for some impressive damage. Early on, 2 of these can chunk you and force you to recall so be on your toes. Her W is a tether that after 2 seconds will root you and deal damage. It shouldn't be too hard to stay out of range since it is pretty short. The empowered version will heal her for 20% of her max health on cast and another 20% if she keeps the tether. Her E is a shield that grants MS. Empowered E is the reason she can scale into late-game due to granting her team a fairly large shield and a cheap copy of 'On The Hunt'. She is really an all around jack-of-trades Mage that can poke, peel, and team-fight fairly well. You'll out-scale her easily and will become more relevant than her around level 11. Beware of tower diving her due to empowered W and shield."
Quoted from Parrot6632
Kassadin
"This lane is fun. Kassadin is extremely similar to you in that you are both late-game anti-mage Mages that can easily burst the other one down. The problem with facing Kassadin is that his ultimate Riftwalk lets him easily jump over your Event Horizon. Early-game more often then not is just both of you farming and occasionally halfheartedly poking each other. You both have good mana sustain so as long as you don't spam your abilities, you'll be fine. Post-6 it is basically impossible to catch Kassadin in your stun unless you predict very well or surprise him. Rank 1 and 2 in Kassadin's ultimate have a 6 and 4 second cd respectfully. This gives you a slight advantage in that if he makes a mistake you'll actually be able to capitalize on it. Once he hits level 16 he'll have Zhonya's and a 2 sec cd on his ultimate. Fortunately for us, Kassadin can't spam his Riftwalk or he'll run out of mana. Try to throw Event Horizon directly on top of yourself whenever he jumps on you. Unfortunately it is pretty hard to burst Kass as his usual build path involves Rod of Ages and a good chunk of MR :( "
Quoted from Parrot6632
Kennen
"Kennen is a poke mage with a good amount of team-fight potential. His Q is a skill-shot shuriken which is nice and simple. His W sends out a shock-wave to anybody inside his R or affected by at least one Mark of the Storm. Mark of the Storm is his passive, once he gets 3 of these stacked on a champion, they'll be stunned for a pretty long time. He can apply these stacks with all of his spells and every 4th consistent auto-attack. His E turns him into a weird lightning ball that allows him to move really quick, pass through units, and apply damage plus a mark to anybody he touches. His main wave-clear combo is E-W which also happens to be what he also uses to harass. Whenever he uses that E it is probably a good idea to throw down your E around him which will prevent him from applying the majority of his damage. His R is a giant storm that forms around him which applies a Mark of the Storm every 0.5 seconds and deals heavy damage. His second classic combo is R-Zhonya's which can be annoying. Learn to time your E+W so that it'll hit him right when he gets out of Zhonya's. Also, don't eat free shurikens :/ "
Quoted from Parrot6632
Lissandra
"Lissandra isn't commonly seen but she is still a very strong laner and team-fighter in the right hands. Her Q is her main damage spell and it has a deceptive range on it. Shooting it through your minions actually increases the range on it so be careful where you stand. She'll probably use it to last hit and harass at the same time. Her W is an AOE root around her. Her E is where the mind games come in. It shoots out a claw that she can reactivate to blink to the location of it. This will require a lot of practice to predict as she can easily fake out your stun then burst you. Her R can be used to stun you or put herself into healing stasis. She can use this to nullify your ultimate which makes her a huge threat."
Quoted from Parrot6632
Lux
"Lux has high damage, poke, burst, cc, range, and is good whether behind or ahead. Playing against Lux will require dodging her Q. It is a fairly fast projectile so you'll have to predict where it goes. Since Lux is all skill-shots, you'll need to be very good at dodging, juking, and predicting. She also has a very large threat-range so it'll be pretty hard to catch her in Event Horizon. Let her get ahead and her full combo will one shot you. In general it is a very snowbally lane. You both have high kill pressure at level 6 too."
Quoted from Parrot6632
Malzahar
"Malz is a mage with high AP ratios, great pushing, and his famous 2.5 second suppress ultimate. His kit is very hard to fight against due to his 3 second silence, 2.5 second suppress, and the sheer amount of damage he can output. His Q is his silence and you'll need to dodge this. It has a short delay which gives you time to predict and dodge it if you can. His W is a circle on the ground that does percentile damage. His E is his main wave-clear and damage tool. It is a DOT that restores mana if it kills its target and moves on to the next one. His R is a 2.5 second suppress that does a ton of damage. Lane-phase will be incredibly hard for you. Post level 6 be wary of him flash ulting you for a gank. If you can, time your Event Horizon or Dark Matter right before he ults you, it can stop it or possibly kill him."
Quoted from Parrot6632
Orianna
"Orianna is the queen of zone control and wombo-combos. Before you fight her you have to know about her ball. Every single one of her spells revolves around this. She can heavily manipulate the area around the ball which gives her amazing zoning power. Her Q directs her ball to target location dealing damage. This is her main spell as she uses this to position her other spells. Her W releases a shock-wave at the ball's location doing damage and leaving behind a zone that speeds her allies up and slows you down. Her main combo is Q-W which will deals quite a lot of damage. She might add her E onto the combo for more damage. Her E is a shield that she can place on target ally. If the ball passes through enemies it deals half the damage of the shield. Her R is the tool that will win her team-fights and possibly the game. It releases an AOE shock-wave that knocks up and displaces everyone in the area dealing huge damage. If they have an initiator on their team like Malphite, her classic trick is to slip her ball onto them with her E then following up with her R when they engage. Overall, Veigar can burst her down easily since she has no dashes or any way to escape Event Horizon. Survive levels 1-9 and you are good."
Quoted from Parrot6632
Swain
"Swain is a dps late-game mage that has some amazing spell-vamp and respectable damage. Morello's will be absolutely necessary against him if you didn't take Ignite. The only skill-shot you have to dodge is his W which is a AOE root with a slight delay. If he lands this he has the potential for huge damage with his E and Q, both of which are dps. His E will increase all other damage to you and his Q will slow you. He'll try to Q for an easier W if you happen to be in range so avoid that. His R transforms him into a giant bird and he does multi-target damage around himself with 3 smaller crows that heal him for some of the damage dealt. Late-game his healing in team-fights can reach huge amounts so it is necessary to have some grievous wounds up your sleeve, Ignite or Morello's will work. His typical build includes Zhonya's first item so be careful about ulting him. His range is fairly bad so as long as you dodge his root you should be fine."
Quoted from Parrot6632
Syndra
"Syndra's play-style revolves around her dark spheres, she summons these with Q and they deal a fair amount of damage. This is also her main damage source and dps. Her W allows her to pick up a minion, sphere, or monster and throw them to a target area dealing damage and slowing anyone hit. This skill is fairly telegraphed and not too hard to dodge. Her E is her only hard cc and her most important skill, it is a skill-shot cone that knocks back everything in the area. If she hits a sphere with her E, it will be knocked back very far and stun anyone hit for 1.5 seconds. If she lands this on you, she will severely chunk and probably kill you. This skill is not as telegraphed so you'll have to predict this. Her R is reminiscent of Veigar's in the way it works, she clicks something and deals a ton of burst damage. The damage is based off how many spheres she has out at that moment. Depending on how skilled the Syndra is, she can get up to 7 spheres total which includes the 3 spheres rotating around her. Mid to late-game, you both have kill potential and both of you rely on landing the CC on E. She's squishy, immobile, and has no way of escaping your E except with Flash. Treat this match-up like most other AP mages."
Quoted from Parrot6632
Twisted Fate
"TF is a fairly simple mid-laner mechanically but he can be deadly in the right hands. During the laning phase his main poke will consist of his Q, Wild Cards. He'll throw out 3 cards that deal magic damage and have insane (I mean insane) range. He'll max these first and throw them out repeatedly for farm and harass. His W is his main spell that you have to watch out for and his most deadly one. He selects one of three cards of either red, blue, or yellow. The blue one will deal the most damage and restore his mana. The red one will deal AOE damage and slow. The infamous gold card will deal damage and stun for a pretty long time. His gold card will allow him to pick you off or at least chunk you if he lands it on you mid-late game. During the laning phase the best you can do is stay out of his auto-attack range. His E is a passive that gives him attack speed and magic damage on hit every 4th auto. His R is the best roaming spell in League. First, he'll reveal everyone on the map and then he'll be able to teleport anywhere he wants in a semi-global area. Once he hits 6 he'll use his R to roam top or bot. Veigar can put little to no pressure on the lane while he's gone so its VERY important to call MIA and warn your teammates whenever he leaves lane. If he doesn't get fed off roaming post-6 early game, you'll be good as you can burst him down as easily as anyone else."
Quoted from Parrot6632
Vel'Koz
"Vel is the definition of a poke mage. His range matches Veigar and his damage is very high if he manages to land his skill-shots. His entire kit consists of skill-shots and he is completely immobile. He's extremely squishy so you don't have to worry about him after level 9 or so with the potential burst Veigar possesses. The key to surviving his strong laning phase is to get some early boots to evade his skill-shots. Never stay in one place or you'll take a fairly large chunk of burst damage. The only really dangerous parts are his ultimate and passive. With Thunderlord's Decree, the third proc of his passive will hurt a lot, I mean a lot. Back off if he lands 2 procs of his passive so he can't take out half your health with 1 Q. You'll have to time Event Horizon with his ultimate in team-fights to stop him from devastating your entire team with the laser or just press R and he'll probably just straight up die..."
Quoted from Parrot6632
Viktor
"Viktor is actually my second champ for mid-lane if Veigar happens to be banned or picked. He's a lot like Veigar and I would recommend him to anybody who wants a champ similar to him. Viktor is a late-game mage with burst and AOE comparable to Veigar's. Most of his AOE comes from his E. This is a laser that travels in a straight line, the difficult part is that he can aim this in any way you can imagine. It also possesses a formidable amount of range and can deal a lot of damage. His Q is dangerous and one you'll have to watch out for. He'll throw a projectile and get an empowered auto-attack. Late-game this can one-shot Veigar if he has no defensive items and Viktor built a Lich Bane. His ultimate is an instant cast AOE that deals a ton of damage and then follows you dealing a slight amount of DPS. His W is a AOE that stuns you if you stay on it for 1.5 seconds, it also slows after he puts some points into it. He has the potential to kill you easily but you do too. Whoever can press their buttons the fastest wins :) "
Quoted from Parrot6632
Xerath
"Xerath is a guy that is really hard to deal with if you can't dodge skill-shots, if you can dodge'em, it's ez pz. His Q has a really easy to see wind-up animation so always be on the look for it. A trick I found to be useful is start running left then run to the right. If he starts to predict you, just keep running, it's a mind game in the end. His W is fairly hard for him to land if he doesn't get his E on you, you should always be far enough back to dodge it. As for his ultimate, your only choice is really to juke it. He won't usually get caught by your stun but if he does he's dead immediately, no questions asked."
Quoted from Parrot6632
Ziggs
"Ziggs is a poke mage with a lot of control in the form of his E and W. In lane all you really have to do is dodge his bombs. Don't get in auto range of him because he has his passive which'll make his auto-attacks hurt a ton. If he throws down his minefield on top of you, walk out of it without stepping on all the bombs at once. If he tries to escape with W, quickly throw up Event Horizon and he'll immediately become stunned. Expect him to try and snipe you with his ultimate so recall in out-of-the-way places other than that he's pretty squishy and should die easily if you catch him"
Quoted from Parrot6632
I am Dirtbag Yordle and I welcome you to my quick-read guide (Not 100% complete atm but all the important details are covered - 100% coming super soon!! - Just dealing with a new full-time job so my time is very constrained atm)
Veigar is League's primer mistake-punishing, 100-0 burst mage. New to his kit, Veigar uses his enemy's own maximum Health against them with Primordial Burst which makes him a huge threat to every champion in the game, even tanks. Veigar has the ability to get a free Needlessly Large Rod every 5-7 minutes, so stacking Ability Power should be your prime goal throughout an entire match. Veigar will out-scale any mage and most carries simply by farming, harassing with spells, slaying enemies, and assisting allies secure kills.
To compliment his own lore, Veigar has hands-down the most cruel abilities in LoL. His enemies can rarely manage the damage dealt if Veigar is itemized correctly and properly farmed. The only thing stopping Veigar from being the most ground-breaking champion is the reliability to deal said damage. Mastering techniques, mechanics, and mindset of Veigar will make the difference of being laughed at to being the terror that fuels nightmares.
Here you will find replays of current-patch LoL matches thanks to Replay.gg, these videos are for learning purposes and are not my attempts at showing off. Watch these videos to see this guide in action, there is no better learning tool than a video, that also happens to be fully interactive.
PAY ATTENTION - There are a few things to take note of when watching these replays, and yes...
*I Will Make Mistakes* Learn from them and think "what could of been done differently"
[Due to changes made by Replay.gg, posted below is a single link to all recent replays including ranked matches] *No additional software is needed to view these replays, just the latest patch of LoL needs to be installed*
**A small (but safe) batch file will need to be downloaded via match link below**
This guide will be updated frequently. Thank you all for the support!
Special thanks to Parrot6632 for his efforts in creating the entire Threat Breakdown section, Maintained for his righteous custom icons, and Utopus for his top-notch review service!!!
A BIG thank you to TheRealChellizard for her custom splash art! Check out her work at Deviant Art!!!
Veigar For Dummies
Veigar For Dummies
Chapter in-progress, will include in-depth look at summoner spells and masteries
Pros
Very large range and zoning capabilities with exceptional engage and disengage
One of the best siege champions in the game
Anti-carry mage with an insane amount of killing potential
Great personality and has some of the best quotes in League
Can infinitely stack Ability Power
Cons
Can be very team-reliant
Commonly runs out of Mana early-game
Has low defensive stats all-around
Many enemy champions and items can reduce or nullify his burst damage
Veigar will be focused in every fight because he's powerful and everyone hates him.
There are really no viable alternatives for these two runes.
These runes are meant to be strictly defensive, there are no good offensive or utility options for Seals.
Greater Seal of Armor(Recommended vs Attack Damage) helps resist some physical damage inflicted by an Assassin, since normally their strengths lie in Auto-Attacks and Armor Penetration.
Greater Seal of Scaling Health(Recommended vs Ability Power) is the best choice to reduce a Mage's damage output because more Health makes a champion harder to burst down with Magic Damage.
Greater Glyph of Ability Power works best if you plan on killing your opponent in-line before or at level 6, this rune will grant Veigar a total of 50 Ability Power at level 1.
Personally, I think this passive could be more creative but the scaling 1.5% Mana-Regeneration gives any Mana item Veigar builds a powerful steroid.
With the scaling regeneration, Veigar can fully sustain his own Mana-Pool post-level 9 (especially with a Chalice of Harmony).
DON'T FORGET TO AA
While severely lacking in burst damage, Auto-Attacks still do damage and scale decently well throughout an entire match. Auto-Attacks combined with Ignite is an effective but desperate way to secure a kill when Veigar is dealing with his Cool-Downs.
The most used spell on Veigar, Baleful Strike has both a high base damage and Ability Power ratio. Mastering this spell is first on your to-do list, as it also has the lowest Cool-Down.
Always look for the opportunity to hit two targets, either it be two minions, one minion and an enemy champion, or two enemy champions.
Hitting an enemy with Baleful Strike is a great way to test out your damage and their defenses. If they took a good bit of damage from one Baleful Strike, prepare to go all-in on your opponent if you have Primordial Burst ready.
If versus an especially dangerous opponent like Annie, Zed, or Talon, try to avoid using the second hit of Baleful Strike unless it will kill another minion or hit a champion to avoid pushing the wave too much. This max range farming also ensures you're safe from most all-ins.
As with all skill-shots, leading Baleful Strike to where you think an opponent will be is critical. Also, throwing Baleful Strike into brushes and the fog-of-war when you are aware an enemy is around can prove useful.
Focus double Ability Power farming pre-6, if your opponent tries to zone you, hit them with a Baleful Strike or two to make them go into a more defensive position.
Use Dark Matter to zone enemies while attempting to escape and engage without Event Horizon. If the enemy is willing to take the damage, in most cases they will take more than calculated, following up with Baleful Strike can secure a kill.
If an enemy is trapped within Event Horizon but not stunned, drop Dark Matter near the center of Event Horizon to limit their chances of avoiding damage. Some enemies will choose to or accidentally walk into the stun wall if pressured by Dark Matter.
One of the most powerful, non-ultimate zoning spells in the game, Event Horizon can turn the tides of any fight in an instant.
Landing the insta-stun is still possible, just cast Event Horizon on an enemy hit by allied Crowd-Control or on an opponent that simply hasn't notice Veigar get within spell range.
Event Horizon is key for aiding allies or yourself escape from skirmishes, in this case, it is best to place the entire area of Event Horizon in-between yourself and the enemy team to discourage enemy dashes, jumps, and blinks. If getting ganked in-lane, make sure that an edge of Event Horizon reaches your tower. The enemy jungler can walk around it otherwise and wait for the stun to wear off.
When dealing with enemies that have targeted gap-closers which can get past the wall of Event Horizon, walk on the perimeter of the wall to safety. Most assassins and fighters choose to walk away knowing that they'll be instantly stunned for going in. If they do go in, kill them.
Event Horizon is excellent for forcing team-fights, trapping an enemy out of position can turn the fight into a 5v4 instantly. Be careful of not placing Veigar out of position when looking for a pick.
Using Event Horizon to zone objectives will keep the enemy at bay when they want to jump in the most. A few examples are protecting Dragon and Baron Nashor from enemy last-hits and keeping the enemy away from one of their own towers even when there is no ally minion wave nearby.
Whenever a team-fight occurs, the enemy team will be expecting Veigar to cast Event Horizon, but if the fight takes longer than usual, the enemy is never prepared for the second Event Horizon. Use this surprise tactic to your advantage.
Event Horizon can stop Dark Passage and many other dashes and lunges! Keep this in mind along with that Event Horizon lasts a full 3 seconds, most enemy champions with re-positioning abilities will grow impatient or panic and underestimate how long Event Horizon remains active.
Event Horizon GIF
**
The most powerful, single-target ultimate in the game in terms of pure damage. Primordial Burst is well-known for deleting mages and anyone who makes a mistake around Veigar.
Primordial Burst can follow enemies that used Flash, turned invisible, or tried to use mobility to out-run this champion-seeking spell.
Be careful not to waste Primordial Burst by killing the target before the spell can hit, in these cases (especially in team-fights) it's best to save Primordial Burst to deal with any enemies that need to killed at a critical point and time (to save a teammate, stop a flanking champion, or to kill a straggler still standing).
Don't let the potential to 100-0 a champion with Primordial Burst get to your head, any form of magic resistance can save the enemy. If using Primordial Burst, be sure to stick around to make sure the kill is secured.
At level 6, Primordial Burst gives Veigar insane ganking potential. If you don't see yourself killing the mid-lane enemy with Primordial Burst, go to bot-lane while the adc and support are still not level 6. Showing up unaware will in most cases mean death for the enemy bot-lane.
If you're getting jumped on by a bruiser or assassin and you know that there is no way to survive in a team-fight, try to ensure that you use Primordial Burst on a priority target before you die to essentially make the fight a 4v4.
Primordial Burst can be nullified by many abilities, here is the complete list.
With an abundance of mobile Mages and deadly Assassins in the League of Legends roster, Veigar will need more than just pure damage to start out with. Cool-Down Reduction and Mana-Regeneration are two attributes Veigar will need ASAP. Athene's Unholy Grail and Morellonomicon are two excellent options to chose from, each provide an unique attribute Veigar can use to his advantage.
25 Magic Resistance stacked with 9 Greater Glyph of Magic Resist goes a long way at early levels, giving Veigar an advantage when engaging the enemy Mage.
Combined with Equilibrium, Veigar will be able to self-sustain his own Mana-Pool throughout an entire match.
Grievous Wounds can reduce an enemy's ability to sustain (an Assassin's Life-Steal or a Fighter's Health-Regeneration) when Veigar can't simple burst the enemy down with one combo.
Second - Fifth Item(s)
After choosing if you want to focus more in defense or offense with your first item, now it is time to build what is required on Veigar to ensure that you do the burst damage you're intended to do.
If matched against Attack Damage, build a Zhonya's Hourglass as your first item to reduce the kill potential of the enemy assassin/marksman/fighter, followed by Morellonomicon as your second item to improve your Cool-Down Reduction and Mana-Regeneration.
Zhonya's Hourglass can help Veigar avoid critical spells focused at him, as well as give Veigar a few more seconds for his Cool-Downs to refresh and/or to postpone a fight long enough for an ally to come to your aid.
Void Staff helps Veigar ignore a great deal of Magic Resistance which will increase the effectiveness of your burst damage. Combined with Sorcerer's Shoes and 9 Mark of Magic Penetration, Veigar will have 22.8 plus 35% Magic Penetration, which in most cases will negate all the Magic Resistance of an enemy assassin, mage, or marksman.
While I've seen few high-elo players (Diamond, Master, Challenger tier) run Mobility Boots on Veigar, overall that is NOT a good choice for a burst mage. Mobility Boots are built to increase the chances of Veigar to catch an out-of-position opponent but Veigar is NOT an assassin. When in combat, Mobility Boots loses a great deal of its Movement Speed, making Veigar slower than he should be. Veigar needs Magic Penetration and reliable Movement Speed, Sorcerer's Shoes are always the best bet for any mage, especially for Veigar.
Enchantment: Captain is a purchase most players wouldn't even consider but ever since the changes to Enchantment: Homeguard, Enchantment: Captain is very viable. Late game when Veigar is at his prime, he needs his teammates to be able stick to him. A passive 10% Movement Speed boost to allies is actually quite strong, all the other Enchantments don't compliment Veigar and his kit very well.
Last Item
Veigar is known in the League of Legends as one of its most defenseless champions. Having one item that focuses in defense can prove rather useful, especially when going against an enemy team that can evenly match your own in fair team-fights.
Although Banshee's Veil completely lacks offensive stats, its 45 Magic Resistance and 450 Health stacks very well with the Magic Resistance granted by Athene's Unholy Grail. All three of these combined provide Veigar with the maximum amount of Magic Resistance he can get without sacrificing his burst potential.
The Spell Shield is very effective versus Mages and other champions with powerful spells, making Banshee's Veil critical to build against team compilations that lack multiple Attack Damage threats.
While Guardian Angel lacks the defensive utility found in a Banshee's Veil, the flat Armor and Magic Resistance is still useful. The only reason you should look into Guardian Angel as an alternative is for its passive, in most cases, Banshee's Veil is the better choice.
The ability to ignore death once with Guardian Angel can help greatly against an enemy team that doesn't necessarily have powerful spells, just powerful attacks. Guardian Angel combined with Zhonya's Hourglass can give Veigar the ability to be unfocused for around 5 seconds during a key team-fight, just don't die twice.
How To Play: The Tiny Master of Evil
How To Play: The Tiny Master of Evil
*Collecting Notes, new section will include techniques for lane-phase, team-fighting, securing picks / objectives, and how / when to use spells including an extremely in-depth look into Event Horizon*
Power-Plays: Caught on Tape
Power-Plays: Caught on Tape
Desperate Kill
There will be many times when Veigar will be marked for death with no escape at hand. What would you do? You have to kill them before they kill you. These fights are never pretty, thinking quick and acting faster is your only hope of survival. Below you'll see Veigar attempting to save his team's turret unaware he is already far too late. With help coming but not soon enough, Veigar will have to fend for himself.
Desperate Kill GIF
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Maximize Range
Enemies will often think they can out-smart Veigar by playing safe and keeping their distance. Ironically, those passive enemies are at the most risk. Veigar possess an admirable and formidable range, any foe within sight of Veigar is in potentially grave danger. Below you'll see Veigar and his allies securing Dragon when a sneaky Twisted Fate appeared in a nearby brush. Thanks to Bard catching sight of the crafty conman, Veigar unleashed a powerful attack at an enemy he had lost sight of.
*New section coming soon, will include a single tip for every mid-lane match-up*
Counter-Picked: Top 7 Match-Ups
Counter-Picked: Top 7 Match-Ups
For Ahri to get the most out of her kit, she needs a clear path to land Charm. Stand behind minions and allies to avoid being hit by a full-combo ( Ahri can 100-0 Veigareasily). Beware of Spirit Rush(and Flash) which Ahri can use to re-position herself quickly to attempt an all-in Charm.
Don't forget about Essence Theft, especially during lane-phase when Veigar doesn't pack much of a punch. If Ahri uses her spells effectively, she can Heal herself during every full-combo!
Both Fox-Fire and Spirit Rush have auto-targeting components that provide Ahri with unavoidable damage, simply by being near her with Low-Health can result in a quick death.
Orb of Deception is a triple-threat spell! Its ability to hit twice (especially at the spell's max range) while dealing True Damage on its return-path is devastating, also the bonus Movement Speed can provide Ahri with a strong engage or a safe escape. The best way to avoid this spell (and also Charm) is to move perpendicular of Ahri, it's logically the shortest distance to avoid any straight-line skill-shot.
Annie is VERY dangerous at all levels of an entire match, Pyromania is a constant threat and could result in a swift death for Veigar. When Pyromania is active or near being triggered (her tool-tip will show current stacks), stay a safe distance away even if it means missing out on a minion or two. The best way to deal with an Annie who saves Pyromania for a stun is to have your jungler gank as often as possible.
Unfortunately, Annie can burst down a champion just as good as Veigar but has two reliable stuns while Veigar only has one (which is nowhere near as reliable). It is best to play passive against Annie and to only engage if she is out-numbered or has just recently burned Pyromania and/or Summon: Tibbers.
One weakness Katarina has that Veigar can exploit is the fact that she is a melee champion. During lane-phase, stand back and farm while waiting for Katarina to use Bouncing Blades as a form of harassment, if the ability misses and doesn't apply the mark to Veigar, Katarina loses a great deal of her burst damage for the moment. Use this brief time-frame to punish her with Auto-Attacks and maybe a Baleful Strike.
Be wary of the resource-free abilities Katarina WILL spam, it is near impossible to successfully trade with her since she has no Mana-Pool. Her starting items of Boots and 4x Health Potion will give her more sustain than Veigar and will make Katarina difficult to catch with Event Horizon(especially with Shunpo). A common item Katarina will normally rush against Veigar is an Abyssal Mask, this will affect your early bursting-power heavily so be careful.
Voracity is what makes Katarina a high-priority threat in every team-fight, try to lock her down with Event Horizon as early as possible. If Katarina uses Shunpo to escape the trap, keep in mind she loses much of her mobility when Shunpo is on Cool-Down. Use this time to position Dark Matter on top of her while she is attempting to earn a kill/assist and reset her Cool-Downs with Death Lotus(which will leave her stationary during its cast-time).
If Katarina decides to all-in on Veigar during a 1v1, her ability-pattern will always be the same. She will open with Bouncing Blades and then will use Shunpo followed by Sinister Steel and Death Lotus. Shunpo will always place Katarina BEHIND her target, a quick and well-placed Event Horizon will always stun an aggressive Katarina. If this is done quick enough, Veigar can interrupt Death Lotus and can retaliate with his own full-combo.
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