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Spells:
Clarity
Ghost
Ability Order
Phenomenal Evil Power (PASSIVE)
Veigar Passive Ability
Introduction:
All I've gotta say is....don't knock it till you try it. You will be impressed. So it goes something like this:
Key Strategy #1: With your pendant and strength of spirit...you can out harass any opponent other than, say, the Vlads (but can go toe to toe with him if you stay on the defensive). Because you go for such strong health regen, you can suffer a couple hits per minute. Use this to weaken their mid-carry. Since Veigar is a naturally weak early game character, this is a more advantageous way to play him than to shoot for first blood. By denying their mid-carry first blood, and potentially even creep kills by forcing him to stay far back...you are effectively accomplishing the same as a first blood, but in the yang to the yin (same effect, but in the reciprocal). Also, by keeping them harassed and weak...they will not be able to run to other lanes to gank.
Key Strategy #2: Key strategy #1 is effective from levels 1 through 6. At level 6, or roughly 8 minutes into the game, you will be blue pilling to purchase two philosopher stones (or if not enough gold yet, a stone and rank 1 boots....come back later for the second stone). Continue to use key strategy #1 while in your lane, but now additionally you will be farming 3 major jungle sources: Your wraiths, your wolves, and THEIR wraiths. Try to stick to the side that has no jungler. Example: If your team has a jungler, try to focus on getting THEIR wraiths more than your own jungle. If their team has a jungler, try to stay out of their jungle unless you know where he is and that you are safe from ganks. NEVER let their mid see you go into their jungle. Always push your lane enough that it looks like you are backing before you side step into the side bush to enter their jungle. Each time jungle mobs are killed they respawn stronger the next time around. A rank 3 dark matter will kill the first round of wraiths in a single hit, and your Q shot will kill the blue wraith after the matter lands (try to time it after the matter....to get the AP). The second round of wraiths will all die from a rank 4 dark matter, etc etc. If you try to do them with a weak dark matter after a jungler has killed them several times...it can become cumbersome. This is why we ignore going where the jungler went, and is why we rank up dark matter as the highest priority skill. Those phil stones are being purchased early game to give you insane mana regen to cast lots of dark matters both in your lane and in the jungle to super-farm yourself into mid game items faster than anyone else on either team. Yes, you will get mid game items EARLIER than a person who does not buy the phil stones...if you use them the way they are designed to be used. And remember....you are doing this all while you have kept their mid-carry relatively denied of CSs the first 5 levels. This is *far* superior to getting first blood (though, there is no reason to not get first blood if its there for the taking, of course).
Are they mostly AP (and/or cc)? Buy Abyssal Scepter (or Banshee's Veil).
Are they mostly AD (and/or auto attack)? Buy Frozen Heart. Fixes cooldown reduction issue too.
Are they mostly tanks? Choose between deathfire grasp or a SECOND Warmog's. This is a tough call because tanky teams can sometimes still dish out large amounts of bursty damage when engaging in a team fight. But sometimes they also do not do bursty damage at all.
a) IF they do bursty damage: BUY A SECOND WARMOG'S. This is absolutely key. Tanky teams who do huge bursty damage usually cannot do sustained damage after the first 6 seconds. But you WILL be their target, every time, and you need to survive that. A second warmog's will ensure your survival. From there...your team will whittle them to pieces (as will your lichbane).
b) If they do NOT do bursty damage: Buy the deathfire grasp. Often times tanky teams that are not bursty....are even harder to kill than bursty teams because they beefed up *that much more* Taking down turrets can be a real problem unless at least one of them dies early in a team fight. Deathfire grasp will help ensure that early kill.
2) To those who do the math, you will notice that buying a phil stone recovers all your gold spent after just 12 minutes of the purchase since you will be selling them later on. They are for SUPER farming. If you buy two stones at the 8 minute marker....at the 20 minute marker its pure profit (no advantage loss, and infact huge advantage gain from outleveling your lane via jungle).
3) Awesome mana regen without rune dependancy.
4) HUGE life total, great magic resist, great armor, and decent hp regen. (Though no longer *quite* as huge as Mundo). Mundo goes where he pleases? VEIGAR GOES WHERE HE PLEASES. No more sitting at the back of the pack waiting for a shot. YOU can be the tank with Veigar, and shoot straight for their back line when your tank engages.
5) You still have 700AP and near-max cooldowns (blue pots and blue buff...non item dependant stat).
6) Strength of Spirit is a huge free hp regen bonus from masteries that helps you in the early game.
7) Your opponents will SERIOUSLY underestimate your ability to tank their damage. Late game they will jump you all at once, and you will survive their CC and then stun and nuke them and flash out with almost half your health. Then, with your good regen, you are back into the fight before it is over. What good is a Veigar with 1k AP when he dies after he blows his abilities one time? Be a Veigar that has 700AP and uses his abilities over and over and over and over.
8) The most important Pro to this build is the fact that you have become hybrid damage. Your auto attacks do huge physical damage from lichbane, making those who stacked magic resist no longer immune to you.
3) Unless you buy deathfire grasp, your cooldowns will suffer without blue pots or blue buff.
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