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Vel'Koz Build Guide by Nerothon

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League of Legends Build Guide Author Nerothon

[Patch 6.24 | Mid] Penetrator Vel'Koz, the Eye of the Void

Nerothon Last updated on December 5, 2016
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Ability Sequence

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

Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 12

5/
Wanderer
 
 
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Defense: 18

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0


Guide Top

Introduction



About me:


Welcome to my guide! My name is Nerothon. I am playing League of Legends since Season 1-2 starting on EUNE and then later creating new account on EUW and continuing there.



Click on the picture for my op.gg profile!
My ranks during previous seasons were:

  • Season 3 - Silver III (Only placements)
  • Season 4 - Gold II (playing Mid and Support Vel'Koz only)
  • Season 5 - Platinum III (playing Mid and Support Vel'Koz only)
  • Season 6 - Platinum I (playing Mid and Top Vel'Koz only)

I play only Vel'Koz since he came out on PBE (so since his release). Before Vel'Koz I have mained: Lux, Zyra, Swain, Malzahar, Xerath, Brand (maybe if you enjoy playing Vel'Koz, you might enjoy to play one of these champions as well).

About the champion:


Vel'Koz is really strong poke/combo/burst mage that relies on landing his skillshots. If he lands all his skillshots perfectly he can instantly delete almost anyone with his true damage. His kill potential pre level 6 is kind of weak, but after level 6 he becomes disintegrating monster that wants to learn everything about his enemies. Vel'Koz provides in teamfights a lot of AoE magic damage combined with true damage. He is immobile champion so assassins, CC and overall champions with a lot of mobility and gap closers are his biggest counters.


What is important to itemize on Vel'Koz:

  1. cooldown reduction (to be able to proc your passive as much as possible)
  2. mana sustain (mana - to be able to spam as much as needed)
  3. ability power (to hurt as much as possible)
  4. survivability (to make sure you survive to dish out as much damage)

Even though I am not the best Vel'Koz player I hope my guide will be helpful to you. I am sorry that my English is not perfect and I know it will bug some of you, so I want to apologize ahead. If you have any relevant questions you are free to ask them in the comments or you can add me in game. I will always find some time and I am more than happy to answer all of them as best as I can. Enjoy!


Guide Top

Pros and Cons





P
O
S
I
T
I
V
E
S
+ long range
+ good poke
+ CC
+ good against tanks
+ good kiter
+ a lot of AoE
+ wave clear
+ low mana costs
+ great burst DMG
+ good DMG even when behind
Vel'Koz is good poke champion thanks to his long range. His Plasma Fission, Tectonic Disruption and Life Form Disintegration Ray provides him crowd control (CC) so he can set up kills, kite or save himself from ganks. His passive Organic Deconstruction helps him against tanks and bruisers, that build magic resist and a lot of health. It scales also with levels, which means Vel'Koz can still do a lot of damage even if he is behind. All of his spells have low mana cost and are AoE thanks to which he has really good wave clear.

N
E
G
A
T
I
V
E
S
- immobile
- squishy
- 100% skillshots
- needs good positioning
- his ultimate can be stopped
- reliant on his ultimate
- needs protection
On the other side Vel'Koz doesn't have any escapes, which makes him a great target for champions with gap closers, CC and for assassins. To utilize his passive to the maximum, you have to land most of your spells which are all skillshots. Land none of your skillshots = do 0 damage. He is very squishy and in teamfights Vel'Koz needs a good positioning, same as ADC, so he can spam his abilities and nobody can interrupt his ultimate Life Form Disintegration Ray that can melt the whole enemy team just by itself.


Guide Top

Abilities





Organic Deconstruction (passive):

Vel'Koz's abilities apply a stack of Organic Deconstruction to affected enemies every time they deal damage. At 3 stacks, they consume themselves to deal true damage to their target.

Vel'Koz's basic attacks refresh the duration of Organic Deconstruction stacks on his targets and do not count as projectiles.



My opinions, thoughts, tips and tricks on ability:

  • provides true damage
  • good against tanks
  • can distinguish clones
  • timer can be refreshed with your auto attacks
  • only you and enemy target can see the stacks of passive
  • scales with level, helps Vel'Koz to be useful even if behind
  • scales with AP, helps to snowball
  • proc of the passive counts as single target spell



Plasma Fission (Q):

FIRST ACTIVE: Vel'Koz fires an energy bolt that deals magic damage to the first enemy hit and Slow icon slows them by 70% for a few seconds, decaying over a short duration. After a 0.25-second delay, while the bolt is in the air, Vel'Koz can activate Plasma Fission again.

SECOND ACTIVE: Vel'Koz splits the energy bolt in two, each of which fires in opposite directions perpendicular to the original bolt's trajectory and copies the primary bolt's effects.

The initial bolt splits automatically upon reaching maximum range or hitting an enemy unit.
Vel'Koz restores mana per target killed.



My opinions, thoughts, tips and tricks on ability:

  • good for kiting and peeling
  • effective range can be increased by shooting in different angle (max 477 extra range)
  • main poke spell
  • farm tool (restores mana for killing minions)
  • good for setting up Tectonic Disruption
  • good for checking bushes/camps
  • can hit enemy laner if they are hiding behind minion
  • can hit up to 3 targets
  • it is a projectile, so it can be blocked by Wind Wall and Unbreakable



Void Rift (W):

PASSIVE: Vel'Koz stores a charge of Void Rift periodically, up to a maximum of 2 stored at once.

ACTIVE: Vel'Koz opens a rift to the void that cuts through the ground in a line, dealing magic damage and leaving behind a trail. After 0.25-second delay, the entire trail detonates, dealing magic damage to enemies standing upon it.



My opinions, thoughts, tips and tricks on ability:

  • can cast while moving
  • applies 2 stacks of passive
  • good for wave clear
  • use right after you hit enemy with Tectonic Disruption for both procs of Void Rift
  • you can hold 2 charges of W at the same time
  • it is a projectile so it can be blocked by Wind Wall and Unbreakable



Tectonic Disruption (E):

ACTIVE: Vel'Koz hurls a disruptive anomaly at the target location, Stun icon suspending enemies hit for 0.75 seconds and dealing them magic damage. Enemies close to Vel'Koz at the time of impact are also slightly Airborne icon knocked back.



My opinions, thoughts, tips and tricks on ability:

  • grants vision
  • good for kiting
  • your only hard CC
  • setup spell
  • knocks back the enemy further if he is closer to you
  • the direction of the knockback is relative to point of cast
  • knock back can mess your combo sometimes
  • it is a projectile so it can be blocked by Wind Wall and Unbreakable



Lifeform Disintegration Ray (R):

PASSIVE: Deconstructing enemies marks them as Researched from 7 seconds. Basic attacks and ability damage will refresh this duration.

ACTIVE: Vel'Koz channels for 2.5 seconds and projects an energy beam in a line, dealing magic damage to enemies caught in its wake in 0.25-second intervals, slowing them by 20% for 1 second, and applying a stack of Organic Deconstruction every 0.7 seconds to enemies hit, up to 3 stacks. Researched enemies take true damage instead.

The ray's trajectory updates itself over the duration to face the cursor. Moving or reactivating Life Form Disintegration Ray immediately ends its effects.



My opinions, thoughts, tips and tricks on ability:

  • long range
  • doesn't have indicator for range (you have to get used to the range)
  • whole ultimate can deal true damage if played well
  • you are rooted while channeling
  • can be interrupted by CC/displacement
  • huge base damage
  • can't be blocked by Wind Wall and Unbreakable(going through Unbreakable reduces its damage though)
  • you can change direction of the laser while channeling, but it turns slowly
  • deals damage to enemies even if they are standing on top of you a little bit behind you
  • can easily steal dragon/baron/buff
  • starts the channel in direction where your cursor is
  • can be canceled by pressing R again (so be careful)
  • really strong in jungle fights (less space to move, more people in line behind each other)
  • can reach the enemy back line from yours backline
  • dodged easier if enemy is closer to you


Source: League of Legends Wiki


Guide Top

Ability Sequence




I like to start with Plasma Fission for some early game safe poke and farm. After that I take Void Rift or Tectonic Disruption, it depends on situation if I need to counter push or be safe. Take Void Rift for early wave clear or take Tectonic Disruption for safety and for potential gank from enemy jungler or to help out your jungler with early gank.
You can also start with Void Rift if you want – there is nothing wrong with it, it’s just a preference.

You HAVE to start with Void Rift in some matchups that push you under the turret at level 1. List of matchups against you always want to start with Void Rift: Azir, Cho'Gath, Heimerdinger, Kayle, Lissandra, Malzahar, Morgana. These champions generally push a lot most of the time as it is their strength.




First of all max Void Rift for better wave clear. If you manage to land Tectonic Disruption, it can deal together with Void Rift tons of damage. After that max Plasma Fission as it is your main poke ability. Last but not least max Tectonic Disruption for lower cooldown. As on every other champion max your ultimate Life Form Disintegration Ray whenever you can (level 6,11,16).




You can change the order of maxing first skill a little bit. You can max Plasma Fission first for stronger poke. Your overall burst with your whole combo will do less damage, but if you manage to poke them a little bit before you do that, it probably won't matter. Plasma Fission also refunds mana if it kills something, so if you max it, you can use it more effectively for farming and pushing (not as effective for pushing as maxing Void Rift though).


Guide Top

Ability Combos



1. Farm



Basic farming in lane without pushing. Helpful if you are being zoned and can't afford to walk up to minions without getting hurt. You can use it on caster minions if they are about to die and you don't want to risk anything, but still want those minions. Enemy laner sometimes even walks into the second part of Plasma Fission, so you can get even free poke on him if you are lucky enough.

You are also not punished that much for using it for farming, because it returns you some of the mana you used up for casting it if it kills something. It can give you complete refund of the cost if you manage to kill 2 minions with it and it can give you complete refund + some extra mana if you kill 3 minions with it.




If there are multiple minions going to die, you can use Void Rift and kill them all. Only disadvantage is that you are going to push the lane with it even if you don’t want to.



2. Push



Your bread and butter for pushing. Just use this if you are being pushed and you should be alright. In the early game it will put minions at around half HP, but later to the game it wipes out whole wave.



/

This is more mid to late game push combo. Void Rift kills all caster minions but melee minions survive. To kill them use Plasma Fission or Tectonic Disruption, it is up to you. Be careful if you use Tectonic Disruption though as it is your only disengage tool you can count on.




If you got only 1 charge of Void Rift you can use it with Plasma Fission on melee minions and Tectonic Disruption on caster minions to kill whole wave. Sometimes it will fail because of Plasma Fission splitting and minion movement. Be careful because you are using all your non ultimate spells so if someone engages on you, well you are screwed. You can use only your Void Rift which does only damage and you have to wait out your cooldowns while you are escaping.



3. Poke



You will find yourself poking enemy with this most of the time as it is designed to be a poke tool. If enemy laner is hiding behind the minions or is out of your reach use the second activation of Plasma Fission to hit him. You have to get used to splitting the Plasma Fission. It is going to be hard to hit enemy at the start, but you will get better with it after some practice.




Use this to poke enemy laner only if he is melee. It doesn't work that well against ranged champions because they can easily walk out of Void Rift range. Don't use it too often as it pushes your lane.



4. Trade



Your only combo for trading when your Tectonic Disruption is on cooldown/you miss it. Doesn't proc Void Rift 2 times for sure but slow from Plasma Fission makes it more likely.




This is your heavy trade combo. It is harder to pull off because you have to hit your Tectonic Disruption, but if you do, it is going to hurt them a lot. If you have problem with landing Tectonic Disruption, try to slow enemy with Plasma Fission and then follow up with Tectonic Disruption.



5. Kill



Kill combo before level 6/ Life Form Disintegration Ray is on cooldown. If you want to deal maximum damage without your ultimate Life Form Disintegration Ray, this is the combo you want to use. If everything hits perfectly it procs your passive 2 times and deals huge amount of damage.




Kill combo after level 6. If this combo hits an enemy, Life Form Disintegration Ray will do true damage to them instead of magic damage and it will force them to use their escape/summoner spells or just die. This will get you most of your kills during the game.




Quick kill combo if enemy is fleeing away or if enemy laner has low HP and he underestimates your damage and range. You can combine it with Flash for surprise quick burst from fog of war.


Guide Top

Summoner Spells




Summoner spell #1:


Flash



Teleports your Champion to target nearby location under your mouse cursor.

Flash is a must have for a champion with no escape. Helps you escape gank or initiate on enemy laner. Overall really good summoner spell. Take different summoner spell instead of Flash at your own risk.



Summoner spell #2:


Heal



Restores health to your champion and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor).
Healed champions are debuffed for 35 seconds, causing subsequent Heal casts on them to be 50% less effective. Affected champions gain movement speed for 1 second.

As my second summoner spell I like to take Heal. It helps you to survive trades and ganks. You can also save teammates life with Heal and get them out of a sticky situation. You can as well use it when you are being chased/you are chasing someone else for that extra movement speed to help you escape/catch up.




Other choices:


Exhaust



Exhausts target enemy champion, reducing their movement speed and attack speed, their armor and magic resist, and their damage dealt for 2.5 seconds.

This is my favourite summoner spells to take instead of Heal. You can use it while fighting with enemy laner to make it even harder for him to kill you or to disengage from you, helps you to escape ganks or helps your jungler with ganks. Really good spell especially against champion that have huge burst damage/are melee ( Zed, Yasuo, LeBlanc, Fizz, Syndra, ...).


Barrier



Shields your champion for for 2 seconds.

Same as Heal but instead of permanent health you get stronger 2 second shield. The shield is stronger and gives you more hit points than Heal, but on the other side you have to time it perfectly, so you block as much damage as you can while with Heal it doesn't matter.


Ignite



Targets a single champion dealing true damage over 5 seconds.
Also reduces the target’s healing and regeneration by 50%. Grants vision on target.


Most of the time this is second summoner spell you want to take after Flash as mid laner, but Vel'Koz doesn't benefit from it that much. Why? Because you are going to be out of Ignite casting range almost always because you have to channel your ultimate. Take this only if you want to snowball in early game with early kills as this will help you do more damage or you are going against champion with a lot of sustain such as Swain or Dr. Mundo, as it reduces their healing by a lot.


Teleport



After 4 seconds, teleports your champion to a non-champion, friendly target. Cooldown is shortened to 240 seconds if you cancel it by reactivating.

If you feel safe only with Flash or you know you are going to lose/win your lane 100%, you can consider to take Teleport. It helps you to take more objectives, help other teammates around the map or just gank a lane to get few kills and start snowballing the game. Vel'Koz is not the best champion as a ganker because his kit is based on pure skillshots. You can easily mess up by just missing 1-2 skillshots, but if you prefer this kind of roaming playstyle go for it.

Must have for Vel'Koz top lane, if you are brave/crazy enough to play top lane Vel'Koz.


Cleanse



Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.

Helps against teams with a lot of CC or if enemy laner has lot of CC. It can save you life a lot of times. Good against champions like: Lissandra, Amumu, Leona,...


Guide Top

Runes



Standard page


Greater Mark of Magic Penetration
Greater Seal of Scaling Health
Greater Glyph of Scaling Cooldown Reduction
Greater Glyph of Magic Resist
Greater Quintessence of Movement Speed
x9
x9
x6
x3
x3



Use for Blind Pick, ARAM, if you are familiar with Vel'Koz and you don't need resistance. I take this rune page against matchups I rarely struggle against (for example Teemo, Heimerdinger, Aurelion Sol, Taliyah, ... )



Against AD


Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Scaling Cooldown Reduction
Greater Glyph of Magic Resist
Greater Quintessence of Movement Speed
x9
x9
x6
x3
x3



Use ALWAYS if enemy laner is AD (for example Zed, Talon, Yasuo, Jayce, ...). You lose out on Greater Seal of Scaling Health, but Greater Seal of Armor/ Greater Seal of Scaling Armor compensates for it and you don't lose out on other stats.



Against AP


Greater Mark of Magic Penetration
Greater Seal of Scaling Health
Greater Glyph of Magic Resist
Greater Quintessence of Movement Speed
x9
x9
x9
x3



Use ALWAYS if enemy laner is AP Assassin (for example Fizz, LeBlanc, Ahri, Ekko, ...). If you are unexperienced with Vel'Koz then use it against any AP enemy laner. With this rune page you lose out on 10% CDR from Greater Glyph of Scaling Cooldown Reduction which are needed for max CDR with your items. Because of that you need to compensate for it somewhere else - either buy 10% CDR item (for example Zhonya's Hourglass, Abyssal Scepter, ...) or change 2 of you quintessences for Greater Quintessence of Scaling Cooldown Reduction.




Permutations



Greater Glyph of Magic Resist

Greater Glyph of Scaling Magic Resist

Greater Seal of Armor

Greater Seal of Scaling Armor



If you want you can use scaling runes instead of flat runes. Your defense will be lower in early game, but it will be much higher mid/late game. If you can play passively and safely in early game, then it will be better for you to get scaling runes. But if you don't have IP for it, then don't worry about it.



Quintessence of Movement Speed

Greater Quintessence of Ability Power

Greater Glyph of Scaling Cooldown Reduction

Greater Glyph of Scaling Ability Power



You can trade some utility in your runes for more raw power.

In case of Greater Quintessence of Movement Speed you will feel a lot slower without them, but if you don't have them/don't have IP/don't like them then you can use Greater Quintessence of Ability Power. They are totally viable.

I don't recommend to change Greater Glyph of Scaling Cooldown Reduction for something else (it doesn't have to be specifically Greater Glyph of Scaling Ability Power, it can be even Greater Glyph of Magic Resist). They are important because you want max CDR to be as strong as possible. But if you don't have them/don't have IP for them, you will have to get 10% CDR from somewhere else (in build or blue buff). It's not big deal if you can't get 40% CDR, but it is ideal.


Guide Top

Masteries



In which mastery tree should you spend 18 points?
Ferocity or Cunning?


It depends mostly on your preferences,your playstyle and what you value more. Both options are viable. Masteries are and always were about choices. These choices are very dependent on your playstyle and what you value more, which means YOU should build your own mastery page to fit your playstyle and this is just a guide line for you to not make bad choices.



My favourite choice is to go 18 points into Cunning as I prefer more choices that Cunning tree offers. Other than just raw power, it also offers utility, which I value more sometimes.

Ferocity - This mastery tree path is good for poking thanks to Deathfire Touch and other masteries that boost your DMG. Downside for this setup is, that you don't have that many choices regarding what mastery you should take in each tier. You can't even chose between keystone masteries as there is only 1 viable mastery to take and that is Deathfire Touch .

Cunning - If you take this path, you get more choices, than in Ferocity tree. These choices are between more damage or more utility. You can as well choose between 2 keystone masteries in this mastery tree, depending on your playstyle, while in Ferocity tree you have only one option.



EXPLANATION:

Prefered

Viable

Not viable

This is the most optimal mastery to chose from. It works with Vel'Koz and gives you benefits such as extra damage or utility.
This mastery is controversial. It can work with Vel'Koz but requires different playstyle or it is weaker and offers less than prefered mastery. You can chose this mastery and still be effective.
This mastery does not synergize with Vel'Koz at all. It doesn't give you any benefits that you can use to make yourself more efficent.




Ferocity


Tier 1

vs.
Fury
Sorcery
Not viable on Vel'Koz as he is not auto-attack based champion.
Good for Vel'Koz because he casts only spells to do damage to enemies, which means it will be always useful.




Tier 2

Fresh Blood
Feast
Not viable on Vel'Koz as he is not auto-attack based champion.
Useful for sustain if you are struggling during laning phase, but becomes useless in mid/late game. It can save you some gold, that you would spend on Health Potions. If you use it correctly and with smart trading, you can gain health advantage over an enemy, which allows you to be more aggressive and potentially even get a kill.
vs.

Expose Weakness
If you don't like Feast , you can go with this one. It doesn't grant specifically to you any strength, which means it will be useless for you during laning phase, but it gives your team more damage in teamfights. All Vel'Koz's spells are AoE, which means that you can easily sometimes apply this to whole enemy team.




Tier 3

vs.
Vampirism
Natural Talent
Life steal and spellvamp from Vampirism is so small that it is negligible. Vel'Koz doesn’t even benefit from lifesteal as he is not auto-attack based champion and spellvamp after getting reduced by the fact that all our spells are AoE is so weak you won’t even notice it.
More AP is always welcome, even if in small amount as is this one. It also gives you more AD which is free bonus to AP we get from this mastery. Even if Vel'Koz isn’t auto-attack based champion it can be helpful for example to secure that one minion you auto-attack and it is left with 1 HP.




Tier 4

vs.
Bounty Hunter
Double Edged Sword
Pretty much useless until you get kills on different members of enemy team. If you manage to kill everyone from their team at least once though, it can provide some nice extra damage. Don’t try to force it, as it may put you in bad position. It is better to not care about it and just focus on game. You will eventually get its benefit as the game progresses.
As the name of this mastery suggests, it really is double edged sword. You will do more damage to everyone, which is always nice, but enemies will be doing more damage to you as well. If you can position well, then you can use this mastery to your advantage to deal more damage, which means it is basically just straight damage up. BUT if your positioning isn't that well and enemies can get to you fairly often, then it might backfire and put you rather in disadvantage.
vs.

Battle Trance
Not viable on Vel'Koz because he is burst mage, not sustain damage mage. Other choices are better.




Tier 5

vs.
Battering Blows
Piercing Thoughts
Not viable on Vel'Koz as he is not auto-attack based champion.
Extra magic penetration is ALWAYS useful. This mastery is in particular really good against tanks as it is % magic penetration.




Tier 6 – Keystone Mastery

Warlord’s Bloodlust
Fervor of Battle
Not viable on Vel'Koz as he is not auto-attack based champion.
Not viable on Vel'Koz as he is not auto-attack based champion.
vs.

Deathfire Touch
This keystone mastery is pretty good for poking from long range. Unfortunately its effect lasts only half of the normal duration because all of your spells are AoE (except your passive Organic Deconstruction and Plasma Fission before split), but you can apply it even to whole enemy team at the same time if you manage to hit your spells and ultimate really well. There is one big negative. It is a lot weaker than Thunderlord's Decree in early/mid game. On the other hand it is much stronger in late game because it scales with your AP, but you don't always get to late game, so it is risky.




Cunning


Tier 1

vs.
Wanderer
Savagery
More mobility for Vel'Koz is always good. This mastery is especially good if you like to roam a lot, because it will save you a lot of time. Even if you don’t roam that often, it helps you get to lane more quickly, which is always nice.
Helpful if you are not that good in last hitting minions or if you are not used to Vel'Kozes auto-attack animation yet. Other than that, it also helps you with pushing minion wave – good for getting level advantage over your enemy (lvl 2/3/6) and then proceeding with full in for kill.




Tier 2

Runic Affinity
Secret Stash
This mastery can be either somewhat good or useless. If your jungler won’t give you blue buff, then this mastery is basically useless until your team kills baron nashor which isn’t guaranteed. Even if jungler gives you blue buff, Vel'Koz isn’t reliant on blue buff, so you don’t need to care about its duration that much, but it is always nice bonus.
You will always need sustain in lane from Health Potions and this helps you out with sustain even further. It will be useful in every game, but after early game it is useless as you won’t buy any more potions. Other than that, it makes elixirs last longer, which in most cases is negligible.
vs.

Assassin
If you want to stack as much damage as possible then go for it. You will benefit from it only when you will be fighting alone (in lane in early game for example), which means it won’t do anything for you in teamfights. If you find yourself to get more kills during teamfights, you might be better off with different choice, but if you like to 1v1 a lot, then it can be viable choice for you.




Tier 3

vs.
Merciless
Meditation
Increased damage to champions below 40% HP will be always relevant in every game. It isn’t hard to meet the condition for this mastery to use its effect and it doesn’t have any negatives associated with it.
Even though Vel'Koz isn’t mana hungry champion, extra mana regen is always nice for spamming your abilities. It helps you with mana management in early game but you don't need it after you get your mana item.




Tier 4

vs.
Greenfather's Gift
Dangerous Game
Not viable on Vel'Koz mid as you won't be fighting that often near bushes. Other choice is better. Viable for Vel'Koz support.
It can save you a lot of times in really close fights, where you manage to kill enemy and have DoT, Ignite ticking on yourself or minion attacks would kill you.
vs.

Bandit
Not viable on Vel'Koz mid as you are the one who last hits. Other choice is better. Viable for Vel'Koz support.




Tier 5
vs.
Precision
Intelligence
Even though some of your damage is true damage, you still deal nice amount of AP damage, so more penetration is always nice.
One of best stats to get on Vel'Koz is CDR, so he can proc his passive Organic Deconstruction as much as possible, which this mastery is basically it. Even though Vel'Koz benefits really well from CDR, this mastery won’t make much difference throughout the game most of the time.




Tier 6 – Keystone Mastery

Stormraider's Surge
Thunderlord's Decree
This keystone mastery grants Vel'Koz a lot of mobility, as he can proc it very easily with few spells. It can be useful for chasing, dodging skillshots while trading or kiting (you can proc it while running away just by using Void Rift, as it is instantly cast so you don’t need to stop moving). It can save you a lot of times from a sticky situation, if you manage to land your skillshots. But there is a catch. Most of the time you will proc it while you are standing still channeling your ultimate, so it gets wasted. But if you like to kite a lot or you have it, it is viable.
Need more burst? Say no more! This mastery is basically that. Extra burst after 3 spells/auto-attacks is always nice to have. It can be difference between you killing the enemy or not.
vs.

Windspeaker's Blessing
Not usefull for Vel'Koz, as he doesn't have any shields or heals.


Guide Top

Items



Basic AP starting item for mages with overall balanced stats. It gives you a little bit of AP, so your poke hurts and can lead to some kills, grants some early mana regen so you can farm and fight in lane longer before you have to go back and it also gives you HP to survive those early game fights. Sell it in mid/late game or whenever you need space in your inventory for new item/component.

After buying Doran's Ring you are left with some spare gold. Use it to buy Health Potions. They will help you with sustain in lane against poke and to replenish health after a fight.



If you are against AD champion in the lane, you should consider to start with Cloth Armor. Mostly against someone that pokes a lot as well such as Zed or Jayce. It will help you survive laning phase against them. If you buy it, spend rest of your money on potions. You need some form of sustain in lane. It might seem to be a lot of potions, but you won't get HP from getting this starting item (opposed to start with Doran's Ring), so you need even more sustain.



Corrupting Potion helps you with sustain. Only time I build it is when I go top lane against some matchups, it is long distance to get from base to top lane, so you need to recall as little as possible. This means you need in lane as much sustain as possible every time you come back in lane. This item is pretty good for that.




Also don't forget to buy a trinket! The best trinket for early game is Warding Totem. You can swap it with any other trinket at level 9 according to your situation and preferences. I like to stick with Warding Totem even after level 9, so I can help my team to ward around objectives. Other choice I like to take after level 9 is Oracle Alteration, as you can use it from safety to gain vision of some areas that would be otherwise dangerous to explore and ward alone.




Not that much to say. These boots are best option for Vel'Koz as they give you more damage in form of magic penetration, which you need. They help you to bypass enemy’s magic resistance. They are not that effective against tanks, as they stack a lot of MR, but it is still helpful.


Do you want max CDR, but you don't want to buy more CRD items or CDR/lvl runes? Well, this can be your solution! These boots give you extra CDR on your spells AND your summoner spells. This can be useful, as you need to have your Flash and 2nd defensive summoner spell always ready in case of danger. I prefer to go with other choice of boots as I will rather get CDR from items and my runes. But if you don't want you can buy them if you are missing CDR in your build, there is nothing wrong with that.


These boots can be really useful, even lifesaving against teams with a lot of stuns, snares or silences. They can even mess up combos of some mages that rely on their CC to hit their spells such as Lux. A lot of mid laners have some form of CC in their kit and A LOT of them are long ranged. This means you can easily get caught out by their CC, which can result in your death. To prevent getting caught by their CC, you can buy these boots which will shorten time of their CC which may save your life.


If you are getting destroyed by enemy laner and he is AD, you can consider to get these boots. They are even more helpful if most of their damage comes from auto-attacks, because of Ninja Tabi's passive. Other scenario in which these boots are really helpful is if their team consists of many champions that deal AD damage.


If you like to roam a lot these boots might be just for you. They give you increased movement speed out of combat which is helpful for getting back in your lane, for chasing or for roaming. With these boots you can pressure enemy team with your presence all around the map. Just be careful to not get caught.



If you are looking for CDR and mana then this is the item you want. It gives you a lot of CDR, AP and decent amount of mana for you to use it for poking and pushing. It also gives you passive that applies Grievous Wounds to any enemy under certain % of HP. This is useful against champions with a lot of sustain, that would otherwise out sustain fights with you, if you are not able to kill them in one combo. It is helpful mostly against Swain, Dr. Mundo, Vladimir and anyone who builds life steal such as ADCs.


With this item you will never run out of mana. It gives you so much mana and a passive that lowers cost of your spells that you can spam almost infinitely. It also gives you a lot of AP and you can possibly even build around this item to get as much AP out of it, while not hindering yourself back. After you fully stack it, it serves also as defensive tool because of its active that gives you shield. There is a downside though. This item does NOT give you CDR, which is really important stat for Vel'Koz, as you want to spam a lot to trigger your passive as many times as possible. This can be compensated with CDR runes, Ionian Boots of Lucidity or Morellonomicon (which kind of synergizes with it a small bit, because it gives you mana as well).



This is the best item to get when you are looking to amplify your power as much as possible. Not only it gives a lot of AP, but it also gives you bonus AP from your total AP. This is pretty much a core item for Vel'Koz, because you want as much AP as you can. While it is really strong, it isn't advised to build it as your 1st or 2nd item. However if you are in good situation and you are only looking for raw power and you already have 2 items, then go ahead and buy it. But if you can't survive in fights, it might be better for you to build some Offensive/Defensive item instead and build Rabadon's Deathcap after that.


You might say that you already have enough wave clear with all your AoE abilities, but more wave clear is always welcome. While this item gives you a lot of AP, it also gives its passive that helps you with wave clear. It also makes your poke stronger again because of its passive. Always try to move around between casting your spells and waiting for them to come off CD to charge up its passive. While it gives you raw power, it also gives you some utility in form of increased movement speed. This can be helpful for chasing, disengaging, escapes or even just for quicker recharge of Luden's Echo passive.


Even though almost 20% of your DMG is true damage, you still do also magic damage which will be blocked by MR. Unless you build Void Staff. This item gives you % magic penetration, which means it is more effective against tanks, that stack a lot of MR. So this is mainly another anti-tank tool. If enemies don't have a tank and don't build MR, you are better off buying something else instead of this. Even if they don't have a tank, but build some MR items, it is better for you to get Void Staff.



This item can be a lifesaver against many champions. It's active is the most valuable thing on the whole item. It gives you defense in form of invulnerability for set period of time. If you use it wisely, you can dodge Vi's ultimate, Zed's ultimate or even Karthus' ultimate. Against some champions it is a must buy as there is nothing left for you to do to defend yourself from them. Its active is not only useful for that. Anytime you get engaged on by someone, you can just use your stasis and wait for your team to help you out or wait out your cooldowns and burst down the enemy that was waiting to kill you. This item offers some useful combat stats such as AP and CDR and also defensive stat armor, which makes this item really helpful against AD assassins that always try to jump at you.


Even though you won't be able to utilize its aura passive all the time, it can help you survive against some AP assassins and bursters, while also offering power to fight back. Don't force yourself to fully utilize its passive as it can lead to your death. Rather ignore it and appreciate it when it works out. You will also get some CDR which is always helpful for you, just make sure you will not over cap on CDR if you buy it.

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Pure anti-AP item. Buy this if you are getting instantly deleted by that fed Fizz or LeBlanc. This item doesn’t' give any offensive stats, only defensive, so get it when you are desperate and you can’t live enough to even use your ultimate. Even if you are winning, it is good to consider to buy this as your last item if they have a few AP champions. You are already strong with rest of your items, so if they can't kill you, you will be much bigger thread and you will be able to survive whole fight and dish out as much damage as you can. If their team consists purely of AP damage, I highly advise to get this item no matter what later in the game.


Counterparts to Banshee's Veil. They will help you survive AD assassins and fights with enemy ADC, while also help you kite and defend from brusisers trying to get to you. Zhonya's Hourglass is more helpful most of the time because of its active, but if their team deal purely AD damage or their AD assassin deletes you anytime he sees you, then you should consider to get one of this instead.

Dead Man's Plate is good if their team does AD damage, but don't do critical damage (spell casters and bruisers/juggernauts). If you don't auto-attack you can build up extra movement speed which can be helpful for maneuvering. You can also use up this stacks to slow down enemy by auto-attacking him, which can help you and your ADC kite him.

Randuin's Omen on the other side is better against champions that deal AD damage and do critical damage (auto-attackers such as ADCs). I only get this item if their team consists of more than 2 ADCs. It greatly reduces their damage, so you can fight them more reliably.



Some people think this item is really good on Vel'Koz, but they forget one thing - slows don't stack and Vel'Koz already has 2 slows in his kit. But in some situations it is still possible to build this item and fully utilize it. It gives you a lot of HP and AP, which means if you are in a good situation and you are looking for item that would give you power and survivability, you can consider to buy this. You can even utilize its passive effectively in some situations for example against team with a lot of melee champions, that you need to kite. With this passive you can use now even Void Rift for kiting if Plasma Fission and Tectonic Disruption are on CD.


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Now you are no longer immobile! With this item you get small dash that deals tons of damage to your enemies while also repositioning you slightly. You can use it for engaging, dodging ability, kiting or even chasing. With its active comes little bit of AP,HP, so you don't die right after you engage on someone with your combo and CDR. Be careful though as it can't go through walls, so keep that in mind!


This item is nice mix of offensive and defensive stats with utility. It gives you AP so you hit hard, mana so you can spam more, HP so you survive longer and active. Its active slows down enemies, which means it is tool for kiting or even helping your ADC to kite. It has pretty short cooldown so you can use it in almost every fight. Guaranteed slow helps you a lot to land your whole combo easier, guarantying to land your CC spells resulting in small CC chain. You can use it as well for chasing and catching up with fleeing enemy or for ganking while roaming.

There are few negatives though. Active's slow lasts really short amount of time, which means you have to use it in the right situation (mostly before your combo is going to hit them). Other thing is that it has short range, even shorter than range of Tectonic Disruption. Just be careful to not use its active to offensively as you might get caught because of it.


This item synergizes well with Archangel's Staff and it will give you AP from mana from Rod of Ages. Except mana,it also gives you some sustain from its passive, HP and AP. HP makes it good item to get if you are looking for some defensive stats while also offensive, but don't need Rylai's Crystal Scepters passive slow on spells. There is one negative though. You have to stack it or it won't be as effective. This means you have to decide, if you want to buy it in the early game, to get the most out of it before the game ends. Sometimes you won't be able to fully stack it before the game ends though.
Rod of Ages has a rival though - Hextech GLP-800. It gives same stats as Rod of Ages, but in a smaller amount. The thing is you don't have to stack it and it has active. It's up to you which one you chose. If you are looking for that kind of item in your build, try out both of them and chose whichever you like more.


Guide Top

Playstyles (how to play different playstyles mentioned in Matchups )



Farm:

Counters: fight
Countered by: roam

You want to use this playstyle if you get countered by enemy laner (you are against Assassin, mobile burst champion). This is super passive playstyle which gives your enemy freedom to do whatever they want but it is the safest playstyle of all of them. If you use this play style it means that you can’t fight your enemy at all and even smallest mistake will cause you to die and give enemy even bigger advantage.

You have to stay in safe distance from enemy laner, even if it means to farm under turret. Try to get as many minions as you can, but not at cost of your life! If you can’t get the minions/you are being zoned, just ignore them, few minions are not worth dying. Use your spells to farm from safe distance rather than to poke. I recommend to freeze your lane near/under your turret so you can farm safely and to make enemy laner risk to get minions and to make them vulnerable to ganks.

If you use this playstyle, enemy laner will most likely go roam because he can’t get to you. If he does, please ping your teammates that he is missing. Try to have ward on each side of river so you and your teammates can see him roaming and alert them to back before he can get to them. Don’t follow him, he can be waiting for you in the fog of war ready to kill you. Follow him only if you have vision of him leaving to gank and you can see that he is really going to gank other lane/counter jungle. In that case you can follow him and help your teammates if you feel confident. Do not facechceck! If you see you will have to facecheck bush, then don’t go. If you decide to not follow him then switch your playstyle to push (You can find more about pus playstyle here.).

You can use this playstyle also if you are losing, you are behind and enemy laner is a lot stronger than you. If that’s the case then you want to use this playstyle but you don’t have to be that passive. Look for enemy mistakes while farming and try to punish them for these mistakes.



Push:

Counters: roam
Countered by: fight

Use this playstyle only if enemy laner has problem with farming under turret and you don’t want to fight him. Simple as that. Before you do that, think what you can do after that. Don’t do it unless you have a reason. Reason can be that you want to go gank, go back and don’t miss next wave, make it harder for you laner to farm, go farm into the jungle (only with your jungler’s permission), go counter jungle or to go ward around mid. Don’t use it unless you want to do one of these things listed. If you do so and you have no goal, you will have to do nothing as it is dangerous to overextend under enemy turret as you can get ganked very easily.

If you want to use it to make it harder for your laner to farm, then make sure mid is warded on both sides, it is safe and nobody is going to gank you anytime soon or you can get back to safety if the enemy laner goes aggressive on you.

Other use of this playstyle is to counter enemy roam playstyle. Use everything to kill enemy minions and push your wave under enemy turret. This will make enemy lose gold, EXP and potentially even a turret. If you want to damage the turret/destroy it, you can go with you minions. If you decide so, make sure enemy laner is ganking other lane 100% and warn your teammates about position of the enemy laner. Also be careful as you can get ganked by jungler and/or other enemy laner so go push the tower only if you are sure they are not coming for you. Don’t overextend.

If you have decided to not push/enemy is coming to stop your push, you can go back and return to lane just in time for another minion wave or you can go farm jungle camps to get little bits of gold, EXP and overall advantage over enemy laner (only with your jungler’s permission) or you can go gank other lane as they probably won’t be warned because your enemy laner is busy ganking.



Roam:

Counters: farm
Countered by: push

This playstyle is really effective if you want to be aggressive and want to snowball, but enemy laner is playing passively and just farming. If you want to roam a lot, then consider to buy early boots. They will help you a lot as you can perform your ganks much faster and get back to your lane also faster

First thing you need to know is when to roam. Try to roam after you have killed enemy laner or enemy laner went back or when enemy laner went to roam as well. Other thing that is really important is to shove your lane under enemy turret so you lose at least minions as you can. Whenever you roam ping your teammates that you are coming to gank their lane so they can bait enemy to play more aggressively and setup the gank for you.

If you have ward ready either from trinket or you have bought one try to place it behind you somewhere in a bush while you are roaming. That way you can see if your enemy laner is trying to follow you or if enemy jungler is trying to countergank. Either way you will be prepared and if you think you can burst them quickly you can stop your gank, wait in that bush and surprise the enemy from fog of war. Be careful as they can have that bush warded and they might surprise you.

During the gank you have only one chance. Try to land all your skillshots, even if it means to wait a little bit for 100% hit. If you miss all your skillshots, you will be effectively useless and you can even die. That’s the reason why it is hard for Vel'Koz to gank as he is 100% skillshot oriented and he can mess up everything really easily.

After the gank you can: go back if you have a lot of gold stacked up or you are low on mana and/or HP, go back to your lane if you are healthy enough or you can take objective with your team (either dragon or enemy turret). Everything depends on situation.



Fight:

Counters: push
Countered by: farm

This playstyle is most rewarding of all of them, but also the riskiest of all of them. It is even harder for Vel'Koz because he can mess up everything so easily. This playstyle is almost unplayable against champions with high mobility as they can just dodge your skillshots and engage on you ( Ahri, Akali, Yasuo, Fizz, …). On the other side this is perfect playstyle against champions with low mobility and sustain damage/not instant burst damage as you can land your skillshots much easier and even if you mess up you will be able to disengage ( Teemo, Heimerdinger, Karthus, Fiddlesticks, …).

If you will play this playstyle correctly, there is a high chance your enemy will change their playstyle to farm to prevent you getting more stronger. In that case you should change your playstyle to roam and help your teammates get ahead as well.

If you fail though and you gave some kills to the enemy you should start to play more passively even swap playstyle to farm if needed and focus more on farming to get yourself back into the game. If you continue to play aggressively, there is a chance that you will feed enemy and even potentially lose your team a game.

This playstyle isn’t long-termed so you need to know when to change to it to use advantage as much as possible but also to know when to stop.


Guide Top

Matchups





[WIP] WARNING! Some matchups are outdated. I am sorry. I have been bussy in real life for a long time and I couldn't find some free time to work on this. I am working on updating and expanding every matchup at the moment. Thank you for your patience.
















Ahri is dangerous because of her mobility. She can easily kill you with her ultimate Spirit Rush or just disengage to safety. Use your ultimate carefully because she can interrupt it with Charm or just doge it and engage on you.

Pre level 6

After level 6

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You win pre level 6 as she is melee and you can safely poke her with your auto attacks and abilities. Akali gets annoying only after level 6 because she can easily stick to you with her ultimate Shadow Dance.

pre level 6

after level 6

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Anivia is really annoying matchup because of her passive Rebirth. You won't be able to kill her alone easily so you will need help from your jungler. Most of the time both of you are going to be farming only and poking each other as it is hard to kill you because you out range her and it is hard for you to kill her because of her passive Rebirth.

Pre level 6

After level 6

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Annie is an easy matchup through out the whole game because you outrange her. Only thing you have to be careful about is that she can stop your ultimate after she has 4 stacks of her passive Pyromania ready. Also be careful about Flash+ Summon: Tibbers combo.

Pre level 6

After level 6

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Azir can be tricky because if he plays smart he can outplay you but if you play this matchup correctly you will have upper hand and this matchup won't be problem for you.

Pre level 6

After level 6

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Brand has almost same range as you so to trade with him/fight him you almost always have to take damage and that can be dangerous. Most of his damage comes from his 2 skillshots so if you dodge them it will be fine.

Pre level 6

After level 6

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Cassiopeia is hyper carry. She is super strong in late game but in order for her to deal damage she has to hit you with one of her poisons ( Noxious Blast/ Miasma). Her ultimate Petrifying Gaze can stun you but it won't stun you if you are not facing her so try to predict when she is going to use it so you can turn around. After that it will only slow you.

Pre level 6

After level 6

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Cho'Gath is really easy matchup for you as he is melee and has no gap closer. He can sustain early game with his passive Carnivore but later as you get stronger it will be easy for you to kill him. Only tricky part is that he has 2 spells that he can use to cancel your ultimate Life Form Disintegration Ray and his ultimate Feast does a lot of true damage. If he goes full AP and no defensive items he can delete you but he has to use his Flash to get to you to use his ultimate Feast on you.

Pre level 6

After level 6

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Diana matchup isn't that hard but after level 6 it gets tricky. If you are not good in dodging this matchup is going to be harder for you. To dodge her Crescent Strike move counterclockwise. You should be careful if she hits minion next to you with Crescent Strike after level 6 as she can jump at him same as she would jump at you.

Pre level 6

After level 6

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Ekko can be really annoying during the laning phase because of his blink Phase Dive so try to save Tectonic Disruption for moment when he jumps at you so you can punish him for that. After level 6 it is harder for you to kill him because he can disengage and heal himself with his ultimate Chronobreak. I recommend to put Stealth Ward near his turret so you can see what he is doing when he is in fog of war (he can channel his Parallel Convergence on top of you so when you will see him doing the animation you can easily back off and be safe).

Pre level 6

After level 6

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Good AP Ezreal will poke you to death while still being safe. You just can't engage on him because if you do he will only Arcane Shift away. If he uses Arcane Shift offensively punish him for that and maybe even grab a kill. Always watch out for his ultimate Trueshot Barrage mainly when you are at low HP.

Pre level 6

After level 6

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Pretty easy matchup for you. In order for him to deal damage to you he has to channel Drain which you can just interrupt with Tectonic Disruption and burst him down. Only problem is his ultimate Crowstorm. If you are getting killed always by Crowstorm then buy Zhonya's Hourglass and as soon as he uses Crowstorm on you just pop Zhonya's Hourglass active.

Pre level 6

After level 6

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And the 1st place prize for biggest counter to Vel'Koz goes to ... Fizz! Good luck! You will need it to at least get near your minions without getting killed. In my opinion biggest counter to Vel'Koz (with LeBlanc, Ahri, Talon and few other champions being very close also). He has everything Vel'Koz player hates. A lot of damage that is easy to dish out, 2 freaking gap closers while 1 of them ( Playful / Trickster) provides invincibility, can use it for easy disengage from gank or just killing you under your tower or just dodge all your spells and ability that interrupts your ultimate and slows you. Basically if he has his Playful / Trickster off cooldown you can't engage on him or he will engage on you. Zhonya's Hourglass is good for surviving his ultimate Chum the Waters and Banshee's Veil is good for needed defensive stats against him.

If you can chose to not pick Vel'Koz against him for the love of god please spare your life (I cry every time I have to pick Vel'Koz against Fizz just because I am one trick pony and pray he doesn't know how to play Fizz very good). If he is bad (which some of them are) you are much more safe and even have chance to kill him but you will find that out during the first levels in laning phase.

Pre level 6

After level 6

teamfights

















Galio is little bit annoying but nothing more than that. He is tanky because he scales with magic resist and Bulwark is strong against your ultimate as it is DoT spell. You will have hard time killing him because of this factors but you are pretty safe against him. Recommend buying Mercury's Treads so you can escape his ultimate Idol of Durand before it does damage to you.

One small trick: You can interrupt his ultimate even if you get caught by it! You have to time your Tectonic Disruption perfectly though. Try to predict when he is going to use his ultimate Idol of Durand and just before he casts it cast Tectonic Disruption. His ultimate starts instantly but Tectonic Disruption has travel time which means it will interrupt Idol of Durand after he starts to channel it.

Pre level 6

After level 6

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Matchup against Gragas isn't very tricky or hard but he has some sustain in lane against poke and he is a little bit tanky. He has 2 ways to stop your ultimate Life Form Disintegration Ray so whenever you are going to cast it consider if he can stop it easily or not. Explosive Cask can be very dangerous because he can put you into bad position with it. So bad that even flash might not help. Other than that you can freely poke him and kill him.

Pre level 6

After level 6

teamfights

















One of the easiest matchups you can get. His main damage source are his turrets ( H-28G Evolution Turret) but you have enough range to ignore them or just easily destroy them with 1-2 spells and auto attacks. You can go super aggressive after level 6.

Pre level 6

After level 6

teamfights

















Jayce has advantage pre level 6 levels so try to not fight him during that period of time. After level 6 you have advantage because he doesn't a have a "real" ultimate. You outrange him even if he is in ranged form so if you are careful you can fight him without the problem. Even if he jumps at you you can easily kite him.

Pre level 6

After level 6

teamfights

















Whole Karma's damage is baised around Inner Flame so she doesn't have burst. She can only poke you and you can avoid her poke by standing behind the minions easily. In 1v1 you can quickly burst her down without any problems or danger. Karma starts with ultimate which means she "doesn't have one". This means you gain huge advantage at level 6 so use that advantage.

Pre level 6

After level 6

teamfights

















His main damage is from Lay Waste which is easily avoidable if you pay attention and have some movement speed. He is a sustain mage which means quicker trades are more profitable for you. Just burst him down and retreat. He has no gap closers and his only CC is slow so he isn't that dangerous. Recommend buying Zhonya's Hourglass so you can dodge his ultimate with it. After you kill him don't forget about his passive Death Defied.

Pre level 6

After level 6

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Kassadin is easy pre level 6 matchup but hard after level 6 matchup. After level 6 you have almost no chance to kill him as his ultimate Riftwalk is on really small cooldown. Don't chase him after level 6 because with his Riftwalk it's pointless.

Pre level 6

After level 6

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Sinister Steel








Katarina is really tricky matchup. She doesn't have any CC only raw damage and is melee so if she is behind she is useless in teamfights. Try to deny her as much CS/kills as possible. Her biggest counters are CC and burst damage.

Why this is a tricky matchup? Well both of you are burst mages and both of you have ultimate that has to be channeled. She can't interrupt your ultimate but you can so you have an advantage. Basically in this matchup person who engages have much higher chance to lose duel. If you engage and don't burst her instantly she can engage on you and you can't stop her. If she engages on you you can stop her ultimate Death Lotus and then use your combo to burst her down. Basically this matchup is all about outplaying and outsmarting enemy.

Pre level 6

After level 6

teamfights

















Kayle has sustain damage which means your goal is quick trades. While she has to auto attack you to do damage you can just burst her down and fall back which makes this matchup really easy. It is going to be hard for you to kill her after level 6 because of her ultimate Intervention.

Pre level 6

After level 6

teamfights

















Kennen's early game poke can be annoying because he has no mana and uses only energy which means he can just poke you, wait until his energy regenerates and repeat that. After level 6 he becomes even more dangerous, mostly in teamfights. He provides a lot of AoE damage for his team in teamfights as you but he has stun on top of it which you don't have and can change whole teamfight.

Pre level 6

After level 6

teamfights

















Kha'Zix is sustain stealth assassin with great gap closer Leap which if it is evolved gets cooldown reset after a kill or an assist. He can be dangerous because he can juke you with his ultimate Void Assault if you don't have some kind of stealth detection. Recommend to buy Zhonya's Hourglass so you are safe if he jumps at you in teamfight while your team focuses him down.

Pre level 6

After level 6

teamfights

















AP Kog'Maw is immobile pure skillshot oriented poke champion with long range. He only starts to be annoying after level 6 when he gains his ultimate Living Artillery. It provides him a very long range poke which is his main damage source. He is immobile mage and very squishy so if you manage to land your combo he is most likely dead. Building movement speed against this matchup is really efficient as it makes it easier to dodge his abilities.

Pre level 6

After level 6

teamfights










Mirror Image








Your second worst nightmare after Fizz. She has burst, CC, and potentially 2 gap closers. You can't really engage on her as she will just jump away. You can try to push her to her turret as she has bad wave clear but I do not recommend it as it is very risky to overextend against her. One positive thing in this matchup is that you have one small advantage than other champions have against LeBlanc. It is that you can use your passive Organic Deconstruction to distinguish clone from real LeBlanc (her passive mirror image)

Pre level 6

After level 6

teamfights

















Lissandra is a short range burst mage with a lot of CC. You outrange but that's your only advantage. She has a lot of CC which can win for her team a lot of teamfights. You have to be careful about her Glacial Path as it is long range gap closer she can to to get into the middle of the teamfight, engage on you during laning phase and burst you down or just escape gank.

Small tip: In order for her to use Glacial Path she has to reactivate it when she wants to teleport to it which means you can CC her with Tectonic Disruption so she can't reactivate it and deny her engage or escape. You have to time it precisely and predict when she is going to use it so don't get mad if you fail it first time. Tectonic Disruption's particle is very slow so if Lissandra has good reflexes she can activate Glacial Path as it is going to hit her.

Pre level 6

After level 6

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Lulu's main source of damage is Glitterlance. Matchup against her is really similar to Karma's matchup. Both have a lot of utility and defense but a not a lot damaging abilities. Best chance for you to kill her is pre level 6 because after level 6 she just has a lot of defense/disengage tools for you to be able to burst her down.

Pre level 6

After level 6

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Lucent








Lux is probably my second favourite champion after Vel'Koz. She is very similar to Vel'Koz. Long range poke squishy with no escape burst kite 100% skillshot mage with laser ultimate. Few differences like she has less damaging abilities than you (you have basically 6) but she has shield, her passive deals magic damage and not true damage and her ultimate is instant and has longer range. Basically playing against Lux is like playing dodge ball. Dodge her snare Light Binding and you should be ok. It is her setup spell for kill or just spell to catch off people same as your Tectonic Disruption. Dodging Lucent Singularity is little bit harder so to maximize your chance to dodge it you have to keep your distance as much as you can or if you are to close than go forward, she won't expect it and she will miss it (same tactic works for dodging Vel'Koz's Plasma Fission - dodge the main part and move forward, it is hard to reactivate it correctly if someone is moving towards it and also it has small delay before reactivating).

Pre level 6

After level 6

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Malzahar can be annoying but if you play this matchup smart you shouldn't have problem. You have to abuse your range advantage as much as possible and kite also as much as possible. If you will do these 2 things you should be ok. The reason why you want to abuse your range is because he is low range and has a lot of burst and if he gets in range to hit you he will cast Nether Grasp which is 2,5 seconds stun which will most likely screw you up. Silence from Call of the Void can be really annoying so if you get hit by it back off because you can't fight him silenced.

Pre level 6

After level 6

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This is an easy matchup because you can just kite him around as he has short range with no gap closer. He has no CC so he can’t interrupt your ultimate or catch you off. Before lvl 6 you don’t have enough power to kill him because of his passive Iron Man but after lvl 6 you got pretty good chance.

Pre level 6

After level 6

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Morgana can be very dangerous sometimes mostly in late game due to her Dark Binding as it will snare you for 3 seconds which is enough time for enemy team to engage on you. Because of that you have to be very careful in late game. Other than that she will always try to push you during the laning phase under your tower with Tormented Soil so you better know how to last hit under the turret.

Pre level 6

After level 6

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Game against Nidalee is like playing dodge ball. Just dodge that Javelin Toss and you will be alright. Not only it deals tons of damage but also makes it easier for her to jump at you with Pounce and nuke you. Her heal provides her with some sustain during the laning phase and some push power in late game because of attack speed it grants. She doesn't have the best wave clear so you can push her under the turret and poke her while she is farming.

Pre level 6

After level 6

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One of the early game annoying matchups. She has advantage over you pre level 6 but after the level 6 you are on the same boat. Orianna is a great teamfighter because of her ultimate Command: Shockwave so be careful during the teamfights.

Pre level 6

After level 6

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Riven has all she need to counter you – CC, mobility, defense from poke, damage. You can’t really engage on her because she will just use one of her abilities to dodge it. You have to kite her because if not you will get CC-ed to death. While kiting try to predict her movement for easy knock back. Zhonya's Hourglass is a must item against her. You can use it to dodge her CC, ultimate Wind Slash or just to survive. If she gets too close to you and you see she is going to hit you with next CC ability try to time it and Flash away from it. If you are low always watch out for Flash+ Wind Slash or just Wind Slash alone and try to flash away from it/use Zhonya's Hourglass to dodge it.

Pre level 6

After level 6

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Pretty easy matchup for you as he is short range caster so you can abuse your range and kite him. You have to be careful to not get close to him as he can chain his abilities really well and potentially burst you.

Pre level 6

After level 6

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Swain is a sustain short range mage so you want to keep your distance and do quick trades. If you do that, this matchup will be easy enough for you. If you can’t kill Swain] because of his sustain there are 2 easy solutions for that other than bursting him. One of them is Ignite and other one is Morellonomicon. Even though Ignite is pretty bad on Vel'Koz, it can shut down champions that relay on sustain pretty heavily. Either if you want to go early aggressive or you want to be sure Swain won’t be a problem you can consider taking it. It is not that bad in this matchup also because he has to be close to you to deal damage so you can easily Ignite him.

Pre level 6

After level 6

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Syndra has a lot of burst but her range is much smaller than yours. If the enemy plays Syndra well and manage to land stun you will have hard time. Her burst is much quicker and stronger than yours so only way for you to fight her is by using your range advantage. You have to kite and can’t get hit by her stun. If you get stunned she can easily deal tons of damage to you really quickly and then back off.

Pre level 6

After level 6

teamfights










Mercy
Cutthroat

Cutthroat







Talon is pretty hard matchup because of his quick burst but it can be easily countered by Zhonya's Hourglass. Even though he is melee you want to play safely during the laning phase and save up your CC just in case he jumps at you. Vision Ward’s can help you in the fights with him as you can see where he is if he uses his ultimate Shadow Assault and kite him back.

Pre level 6

After level 6

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Camouflage








One of the easiest if not the easiest matchup you can get. He has really short range and he has sustain damage rather than burst. If you can land your spells against him you will have easy time getting fed. Only annoying thing is his blind from Blinding Dart which can deny you some of the CS but if he uses it on you, he should be in range for you to hit him and punish him for that. Be careful if you are going roaming as your plans can be interrupted by Noxious Trap. If you walk in one of them it can give the enemy your position which can interrupt your roam.

Pre level 6

After level 6

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Even though Twisted Fate can do a lot of damage and can even interrupt your ultimate Life Form Disintegration Ray it is still pretty easy matchup. Half of his damage comes from his auto attack enchants which means while he has to auto attack you, you can just kite him back or CC him and burst him down with no problem. He will roam a lot with his ultimate Destiny and you have no way follow up unless you take Teleport so best way to punish him is to push a lot so he can’t leave his lane and if he does just take his turret.

Pre level 6

After level 6

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Veigar is pretty annoying matchup because of his stun Event Horizon and his ultimate Primordial Burst. His stun can zone you or just trap you inside and his ultimate can just by itself delete you in the late game. You pretty much want Banshee's Veil so you can do at least something in the teamfight before he deletes you. If your team does a good job protecting you though he will not be able to get to you unless he uses Flash. Other than that you have much more reliable damage than him and more range so if you play safely and smart you won’t have problem.

Pre level 6

After level 6

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Here we go! A mirror matchup! This can occur only in Blind Pick but you can use some of this tips if you are playing against Vel'Koz with other champion. Back to a mirror matchup. These are always really annoying and skill based. If you want to win this matchup you have to have more knowledge about the champion than enemy, have better decision making and better mechanics. I haven’t occurred this situation myself so this will be mainly tips what I think would work really well. I hope that after reading my guide you will have advantage over him and maybe learn even how to play against Vel'Koz when you are not playing him. If you will use all the tips from my guide it should be easy matchup for you but good luck if it is against me!

Pre level 6

After level 6

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Viktor can be annoying matchup sometimes but you have advantage of range which means you are much safer during the teamfights while you still can dish out as much damage as he can just from safer position. He has a zone tool though which you don’t – Gravity Field. He can use it during the laning phase to zone you from farming or during the teamfights so nobody can jump on him and focus him down. Either way a powerful zoning tool.

Pre level 6

After level 6

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Vladimir has a lot of sustain in means off healing and damage. You outrange him, do more damage so you would think it will be easy, right? But Sanguine Pool makes it really difficult sometimes to do something against him as he can use it to dodge all your abilities. Ignite/ Morellonomicon can be helpful to shut his sustain down during fights. He gets tanky thanks to his passive while building damage, but he has no hard CC so if he is behind he is useless in teamfights.

Pre level 6

After level 6

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Xerath is kinda same as Vel'Koz in terms of amount of damage, kit being 100% skillshot based,, amount of CC and range. Both of you have long range but he has longer and his poke with Arcanopulse is more reliant than your poke with Plasma Fission. His CC can be either worse or better than yours, depends on situation. Overall he is safer version of Vel'Koz. This matchup is kind of skill based as both of you are 100% skill shot champions. If you have problem to dodge his abilities early Boots of Speed can help you with it a lot.

Pre level 6

After level 6

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Playing against Yasuo can be sometimes frustrating and even more if their team composition has a lot of knock ups. He has a lot of mobility with Sweeping Blade and even if he has nowhere to dash he can still use Wind Wall to block all your spells except your ultimate Life Form Disintegration Ray. Thankfully you can counter him pretty easily and that’s with movement speed to dodge his 3rd cast of Steel Tempest and with Zhonya's Hourglass if he catches you with ultimate.

Small tip: Your auto attacks aren't considered as projectile which means your auto attacks will go through Yasuo’s Wind Wall. Helpful while farming in lane or just poking him.

Pre level 6

After level 6

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Zed’s poke and mobility can be annoying so you have to pay attention a lot to dodge his Razor Shuriken and manage to hit him with your abilities. He can easily kill you with his ultimate Death Mark, but you can counter it with Zhonya's Hourglass completely, so if he jumps at you, just active Zhonya's Hourglass and you completely negate his ultimate. Be careful though as he can still kill you without his ultimate Death Mark, so try to have Tectonic Disruption always ready to disengage.

Pre level 6

After level 6

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Ziggs can be really annoying because of his poke so if you are having problems with dodging his abilities (all are skillshots), you can consider to buy early Boots of Speed after your first back. If you want to fight him, you always have to be moving around between your ability casts so you can dodge as many of his skillshots as possible. Be careful to not walk into his Hexplosive Minefield as it trap you pretty easily while doing a lot of damage. You can use Zhonya's Hourglass pretty effectively against his ultimate Mega Inferno Bomb and dodge it completely.

Pre level 6

After level 6

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Zilean is an easy matchup as his only spell that can deal damage to you is his Time Bomb, though he can use twice at you because of his Rewind. He is very mana hungry and Time Bomb’s are easy to dodge so if you pay attention and you can avoid them, he can be out of mana pretty fast.

You outrange him so use that to your advantage. You can even wait for your abilities to come out of cooldown and make long trades if you manage to dodge his Time Bomb’s. Only thing that is annoying about him is his ultimate Chronoshift. It makes it so much harder for you to kill him, as you have to kill him twice (not that annoying as with Anivia because he gains less HP after he revives than she does).

After level 6 you won’t be able to kill him that often, so try to kill him pre level 6 as much as possible. After level 6 you can kill