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prime

Build Guide by PlugNplay

Not Updated For Current Season

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


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League of Legends Build Guide Author PlugNplay

PlugNPlay - Just take a look <3

PlugNplay Last updated on January 9, 2011
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Ability Sequence

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





Not Updated For Current Season

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



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
Awareness
4/
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


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Veigar Guide

VEIGAR, THE TINY MASTER OF EVIL.



To most, yordles do not conjure images to be feared. The easygoing half-pint race, though fierce, is often regarded with some degree of joviality. Every now and again, however, a yordle turns so bad that, even at its small stature, it strikes terror into the hearts of others. Veigar is such a twisted yordle - a master of the magical black arts and a corruptor of cosmic energy, making him one of the most feared sorcerers on Valoran. Veigar was once one of those unusual yordles who chose to trade with the outside world. Imprisoned in the city-state of Noxus for years, Veigar slowly went mad in isolation from his people. He eventually escaped, but instead of returning to Bandle City, he sought tutelage from dark wizards across the land. Now he seeks to end all conflict on Valoran. By bringing all of the city-states to their knees, regardless of affiliation.

''Who says evil needs to come in a fearsome-looking package?''


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1. Abilities.

Equilibrium
Description: Veigar's mana regen is increased by 0.5% for each 1% of mana missing.

Baleful Strike

This skill is a very important skill. It gives you 1 ability power for every last hit you get from using baleful strike. It also gives you 1/2/3/4/5 ap everytime you kill a champion from any source of damage. This skill will be mostly used later in the game.

Description: Active: Unleashes dark energy at target enemy dealing 80/125/170/215/260 (+0.6) magic damage. If the target is killed, Veigar gains 1 ability power.Passive: Veigar gains 1/2/3/4/5 ability power when he kills a champion from any source of damage.
Cost: 75/75/75/75/75 Mana
Range: 650


Dark Matter

Dark matter is also an important skill, mainly cause it's the main source of nuke as Veigar. It does massive amount of damage. Also, if you use it in a unrevealed spot, aim your dark matter at it, and it reveals if anyone is there. Very great for farming as well.

Description: After 1.2 seconds, dark matter falls from the sky to the target location, dealing 120/170/220/270/320 (+1) magic damage.Cost: 100/110/120/130/140 Mana
Range: 900


Event Horizon

This skill is very important when it comes to escaping, saving your team, using your combo, and helping your team by stunning most of the other team. It basically creates a circle and anyone whos inside or outside that comes in contact with the ring, gets stunned.

Description: Active: Veigar twists the edges of space around the target location for 3 seconds, stunning enemies who pass through the perimeter for 1.5/1.75/2/2.25/2.5 seconds.Cost: 80/95/110/125/140 Mana
Range: 650


Primordial Burst

This is your ultimate. This skill just slays any champion that uses a lot of ability power, such as Ryze or Morgana. I suggest using this only to the squishies or anyone that has the most ability power.

Description: Blasts an enemy champion, dealing 250/375/500 (+1) plus his target's AP in magic damage.Cost: 150/200/250 Mana
Range: 650


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2. Pros and Cons.

Veigar is overall a strong champion but he does have his weaknesses.

Pros +

-Extremely High burst
-Insane Anti-Caster :)
-Strong AoE stun
-Good escaping capability when played well
-Excellent team fighter

Cons -

-Slow early game with lots of mana problems ( Mitigated by Teleport and early Tear of the Goddess )
-Needs alot of gold for his item setup
-Very squishy and easy to take out if focused ( And your Stun in on Cooldown. )
-Difficult to master skill shots and precise last hitting


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3. Introduction.

Hello And welcome to my personal expierience and guide about Veigar.
The reason i thought it would be a nice idea to post one here is because i haven't seen
anything on here like mine, now that doesn't mean they are bad nor mine imho.
I just like to share my points of view upon Veigar and what works for me.

This Guide will not make bad players Good, so take that in consideration when and if you
decide to vote, and if you decide to vote make sure you have tried it and post some
Possitive or Negative feedback i can overlook it and give my judgement or even alter my point
of view on the matter.

Also, i was born in the Netherlands so my english isn't perfect but ill try to do my best.

Thank you, And lets get started.


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4. Summoners Spells.

My own personal Prefferance: Ghost and Teleport

Other good Spells:

Exhaust - With the mastery point added it decreases their magic resistance and armor, so this can be used to chase, get away, AND to add a little extra punch to your burst.

Ignite - Mainly for the heal reduction and to finish off running foes. Definitely not the best choice for Veigar, But can be usefull in a sidelane or for just that little bit extra.

Clarity - it helps you with your laning Phase to keep your mana up, although in my build
i find it highly unnessesary if you watch your mana a little. Could also be usefull for your
laning partner in a dual lane, specially if you skilled it in your masteries.

Flash - You should not need this to escape, Ghost is a much better solution for this. yet i can see the use of it in some situations ( which u shoudn't be in in the first place ).

Skills not to get:

Heal - You should not be aggressive enough to need this early game, and its pretty much useless late game.

Fortify - This is not your job. Leave this for the support champions who have nothing better to take.

Smite - You are not jungeling, nuff said.

Clairvoyance - Once again, this is not your job.

Revive - You should NEVER get this. Every time I see someone with this I Laugh.


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5. Skill Sequence.


Priority:

1. Primordial Burst
2. Baleful Strike
3. Dark Matter
4. Event Horizon

We take 1 Event Horizon at level 2 as it can save your life, or help you net that kill.
We take 1 Dark Matter at lvl 4 for your combo. and to have all your skills before lvl 6.
We take Primordial Burst whenever possible, dont need to say more.
We Take Baleful Strike at level 1 because of the increased AP permanently and we keep lvling
it because it doesnt takes no more mana as you lvl it up, and its a main harrasing and farming ability which will make it easier to increased your evergrowing amount of AP.


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6. Runes.

Personally i find runes a bit overrated as it doesn't really help you THAT much unless you
are a melee that goes full crit or something, however runes will buff your weaknesses as i
find that that is what they are meant for, and not to buff your strengths. ( with some exeption )

Greater Mark of Magic Penetration - Best Marks to get to buff your damage output.

Greater Seal of replenishment - to buff your mana regeneration as we wont take Clarity.

Greater Glyph of Scaling Ability Power - Best Glyphs. Period.

Greater Quintessence of Health - To help you get the 'S' of Sqhuishy.

These runes are my prefferance. fill them in as you desire, although if you are following my guide and my advice these are nice to get.


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7. Masteries.

For masteries either go 21-0-9 or 9-0-21. Its basically a matter of preference. Personally I like the utility mastery path because of the extra speed, mana regeneration, and summoner spell buffs. Its really up to you though.


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8. Farming.

As i mostly take the middle lane with exeption of 2 reasons;:

1. There is a better carry on your team which you know that is viable to help out.
2. There is some kid argueing about taking a mid lane, and im not ready to go into a discussion.

;i will be taking Baleful Strike and start last hitting minions with it. dont even think about harrassing your enemy with it as it is to weak as of yet and it will drain your mana and leave you helpless in your first few minutes to last hit and get your AP going up.

Now as you have some last hits and you lvled quite a bit and had your trip back to get your Tear of the Goddess you can use it quite freely but still focus on your minions to raise your AP. as you get some points in Dark Matter and you have farmed quite decently with your Baleful Strike you can use your Dark Matter to finish the back row of mage minions off with 1 blow if you need them out of the way quickly or you need the cash.

Another nice trick is to kill the wraiths on your side of the jungle by standing on the edge of the forestwall and drop one Dark Matter on it. Note: if you did not kill the big wraith use your Baleful Strike to finish it off trough the wall.

Same goes for the 'Dogs' on the 'Golem side of the jungle' hug the wall, and trow a Dark Matter on it. Note: If you did not kill them, let them come to you and finish them off.

If their team has no jungler or you noticed that your enemy on the middle lane does not take the time to kill the wraiths on his side, do take the time if your lane is pushed to go trough the river and finish them off with yet again a Dark Matter and a Baleful Stike if needed.

Now if you found yourself in a sidelane this will not be the case, and you will have to play
defensively to farm properly since your items do cost quite a bit of gold. tell whoever your lanebuddy is ( if it isnt a friend ) that u will be playing defensively, and just go on your
way of farming minions. yet again use ur mana sparingly and dont just trow it away to harras
unless your put some points into your skills.


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9. Harrassing and Killing.

If the time has come for you to be a bit more aggressive which you judge of of your own AP, ability to get away or advance, do so wisely.

First you should check your oponents items and champion itself, and judge what your lanebuddy can do. if your on a solo lane judge it on his/their items and champion.

- For example morgana with a Dark Shield isnt your best target to Stun. ( even if you pull it off she might pop it right after ).

- Harrassing them not quite freqeuntly, such as shen/tyrn/etc will heal themselves up and you wasted mana for nothing.

- Stunning a Mercury Threads victim will come out before your Dark Matter will land.

as you see there are some things to take in consideration before deciding to advance / harras.

Now if you took it all in consideration here are some Combos u could apply:

1. Baleful Strike
2. Event Horizon + Dark Matter { Land the matter quickly as they are stunned. )
3. Event Horizon + Dark Matter + Baleful Strike as the matter is falling.
4. Event Horizon + Dark Matter + Baleful Strike and Primordial Burst as the matter is falling.

There are more combo's you can apply but here are some most freqeuntly used. number1 is mainly
to get your target lower, but as you advance to the more technical combos, watch your mana
since it really does deplete it quite rapidly.

Now most of the time ive spend farming, neglecting the champions on my lane unless they come to close. so most of them dont understand or have felt your burstdamage yet which comes with
a huge advantage, i like to baleful strike them a few times and then finish them with my number4 combo, because that is what they least expect.
If that didnt finish them off and you will see that quite fast, pop your sprint and run after
them with balefull probably 1 sec away of cooldown. and net yourself the kill. if your target survived with alot of health you did not watch their items, or you havent been harrassing quite efficient enough.


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10. Items.

i always start off with these two items:

Mainly to ensure a steady early game where your not 2 hits from eating death and still have some mana regeneration and a fair amount of AP to start with. and a health pot just incase.
u can take a Mana Potion but i dont advice u doing so.

Now judging for what their team champions are, what champions your team have ( if they are realiable of not which you will find out quite fast ) you will build from there.

In some cases their team will have alot of health and you will have to start off quickly with some AP as some teams will have just one or 2 of them which u can ignore and go after their
carry's u will stick to your path of increasing you mana with your tear of the goddess which will eventually be turned into a Archangel staff to net you a fair amount of AP.

lets look at my Main item build and why i pick it.


Now although Veigar has a pretty nice passive upon his twitching hand that regeneration will not let you use his Baleful Strike to much before running empty and waiting alot of seconds to let you be able to cast another where just that little more mana regeneration will let him cast it alot more. and i havent mentioned the extra mana hes getting from the Tear of the Goddess.

Some may say well that is unnessesary if you control your neutral buffs! well yeah, if you can kill it fast enough in the early game, having a health pot at hand, then go back to ur lane before the enemy hugs your turret again. and if your lucky enough you have no jungler on your side. now i know u dont need a HP pot to down it, but going back to ur lane with just 1/2 or 2/3ths of your life against a full enemy doesnt really makes sense to me.

And me extending so far to steal their buff isnt a viable option since i will just not risk it. + yet again if they have a jungler themselves u can forget about it too. and i do just get the Tear of the Goddess for early game mana and middle game AP.

The Mejai's Soulstealer however is a optional choice depending on your own capability and that of you teammates, decide early if you can rely on your team. if the game is losing already by pushed out towers, or freqeuntly dying teammates. then dont get it and move on.

Now Rabadon's Deathcap this little beauty early is what makes this build so nice imho. with a nice amount of farming your ap with your Baleful Strike as soon as you get this item you will have 300ap or else close to it. 260-300. combine this with all of your spells,
the matter and your ultimate more specific.. you will be unstoppable.
a lvl 11 Primordial Burst 375dmg + 300ap of your own + your targets AP, and we are only talking about your ultimate now, not considering the dmg of your matter and ur strike. thats sick.

Now as you stay back and farm some more, AP and gold, and gank when needed you should always be in the back with sprint ready if possible and your stun ready as your escape or as an wellplaced initiation u shoudnt need any survivability items imho. and even if yi or olaf broke trough your stun and u were standing face to face, you really think having 500 flat hp from a rylai will make you live? if so.. he sucks. just saying that spending an item slot that early on survivability is futile. so we can go right ahead boosting ourselves even more.

Depending on how well your Tear of the Goddess is doing you can either decide to upgrade it, or already build parts of your lich bane. lich bane is a very nice item and most veigar builds neglect the item, am i missing something?

that puppy for all them Deathfire grasp lovers and saying u need more burst and dont take lich bane, wth guys? this one will give you all the burst u ever need. and it will deliver WAY more then any deathfire will do, coz this one procs every few seconds. with your current amount of ap! not to mention any turret you come in contact with, just trow down a event horizon or a matter for no reason and hit that puppy. nuff said.

Now last but not least, if you did decide on mejais and you if you did im sure u have some nice stacks, if not u should have sold it already, then the time has come for a gaurdian angel, now i know i wasnt to keen about defensive items coz you wont need any, but 7of 10 games ull play you wont even reach it. and if you do, you will see what it can do for you.

u can always neglect the gaurdian angel if it isnt for you, and take a Banshee veil or another AP item, i geuss that is just prefferance. and if you didnt take Mejai it will still leave you with a slot open to buy something in. judge that on their current items.
in some cases a Void Staff would do very nicely, where sometimes a Zhonya's Hourglass will fit the job.

And btw, upgrade your boots as you see fit. mostly like i said you will be playing defensively and in the back, specially in a laning phase so you wont need them as much.
but sometimes the ganks start early, and the groups start forming and you should pick them up.

use a bit of knowledge on items, as this build will not cover all setups. but ill tell you it sure as hell works in most games u play. atleast to a point where they cant neglect your damage output especially in a teamfight.

Gl, i hope i was to some use, and i hope the build serves you well.
Took some hours to write but im glad i did and happy doing so.

Greetings, Roy AKA PlugNPlay.