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Veigar Build Guide by PikachuWizard

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League of Legends Build Guide Author PikachuWizard

[PRE 7] SIMPLE and CONCISE Veigar Guide

PikachuWizard Last updated on November 12, 2016
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Ability Sequence

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

Masteries

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

Offense: 12

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

Defense: 18

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0


Guide Top

Introduction

In this relatively short but very informative guide I will tell you the most important things you need to know if you want to play Veigar. I will explain the Abilities, how they work and even their bonus effects. Additionally, I tell you how and when to use them best, so that they reach their maximum effectiveness. Besides, I'm going to explain my Build and compare some items with each other to justify my choice of itmes. After that I will comment on the Masteries I chose and in the last section, I discuss all of Veigar's possible Summoner Spells.


Guide Top

Abilities

Veigar's Abilities:

  • Phenomenal Evil Power (Passive):

      Striking an enemy champion with an ability grants Veigar a stack of Phenomenal Evil. Takedowns grant an additional 5 stacks. Phenomenal Evil gives Veigar 1 ability power per stack.
    Both kills and assists grant Veigar 5 stacks, hitting an enemy champion with an ability grants 1 stck for every single hit. Consequently, you normally get 6 (5+1) stacks only if you last-hit an enemy champion with an ability (5 for the kill and 1 for striking them with an ability). 1 stack of Veigar's passive equals 1 Ability Power for the rest of the game. (This also scales with items like Rabadon's Deathcap or Lich Bane.)
  • Baleful Strike (Q):

      Veigar unleashes a bolt of dark energy, dealing 70 / 110 / 150 / 190 / 230 (+60% of ability power) magic damage to the first two enemies hit. For each target killed, Veigar gains 1 stack of Phenomenal Evil. This bonus is doubled if the target killed is a large minion or large monster.
    Killing the target with his Q, Veigar gains stacks of his passive. Melee Minions grant 1 stack, same as Caster Minions and small monsters. Siege Minions and Super Minions but also large monsters grant 2 stacks per kill. This ability damages the first two targets hit which means that in case both of them die, Veigar gains stacks for them both. If Veigar last-hits an enemy champion with his Q, he also grants 1 additional stack. So when killing a champion with his Q, Veigar gains 7 (5+1+1) stacks of his passive (5 for the kill, 1 for hitting an enemy champion with an ability, 1 for killing the target with Q).
  • Dark Matter (W):

      After 1.2 seconds, dark matter falls from the sky to the target location, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage.
    Because of the 1.2 seconds delay this ability is pretty hard to hit but what most people don't know is that during this time you are granted vision in the place the dark matter will hit the ground.
  • Event Horizon (E):

      After a 0.5 second delay, 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.
    Veigar first casts a cage, that got a 0.5 seconds delay in which all targets can walk right through it. After that, the edges of this cage will stun every target (enemies and neutrals) that comes in contact with them. This will stop dashes (such as LeBlanc's Distortion or Gragas' Body Slam) but doesn't prevent enemy champions from "flashing" out of it (using the Summoner Spell Flash or abilities like Zed's Living Shadow or Kassadin's Riftwalk) - so in order to get stunned, the targets need to get physically in contact with the edges of the cage. In that case, Veigar will gain a stack of his passive for every single enemy champion that gets caught; but only a small number of players know that Veigar will get an Assist for just capturing an enemy champion in his cage - even if they won't get stunned.
  • Primordial Burst (R):

      Blasts the target enemy champion with primal magic to between 175 / 250 / 325 (+75% of ability power) and 350 / 500 / 650 (+150% of ability power) magic damage, increasing based on the target's missing Health. Damage is maximized against enemies below 33% Health.
    Depending on the target's missing Health, Veigar deals damage to one enemy champion. This is his only point-and-click ability and scales from 75% to 150% AP ratio. As an execute, Primordial Burst reaches it's full damage potential when it hits an enemy champion that has below one third of his HP.


Ability Sequence:

  • You will max Veigar's Q Baleful Strike first because you need it to stack your Ability Power by last-hitting the minions with this spell (you lower the cooldown of this ability and increase the damage it deals during leveling it). You won't use your W Dark Matter that often in laning phase of the game as you need to save your mana for farming with Q. Veigar's E Event Horizon can also be used offensively as well as defensively: You should use it not only to catch the enemies, which makes hitting your other spells very easy, but you can also escape even better when the enemies are captured in the cage. So you will max the E second since the stun duration on all targets hit scales from 1.5 to 2.5 seconds which increases Veigar's mid-game utility for the whole team.
  • So you will start with Q in level 1 and in level 2 you will upgrade your E because you simply won't use your W so early - it's too hard to hit without the help of Veigar's cage (E) and would just be a waste of mana.


How To Use The Abilities:

  • Since you can hit up to 2 targets with the Q, you should always try to last-hit 2 minions at once with this ability (if possible) because you get the stacks from both of them. Otherwise you can try to kill a minion and hit an enemy champion right behind it. Doing so, you will also be granted (at least) 2 stacks of Veigar's passive. Veigar's strength is completely depending on how many stacks of Phenomenal Evil he got and that's why farming will become more and more easy in game while you get more and more stacks. In the early game it's mostly the farm you get your stacks from and in the late game you will get more stacks from teamfights (kills / assists / striking enemy champions with abilities) - but don't forget to farm later on in the game!
  • With an AP scaling of 100% Veigar's W is your second-largest damage source. On top of that, you can hit multiple targets with this spell, so make sure to hit it safely on many champions when they are caught in Veigar's E (Event Horizon). Since the W grants you vision, it's pretty obvious that you should check some bushes for visible enemy wards or champions. You can also look over a wall for that short time, so you can e.g. check out wether the enemies are at some monsters in the jungle (Buffs, Drake, etc.).
  • Veigar's E can miss sometimes, too, because of the 0.5 seconds delay. But if you already got some experience on Veigar, you can also try to place the edges of the cage right onto the enemy so that they are stunned instantly. In teamfights you should try to capture as many champions as possible in one cage.
  • The ultimate is an execution spell which is the reason why you use it when an enemy has low Health (best case: less than a third of maximum health).


Guide Top

Items

The Mid-Season Update in Season 6 (Patch 6.9) has changed not only some AP-based Champions but also many Items. Veigar was one of these champions and this patch also changed his Build:

Rabadon's Deathcap:

  • Increases Ability Power by 35% - this also works with Veigar's Passive. You will build this pretty early in the game since you already got some stacks (by farming), so this item is even more viable.

Void Staff:

  • Magic damage ignores 35% of the target's magic resist - so all of your damaging spells deal more damage, eypecially when the enemies have bought much magic resist.

Sorcerer's Shoes:

  • 15 Flat Magic Penetration for even more damage. Flat magic penetration is even more useful in the early game because most of your enemies won't have much magic resist in this state of the game.

Luden's Echo:

  • Gains charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 100 (+10% of ability power) bonus magic damage to up to 4 targets on hit. Simply put: If you hit 1 enemy in a teamfight, you hit 5 - and for each charge that hits a champion, you gain a stack of Veigar's Passive. Luden's Echo is best built in the early or late game (rather for roaming or late game mobility). For Veigar it's the best if you build it when it comes to late game because this item reaches its maximum utility in Teamfights which happen rather in the late game. Also important to know is that Luden's Ekko will proc the mastery Thunderlord's Decree on enemy champions.

Zhonya's Hourglass:

  • If you should struggle against an AD-based lane opponent, this item gives some CDR for better farming with Q plus Armor. In addition to that, its Active can save you from getting one-shot by champions like Zed or (if used correctly) protect you in teamfights.

Abyssal Scepter:

  • If you should struggle against an AP-based lane opponent, this item gives some CDR for better farming with Q plus Magic Resist.

Lich Bane:

  • After using an ability, your next basic attack deals bonus magic damage equal to 75% of your base AD + 50% of your Ability Power (1.5 Second Cooldown). You can build Lich Bane as the last item in your build; so if you have it, your AP will already be over 1,000 and your AA will deal at least 500 bonus magic damage. You can then easily destroy turrets with only a few auto-hits (turrets are also vulnerable to magic penetration) since you won't hit that many champions with AA in a fight (you rather one-shot them with your spells). However, this item is very situational. Important to know when you build both Luden's Echo and Lich Bane: The Movement speed these items give DOES stack because it's not a unique passive.

Mejai's Soulstealer:

  • If you are absolutely sure that you won't lose the stacks of this item, it is also a great (and cheap) source of AP and even better when combined with Rabadon's Deathcap - but of course it's very risky, too.

Archangel's Staff:

  • Since Veigar's early game is pretty weak, this item is very controversial because you have to buy and stack the Tear of the Goddess, which gives nothing at all but mana, very early in the game. If fully stacked, this item is super strong and also got a great shield. However, you won't really profit from the second passive of this item that gives bonus AP depending on your maximum Mana as long as you don't buy other mana items.

Morellonomicon VS Rod of Ages:

  • What should be your first item - Morellonomicon or Rod of Ages? When you would build RoA first, you would have to buy the Catalyst of Aeons which doesn't give any utility at all except some sustain while Morellonomicon consists of the Lost Chapter which gives mana upon leveling up plus some AP. Moreover, the Fiendish Codex also gives some CDR for farming with Q. When the the item is complete, Morellonomicon got 20% cooldown reduction PLUS the following passive: Dealing magic damage to an enemy champion below 35% health inflicts Grievous Wounds on them for 8 seconds. (Grievous Wounds reduces all healing received and regeneration rates by 40%) - this works well with Veigar's ultimate (max damage when below 33% HP) if it should not be the killing blow. RoA costs 200 gold less than Morellonomicon, so you may get it a little bit earlier, but if the item is complete, it takes 10 minutes until it's fully stacked. This would weaken Veigar's early game a lot since the item doesn't even lower the cooldown of Veigar's abilities - it gives HP instead. Veigar can't do much with HP since he isn't a tank and although he can one-shot pretty much everybody in the late game, he is a one-shot for nearly every enemy champion himself (wether he got some extra health or not).

To summarize it once, the old Veigar was much about stacking AP (by killing minions) on different lanes (far from team fights) just because it was the only way he could get the stacks. After this got fixed, the new (current) Veigar is also able to stack his Passive by hitting enemy champions with his abilities which makes it much more attractive for him to join the fights (mid- and late game). Items like Archangel's Staff got less viable and Luden's Echo became an essential core item.
If the game goes well, Veigar doesn't need much CDR because of his huge all-in burst damage. Anyway, if you should have any problems, you can still go for Zhonya's Hourglass or Abyssal Scepter which makes it even easier for you to stack the Q and in addition to that, you get some sustain. However, you should not buy a defensive item without any Ability Power - this would weaken Veigar's damage a lot. But always remember: You have to build situational and react to what the enemies built and how their team looks like, e.g. if they have many tanks or much magic resist, you have to buy more magic penetration - and on the opposite (if they have many squishy champions) you can go for full AP.


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Masteries

I usually go for 12/18/0 Masteries with Thunderlord's Decree as a Keystone:

Ferocity:

Cunning:


*) This mastery works very well on burst champions like Veigar (Q,W,R --> Thunderlord's) and deals an "Area of Effect" damage (useful in teamfights). In addition to that, the item Luden's Echo will proc Thunderlord's aswell.


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Summoner Spells

Additional to Flash, Veigar can choose between a viarity of different Summoner Spells:

GOOD on Veigar:

  • Teleport:

    Helps you not to get underleveled and miss less CS (more stacks) so you don't fall behind. You could also gank pretty well with this item (as long as the enemy has pushed the lane). This item won't lose its utility in the late game because you can still teleport to teamfights or even try to split-push (since Veigar deals great damage to turrets).
  • Barrier:

    Helps not to get one-shot so easily by the enemies and also scales with the champion level. I would recommend this in very hard match-ups.

OK on Veigar:

  • Heal:

    The enemy midlaner will probably take Ignite which makes all kinds of heal less effective. However, it still may protect you from getting killed.
  • Exhaust:

    Very hard to use it the way it develops its maximum effectiveness because you have to use it before the enemy will damage you which isn't easy to predict. In the early game it can also be used to engage because it gains 10 magic penetration on the selected target.

BAD on Veigar:

  • Cleanse:

    Even if you can render the incoming CC ineffective, you will probably die in most cases, especially when it comes to the late game.
  • Ignite:

    It may eventually secure a kill in the early game. Completely useless in the late game because you will either kill the enemy champion with your all-in combo or they will live. Veigar is a burst champion that gets more kills the further the game has progressed, keep that in mind.

I also have seen some midlaners taking Ghost and Flash - this won't be an option for Veigar, simply because it doesn't fit with his abilities.
I go for the combination of Flash and Teleport in nearly every game because these spells won't lose their utility in any part of the game.


Guide Top

End of the guide

If you made it to the end of this guide, thank you very much for reading it - I hope you learned something new or something you didn't know before about Veigar.
For more details, or if you have any questions concerning this guide or Veigar, don't hesitate to ask me in the comments (GUIDE DISCUSSION).