Vel'Koz Build Guide by Bonebreaker005
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End Game Extras
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.
Threats to Vel'Koz with this build
This is my first published MOBA Fire guide. This guide/idea for Vel'Koz is purely mine. I have never seen anyone else consider it or use it before.
I came up with the idea from U.R.F (ultra rapid fire), where tankoz shines even more. This is because Vel'Koz does not scale the best with AP like some champions, most of his damage is directly from his passive and how his abilities can be spammed.
Pros / Cons
+ amazing wave clear
+ high damage
+ strong CC
+ ability to zone objectives
- no escape
- squishy early game
- requires good positioning skills
To correctly use Vel'Koz in the way this build is designed for CDR is required. 20% at least, further will just increase your damage output (This is why URF tankoz is broken as 80% CDR with infinite mana, his passive can be proc'ed over and over causing true damage to be his main form of damage).
To properly use Vel'Koz you must understand that his real strength lies in his passive. You can be tank and ignore how little AP you have, as your spells can be spammed causing large amounts of true damage AND large amounts of slows or a knockback for team mates.
Combined with the Banshee Veil, in the right team fight you can unleash your ult and the enemy team will be unable to CC you. Plus you become a 3rd carry the enemy team must try to focus on killing.
The overall goal as Tankoz is to peel while doing uber damage to the enemies or at least zoning them. Do not be scared to waste your abilities if it means pushing them away from an objective. Vel'Koz has rather low CD's normally, and combined with CDR you can spam these.
The order you should use your skills depends on the situation. Normally lead with your Q or W into the E followed by another W or Q to proc the true damage. In team fights this can change as you need to peel while zoning. The ultimate can be used at any time.
When team fighting begins Tankoz can be used as a zoning champion to take control of objectives as well as a peeler for the mid laner or adc.
As Vel'Koz has huge range, his abilities allow him to push enemies back in fear of being CC'ed and hence caught out of position. His abilities can be used defensively as well, for wave clearing if the mid laner is dead or for poking down enemies (this can be done nicely when combined with Liandry's Torment).
When enemies dive Vel'Koz or team mates such as an adc, his e can be cast upon the ally proving them with some protection in the form of the knockback then a q for the additional slow.
Vel'Koz can also be used for scouting as his range can allow you to spot dragon or baron if they are alive. His e also provides vision when it impacts on bushes or fog or war areas like baron pit.
His ultimate can be used as an anti escape tool on the enemies as if they try to run you can quickly apply a slow and 500/700/900 magic damage plus 1-2 true damage procs from his passive. It can also be used as a sniping tool over dragon or baron to steal the objective OR to simply kill any low enemies in the pit.
Vel'Koz's unique skill set allow him to excel as a top lane AP tank with huge wave clear like Lulu or Gragas.
He scales into the mid and late game nicely even without any AP and forces the enemy team to chose which carries they want to focus, Tankoz, the mid laner or the adc or jungler. Tankoz becomes similar to Ryze in this sense - tank with high DPS.
His long range poke also combine nicely with any other poke champion compositions. These poke compositions work nicely for sieging towers.