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Veigar Build Guide by gheferius

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 gheferius

Troll Face Veigar

gheferius Last updated on January 17, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
10
12
13
14
15
Ability Key W
2
4
8
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
2/
Archmage
 
 
 
 
 
 
Executioner
 
 

Offense: 18

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 12


Guide Top

Introduction - Farm It Up

When you begin, your Q is your most important ability. It allows you to, if you didn't know already, boost your ability power permanently by 1 every time you kill a target using it, save a champion, in which case it'd be 5 (or 6 ">_>). Until level 10, all you really want to do is be passive, and farm (assuming the rest of your team manages to hold their lane, and you don't lose yours somehow) your Q's ability at any point possible on a minion. This is the most important part of playing veigar. Farm. Hard. The killing will come in due time.


Guide Top

Runes

Magic penetration for obvious reasons, including the amount given by the glyphs. I have glyphs on Magic Penetration patrol because I didn't really care for what the other runes had to offer, and it helps when you get your first kill in case they stocked up a little on MR. The Gold per 5 second runes, for those of you who don't know, ARE FREAKING AMAZING. 5.25 extra gold every 5 seconds. Combine that with a GP5 item, and you're getting an extra 2.05 gold per second. This helps a lot in getting your items faster, obviously, and can seriously change a lane game.


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Masteries

For masteries, I went straight for the gold per second in utilities, just not the extra starting gold. Useless, in my opinion, on veigar. After that, I put everything into ability power in the offense side. damage. gold. what's not to love?


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Items

Here's where a lot of people have disagreed with me. Allow me to elaborate. Tear of the goddess is a sexy item. Very attractive. Covers your mana problems easily, boosts your mana, and later, boosts your ap as you turn it into an archangel's staff. Always go for it right away. Then go for Kage's Pick for the boost in gold that allows you an extra 2.05 gold per second with your masteries. Not kidding, the gold helps a LOT. Then your sorcerer's boots. To comment on deathfire grasp, I don't particularly care for it. It's good, don't get me wrong, but doesn't provide what I'm looking for, which is a constant source of major damage. It's a single shot, one time for a while thing. I'd rather blast them down as they came without having to rely on it. The next item being Deathcap. Obvious. Then Rod of Ages for, again, obvious reasons. I usually finish off my archangel's staff at this point to get the AP bonus plus the extra I get off of that from Deathcap before going for my second rod of ages and finishing off my build with void staff. The thing with void staff is that it's an item meant, obviously, for MR heavy enemies. I get it none the less so It's even easier to kill those without. Just because they don't have MR items doesn't mean they don't have MR. Why not go overboard in killing everyone?


Guide Top

Skill Sequence

I have my skill sequence set up so that my stun stays long enough for my dark matter to hit. At level 2 or 1, you'll only be able to get in your baleful strike and maybe your ult, but definitely not your dark matter. Not if they're trying to live, at least. Max out your baleful strike as soon as possible. It's got a low cd at level 5 and makes both farming and tagging the enemy for damage quicker and easier. At level 10, you should have your Baleful strike maxed, your stun at level 3 for your dark matter to hit, and your ult for a mean combo if you farmed well, and pulled in with a needlessly large rod, which you CAN get at or before level 10 if you farm well and pick up the runes, masteries, and kage's pick for the extra gold flow. after that, max out your ult and dark matter, and finally, finish off your event horizon.


Guide Top

Summoner Spells

Teleport is an overall REALLY useful spell for anyone, if you ask me. It allows you to go back, pick up kage's pick and tear of the goddess, pop back in no time at all, and stay in lane until you have the money for whatever you want. flash is there for the obvious reasons of of emergency escapes, and flash in kills. It's also good for your first level 10 kill. Like annie, it's a flash in, throw your stun, then burst combo and win. Before you do this, though, you want them around half health for a sure kill. Just tag them with your q a few times.


Guide Top

After You're Set Up

You have your boots, deathcap, kage's pick, and tear, and you're sure your lane is safe, roam. Roam a lot. gank Everyone whenever you have the chance. Get fed. Win the game. Carry your team to victory. and ban kassadin. He's your bane.