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Spells:
Flash
Ignite
Ability Order
Living Vengeance (PASSIVE)
Varus Passive Ability
Introduction and gameplay
His E has healing reduction which mostly is ignored but when facing a hero with strong healing capabilities such as Mundo (who also can go where he pleases) or Soraka you should time it so that it hits before a healing spell. But this doesnt mean that you should hold back on it all the time and thereby reduce your dmg output.
Your Q can be used a bit like a nid spear; get them down to low hp but not so low hp that they recall and then nuke them a bit and use your Q. In combination with your passive your Q is a powerful nuke.
Masteries for Varus are fairly self - explanatory. You will always want to go 21 in offensive for the bonus damage, armor pen, and all other offensive perks. Varus is a long - range champion and will not be taking much damage during teamfights (if your tanks are doing their job correctly) so there is no real need to go deep into the defensive tree. However, you may go 9 into defensive for for more early - game dominance. Personally, I like going 9 into the utility tree for mana regen (gotta love to spam them abilities) and increased buff duration with . Other than that, not a whole lot you need to know about masteries. Simply go 21 offensive and make your own choice on the remaining 9 points. Though armor is useful in the bot lane.
Pros -
Extremely good in lane
High harass
aoe slow and snare are excellent for teamfights
extremely strong early - mid game
skillshots fairly easy to land
dominates lane with high damage
Cons -
Starts to fall off very very very late game against ad's like ashe
Relies 100% on skillshots
No escape
No hard cc outside his ultimate
Easy to focus in teamfights
Extremely good in lane
High harass
aoe slow and snare are excellent for teamfights
extremely strong early - mid game
skillshots fairly easy to land
dominates lane with high damage
Cons -
Starts to fall off very very very late game against ad's like ashe
Relies 100% on skillshots
No escape
No hard cc outside his ultimate
Easy to focus in teamfights
Skill Sequence
Piercing Arrow - Varus readies and then fires a powerful shot that gains extra range and damage the longer he spends preparing to fire.
First Cast: Varus starts drawing back his next shot, gradually increasing its range and damage.
Second Cast: Varus fires, dealing 10/43/77/110/143 (+ ) to 15/65/115/165/215 (+ ) physical damage, reduced by 15% per enemy hit (minimum 33%).
While preparing to shoot Varus' Movement Speed is slowed by 20%. After 4 seconds, Piercing Arrow fails but refunds half its mana cost.
Cost
70/75/80/85/90 Mana
Range
925
Blighted Quiver - Varus' basic attacks deal bonus magic damage and apply Blight. Varus' other abilities detonate Blight, dealing magic damage based on the target's maximum health.
Passive: Varus' basic attacks deal 10/14/18/22/26 (+0.25) bonus magic damage and apply Blight for 6 seconds (stacks 3 times).
Varus' other abilities detonate Blight, dealing magic damage equal to 2/2.75/3.5/4.25/5% (+0.01%) of the target's maximum Health per stack (Max: 360 total damage vs Monsters).
Range
0
Hail of Arrows - Varus fires a hail of arrows that deal physical damage and desecrate the ground. Desecrated ground slows enemies' Movement Speed and reduces their healing and regeneration.
Varus fires a hail of arrows that deals 65/105/145/185/225 (+ ) physical damage and desecrates the ground for 4 seconds.
Desecrated Ground slows enemy Movement Speed by 25/30/35/40/45% and reduces healing effects by 50%.
Cost
80 Mana
Range
925
Chain of Corruption (Ultimate) - Varus flings out a tendril of corruption that immobilizes the first enemy champion hit and then spreads towards nearby uninfected champions, immobilizing them too on contact.
Varus flings out a tendril of corruption that deals 150/250/350 (+1) magic damage and immobilizes the first enemy champion hit for 2 seconds.
The corruption then spreads towards nearby uninfected enemy champions, applying the same damage and immobilize if it reaches them.
Cost
120 Mana
Range
1200
Living Vengeance (Passive) - On kill or assist, Varus temporarily gains Attack Speed. This bonus is larger if the enemy is a champion.
Piercing Arrow - Varus readies and then fires a powerful shot that gains extra range and damage the longer he spends preparing to fire.
First Cast: Varus starts drawing back his next shot, gradually increasing its range and damage.
Second Cast: Varus fires, dealing 10/43/77/110/143 (+ ) to 15/65/115/165/215 (+ ) physical damage, reduced by 15% per enemy hit (minimum 33%).
While preparing to shoot Varus' Movement Speed is slowed by 20%. After 4 seconds, Piercing Arrow fails but refunds half its mana cost.
Cost
70/75/80/85/90 Mana
Range
925
Blighted Quiver - Varus' basic attacks deal bonus magic damage and apply Blight. Varus' other abilities detonate Blight, dealing magic damage based on the target's maximum health.
Passive: Varus' basic attacks deal 10/14/18/22/26 (+0.25) bonus magic damage and apply Blight for 6 seconds (stacks 3 times).
Varus' other abilities detonate Blight, dealing magic damage equal to 2/2.75/3.5/4.25/5% (+0.01%) of the target's maximum Health per stack (Max: 360 total damage vs Monsters).
Range
0
Hail of Arrows - Varus fires a hail of arrows that deal physical damage and desecrate the ground. Desecrated ground slows enemies' Movement Speed and reduces their healing and regeneration.
Varus fires a hail of arrows that deals 65/105/145/185/225 (+ ) physical damage and desecrates the ground for 4 seconds.
Desecrated Ground slows enemy Movement Speed by 25/30/35/40/45% and reduces healing effects by 50%.
Cost
80 Mana
Range
925
Chain of Corruption (Ultimate) - Varus flings out a tendril of corruption that immobilizes the first enemy champion hit and then spreads towards nearby uninfected champions, immobilizing them too on contact.
Varus flings out a tendril of corruption that deals 150/250/350 (+1) magic damage and immobilizes the first enemy champion hit for 2 seconds.
The corruption then spreads towards nearby uninfected enemy champions, applying the same damage and immobilize if it reaches them.
Cost
120 Mana
Range
1200
Living Vengeance (Passive) - On kill or assist, Varus temporarily gains Attack Speed. This bonus is larger if the enemy is a champion.
Berserker's Greaves : I choose these since you do need movement speed, and since it gives Attack Speed (Which is great, and works fine with your passive)
Blood Thirster : Attack Damage to compliment your abilites, make you hit even harder, and Life Steal! Makes you solo Dragon/Lizard without losing Health, or even regaining it after a teamfight to keep the push going! Life Steal for the win! :)
Zeal : Then I get this, since it gives Attack Speed & it gives Critical Strike Chance, which is great on any AD carry, and it gives Movement Speed; which is much needed after the nerfs to all basic movement speeds of AD caries. (You should later on upgrade it to a Phantom Dancer)
Banshee's Veil : I get this to block the annoying stuns of all champions, to defy Nunu's ultimate, to f*ck up Brand's Combo, to do everything! It's amazing, and Health + Mana ain't a bad thing either, right? And Magic Resist, let's not forget that one
Infinity Edge : Good with your phantoms and buffs damage incredibly.
Blood Thirster : Attack Damage to compliment your abilites, make you hit even harder, and Life Steal! Makes you solo Dragon/Lizard without losing Health, or even regaining it after a teamfight to keep the push going! Life Steal for the win! :)
Zeal : Then I get this, since it gives Attack Speed & it gives Critical Strike Chance, which is great on any AD carry, and it gives Movement Speed; which is much needed after the nerfs to all basic movement speeds of AD caries. (You should later on upgrade it to a Phantom Dancer)
Banshee's Veil : I get this to block the annoying stuns of all champions, to defy Nunu's ultimate, to f*ck up Brand's Combo, to do everything! It's amazing, and Health + Mana ain't a bad thing either, right? And Magic Resist, let's not forget that one
Infinity Edge : Good with your phantoms and buffs damage incredibly.
These are people you want to lane with:
Soraka: Heals, heals, heals, heals, heals and heals. And mana aswell. This typical support hero is good for replenishment and some amounts of cc.
Janna: A skilled Janna is really, really gooooood. Lots of cc and a zexi ultimate which, if the janna is good, can be used to save really clutch moments.
Alistar: Hes a bull. And he has a lot of cc and siiiick burst and dmg throughout mid and early game. Plus heals, heals, heals and heals.
Dr. Mundo: Best support right now. He can go where he pleases and throw his axe. Though if you are laning with mundo he might take over your role and become the AD carry. This is why you have to supress your Mundo and keep him from rebelling.
Soraka: Heals, heals, heals, heals, heals and heals. And mana aswell. This typical support hero is good for replenishment and some amounts of cc.
Janna: A skilled Janna is really, really gooooood. Lots of cc and a zexi ultimate which, if the janna is good, can be used to save really clutch moments.
Alistar: Hes a bull. And he has a lot of cc and siiiick burst and dmg throughout mid and early game. Plus heals, heals, heals and heals.
Dr. Mundo: Best support right now. He can go where he pleases and throw his axe. Though if you are laning with mundo he might take over your role and become the AD carry. This is why you have to supress your Mundo and keep him from rebelling.
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