Varus Build Guide by PerFecTx
Not Updated For Current Season
Not Updated For Current Season
For his incomparable skill with the bow and his unquestioned sense of honor, Varus was chosen to be the warden of a sacred Ionian temple. The temple was built to contain an ancient pit of corruption so vile that Ionian Elders feared it could envelop the island in darkness. Varus prided himself on his position, as only the most exceptional Ionian warriors were selected for the role. He lived with his family in a nearby village and led a quiet life of disciplined routine until the day the forces of Noxus invaded Ionia. Their shock
troops left nothing but death and desolation in their wake, and the temple lay in their path. Varus was forced to make a decision. He was bound by honor to stay and defend the temple, but without him the village's few inhabitants could offer little resistance against the oncoming war machine. Gravely, he chose to fulfill his duty as a warden. The corruption could not be allowed to escape.
His arrows sundered the troops who tried to wrest the temple from him that day. However, when he returned to the village, he found that it had been reduced to a smoldering graveyard. Remorse at the sight of his slain family gave way to overwhelming regret and then to seething hatred. He swore to slaughter every Noxian invader, but first he needed to become stronger. He turned to that which he had sacrificed everything to protect. The pit of corruption would consume him wholly, as a flame devours a wick, but its abominable power would burn within him until he was lost. This was a path from which there could be no return. With grim resolve, he condemned himself to the black flames, feeling malevolent energy bond to his skin...and with it, the promise of ruin. He left, seeking the blood of all Noxians involved with the invasion, a grisly task that eventually led him to the invasion's most infamous perpetrators in the League of Legends.
''The life of an arrow is fleeting, built of nothing but direction and intent.''
Varus Champion Spotlight -
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.
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).
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%.
Chain of Corruption - 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.
Living Vengeance - On kill or assist, Varus temporarily gains Attack Speed. This bonus is larger if the enemy is a champion.
An early point in Blighted Quiver helps harass enemy champions and get killing blows on minions.
During short range fights it's sometimes best to fire Piercing Arrow quickly, rather than charging it to full power.
Try to take advantage of Piercing Arrow's very long range to snipe at enemy champions before a fight or as they're trying to flee.
Damage 46 (+3 / per level)
Health 400 (+82 / per level)
Mana 250 (+36 / per level)
Move Speed 310
Armor 13.5 (+3.4 / per level)
Spell Block 30 (+0 / per level)
Health Regen 4.5 (+0.55 / per level)
Mana Regen 6.5 (+0.5 / per level)
U can chose Frozen Mallet , or u can chose a Last Wisper its your preference.
Primary Summoner Spells
Flash and Exhaust are my most recommended summoenr spells for Varus. And should be carried with you into almost every single game, but there are certain occasions where you should pick something else, which I will mention soon.
Flash:The reason I enjoy Flash is due to the great escape and chase mechanism you get. This summoner spell can get you out of a sticky situation, where you accidently went too far.
Flash can also grant you a swift kill - The enemy is on very low health, 1 auto-hit is enough to get you a kill, that is where you Flash in range and right click on your target.
According to me, it is one of the most important summoner spells in the game.
Exhaust: If you have to face against an opponent who is faster than you, or deals high DPS, you'll want to pick up this. You'll significantly lower their DPS, and perhaps allow you to destroy them, or slow and use it to escape.
Optional Summoner Spells
Apparently this summoner spell is used by a few Varus players, but I am not a fan of it. I like ghost and I see it as a good choice for OTHER champions. Just not Varus. There are those who likes the Flash/ Ghost combo, for a nice movement speed and good chase/escape options. I'm just not a fan of it, and see other summoner spells that fits her better.
Many AD Carries are using this spell lately, to counter all those CC teams. I'm not a fan of it, if they only have 1-2 weak CC abilities, go with Exhaust. But Cleanse gets you out of a bad situation and helps you get away from a CC filled team. If your enemy team looks a bit like this: . Then you should pick Cleanse asap, no discussion. If Rammus first gets you with Puncturing Taunt you're doomed, unless you have Cleanse to help you get away in time.
I recommend this for new Varus players or going mid-lane, and maybe those who are unlucky enough to get a non-support partner.
Teleport lets you get back in the lane quickly after recalling, which also means you gain more exp and farm due to getting back to your lane fast, and can help you keep up with the xp if you are having problems in the laning phase.
Those summoner spells that I did NOT list, should not be used no matter the situation. So I won't bother to waste time on listing them, and why you shouldn't pick them.
If you disagree on me with anything please feel free to inform me.
Jungle Monster - Spawn Times
If you are planning to improve and properly control the jungle, the times for when the buffs, dragons and creeps respawn is very important. I am placing this near the top of the guide, so that everyone looks at this before anything else, it is pretty much the most important part of the guide!
Dragon respawns in 6 minutes
Baron respawns in 7 minutes
Blue Buff respawns in 5 minutes
Red Buff respawns in 5 minutes
Wraiths respawn in 1 minute
Wolves respawn in 1 minute