Varus Build Guide by Alcair
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Not Updated For Current Season
My name is Alcair, and I'm pretty new to this with creating champion guides. If you got any tips on how to make it better, then add me on xfire: faaiith or on LoL EU Nordic & East, or just make a comment about it.
Lore of Varus
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 his 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, The Arrow of Retribution
Berserker's Greaves : I choose these since you do need movement speed (duh), and since it gives Attack Speed (Which is great, and works fine with your passive)
Blood Thirster : Attack Damage to compliment your abilities, 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 carries. (You should later on upgrade it to a Phantom Dancer)
The Black Cleaver : I get this since it gives Attack Damage, which is great for obvious reasons, and because it gives more Attack Speed. And then, the greatest Unique Passive of all time it has.. It's not Armor Penetration, it's Armor shred! Which also benefits your teammates attacks on the shredded target! Awesome, right?
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.
Last Whisper : I get this item, usually in the middle of the build, depends on the enemy team's setup, and if they got any heavy armor tanks, otherwise I get this lastly to pierce the small amount of armor their team do have.
Greater Quintessence of Lethality
Greater Glyph of Magic Resist
Greater Seal of Armor
Greater Mark of Attack Damage
For Summoner Spells, I choose Exhaust and Ghost:Exhaust- I like Exhaust because of its utility and because for a 1v1 champion like Varus, if he can't take down an opponent, than his usefulness to the team is dramatically diminished.
Ghost- I am a huge fan of Flash. However, the cooldown on it and the short distance it goes isn't worth the ability to run away and catch up with people on the verge of getting away.
Some other viable Summoner Spells:
Ignite- A DOT that adds a little bit extra to your DPS and reduces their healing so that your teammates can get the
kill if you can't is more powerful than most people give credit.
Flash- Still a viable skill in some circumstances. I just think that Ghost is a better ability overall.
Cleanse- A lot of skirmishes means a lot of CC. If you feel uncomfortable or want to play a more defensive game, then by all means, get this.
Heal- I've underestimated this spell a LOT. Heal is insanely strong right now ever since the summoner spell reworks.
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 (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.
Living Vengeance (Passive) - 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.