Veigar Build Guide by PsiGuard

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League of Legends Build Guide Author PsiGuard

Veigar - A Vicious Villain

PsiGuard Last updated on April 18, 2013
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by Crowneldex » October 4, 2011 1:01am | Report

VOTED +1

Good build. I followed it down to the letter and I carried like a boss with my 700AP.

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by Blowfeld » October 4, 2011 1:56pm | Report

VOTED +1

Your guide has a great layout, is well structured and I could not find major mistakes in how to play Veigar but I am no pro at playing him.

Good job, hope your guide gets some attention :)

Cheers mate!


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by Blakhart » October 5, 2011 12:53pm | Report

I like this, although, I question why getting Banshee's Veil last when the item's passive is extremely op in earlier levels and the extra hp and mana is vital to Veigar just a thought, lemme know your views on that ^^



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by PsiGuard » October 5, 2011 3:22pm | Report

Crowneldex: Nice, that's the general idea. It's awesome how much power Veigar can get if played well.

Blowfeld: Thanks for the support, let me know if you come up with any questions or suggestions.

Blakhart: I included Catalyst the Protector as an optional early item, but really more AP is a lot better if you can get away with it. Buying a Banshee's Veil before Deathcap, DFG or Void staff will leave your damage output a bit lacking. I find that Zhonya's Hourglass does a better job of keeping me alive, so I get that earlier as well. Banshee's Veil (or Guardian Angel) is my last item because I find it more important to focus on AP and burst than survivability. It is much more effective to be able to burst down an enemy in one go instead of dealing a bunch of damage, then running away hoping Banshee's Veil will save you.

That said, remember the item order is always situational. If you need survivability earlier, get survivability earlier. It's as simple as that. You can also build Catalyst the Protector or even just Negatron Cloak early on and upgrade it later in the build if you like.


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by paradoxical » October 5, 2011 6:44pm | Report

Very helpful and thorough guide. I can't find anything wrong with it. +1


+rep me if this was helpful.
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by Blakhart » October 5, 2011 6:59pm | Report

VOTED +1

Thanks for the comment, it's just that I was thinking getting Banshee's early would be better since Vei makes him own ap you know. aside from that issue, which you've discussed with me about already, that's all I got. Great guide ^_^ thanks



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by Melink422 » October 5, 2011 9:25pm | Report

So I guess my question is were you just that inspired by our epicly long conversation to make your own Veigar guide?!?! :)


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by PsiGuard » October 5, 2011 9:28pm | Report

Lol, sorry but no. I've been playing Veigar a long time, but I had a string of amazing games with him and felt "inspired," as you put it, to write a guide.

Let me know if you have any questions, suggestions or comments. ^^


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by Melink422 » October 5, 2011 9:32pm | Report

I am curious as to your decision behind taking ignite over, to use one of your preferred spells, teleport. Ignite is good for first blood on Veigar (and maybe a kill after that), but not much more. It's nice to have against healers like Vladimir and Swain, but if someone else on your team has ignite, why would you make it a priority to take it?


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by PsiGuard » October 5, 2011 11:00pm | Report

Since Ignite does true damage, it's actually more useful late game than people realize. That damage punches through all resistances, so if you bring an enemy champion low enough he WILL die to it (barring QSS or a clutch heal or something).

Ignite also serves the obvious purpose of reducing healing and regeneration on the target. Though this may seem situational, MOST team comps have some sort of heal or a regen champion, so it's usually pretty effective. It's simply deadly for champions like Swain, Dr. Mundo or Fiddlesticks (among others).

Lastly, I choose Ignite because First Blood is HUGE on Veigar. He has a bit of a weak early game, so it's important to stay level with your lane opponent, who probably will have taken Ignite as well. If you take Teleport, you'll probably lose a 1v1 fight unless you can completely burst them down.

Baleful Strike's passive is also like a built-in Mejai's Soulstealer that never loses stacks. Every kill you get is amazingly beneficial, and racking up a nice lead early game will allow you to dominate without actually wasting any money on a Mejai's that may or may not pay off.

Don't get me wrong, I love Teleport. It's a great spell and I wouldn't blame anyone for taking it (on any champion). It's excellent for laning, especially since Veigar has very little sustain. It can help you hold your tower, and get you back in your lane to keep up your experience, while allowing you to shop as well.

I personally don't find Teleport NECESSARY on Veigar, because having a competent jungler to gank and/or hold your tower for a few seconds completely solves the 'need' for Teleport. Veigar's a pretty bad split pusher (though not horrible), so late game this spell won't see too much use.

Also, the current meta seems to result in the following summoner spells:
Solo Top: Teleport- Flash
Mid: Ignite- Flash
Jungle: Smite- Flash
Bot: Exhaust- Flash and Clairvoyance- Flash

Of course there are exceptions, but most games I play usually end up looking like this. If you want an Ignite on your team (which you should), it's usually going to fall on the mid AP carry.

I hope this answers your question. If you found it insightful, I might just add it to my guide. You'll get credit for the question of course. ^^


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