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Veigar General Guide by Rsquared

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 Rsquared

Veigar "loving Yordle"

Rsquared Last updated on November 5, 2012
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Ability Sequence

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

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Hi, I'm Rsquared and welcome to my Veigar guide. In this guide I will describe what I believe to be an effective way to AP carry with Veigar.

Please check out my ranked teams youtube channel MajorNL.


Guide Top

Pros / Cons

Benefits



+One of the best nukers in the game.
+LIMITLESS AP CAP.
+Built-in hard CC.
+Fantastic last-hitter.
+Great mid-game farmer.
+Can one shot high ap mages.
+Built-in Mejai's Soulstealer ( Baleful Strike).
+He's a little evil bastard.
_____

Drawbacks



-Very squishy.
-Weak early game.
-You have to practice Event Horizon really good before it becomes your friend.
-Mostly single-target focus.
-No health sustain ability.


Guide Top

Masteries

21-0-9
Masteries
4/1
4/5
1/1
3/5
4/1
4/
1/
1/5
3/1
1/1
3/5
1/1

This setup is made for offensive play that's why is put a full 21 into it. My build is designed to unlock Veigar's full potential as a devastating AP carry and the offensive masteries are very well suited to that end.


Guide Top

Runes

Runes

Greater Mark of Magic Penetration:Magic pen is a big deal on casters. These marks will help you punch through your opponent's base magic resistance, and with the help of Sorcerer's Shoes, allow your spells to do almost true damage to anyone without any magic resist. There really are no alternative marks.

Greater Seal of Scaling Mana Regeneration:you'll be mostly passive-farming thanks too these runes, so your mana regen from Doran's Ring, Meditation and Equilibrium should be able to sustain you enough to last-hit constantly. And even late game when blue buff isn't always available

Glyph of Ability Power: Thanks too these you will have a lot more AP then other mages mid that don't have these, so you can get really strong and out level the enemy.

Greater Quintessence of Ability Power:even more AP ^.

Alternative Runes
Greater Seal of Replenishment Greater Seal of Vitality
  1. Greater Seal of Replenishment:If you have problems begin game with your mana then these runes are better for you.
  2. Greater Seal of Scaling Ability Power:If you want more AP and runes to give you a stronger late game, these seals work pretty nicely.
  3. Greater Seal of Vitality:If you're fine without mp5 runes, these seals will give you a little more survivability against mid game nukes and late game focus.
  4. Greater Glyph of Scaling Ability Power:If you're very confident in a safe early game, these glyphs will allow you to snowball very quickly and get a lot of burst fast for stronger harass and earlier kills.
  5. Greater Glyph of Cooldown Reduction: I usually don't take this one because of Deathfire Grasp, Sorcery , Elixir of Brilliance and blue buff , but if you want more CDR maybe to hit every minion with you Q, then this is a good place to pick it .
  6. Greater Quintessence of Movement Speed: combined with Swiftness and Boots of Speed will give you a lot of early game mobility for dodging harass and getting in range for your stun.


Guide Top

Skill using Sequence

>> >>>

First use your Event Horizon to stun them. Then use your Dark Matter first because it takes a time to land, so you have to be fast with the Deathfire Grasp because it hits a percentage of the targets current health. then use your Baleful Strike and Primordial Burst to do a lot of damage and if the person isnt death yet use your Baleful Strike ones more. and then do the zombo again but then without the Primordial Burst.


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