Veigar Build Guide by Rage97531
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Not Updated For Current Season
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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.
This is Veigar, The Tiny Master of Evil. He is loads of fun to play and worth the 1350 IP that you can save up for him. Use him in middle lane. He is an amazing burst mage at end game. His greatest weakness however, is early game where his damage potential is minimal. This little mage doesn't see much play. This is saddening. I have played him in the greater half of 1000+ games. Sure it's a grind doing the same old thing over and over but it was, is, and always will be quite worth it. So get ready to roll up your sleeves and and press Q, It's Veigar time!
What changes? This little guy is perfect..."
I prefer 9 Greater Mark of Magic Penetration, 9 Greater Seal of Scaling Ability Power, 9 Greater Glyph of Scaling Ability Power, and 3 Greater Quintessence of Health. After the Magic Penetration nerf on the runes, I am now nowhere near opposed to anyone grabbing any Greater Mark of Ability Power, Greater Mark of Scaling Ability Power as well as Greater Quintessence of Ability Power, and Greater Quintessence of Scaling Ability Power. (how original amirite?).
You may also nab some mana regen per 5 runes if you wish, but this build makes his ap end game ridiculously high. Sure it's only 45 AP using my build but every bit of ap is well worth it. Flat AP seals and/or glyphs can be helpful to those new to Veigar
Your rune page should look something like this:
Greater Mark of Magic Penetration
Greater Seal of Scaling Ability Power
Greater Glyph of Scaling Ability Power
Greater Quintessence of Health
This is also a nice rune page that I have tested and had some success with:
Greater Mark of Magic Penetration
Greater Seal of Scaling Ability Power
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Ability Power
With the increasing amount of champions that are based on attack damage, there is an even greater need for placing some attention on your armor statistic. A third rune build can be 9 Greater Mark of Magic Penetration, 9 Greater Seal of Armor, Greater Glyph of Scaling Ability Power, and 3 Greater Quintessence of Magic Penetration
I use masteries with 21 in the offense tree and 9 in the utility tree. I place 4 points in
, Strangely enough, I point in
; You can place the point in
as well so I'll leave that choice to you, a point in
to increase damage your team dishes out while you are firing at your enemies with Baleful Strike or if you manage to hit a more than one with Dark Matter, 3 points in
for the extra ability power, a point in Arcane Mastery for the initial ability power, 3 points in
to finish off low health enemies, 3 points in
to further increase your ability power (can't have too much AP :D). A point in
to heal you a small portion and regain a small amount of mana after a kill, 3 points in
for more magic penetration and finally a point in
for more damage.
For the utility tree, I use 3 points in Meditation for the mana regen early, 2 points in Fleet of Foot, 3 points in Summoner's Insight , and a point in Greed . Most people would place the last point in Vampirism and for good reason. Once your burst is done, there is not a whole lot you can do but auto attack.
I always start Q Baleful Strike as EVERYONE SHOULD on Veigar and place a point in it whenever possible. I tend to jump between maxing W Dark Matter and E Event Horizon so whichever you choose to max first is totally up to you and take R Primordial Burst when available. Maxing W Dark Matter will provide more early game potency when it comes to damage and maxing E Event Horizon will provide more utility for the jungle ganks and escaping a gank. I normally go Baleful Strike, Event Horizon, Baleful Strike, Event Horizon, Baleful Strike, Primordial Burst, Baleful Strike, Dark Matter, Baleful Strike for my first 9 levels maxing Baleful Strike instantly, but after tests it would be better to hit a point in Dark Matter at 8 instead of Event Horizon.
Pros and Cons
Infinite AP gain
MASSIVE burst against any one target
HUGE damage end game
*splat* erm...I mean squishy
burst negated with a simple banshee
CC easily avoided
Low damage early game
Flash Teleports you away 400 units away to your cursor. and allows you to escape ganks, finish kills, or jump in and smack your CC on a target
Ghost Ignores unit collision and Increases movement speed 27%. Allows a fast escape/engage when flash is not necessary
Teleport Teleports you to an allied minions, tower, or ward. Simply used to mop up a lane for farm, jump to a tower to defend it, or jump to your team via ward and gain quick upper hand.
Ignite Deals 70 - 410 true damage over 5 seconds. After a long thinking process, I have decided to put this spell under good. This will secure the kills if your opponent has that last little sliver of health and should they try to heal, they won't get enough to survive through 50% healing reduction. Also, this is a good spell early if you want to secure a kill when the prey gets away with a sliver of health.
Heal Restores 90-345 health based on user's level to themselves and surrounding allies. if you can see yourself having problems with over harass and see yourself going back many times, take this.
Exhaust Exhausts target champion and reducing their movement speed and damage dealt by 30% for 2.5 seconds. Also reduces the target's attack speed for 50% for the duration.. If you see that you need to get that quicker getaway or turn a fight into your favor, take this and lay it on their ad carry to keep them in check while your team mops up the team.
Barrier Shields your champion from 115-455 (depending on champion level) damage for 2 seconds. This is nice for surviving early burst but late game it loses it's value since chances are, you will be the first one targetted.
Cleanse Removes ALL CC from you and grants you 65% CC reduction for 3 seconds. If you see yourself getting CC'd out of a team fight, get this and just get rid of any CC laid on you in a fight.
Clarity Restores 40% of your champions maximum mana. Also restores allies for 40% of their maximum mana. He already has enough Mana regen and if you need this, chances are you are attempting the early kill instead of going for minions.
Smite Deals 490 - 1000 true damage to target minion. I hope to god I don't need to explain..If so I have one word "Jungler"
Clairvoyance Reveals a target area on the map for 6 seconds. This is a spell used for supports...You are not a support. Do not get it.
Revive Instantly revives your champion at platform and increases max health by 220 - 560 for 2 minutes.....hue
I normally start Boots of Speed and four Health Potions. This start is very good against melee lane opponents A simple Doran's Ring with a Health Potion is a good start with Veigar with 15 AP, 60 health, 3 mana regen per 5 seconds along with the 4 mana restore when you kill a unit.
Question: Why not get Mejai's if you are having an excellent game?
Answer: I don't care how good you are, do not get it. Oh you are having a high kill game? NO. Veigar's Baleful Strike has an infinite snowball at 5 AP per kill and 6 if Baleful Strike is the last hit. Sure it is 3 and 2 less respectively, but Mejai's Soulstealer caps at 20 stacks and you lose stacks and AP if you die and losing AP is like not eating, Absolutely stupid. Late game you will be the target in every team fight so be careful.
Rylai's Crystal Scepter
Rod of Ages
I understand this is only five items, but nonethelesss, your final item build should look something like this ( Rylai's Crystal Scepter should be replaced with Zhonya's Hourglass):
Rylai's Crystal Scepter
Take mid. Farm with Baleful Strike constantly and if you have enough mana regen you could prossibly use Baleful Strike to harass but only if you have blue. If you are under tower, Melee minions take TWO tower hits then you may Baleful Strike them and CASTERS take ONE auto attack, tower hit, then Baleful Strike to ensure that you get the last hit. If you have a jungler on your team, you can easily bait a Flash if you place them in the Event Horizon instead of hitting the stun. To most junglers, forcing a Flash isn't good enough. Well sometimes that is true and other times it is a good force. If you have warded both sides of middle lane and you see the opposing jungler coming, forcing Flash is better than your jungler dying in the attempt or even worse, you dying.
Okay you have done some farming with your Baleful Strike and got yourself a bit of gold. You now want to purchase Tear of the Goddess and Boots of Speed, if you have enough or unless you started with them. BUY Stealth Wards WHENEVER POSSIBLE! C'mon guys they save lives and 3 minute safety for 75 gold is well worth the price, but do keep in mind you can only have three at one time. So don't be stingy, get wards. Second back should have you purchasing Spellthief's Edge OR Blasting Wand. I would prefer you grab Spellthief's Edge since the 4 gold per 10 seconds is excellent on anyone. Don't believe me? Your accumulated gold at the end of the game should speak for itself. Anyway, Third shop visit should include Archangel's Staff, if you chose to acquire the Blasting Wand first, or Archangel's Staff anyway, if you let the gold accumulate from Spellthief's Edge. Fourth back you want Needlessly Large Rod at the least, and added Blasting Wand, should you have the gold for it. Every visit after this, you should get some sort of item working toward your next "complete" item. Since Deathfire Grasp has been changed, it is now more efficient to acquire it earlier than last item. Rabadon's Deathcap is still the most important item in the way of priority, but still get the Spellthief's Edge for the extra gold income.
Creeping / Jungling
If you decided to place a quick point in Dark Matter, you may drop it on wraiths to grab some easy gold and a small heal. If your Dark Matter does not kill the wraiths, Baleful Strike them all one by one for 4 easy AP. Ask for Blue from your jungler when he doesn't need it to help with early mana regen and the extra cooldown reduction given by blue as well as using Baleful Strike to harass your lane enemy. Of course grabbing blue has its consequences as well. When you have blue, your opponent will likely play more aggressively and try to grab blue off of you. This is where you want to be extra careful for ganks. If you lose that blue to death, your jungler may be extra hesitant to give you blue until you can shake off that death or possibly steal it back. ALWAYS keep an eye on the duration of blue as you are laning!
Be with your team when they want to initiate a fight, but if you see yourself in a one v one scenario with the enemy, I have listed a few combos you can look into:
Enemy has NO tenacity Mercury's Treads or Banshee's Veil:
Why Event Horizon first? Well since Dark Matter drop time has been reduced, you no longer have to worry about aiming your Dark Matter BEFORE your Event Horizon, Kinda nice isn't it?
Why Baleful Strike last? Well I have been told that the +1 ap on unit kill adds to the passive +5 on champion kill. After carefully studying his AP on Baleful Strike before and after champion kill, The 1 AP does add to the passive. End Combo with Baleful Strike when possible.
Enemy has tenacity Mercury's Treads, but no Banshee's Veil
This goes back to the old combo. Predict enemy movement by placing Dark Matter in designated area, lay Event Horizon corner under the Dark Matter drop location, bing-bang-boom you have yourself a kill.
Enemy has Banshee's Veil, but no tenacity Mercury's Treads
This is the one on one scenario. Baleful Strike first to pop the Banshee's Veil shield, then combo as you would from the first combo listed. Simple right?....WRONG! Unless the enemy team is absolutely derping, you won't need to worry about this one as much the combo listed right above this one.
Enemy has both tenacity Mercury's Treads AND Banshee's Veil:
Ask for help. Chances are you will not be able to take this enemy down by yourself. If you do NOT acquire help, just leave them alone. If do acquire help, Combo is:
Why no Primordial Burst? If you have allies, your CC can slow the target down enough for your allies to close distance. Only in a last resort when your ally/allies have done a lot but not able to finish even then, I would recommend using Baleful Strike to kill for the extra 1 AP. Otherwise keep it ready for that single target explosion.
Playing with Veigar
Your Veigar needs his Q farm. Simple. Keep him protected in team fight until he can dish out his burst. Afterward he will be spamming his Baleful Strike on the low targets to wittle them down until his Event Horizon and Dark Matter come off cooldown. He isn't a tank. Don't expect him to be. He can only tag one target for death and possibly deal massive damage to others that are caught in the area of his Dark Matter. He unloads his skills then really can't do too much for nearly three seconds. Then again, that's what happens with most mages anyhow.
Playing against Veigar
One thing that I have learned playing against Veigar is to get a Banshee's Veil and Mercury's Treads. Why? If you are stunned, you can dodge his meteor rather easily. I got caught against a Veigar one v one before while I was playing a Veigar in blind pick. I had 50% health and could easily be picked off by his ult. To make a long story short, if I didn't have Banshee's Veil, I would have died before he did since he used his ult to attempt a quick kill. Another thing, BE CAREFUL HOW MUCH AP YOU HAVE! If you have a lot of AP as a mage, be very careful since his Primordial Burst not only takes 120% of his ap, but 80% of YOUR AP as well. Keeping Veigar with low cs and kills limits his damage immensely since he gets extra ap (1, 2, 3, 4, or 5 depending what level his Baleful Strike is) for ANY kill he gets and one AP for any unit slain by Baleful Strike.
Veigar is a high single target burst that excels against enemies who also stack AP. ALWAYS last hit with your Baleful Strike and before you know it you have plenty of AP to not worry about minions getting dangerously low health and miss a Baleful Strike. I honestly enjoy playing Veigar and after reading this guide I hope you do too :)
To most, thoughts of yordles do not conjure images to be feared. The easygoing half-pint race, though fierce, is often regarded with some degree of joviality. Their high-pitched voices and naturally cute forms inspire something of a protective instinct in the larger races, or at least bring to mind images of children playing at being adults. every now and again, however, a yordles turns so bad that, even at its small stature, it strikes terror into the hearts of others. Veigar is such a twisted yordle. As a master of the magical black arts, as well as a corruptor of cosmic energy, he is one of the most powerful sorcerers on Valoran.
As a child, Veigar was a normal yordle with one small exception - he had a deep curiosity for the world beyond Bandle City. The young yordle spent much of his time studying the rest of Valoran, and he jumped at the chance to join a business that traded with other major city-states. Unfortunately for both him and the world, a deal with Noxian trader turned into shady business and went bad; Veigar and his companions were subsequently set up to take the fall. Arrested by the authorities, he was imprisoned within the walls of Noxus for years. Such isolation is very dangerous for yordles - undoubtedly why his cruel jailers did such a thing - and Veigar was slowly driven mad. He eventually escaped, having become a twisted version of his former self. Instead of returning to his people and Bandle City, he sought tutelage from dark wizards across the land. With his demented will focused on one task, he quickly became a dangerous and powerful wizard in his own right. Now he seeks to end all conflict on Valoran by bringing all of the city-states to their knees, regardless of their affiliation. The League of Legends is the perfect tool to help him meet his ends - for now.
Who says evil needs to come in a fearsome-looking package?
Changes to guide and self edits
Edited 2/29/2012 (Leap Day): Just because it's leap day and the day after a patch.
Edited 3/17/2012: Many changes to guide. Added BBcode, Special Thanks and Copyright section.
Edited 3/26/2012: Decided to keep all previous changes. Fixed some of the code that I missed and messed up on.
Edited 4/18/2012: Patch day..finally, I'm kidding there were quite an array of changes.
Edited 4/26/2012: More views, <3 and took out the sentence saying you should get Mejai's Soulstealer.
Edited 5/26/2012: More views, no changes from current patch, testing out a new build and will be posted when thoroughly tested.
Edited 6/17/2012: League patch.
Edited 7/13/2012: Friday the 13th and update
Edited 8/04/2012: Keep it phresh. Kinda hard to update given there are never changes to this little bundle of joy. Changed summoner spell Ghost for Clarity
Edited 8/31/2012: Gotta keep this ideal ya know?
Edited 9/15/2012: 3.8k views. Much appreciated <3
Edited 9/28/2012: 4k views <3. After some test runs, decided to have meteor maxed second and a point placed into it when possible. The .25 seconds stun for each level doesn't seem to be much of a perk. Added "Lore" chapter.
Edited 10/25/2012: Thanks for taking the time to look at this guide, it means alot <3. Changes to the skill order, Mastery Tree, and Item Sequence. Continuing to test new rune pages to give him more of an early game.
Edited 10/29/2012: Completely retyped Playing with Veigar section and added the description in Special Thanks section. Finally, tests are still being conducted :)
Edited 11/5/2012: After some discussions with other people about Ignite, I have decided to place it under Good Alternatives in the Summoner Spell chapter. Placed Ghost back in the initial summoner spells.
Edited 11/13/2012: End of Season 2. Veigar buff in patch.
Edited 12/4/2012: Big patch. New Items....Well, Gotta retype this old bucket, Keep checking back for updates!
Edited 12/5/2012: As expected, Updated mastery tree, mastery chapter and starting items under the Items chapter.
Edited 12/12/2012: 10k views. I love you guys! Thanks for taking the time to look at this guide that I took so long to make what it is today. Added the upgrade of AA staff.
Edited 12/13/2012: Added a few more recommended runes
Edited 12/14/2012: Took pride in Ravenholm's comment and decided to add more rune possibilities in the Rune section. Redone the entire item page to get up to date with the new look.
Edited 12/15/2012: Replaced the last sentence in Shop chapter, updated to text for summoner spells and added a new rune page possibility to the Runes chapter.
Edited 1/22/2013: Removed other recommended rune pages that did not make the cut. After tests the least I can say is, they sucked...
Edited 7/5/2013: Finally fixed one mistake that I have seen for six months but didn't fix until now. Go me... v_v
Special Thanks and Copyright
I would like to thank jhoijhoi's excellent guide to making guides found here http://www.mobafire.com/league-of-legends/build/making-a-guide-101506
This is my guide and may not be distributed without my permission, however, one may use this for their own individual use.