S3 REWORK
Dear reader,
This guide is currently under rework due to the change of the S3.
As you may have witnessed, these changes were quite strong and thus brought a lot of change to this build. I have updated the Top Chart to reflect more up-to-date strategies.
I have also included a "fun build" under the name "Split Push Oriented Veigar (DO NOT DO THAT)". If you take a look at it, you'll quickly realize that it is not viable in many circumstances. I, however, managed to make it work as part of a broader push strategy, that my team and I put in place.
Finally, I'd like to remind you that Veigar is for the moment not amongst the most viable pick for solo queue. If you want to play mid ranked for the next few patches, I invite you to pick Pantheon, Wukong, or Talon for a free win. To be honest, you can currently say "Who needs an AP carry anyway?" and be right...
These are hard times for the APs...
Introduction
Mwahahahaha ! Welcome Summoner !
I'm EuropeanOrigin, and this is my shot at providing a competitive build for one of my favorite heroes of League of Legends,
Veigar. Any advice/feedback is welcomed, so feel free to comment down below. On the other hand, I'd also appreciate you take the time to go ask a question before downvoting the guide. And please no short joke!
You'll see that I have taken a quite different approach from the classic build for veigar, and I hope to have made myself sufficiently clear for you to perfectly understand my reasonning after reading this guide.
I'd also like to thank JhoiJhoi for
her amazingly inspiring tutorial and PsiGuard for his
extremely well-designed guide of veigar.
see
this thread if there are abbreviations you don't understand
NOW A QUICK DISCLAIMER FOR THOSE WHO DON'T LIKE READING :
A guide is not a build. What you see on top is often slightly different from what you can read in the guide, which offers more diversity and discusses the pros and cons of each of these possibilities.
F.A.Q.
I have made a quick list of the "classic questions/flame", with their answer, that I receive from people who don't want to read the guide.

WHY TELEPORT ?
Quoted:
1. teleport. ****ing really? not going ignite RUINS veigar's kill potential all game. If you go teleport, you're doing it WRONG.
Thank you for such constructive comment... First of all, I have stated in the
summoner spells section (which you didn't read obviously) that you could pick
Teleport OR
Ignite.
I am not forbidding you from taking Ignite.
I prefer Teleport, it's true. And I'll justify it by an increased laning presence and that will grant you some AP (I agree 20-30 more AP is not going to compare to 450 true damage in late game).
Speaking of AP, I remind you that you get this free AP by last hitting minions, which means getting more money, and intervening on a pushed turret will bring you a lot of XP, giving you a fair advantage during mid game.
Speaking of money, you can easily get 400 gold out of a pushed turret, which means building items earlier, and 400 gold is actually more than what a classic kill would bring you.
Speaking of kills, you pretend that not picking ignite will RUIN Veigar's kill potential during the ENTIRE GAME. How so ?
- In late game, you can take down most AP/AD carries with a single combo, and that's your job, it's not to go against tanks/off-tanks.
- So maybe, it's during early game that ignite is purely awesome ? It sure helps getting kills mid, dat little combo topped off with an ignite sure does its work, but teleporting behind ennemies when a fight's getting hot on TOP LANE or BOT LANE gives you even easier kills, grants assists to your team (yay! more gold for the team!), and thus increases your overall kill potential. It does not mean Ignite's useless during early game, it's just NOT THE SAME TARGETTED champion. Ignite's good to take down the MID carry, who'll say "wtf just happened there ? I got blasted in less than a second", while teleport will be good to take down the BOT carry. And the one who becomes the bigger threat for your turrets/inhibitors is often the AD carry. So if you slow the progression of the AD carry during early game, the lane of your AD carry will be easier, and their AD carry will have even more difficulties, and you'll increase your chances of victory. You maybe flaming right now saying: "OMG, this is such a waste of your ultimate, not targetting the ap carry, you noob !". Is it really? In early game, most AP carries have 100 AP. That makes an increase of 80 damage before magic resists takes in and after that it's about 50 damage increase... which is, give or take, an auto attack. And to quote you:
Quoted:
If you nuke someone down for 1000 damage, enjoy your 40 health back.
which must mean you consider 50 HP nothing.
So to sum up,
Teleport does not ruin your potential damage in
early game, as it allows you to gank bot or top lane, and I can assure you a 3v2 situation is often stronger than ignite to get a kill. (Pro tip of the day : you can teleport on wards).
During
mid game,
Teleport offers you more mobility and ganking power, while allowing you to farm safely, increasing thus your damage, both by increasing your Q stack, by getting bigger items earlier, and by leveling up faster. Teleport is actually helpful to increase your burst damage during mid game.
And when it comes to
late game,
Ignite takes it over
Teleport, I must confess. But you'll have had an edge during the rest of the game, so you should be able to keep momentum... after all, you're veigar!
So, I'm very sorry but yes I do consider
Teleport as a truly viable spell on veigar. I also consider
Ignite very viable, it's just that I find teleport actually more helpful for the team and ignite more helpful for veigar only (it's a point of view, not the absolute truth, don't come and flame again on this particular statement).
May I also add, that the two best rated build on veigar at the current moment (10.09.12) also consider
Teleport as a good summoner spell choice, and one even states that he also prefers teleport. So yes, I must be CRAZY and WRONG to chose this summoner spells!
Finally, I invite you to watch the game between CLG.NA and SK Gaming of the World Championships for season 2, if you want to discuss the need of Teleport on the AP mid in a more general way.

WHY SUCH RUNES ?
Quoted:
2. Your runes are a ****ing mess. 1 Movespeed quint? I just don't get it. Spellvamp quints? Give me a break. Pack movespeed quints or pack ap quints. Hell, I'll take flat health quints over spellvamp quints. If you nuke someone down for 1000 damage, enjoy your 40 health back.
OK, it may seem like a mess, but that's because of a teeny operation to slightly increase the sustainability.
I, unlike you, consider spellvamp runes to be decent to get a little more sustain in the lane. It's an opinion and we could discuss that later (actually I discuss it a bit later in this thread). Therefore I would go for 3 spellvamp quintessences.
But I also consider
Swiftness
like a must on veigar, for veigar is not the fastest champion around. But as you can see, I didn't do it. I didn't pick the mastery
Swiftness
but picked
Transmutation
instead. And here is the logic behind:
if I take 3
Greater Quintessence of Spell Vamp and 3 points in
Swiftness
, I'll get 6% spellvamp and 1.5% MS. But with the build I have chosen, I get 4% from the quintessences + 3% from the masteries in spellvamp and 1.5% MS from the quint. So in the end, I get 7% instead of 6% spellvamp.
This is something you call
optimization. Sorry if it makes thing look like a mess. I think you'd probably have preferred me to pick 3 quints of transmutation, that would have been more "classic", and you could have flamed on the Spellvamp part only. It must have disturbed you a lot, I'm sorry, I hope you'll be able to sleep tonight. Sorry.
You have proposed to go for 3
Greater Quintessence of Movement Speed instead.
This possibility is ALREADY IN THE GUIDE. You must not have read that part. (FYI: it's in the
Runes section, just go to the reflexion part)
Same goes for flat AP quint, I stated that it was a tradeoff between sustainability and damage during early game. Must not have read that part too. [A quick note about the AP runes, they don't help you farm more, they just help you farm better, meaning an increased rate of success on last hit with baleful strike]
And wait! You were speaking of flat HP runes ? They are also considered as viable in this guide. You must not have read that part (wow, that's a lot of parts you didn't read).
So now for the flame part on the Transmutation quints. They are NOT useless. I love it when you say:
Quoted:
If you nuke someone down for 1000 damage, enjoy your 40 health back.
(it would be 70 HP, not 40 HP, proof that you didn't even read the top chart entirely before starting to flame)
It shows that you are actually missing the point of spellvamp runes. It's not about gaining a little more health after a combo, it's about consistently regenerating health, and thus staying in lane longer, making you able to farm more.
"But 7% spellvamp is nothing !" is what you'd say. No. You'd say "But 4% spellvamp is nothing!", but that's another story. But is it really useless?
Let's take a game I played following this guide. It was a 42 minutes long game, quite intense. I ended up dealing 243704 magic damage. And boy, I farmed!
So now let's have a look at the total HP regenerated thanks to the spellvamp :
243704*0.07 = 17059 HP!
I'll take that. thank you. That's equivalent to +33 HP5! (yes 17059/(42*60) makes 6.7696 HP regeneration per second, so +33 HP5). That is absolutely insane if you compare it to the
greater quintessence of vigor. Another quick calculation : the passive of
Force of Nature would grant veigar him a regeneration of 1.75% of max HP per 5 seconds. That's about 32HP5 on veigar level 18.
Oops, these completely useless runes seem to be equivalent to the power of this insane passive! So, of course, as it's not HP but HP5, it will not make you much more tanky during a fight, but during laning phase, it's just plain awesome.
Flame to your heart's content, I'll still invite people to go for the Transmutation runes on veigar.

WHY ATHENE's first ? (Explained a second time)
Quoted:
3. Athene's first? are you freaking kidding me? DEATHFIRE LAST? holy ****, man. This is so wrong my face hurts. Lich bane? no void staff? sweet mercy.
Ooops, you must have read the top chart only. By reading the
recommended Items and the
situational items, you'd have understood a few things, like:
Lich Bane is not recommended, only situational.
- Same goes for
Void Staff (which is in the guide, contrary to what you thought).
- And finally that
Deathfire Grasp is NOT COMMING LAST in the build.
- There are actually other possibilities for building the 3 situational items (they are the 3 last items in the top chart) like : DFG, Hourglass, Void staff, for instance.
Situational items are all up to you, and yes I am bold enough to consider DFG as a situational item. hey! if you don't think it's a situational item, just pick it as soon as possible, I don't forbid you from doing this. And it can come in 4th place if you are an afficionados of it. (The 3 first being : Athene's, Boots and rabadon's)
But 4th place is probably not early enough for you. I presume you consider
Sorcerer's Shoes and
Rabadon's Deathcap to be obvious items to pick quickly, or else I'm speechless.
So your issue must be with
Athene's Unholy Grail as a first pick.
And no, I am not freaking kidding you. If you had read the section
Starting Items, you'd have seen that
Athene's Unholy Grail almost provides veigar with a permanent blue buff (which then allows your jungler to have it, making his jungling more efficient, and his ganks more powerful, but you musn't have considered that League of Legends is a team game).
In addition to that it provides you with slightly more AP than
Deathfire Grasp and with additional magic resist. A quick calculation also demonstrated that by just picking +40 magic resist you'd cancel the effect of DFG . So the logical reasonning of any AP caster when seeing a veigar going for DFG, is to pick some extra magic resist (and there are actually very good items that increase your magic resist).
Actually, it would be 40 MR only during the early game, after it goes up to 110 MR in late game as your AP grows, and that's why I consider it to be a very good late game item.
So you'd be much more tanky, and you'd have a permanent blue buff that would allow you to harass your opponent (making him vulnerable to ganks), and that would be kidding you ? You'd reduce his farm ability, while not reducing yours... that's one of the objectives of any late-game hero during early game!
Playing with veigar is not about killing the enemy champ in one blow during the first few levels, you don't have enough power for that ! It's about team play and being there when your teammates needs you, and there you can launch a combo against a full-HP hero ('cause you're not alone, ya know ?)
The only argument that could hurt this strategy is the cost : "DFG is sooooo much cheaper and you get free gold from kage" is the classic sentence, I'm afraid. But then again, I refer you up to the section "Starting Items" or to other guides, or to your personal experience, to notice that veigar needs mana in early game. Oops, there is no item in DFG that brings mana regeneration. there used to be, but there isn't anymore. At that ancient time, I also went for DFG ('cause, ya know AP, MP5, CDR, Awesome active, what else you'd ask for ?), but now you need to find a source of MP5 first. Most guides proposes you to go for 2 doran's ring (see the current (10.09.12)
top-rated guide on veigar for that). If you add up the costs of these 3 items, you almost have the same cost as an athene's.
To sum-up, more tankiness, blue buff, same AP, same cost. I'll stick to athene's as a first item, if you don't mind.
(And don't think athene is that awesome on everyone, it's only thanks to
Equilibrium that it's so powerful. So it's a niche item on veigar)

You don't max a spell by level 9? Oo. NOOB !
Quoted:
4. The ultimate sign of a noob is that when they write a guide, they don't max a skill by level 9. They just put points randomly because they have no idea what they're doing.
" - Hey! What if spells actually had different effects?
- Maybe one spell would be good for one thing and the other for something else.
- That would be awesome, dude!"
Well, veigar has spells that target different things, like champions and creeps (yes, these are two different categories, trust me on this one). Just a little breakdown for you guys :
Now, quick Q&A :
what makes
Baleful Strike awesome ?
Its passive of course! You'll get 1 AP for every last hit you'll get with baleful strike.
Does this passive increase with levels ?
No, not for the creep part at least. But you need at least 2 levels to make sure you'll get last hits!
Another quick Q&A :
How do you do damage against champions ?
You hit them of course!
How do you hit them ?
With any spell you have!
Which spells deals the most damage ?
So, what is your main source of damage against champions ?
And how do you make sure to hit the champion ?
you stun him with
Event Horizon ! You'll need it at level 2, 'cause at level 1, the opponent can evade it if he has boots.
Finally, which spell do you max at level 9 ?
Well
Dark Matter is definitely what you'd need to harass the enemy player (I remind you that with this build veigar is mana free). But I need
Baleful Strike at level 2 at least to gain some AP, and I need
Event Horizon at level 2 too, if I want to actually do damage. But wait! I also need
Primordial Burst to deal tons of damage! So that makes 5+2+2+1 = 10! I can't max out dark matter by level 9! Either I would gain a lot less AP with baleful strike, or I wouldn't land my dark matter safely! It is not viable for me to max dark matter!
Maybe, I should go and max out baleful strike! But then when I would want to harass, my main source of damage would be the spell I use to farm... I'd have to choose between harass and farm. But Okay! That would leave me with 1 point for
Dark Matter and two points for
Event Horizon. Raaah, this sucks! I won't do any damage with
Dark Matter! And my harass power won't be as efficient, or will take up on my farm because I'll use my Q to lower the enemy's health.
If only I was not bound to this max out by level 9 stuff... Oh wait! I don't have to!
Problem solved! so 2-3 points for baleful strike, depending on my confidence in my last hit, and 4-3 points for dark matter, 2 points for the stun and one for the ult. I maximize my damage against champions while ensuring me a good farm with my Q! The perfect mix.
Then there is the rest of the sequence. From level 9 to level 13, you won't have to put up with lots of team fights and you won't meet these bastards with
mercury's thread or some tenacity of any kind. Therefore, a level 2
Event Horizon should be enough. Use these levels to maximize your output damage! If you actually find yourself confronted to champions who get out of the cage too soon, don't hesitate to level
Event Horizon. From level 14 onwards, there will start to be more 5v5 fights, and increasing
Event Horizon grants him 0.25 second more of stun, it's insane in team fights!
The spells on level 17-18 can be interverted, depending on the need of your team for a longer stun or not.
Once again, I'm sorry flamers, but
Veigar is not bound to the simple view of max one spell by level 9, the other by level 13 and the last one by level 18.
Pros / Cons
|
spaaaaaaace |
Pros
+ Strongest AP Hero
+ Godly stun
+ Excellent Passive
+ THE Nuker
|
space
|
|
space
|
Cons
- Extremely squishy
- Quite hungry for mana
- Strongly relies on farm
- Low escape capacities
|
Masteries
Presentation
There are different ways to play Veigar and with different plays comes different mastery trees.
I present to you two strategies, each with its own pros & cons.
The
Utility based mastery Trees :
| Masteries |
|
4/4
|
4/4
|
1/1
|
1/1
|
3/3
|
3/3
|
3/3
|
3/4
|
4/1
|
3/3
|
1/1
|
The
Offense based mastery Trees :
| Masteries |
|
4/4
|
4/4
|
1/1
|
3/2
|
4/1
|
4/3
|
1/4
|
1/1
|
3/3
|
3/3
|
2/3
|
Why you should pick the Offense Strategy
In this situation, the key materies are
Archmage
and
Executioner
. The first helps you grow into a monster more quickly, while the second helps you secure the kills.
Besides, farming is also made easier with
Executioner
.
Why you should pick the Utility Strategy
In this situation, the key materies are
Meditation
,
Awareness
,
Intelligence
and
Mastermind
. Farming with
Veigar is essential, and this strategy aims at fullfilling this purpose in a different way from the Offense.
-
Meditation
gives veigar a little more sustainability in terms of mana regen, so you can farm slightly more.
-
Awareness
grants veigar the edge in terms of level, giving him a fair advantage during mid games on other players - And a quickly reached
Primordial Burst at level 16 can be extremely effective on veigar, much more than what
Executioner
could bring at level 14 or 15!
-
Intelligence
makes veigar timeframe of vulnerability smaller, increases his capacity to participate in team fights.
-
Mastermind
increases his overall presence and survivability.
Personal preferences
I prefer taking the
Utility build, although I consider both strategies equivalent in terms of overall efficiency.
The Utility build allows
Veigar to have the edge during mid game, as he levels faster than the others. This allows him to be a bigger threat during mid game, while the damage in late game will be less significant than with the
Offense strategy. It's only a question of taste.
Runes
| Runes |
Greater Mark of Magic Penetration
9
|
Greater Seal of Scaling Mana Regeneration
9
|
Greater Glyph of Magic Resist
9
|
Greater Quintessence of Movement Speed
1
|
Greater Quintessence of Spell Vamp
2
|
Some of you may not agree with my choice of runes, and that's why I wanted to give a little extra on why these runes and no others.
If you want to know more, click on the spoiler section right under.

Reflexions on the possible runes for veigar, and why you shouldn't really pick them
Marks
The other marks that are eligible for veigar are :
Greater Mark of Magic Resist - You shouldn't pick these, as they'll only grant you 6.93 magic resist. The
Greater Mark of Magic Penetration will on the other hand grant you 8.55 magic penetration. In addition to that, flat magic penetration runes stack extremely well (the more you have, the more each is powerful), while magic resist runes work the opposite way (the more you have, the less each is useful). If you want a proof, check the formula to calculate the damage output.
Greater Mark of Ability Power - You'd gain 5.31 AP. Yay for that! That would translate into an increase of 3 damage on
Baleful Strike... and an increase of 14.9 damage on a full combo (and that's without taking into account MR)... On the other hand, a full combo (or any spell, actually) with the
Greater Mark of Magic Penetration would see its damage increased by 6% on somebody with 30 MR. If you'd want the
Greater Mark of Ability Power to be stronger than the
Greater Mark of Magic Penetration, you'd need to fight against somebody with 300 Magic Resist or more, while you are at level 6 and didn't manage to get any AP from your
Baleful Strike. Does this sounds realistic ?
Seals
The other seals that are eligible for veigar are :
Glyphs
The other seals that are eligible for veigar are :
- greater glyphs of potency - Let's have some fun with potency runes again. Hey, this time it's 10.71 AP ! That's a lot for the beginning ! Or is it ? It makes an increase of 6.43 damage on
Baleful Strike when hitting on a minion (0 MR). It can help you secure some farm, but not so much. Indeed,
Baleful Strike level 2 will see an increase of damage on creeps of less than 4%, and a full combo would only gain 28 damage. And in late game it would translate into less than 2% increase in AP. While on the other side,
Greater Glyph of Magic Resist would provide an increase in durability of 8.96% in the beginning (if the enemy caster picked
Greater Mark of Magic Penetration) and while this gain would become smaller and smaller with the added Magic Resist of items, it would still be higher than 4.5% in late game. Once this has been explained, I think the choice becomes crystal clear.
Greater Glyph of Scaling Ability Power - Extremely powerful rune on most AP carry, and yet useless on veigar... this woud grant him a small boost in damage in the late game (about 4%) while not being useful in the beginning. But it does make some increase in damage. Still not worth the survivability the
Greater Glyph of Magic Resist offers.
Quintessences
Why did I pick
Greater Quintessence of Spell Vamp ? Well it gives you a small boost of survivability. It can be replaced by two other
Greater Quintessence of Movement Speed.
Do not take
Greater Quintessence of Ability Power for that they don't bring much in the end. It's a tradeoff between survivability and damage, that you'll have to make.
What about
Greater Quintessence of Health. These can be accepted. I still prefer spell vamp runes over flat HP runes, because as I have said earlier, you'd gain about 8-20 HP in early game for each spell you cast, or you'd only have 78 more HP to spend. In one case, you start with less but gain more and in the other case you start with more but gain less - I'll let you chose your strategy.
Spells Explanation
Equilibrium: This passive grants veigar more mana regeneration the lower his mana is. It is very close from the passive of
Chalice of Harmony. It gives veigar a strong boost in mana regeneration in those dire moments and allows him to farm with almost no mana.
Tips and Tricks
Baleful Strike (Q): This skill is your main source of AP. Each minion kill grants you 1 AP
permanently, and champion kills yield even bigger AP gain.
Tips and Tricks
- No cap on the AP gain
- the AP gain on champion kills is a passive of
Baleful Strike. You can kill champion with auto attacks and you'd still get the bonus AP.
- Leveling
Baleful Strike only increases the AP gain in case of champion kills, not minion kills. (It also reduces the cooldown)
- A good farmer usually gains 150-250+ AP out of this spell only !
Dark Matter (W): A extremely powerful AoE (small) spell, coming after a (short?) delay. This is the finishing blow of your combo.
Tips and Tricks
Dark Matter has a long delay, but a well placed
Event Horizon can do the trick.
Dark Matter grants vision of its landing point. It's a great way to check bushes.
Dark Matter lands in the form of a rainbow when using the Leprechaun Skin. Awesome, isn't it?
Event Horizon (E): The godly stun of Veigar. This stun is probably one of the strongest in game as it is an AoE stun with a long stun duration ! The enemy will only be stunned if touching the border of the spell.
Tips and Tricks
Primordial Burst (R): The anti AP Caster spell. Incredible base damage, insane AP ratio and to top it off, it also stacks with AP of your target, also with an incredible ratio! (Ex. : You have 800 AP, Your target has 600 AP, your spell will deal him 500 + 1.2*800 + 0.8*600 =
1940 damage in one spell! How insane is that ?
Tips and Tricks
- Aim for the squishies is not forcefully the right motto !
Vladimir is an excellent target for primordial burst while being quite tanky.
- Don't use
Primordial Burst on anybody, use it only on the carries. An ultimate on
Garen is most probably a wasted ultimate.
Skill Sequence
| Ability Sequence |
| 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
18 |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Explaining the skill sequence

WHY NOT MAXING OUT BALEFUL STRIKE BY LEVEL 9 ?
Most people max out
Baleful Strike by level 9, to ensure that they will get the last hit with it and gain their precious AP. It also reduces its cooldown, thus allowing Veigar to farm even more with his
(Q).
I do not agree with such a strategy.
A level 2
Baleful Strike is already more than enough to secure last hits. That's why reaching level 2 should be your priority.
But reaching a level 2
Dark Matter by level 5, and an
Event Horizon will help you harass the enemy champion. I see some of you raising an eyebrow... "What ? Harassing with Veigar ? Is that even possible ?"
It is indeed possible and doesn't cost you so much (160 mana E+W, while you have a 10+ mana regen
per second). Basically you'll need as much time to replenish your mana pool as it takes for your stun to come on cooldown.
And once you've reached level 8, you should try one last harass, or land a full combo.
So while my skill sequence seems hard to understand, or completely random, there actually is a logic begind. It has been designed in order to maximize what one could take out of
Veigar.

WHY ONLY TWO LEVEL OF EVENT HORIZON BEFORE LEVEL 14 ?
While only one level of
Event Horizon is sufficient to land safely a
Dark Matter on a champion with no boots or a slow champion with
Boots of Speed, it quickly becomes insuffisant to land a
Dark Matter against champions with
Sorcerer's Shoes or else.
With two levels of
Event Horizon,
Veigar is able to secure the landing of
Dark Matter even on champions equipped with such boots.
By level 14, you should have more than once been ganked (sucessfully or not) and have ganked a few times. This is the moment when everybody gather and teamfights start to appear. From this moment on, your stun is yours only anymore. It's the one of the team, which means they'll need time to react to your stun. Besides, you should now have champions in front of you with
mercury's threads or some other tenacity capacity.
From level 13 on, a longer stun is then required.
Wraith Control and Veigar
First of all, what is wraith control ?
Wraith control means the ability to defend and take the wraith camp, which is the nearest jungle camp for the mid lane.
Why is it important ?
Most people overlook the increase in gold and experience that the wraith camps provide to the mid players. Just consider : the wraith camp respawns every 50 seconds, and is worth 47 gold and 165 XP. On the other hand a creep wave is worth 135 gold/335 XP and spaws every 30 seconds (statistically speaking). That means that cleaning the wraith camp at its spawn time would bring you an increase of 20% gold and 30% XP over farming! That's a lot!
And if you do it, and your opponent doesn't, you'll have 20% more gold than him and will level much faster than him! Talk about important! Even more, if you manage to deny the enemy wraith camp to your opponent, that makes a 40% increase in gold and 60% increase in XP!
So, yeah, wraith control is crucial to the mid player.
Is Veigar any good at wraith control ?
It all depends on the strategy you go for !
If you prefer maxing baleful strike by level 9, you'll be extremely bad at clearing wraith camp, as your AoE spell -
Dark Matter - will only be level 1, which means you'll have to clear out all the wraiths with your
Baleful Strike and auto-attacks. This will take some time, and you'll lose quite some HP to the harass of the wraith and time/XP/gold on the lane, which makes this not very efficient...
If you follow the strategy I propose in the previous section, your capacity to clear the wraith camp will increase incredibly! With a single
Dark Matter, you'll obliterate the lesser wraiths and you will be able to land safely a
Baleful Strike on the major wraith. The total time required to clear the wraith camp is then about 1.5 seconds ! Besides, you will not have to circle the wall between the wraith camp and the mid lane, you will be able to do it through the wall, which means an even more reduced time to clear the camp.
When should Veigar start clearing the wraith camp ?
During the first 6 levels, veigar will have a lot of trouble cleaning the wraith camp and you should therefore let them to your jungler. Upon reaching level 9, veigar is able to clear the wraith camp very effectively and you can start clearing the camp from your lane. If your opponent leaves the lane to roam/to take blue, punish him by taking his wraiths if possible.
Wards and Wraith control :
Ask your support to put a ward near your wraith camp. Take also a ward to put near the other wraith camp. This way, you'll be able to protect your wraith camp and check the availability of their camp/ the movements of their jungler.
If your support doesn't want to/doesn't have money to put a ward on your wraith camp, use your ward defensively instead of agressively.
Starting Items
There are two early game sequences possible depending on who
Veigar is laning against.
| Item Sequence |
Meki Pendant
390
|
Health Potion
35
|
Health Potion
35
|
Chalice of Harmony
880
|
Boots of Speed
350
|
Sorcerer's Shoes
1100
|
Fiendish Codex
820
|
Athene's Unholy Grail
2600
|
| Item Sequence |
Boots of Speed
350
|
Health Potion
35
|
Health Potion
35
|
Mana Potion
35
|
Chalice of Harmony
880
|
Sorcerer's Shoes
1100
|
Fiendish Codex
820
|
Athene's Unholy Grail
2600
|
If you are laning against a skill shot based hero like
Ahri,
Ziggs,
Swain,
Zyra for instance, grab some boots and a few pots. Once you'll have emptied your mana pool, go back to base and buy
Chalice of Harmony. Play defensive before that!
Otherwise, just grab a
Meki Pendant and 2
Health Potion. Don't lane as long as you can! If you've reached enough money to buy the
Boots of Speed and the
Chalice of Harmony, empty your mana by harassing the enemy champion and then recall.

WHY CHALICE OF HARMONY/ATHENE AND NOT KAGE/DEATHFIRE GRASP FIRST?
Most builds for Veigar revolve around the
Deathfire Grasp. I must admit it is an incredible item, extremely powerful. It has besides been buffed, thanks to an increase in range (750!).
However to get this set up going, you'll need mana regeneration. Some builds propose to go for
Tear of the Goddess (Have you guys gone wild ?) or for two
Doran's Ring (that's more like it). This does give a boost in HP and AP which is quite significant. But the increase in mana regeneration isn't that great (10 MP5), and it delays your global build by almost 1k gold.
Thus most
Veigar players rely on the blue buff and have difficulties during the early game if they don't have it. With the deathfire grasp first, you become extremely dependent of a buff that last 2:30 minutes, which can be stolen, or just taken by the jungler.
On the other side you have
Veigar with the
Chalice of Harmony. The mana regeneration is on another level! With an 80% empty mana pool at level 8, you'd regenerate 65 MP5 (versus 40 MP5). It' a
Baleful Strike for free every 6 seconds !
And once you've reached
Athene's Unholy Grail, you'll have 3/4 of what the
crest of the ancient golem
would give you. That is 15% cooldown reduction (instead of 20% with the blue buff) and 100 MP5 (instead of 133 MP5)! So you'd have your personal blue buff, that cannot be stolen and on top of that, it would also give you some AP (90 AP vs. 80 AP for deathfire grasp), and some magic resist (40 Magic resist) and a passive that refreshes your mana pool on kills or assists. And the blue buff would then be available for the jungler/top/support.
Pro-DFG will argue that DFG will do more damage due to its awesome active. But is that true ? I'll take the case of a mirror match between two veigars, with
Greater Mark of Magic Penetration and
Greater Glyph of Magic Resist.
Veigar A will have
Sorcerer's Shoes,
Deathfire Grasp and two
Doran's Ring.
Veigar B will have
Sorcerer's Shoes and
Athene's Unholy Grail.
Both veigar are level 12 and +50 AP on
Baleful Strike.
In this case the damage made by veigar A is equal to 1040 HP (including the active).
And the damage made by veigar B is equal to 1100 HP.
How can the veigar B deal more damage to the veigar A while not having the active of DFG ? Simply because of magic resist.
So, to sum up : By picking
Athene's Unholy Grail over
Deathfire Grasp, you'd almost have a
permanent blue buff, and you'd be
more efficient in terms of damage dealt/damage recieved.
I hope you now see clearly why you should pick it first.

Laning against Leblanc or Talon
Situational Items
In this section I'll describe the situational items that can be taken with veigar :
-
: One strange item in a
Veigar build. Well once again, it's an awesome item. Increased durability thanks to the magic resist AND the +7% in movement speed. Increased damage thanks to its 80 AP. And the passive... Or how to destroy a turret faster than you can say "BOOM!". Yes, because you'll have about 800 AP, so that means you'll hit turrets (and champions) with 900 damage. Four spells, and the turret is down. Excellent in late game.
-
: You're owning the ap carry but the ad carry is always focusing you ? Or maybe the bruisers are a bit too nasty with you ? Grab a
Zhonya's Hourglass! Some armor, some AP, and invincibility for 2 seconds. Excellent against AoE teams.
-
: The most picked item for
Veigar after
Sorcerer's Shoes and
Rabadon's Deathcap. Some cooldown reduction, some AP, and an unholy active : it will enable
Veigar to take down bruisers who come at him, and even hit on tanks.
-
: Very powerful item in late game. Lets
Veigar tear through almost anything. Quite cheap. Lacks survivability.
-
: Used to be good on
Veigar. But since the range of the passive has been drastically reduced, it has become less effective. Still useful for the AP and Magic Resist. The passive now only comes in handy when fighting melee heroes...
-
: High survability item. Grants HP, MP and MR. Provides also with a shield that absorbs one spell every 45 seconds. Useful protection against some poke hero (like
Blitzcrank or
Nidalee)
-
: Grants a lot of HP,MP and AP. But it takes some time to get there, it normally is a first item pick, but it can be taken as fourth if survivability seems to be an issue. Not my favorite item.
If you want damage and only damage, you should go for
Deathfire Grasp, then
Void Staff and finally
Lich Bane.
If you want increased survivability go for
Lich Bane,
Zhonya's Hourglass and
Banshee's Veil. The order depends on what makes the most damage in the enemy team (physical or magical ?).
Is Deathfire grasp essential for Veigar ?
Don't flame me for asking the question ! Nor for trying to answer !
Let me break it down for you :
Deathfire Grasp has an extremely powerful active that synergizes perfectly with Veigar's combo (it's the first spell you should cast after the stun, and it's your longest range spell). It does tons of damage and pretty much secures every kill on AP/AD carry.
But is it only about security ? Is it not essential for veigar if he wants to kill ?
I'll try to answer that question by analyzing the increase in damage of
Deathfire Grasp during late game and mid game.
Late Game
Let's start with late game. I'll suppose
Veigar has taken
Void Staff and the 5th item has been taken, either by
Deathfire Grasp or by another AP item, like
Lich Bane or
Zhonya's Hourglass, it doesn't really matter.
So I went through the top rated guides of EVERY champions available on Mobafire, to see which heroes would die with the combo only, which would require
Deathfire Grasp and which wouldn't die even with it. Yes, you read me well : I went through ALL OF THEM. (And I can tell you this wasn't the most fun of my life). Another thing, I'm also taking the offense masteries. (it has some benefits over the utility build in late game)
Here are the results :
COMBO ONLY :
- 600 AP :
- 700 AP :
- 800 AP :
COMBO + DFG :
- 600 AP :
- 700 AP :
- 800 AP :
DON'T EVEN DREAM OF IT :
As you can see I have split heroes into tiers of difficulty, which are represented by an amount of AP. This amount of AP is credible! (90+140+70+80)*1.3 = 481 is the base AP you get from the 5 first items. It does not include the farm from your
Baleful Strike, nor the AP a sixth item would bring.
Therefore, a champion who's in the 600 AP category is nuked for sure. A champion in the 700 AP category, will be nuked or not depending on your ability to farm correctly. And the 800 AP guys will only be nuked if you have a good farm and the 6 items.
You may have noticed, that some champions appear more than once. It's because the top guide proposed different strategies for this champion, some being consitently stronger against AP Casters than others.
Conclusions on late game :
Veigar is absolutely capable of handling most AD/AP carries by himself in late game. However,
Deathfire Grasp opens your range of insta-kill to offtanks and supports, and some additional tanky carries, like
Fizz. It is thus a good item choice if the enemy champions carrying the game is part of these categories. However, forget about nuking tanks, it's not made for you.
Mid Game
Alright.
Deathfire Grasp is a more viable third item choice than
Rabadon's Deathcap.
There, I said it. Now flame!
Actually this is not true. They would be on par for a very simple reason : a combo with
Deathfire Grasp is stronger than a combo with
Rabadon's Deathcap while
Deathfire Grasp is much cheaper than
Rabadon's Deathcap (about 1k gold). On the other hand, harassing/farming with
Rabadon's Deathcap is much more efficient.
Obviously it is a bit more complicated than that.
Deathfire Grasp becomes a more viable choice than
Rabadon's Deathcap if your opponent is stacking a bit of HP , with
Rod of Ages for instance. As soon as, your opponent hits 1.4k HP (which is about level 12, or sooner if stacking HP),
Deathfire Grasp is more efficient during the combo.
What I invite you to do, is to take a
Kage's Lucky Pick before starting
Rabadon's Deathcap or
Deathfire Grasp.
DO THIS ONLY IF THERE IS A CHAMPION AGAINST WHICH DEATHFIRE GRASP MIGHT BE GOOD IN LATE GAME.
To sum up,
Deathfire Grasp is an extremely potent item, especially on veigar, but which is still situational, contrary to what most people think.
Game Phase
Game phases with Veigar are pretty straight forward.
I came across a guide which did this part so well, that I spent all the time I was reading at it laughing my a** off.
You can find the said chapter here
I invite also you to read the whole guide, it's a different approach to Veigar, and you should never limit yourself to one build/guide. (I prefer my way, but that may be biased :o)
Laning against ...
In this section I have gathered most of the champions you could meet mid.
It does not aim at providing you with the way to win against such or such champion, but to give tips to manage more effectively against them.
If you feel like there is a champion that's missing, or if you think of some tips that are not present, please feel free to add them in the comments. I'll update it later with credits.
Laning against ...

ahri
4/10
Ahri is extremely reliant on her skill shots to deal damage. In addition to that, most people consider veigar to weak against Ahri. That is why most Ahri player will try to hit you with
Orb of Deception. It is actually quite predictable, and you can juke it easily if you have taken
Boots of Speed as a first item.
You can even taunt her by staying next to your creeps, in a way she could reach you with
Charm. She'll spend half her mana trying to hit you.
Once you have
Chalice of Harmony you can start being aggressive, by launching
Event Horizon and
Dark Matter on her. Keep
Baleful Strike for the creeps ! She'll lose a fair amount of HP and will be forced to spam her abilities on the creeps to regenerate her HP.
Ahri is a fair pusher against veigar. Do not try to push her over ! She has a high mobility and if one of her combo land while you are near her turret, it is probable that you won't be able to reach your turret back. Not mentioning the greater risk of ganks.
To sum up,
Ahri is a good champion against veigar during early game, but a wary veigar will easily evade most of her damage, while staying safe near his turret (not under the turret). By the begining of mid-game, veigar will just tear through her.

akali
5/10
Akali becomes dangerous at level 6. Before that, you'll just have to back for a few seconds when hit with
Mark of the Assassin, in order to not procc the buff.
When Akali uses
Twilight Shroud use dark matter near your lowest HP creeps to counter her ability to farm without retaliation.
You should buy 2
Vision Ward, one for each bush around mid. This will nullify her
Twilight Shroud and help you deal damaga while staying in a safe zone.
After level 6, Akali will come straight to you after casting
Event Horizon. So do not use this spell if you are not near or under your turret. It can also be used defensively when she uses
Shadow Dance to dash to you : Place the outer ring almost on top of you, in order to prevent her from following you and dealing additional damage.

anivia
6/10
Anivia is often considered to be a fairly easy match up for veigar. Not so true, actually.
First of all, you can forget about killing this bird of frost alone. His passive,
Rebirth, makes it near damn impossible to kill him alone, if you are not an AD carry. To kill him you'd have catch him by surprise 2 times ! One time to put
Rebirth on cooldown and a second time to actually kill him before
Rebirth starts to work again. Against a good Anivia player, it's practically unfeasible. I invite you to keep your combo for the ad carry of the bot lane.
Anivia has low mobility but all of this birds skills are skill shots that can be extremely annoying. A successfully placed
Flash Frost, combined with a
Frostbite can be extremely powerful. It's an easier skill shot to evade than those of Ahri.
Anivia is an extremely good farmer/pusher and often builds up quite tanky. So you won't be bullied much when laning against him, but you'll have a hard time not to be outfarmed, which means you'll get less gold than him, and you will have difficulties killing this bird.
In team fights, Anivia proves himself extremely useful, and can once again prevent you from killing an enemy champion. His capacity to farm an entire minion wave in very little time also makes him a great pusher, forcing your team to be on the watch for a discreet push from
Anivia. Additionally,
Anivia has a slow and a stun...
Anivia won't make your life impossible, far from that. But you won't make his life terribly hard too. And his presence in team fight can be much greater than yours. You'll need frequent early ganks if you want to have the edge on this bird.

annie
6/10
Annie has an incredible burst damage when reaching level 6. She is a smaller kind of veigar, that could stun with his ult and have some additional magic resist when needed. Quite awesome, isn't it ?
You'll have to watch out for the number of spell she has cast, in order to protect you from the deadly stun of her passive,
Pyromania. During early game and mid game, she can have the edge over veigar quite easily, zoning him out. To counter that, you'll have to cast plenty of mini-combos [event horizon,
Dark Matter] on her.
During mid game, she can one shot a low magic-resist carry. Take another
Null-Magic Mantle before starting your
Rabadon's Deathcap.
Hopefully she scales less into late game than you.
To sum up, watch out for her spells. Stay out of range, ask for help from the jungler. In case of a gank against
Annie, you should let yourself get stunned, so that she will be helpless against the jungler, while you'll quickly be able to go back in the fight with a flash and
Event Horizon. But as you have guessed it's dangerous, and you'll have to be wary!

cassiopeia
6/10
Cassiopeia is a skill shot based hero, but contrary to ahri or anivia, her skill shots are actually quite hard to evade, even with boots. She can harass you quite effectively, even under your turret.
Cassiopeia is a very strong early game hero, and you'll have difficulties fighting back. Especially since she can evade
Dark Matter if you have been hit by
Noxious Blast.
Cassiopeia is however quite squishy. During the early game, you'll have to wait for a gank. In late game, you'll destroy her no matter what she tries to do, if she didn't get fed during early-mid game.

cho'gath
3/10
Cho'Gath is a very healthy hero, that can deal tons of damage to you if you get caught by his
Rupture.
To counter his
Rupture, start with
Boots of Speed and the 3
Greater Quintessence of Movement Speed strategy.
If you manage to evade most of his rupture, you can easily harass him as soon as you have
Chalice of Harmony. Remember one thing though : if
Cho'Gath plays carefully enough, you'll have difficulties taking him down during mid-late game, due to his
Feast stacks. There is no apparent threat in Cho'gath for veigar.

Diana
8/10
Painful
Diana will harass you with her
Crescent Strike (which is almost a free spell considering the mana cost), and she will pull veigar in a dangerous position thanks to her
Moonfall. And on top of that she is quite tanky, and naturally builds up magic resist!
A very bad match-up for veigar. A good eye can help you predict where
Crescent Strike is supposed to go, and evade most of it, but the curvyness of this spell makes it harder to understand. You'll need some battle scars before being able to evade it correctly.
Remember that if you are struck by
Crescent Strike,
Diana can pull off her combo :
Lunar Rush,
Pale Cascade,
Moonfall and if she has time
Crescent Strike and
Lunar Rush. At level 9 she deals so much damage (about 900 on a doubled combo), that she can burst down
Veigar without even losing her ultimate.
The trick is to evade the
Crescent Strike, if you manage to consistently evade 95% of her crescent strike, you'll be able to survive. Now to farm is another thing...
Buying some additional magic resist is also recommended.

evelynn
2/10
She will farm, you will farm.
If
Evelynn tries to harass you, answer back with a mini combo
Event Horizon and
Dark Matter. play behind the creeps.
Evelynn is very squishy, thus some harass and a full combo will take her down starting from level 11. (or even before !)
Call for MIA each time you didn't see
Evelynn for 5 seconds, especially if she bought
Boots of Mobility.

fiddlesticks
2/10
Fiddlesticks has a lot of CC, but is fortunately very squishy.
Fiddlesticks is one of the mid heroes with the highest sustainability, thanks to his
Drain. However this sustainability can be easily countered by a well placed
Event Horizon, that will interrupt the HP drain from fiddlesticks.
The strategy is to farm, farm and farm again.
Veigar has a stronger farming power than
Fiddlesticks. Once you have farmed enough, you'll be able to kill him in a combo.
Watch out for his
Crowstorm, though. If possible try to stun him while he channels, otherwise, try to place an
Event Horizon on him before he fears you with
Terrify.

fizz
6/10
Fizz is quite anoying for veigar, mostly because of its excellent burst damage and his
Playful / Trickster spell that allows him to become untargetable for a few seconds.
Be careful not to push the lane too much. stay near/under your turret.
If you want to land a hit on
Fizz, you should take
Event Horizon to levels 3-4 quite quickly and the only possibility to hit him, would then be by landing the stun perfectly over his head, so that he gets stunned immediately.
Good Fizz players are quite the bullies against veigar players. Watch out for the burst and don't feel afraid to recall at mid life.
You should be able to answer back when you'll get your
Chalice of Harmony.

galio
???
According to the other guides, this would be painful for veigar. I concieve it could be annoying because of
Bulwark and
Idol of Durand.
However, I scarcely ever met
Galio. And I have never met him since the apparition of
Athene's Unholy Grail, thus I cannot tell whether he is such a bully or not.
8/10
according to other guides

karthus
2/10
Probably one of your easiest match-up.
Grab
Boots of Speed, rush for
Chalice of Harmony. By level 10, you'll have enough AP to take him down with a combo followed by a full combo.
In late game, cast
Primordial Burst to him, that will do the job.

kassadin
9/10
Probably one of your worst match-up.
Null Sphere's silence,
Force Pulse's slow and
Riftwalk makes him extremely potent against a squishy veigar. He can easily
Riftwalk out of an almost perfect
Event Horizon.
Kassadin is also excellent at zoning you out from level 6 onward.
Your frame of opportunity lies within the first 4-5 levels, where you can zone him out a little. Ask for a lot of early gank, if you want to have superiority on
Kassadin

leblanc

lulu
???
I would need some feedback on
Lulu mid.
Lulu is already a rare champion, and even more in mid.
From what I can guess, she'd have a good poke/harass against veigar during the few first levels and then she would just lose it to veigar's combo.

lux
6/10
Lux has a good poke with
Lucent Singularity, which is quite hard to evade.
In addition to that, she has
lightning binding to immobilize veigar, giving her a decent start for her combo :
lightning binding,
Lucent Singularity,
Final Spark.
Lux also have a good shield, that protects her and an ally from some damage, and is thus capable of absorbing a good chunk of the harass veigar would try on her.
She is a painful poker, capable of retaliating after a combo from veigar.
However, due to veigar's incredible
Baleful Strike, she will lose in terms of power to veigar as soon as mid game.

malzahar
5/10
Malzahar can be deadly if he manages to harass you a little and place his combo :
Call of the Void,
Null Zone,
Malefic Visions and
Nether Grasp.
In addition to that, his
Malefic Visions help him farm a lot, and you'll have difficulties keeping up with him in terms of farm, although it is possible.
Fortunately,
Malzahar is squishy, and thus you'll quickly take the edge against him.
Play safe, and only harass him with
Event Horizon and as much spells you can place afterwards. Never break the distance without first stunning him !

mordekaiser
7.9/10
Mordekaiser uses his life as a mana pool, and in exchange gains a shield that gradually decays.
Therefore
Mordekaiser is quite weak during early game (level 1-5) if you manage to empty his shield as often as you can. With the help of the jungler, it then becomes possible to kill him.
Beware though ! At level 6, Mordekaiser inflicts a terrible dot, and combined with ignite it can completely shut you down.
Farm safely under your turret, and you should be alright.
Mordekaiser transitions badly to late game, which is when you'll have your opportunity.
Most
Mordekaiser players like to roam around the map when facing a veigar, never forget to call for MIA! On the other hand, don't go help your allies and farm instead, you'll be more useful later.

morgana
7/10
Morgana can walk through your
Event Horizon unharmed, and she has two immobilizers.
Morgana also builds up tanky with most often a
Rod of Ages.
Stay behind your creeps, unless you are absolutely sure you'll be able to evade her
Dark Binding. And farm, farm as much as you can.
Don't try to harass her until mid game, it's useless due to the amount of HP she can regenerate through her passive,
Soul Siphon.
Both of you will farm decently, but you will have a hard time dealing her damage, while she will have an opportunity as soon as you get struck by
Dark Binding.

orianna
7/10
Long ranged thanks to her orb,
Orianna is capable of zoning you out easily.
In addition to that, her auto attacks deal tons of damage.
The combination of the two, makes her quite painful to deal with.
But once again she is squishy, likes to stack AP and often pushes you to your turret, which gives your jungler opportunity to gank.
Play carefully, read through her movement to understand where she'll send her ball, and it shall be almost ok.

ryze
3/10
"
Ryze is a counterpick for
Veigar", I've read this sentence countless number of times. Why do people say that ? Well Ryze stacks mana instead of AP.
To which, I answer back : "So ?"
When veigar takes down an ad carry, he is not relying on the AP this carry has.
Actually, the fact that
Ryze stacks mana and not AP in most cases makes even more vulnerable to AP casters, as there are very few items that grants him both Magic resist and mana [banshee's veil,
Lich Bane] and they don't stack so well with him. Thus it is more than probable that
Ryze will go for
Tear of the Goddess, which grants him nothing but mana, no defense stats. he will then go for
sorcerer's boots and then he will most probably go for
Catalyst the Protector, which has very limited defense stats. (+290 HP which equates to +16 in Magic Resist at level 14). And By level 14, I can tell you that you'll have a lot of burst damage.
Therefore
Veigar can easily takedown
Ryze during mid game. And he will only have 80 Magic resist in late game, if you take this
build, which is considered as the best build on mobafire for Ryze.
You could say this is already a lot as
Ryze would also have 2733 HP. But is it ?
Let's go to late game :
Veigar has 700 AP, 48.55 flat MPen (Runes, boots, and abyssal scepter) and 46% MPen from masteries and
Void Staff.
Ryze has 4485 MP, 2733 HP, 80 Magic Resist and 309 AP, with his full build.
A combo from veigar would in this case deal 2803 HP (with MR & MPen taken into account). Ryze is dead.
A combo from ryze would in this case deal 1475 HP. And it's the best case scenario, in which
Spell Flux bounced 3 times on the same target, while in desperate power.
So it seems clear that
Veigar outperforms
Ryze in late game.
So The problem could be early game. It is true Ryze can be painful at levels 1-3, but as soon as you can start to retaliate with
Event Horizon and
Dark Matter, it becomes a status quo.
That's why I consider Ryze not to be the Anti-Veigar everyone thinks he is.

sion
8/10
Sion has a very strong early game thanks to his
Cryptic Gaze followed up by a
Death's Caress. It can kill veigar in two runs at level 3. So you'll have to let him farm as much as he wants, while not being able to do much farm yourself.
If you manage to destroy his shield before it explodes, it won't do damage. It's one of the rare points on which you can attack him.
Otherwise keep calm and aim for late game.

soraka
1/10
Actually
Soraka is more of a bully than what you'd think of it at first.
But you'll quickly start to harass her more than what her heal can withstand.
No effort needed, let her push a little, watch out for the silence and that's all folks!

swain
7/10
Go for
Boots of Speed as a first item.
Care for
Nevermove, and move quickly away from this area.
Farm very safely, behind creeps and as close from your turret as you can.
You can try to harass
Swain during early game, if doesn't have the blue buff. That will force him to use his ultimate to regenerate some HP.
Wait for mid-late game, when things will become easier for veigar.

syndra
8/10 ?
You'll have to wait until this champions comes out, for a review about it ^^.
From what I have seen, it will probably a painful opponent for veigar in early game and that will scale less efficiently in late game. (Like it's possible to scale better than veigar into late game ^^)

talon
9/10
Talon, also know as the anti mid. Actually
Talon isn't dangerous for veigar until level 3, at which he can tore up a veigar in two hits. Go for
Doran's Ring and
Chain Vest. An ugly build for an ugly anti-veigar. You can add 2-3
Doran's Ring if you feel like it. Then rush
Rod of Ages. then
Deathfire Grasp and finally
Rabadon's Deathcap.
| Item Sequence |
Doran's Ring
475
|
Boots of Speed
350
|
Chain Vest
720
|
Mercury's Treads
1200
|
Stay out of range of his
Rake, which is his primary source of damage.
As you can see,
Talon forces you to go out of the classic build I propose for a build much more tanky.

twisted fate
2/10
Twisted Fate is a very pleasant opponent.
He is extremely squishy.
Stick it to farm, while avoiding the cards.
When reaching 200 AP, you should start to have fun with him.

Urgot
9/10
Go for
Boots of Speed as a first item.
Care for
Noxian Corrosive Charge, and move quickly away from this area.
Farm very safely, behind creeps and as close from your turret as you can.
It's useless to harass
Urgot during early game, even with the blue buff. Urgot is far too tanky for Veigar
Wait for late game, and maybe things will become easier for veigar.

Veigar
10/10
The best counter pick against
Veigar player is a better
Veigar.
If you are facing another veigar, it will come down to a fight that lasts less than 2 seconds each time you'll meet. And the one able to succesfully cast
Event Horizon will win the game.
It's as simple as that.

Viktor
8/10
Go for
Boots of Speed as a first item.
Care for
Death Ray, and move quickly away from this area.
Stay out of range of
Power Transfer.
Farm very safely, behind creeps and as close from your turret as you can.
You can try to harass
Viktor during early game, but the effect is most of the time quite limited.
Wait for mid-late game, when things will become easier for veigar.

Vladimir
6/10
Care for
Transfusion that can deal a fair amount of damage in early game.
You can for Vladimir into using it's
Sanguine Pool by consistently harassing him with an
Event Horizon and
Dark Matter. This will make him vulnerable for the next few seconds, and will give an opening for your jungler to gank.

Xerath
6/10
Be careful with his extremely long range.
Back a little as soon as you are hit by
Mage Chains.
Farm safely, care for his sudden increase in range thanks to
Locus of Power.
It is possible to juke one or two occurence of
Arcane Barrage by outsmarting your opponent on where you intend to go.
Wait for mid-late game, and everything will be fine.

ziggs
7/10
Care for
Short Fuse it can deal a lot of unexpected damage.
Grab
Boots of Speed as first item to juke
Bouncing Bomb.
Chalice of Harmony will bring enough magic resist to be able to retaliate equally to his skills shots.
You'll need a lot of concentration against Ziggs.
Wait for mid game and you should have some fun with him.

zyra
3/10
Zyra is a essentially a skill shot hero.
grab
Boots of Speed as a first item.
Zyra increases the possibility for veigar to last hit with
Baleful Strike thanks to the plants she spawns, and that's something priceless.
Play safe, farm calmly and dominate mid-game.
Summary
Thank you for reading my guide !
I hope it has suited you, and that you have found some parts useful.
Feel free to comment, I'll be glad to discuss my build with you, as long as the comments are actually contructive.
Changelog
27.10.12 : Added the section "Wraith control and Veigar". Changed items in top utility build (removed DFG/ added void staff)
13.09.12 : Added the section "Is Deathfire grasp essential for Veigar ?"
11.09.12 : Added second build and disclaimer.