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Vel'Koz - Learning to Tentakill (Still editing)
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Introduction
Vel'Koz is a ranged AP caster whose main damage comes from his burst, his passive Organic Deconstruction allows for a devastating amount of damage against anyone he targets, even most tanks have an issue when dealing with the damage from his burst. Personally, I feel like Xerath players would feel most at home with Vel'Koz considering the range and similarities from their kits and (in my opinion) their roles.
Runes
Item Sequence
Build Order:
I mentioned earlier that I would address which items to prioritize first, considering that Vel'Koz's kit is designed for long range artillery, much similar to Xerath, your defensive power really shouldn't be that high as you'll almost always be a safe distance away from most enemies. Your first item should be Athene's Unholy Grail not only is this item great for utility, 20% CDR, but your burst is going to benefit from the boost in mana regen increasing your survivability, as after you get this item you'll probably never run out of mana for the rest of the game. After you've built Athene's prioritize Sorcerer's Shoes, but don't buy an enchantment until later in the game as you'll need to decide if you want Homeguard or Alacrity depending on the flow of the game. Next, Rylai's Crystal Scepter normally Vel'Koz is squishy and extremely easy to take down if he's out of position or getting focused so the extra health from Rylai's will ensure that you have the slight tankyness that you need, especially considering his large hitbox. Your fourth item should be Zhonya's Hourglass, around now, you should be into the mid game, so the active as well as large AP from Zhonya's is going to help immensely in teamfights, provided you're at a close enough range to get focused from the enemy team. Second to last is Rabadon's Deathcap the gigantic power spike that you'll get from this item is going to make you a force for you team. Finally, finish off with Deathfire Grasp, now why do I finish with DFG? In all honesty you're not going to really need the extra burst that this item gets you until you're well into the late game, your active should be taking care of most enemies and the high AP from the other items should be keeping your power relevant, finishing with Deathfire Grasp allows for a strong boost of ability power, especially with Rabadon's, and the active, in my opinion, has most relevancy in the late game.
In all honesty, thanks to the damage on Organic Deconstruction you really don't NEED to level anything past the first point to still be relevant, but who doesn't like extra damage?
Maybe (situational):
Ghost Ghost is okay in terms of utility, allowing you to run away or reengage, but Flash is more useful.
Heal If you're against a strong poke lane and want a little extra sustain then I'd say heal is useful, though I wouldn't expect too many kills early on.
Barrier Considering your squishiness at nearly every point in the game, barrier could also be a viable choice.
Exhaust A great option for securing kills, although Ignite is more useful for this, Exhaust can be used to simplify landing your skillshots and Lifeform Disintegration Ray.
Teleport If you're against someone with heavy sustain (like Ahri or Gragas) then teleport would be a viable option, allowing you to get into lane quicker and giving you a global presence at all stages of the game.
Lol, No.:
Clarity His mana costs are extremely low, seriously, you should almost never be out of mana as Vel'Koz especially with once you get Chalice of Harmony.
Clairvoyance .......Really?
Revive Okay, taking revive is like saying you're going to feed, honestly as Vel'Koz you really shouldn't even be close enough to the enemy team to be taking fatal damage.
Smite Please don't run Vel'Koz jungle, he has no natural sustain and his ganks would be sloppy at best.
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