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Varus Build Guide by TheCyro

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League of Legends Build Guide Author TheCyro

VICIOUS VARUS | SEASON 4 ADC GUIDE

TheCyro Last updated on November 23, 2013
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Summary Banner

Masteries
1/1
4/4
1/1
1/1
3/3
1/1
1/1
1/3
3/3
1/1
3/3
1/1
2/2
2/2
1/1
3/3
1/1
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


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Pros/Cons

Pros
+ Strong Lane Harassment
+ Great Farming Potential
+ Precision Sniping
+ AOE Changes Team Fights
+ Outstanding Burst Damage
Varus is by far, one of the best AD Carry's in the whole game. With his massive amounts of utility and team fight changing ultimate, he is a walking death machine with a bow. Varus' Hail of Arrows allow the player to distribute initial damage upon impact as well as a 5 second slow AOE, great for chasing down targets or even lining them up for a poke with your Piercing Arrow.


Cons
- Low HP = Auto Targeted
- No Escaping Ability
- Must Farm
- Critical Position Orientation
- Weak Against Other Ranged
Like all champions in League of Legends, Varus definitely has his weaknesses. Because of the amount of utility that he has, Varus has little to no escape capability, meaning that if you are too far pushed and you get ganked by the enemy jungler, it's almost an assured kill. Because of his lack of escape, your positioning must be on point during team fights and this is always the first thing you should keep in mind when playing Varus!


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Know Your Map!



Blue: Because of the new items, you may now see 2 top, 1 mid, and 2 bot lane. This could potentially be a new meta that is emerging, and because of this reason the blue circles mark where you should ward when in your particular lane.

Yellow: As I mentioned in the Blue section, junglers may not even be played that much this season. But just because there are no junglers does not mean you don't need to ward your jungle, warding your jungle stops or has a better chance of stopping potential ganks from the enemy jungler.

Red: The red rings are essential no matter what role you are playing, if Baron or Dragon are not warded, this leaves the river wide open for enemies to travel through. Not only can they travel through it, but without vision on Baron or Dragon they can gain gold that puts them in the lead, without you even knowing it happened.

Orange: Warding the enemy jungle is just as important as warding your own. Having vision on the enemy when they are taking Red or Blue Buffs can be game changing, considering you can catch them out and have a better chance of winning in team fights.


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Masteries

Masteries
1/1
4/4
1/1
1/1
3/3
1/1
1/1
1/3
3/3
1/1
3/3
1/1
2/2
2/2
1/1
3/3
1/1
21 OFFENSE 9 into Defense or Utility



Why Choose My Masteries? Now you will realize that I mentioned your position during team fights or just 2v2 fighting earlier, this is crucial if you have any intention to survive for a long time as Varus. Because of his lack of escape, I decided to form my masteries around this concept; So I chose to go complete damage/sustain on Varus to ensure that when I go into a fight I will end up with at least a kill or too and will have the sustain to continue with the rest of the team as we push.


What I noticed about Mastery Updates w/ Patch 3.14 (S4 Start): The main thing that stuck out to me when I saw the new mastery updates, was the amount of potential sustain you can get from masteries. Feast was a major mastery that stuck out to me, you gain 2 Health and 1 Mana for killing a single unit and if you are good at farming you can regen health must faster then before and are able to stay in lane and not lose numerous amounts of Creep Score.


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Runes

Runes

Greater Mark of Attack Damage
8

Greater Mark of Critical Chance
1

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
2

Greater Quintessence of Critical Chance
1

Greater Mark of Attack Damage: All ADC's need to have 8-9 Marks of Attack Damage, this ensures the burst that you need to get lane advantage as well as the damage you need to last minions faster.

Greater Mark of Critical Chance: I myself personally like to have a Greater Mark of Critical Chance in my runes because if you do get a Crit on an enemy champion, you have a greater advantage going into battle, making it easier to engage and win a fight.

Greater Seal of Armor: With the current meta and how the game is played, it makes sense to just lock all 9 Seals as Greater Seals of Armor. It will give you the defense you need to have a more comfortable offense.

Greater Glyph of Scaling Magic Resist: Having the Greater Glyph of Magic Resist allows you to have sustain against AP champions early game and make sure that they don't shut you down. They help a little bit late game, but late game you should be doing enough damage that these become irrelevant.

Greater Quintessense of Attack Damage: Having 2 Greater Quintenssense of Attack Damage allows for that early game lead on the enemy ADC or just anyone in general. They are a must have on ADC's to keep them in the game and feared by the enemy team.

Greater Quintessense of Critical Chance: Again, having some ruins with Critical Chance is never a bad option. Some may argue they are not needed but in my mind, if you want a safer engage and a more dominant start over the enemy ADC, this is the way to go.


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Conclusion

In conclusion, I'd like to thank everyone that took the time to check out this guide/build. It's my first one ever and I enjoyed making it! This build is mainly for new players coming into the game, and/or fellow Varus lovers looking for a good solid build for Season 4! Recommend any champion and I'll see if I can get around to doing a guild for them! Again, thanks so much and kick some booty with this insane Season 4, Varus Build! Thanks again, ~TheCyro


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