Varus Build Guide by Yearth
Champion Build: Varus
| Health | 2356 |
| Health Regen | 14.4 |
| Mana | 1198 |
| Mana Regen | 15.5 |
| Armor | 87.39 |
| Magic Resist | 99.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 311.75 |
| Attack Speed | 157.054 |
| Crit Chance | 105%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 11.52 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Prologue
Hello everyone,
Please do note that this guide is currently a work in progress! I will finish it as soon as I get the time and opportunity to play more with the most amazing champion in the League.
Thanks to Jhoijhoi for "How to make a guide"!
Introduction
Hello everyone, I'm Yearth and this is my guide to Varus, the newest champion in the League.
Upon catching the first glimpse of him, I fell in love. I had never really enjoyed playing AD carry until Graves was released. But then Varus was released: a refreshing new carry with a unique ability (Piercing Arrow) as well as an ultimate that is more sophisticated than merely dealing damage.
This is my first guide and I therefore ask you to take it easy on me; I will read (and, if needed, reply on) every comment posted here. If you have input to make, I will gladly consider trying it to see if it truly works out better.
This guide will be updated regularly.
Pros and Cons
| spaaaaaaace |
Pros
+ High damage potential + Interesting, original mechanics + Amazing CC with his + Long-range harassment |
space |
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Cons
- Squishy without his ulimate or - No escape skill - Difficult harassment if you can't stack up |
Runes
Runes on
Varus are pretty standard for AD carries in the game.
| Runes | |||||||||||||||
Greater Mark of Armor Penetration 9 |
Greater Seal of Armor 9 |
Greater Glyph of Scaling Magic Resist 9 |
Greater Quintessence of Attack Damage 3 |
||||||||||||
Masteries
The masteries on
Varus are (obviously) focused on the Offense tree.
The build I am currently using is 21-8-1. This gives you the upgrade on both summoner spells (
Heal and
Flash) I use by default.
Summoner Spells
There are a couple of options you may consider choosing for Varus.
Heal is one of the two Summoner Spells I would recommend by default. The current metagame often includes the AD carry taking this, because it's useful in many occasions.
- It may lure the enemy team into a tower dive: you wait using
Heal as long as possible, and hope that your enemy is inexperienced enough to dive you in your tower. Pop heal, CC them in there if possible, and hasta la vista. - Later on, in mid- and lategame, you will often be focused in team fights, even if your teammates are trying to protect you. Using
Heal gives you that little extra time that might grant your team the opportunity to help you, or for you to finish off your aggressor yourself.
Flash is probably the most overpowered Summoner Spell in the game. Because you don't have ANY escape plan other than using your ultimate
Exhaust is an optional replacement for
- You are under attack and won't be able to survive using
Flash and/or
Chain of Corruption; - You can secure a kill by using this in the chase;
- You can render the enemy's main damage dealer useless during a team fight.
I would only recommend using
Teleport is a nice summoner spell, but I would have your Top laner have it.
35% attack speed is nice to quickly stack up your
Ignite is nice in several occasions as well. However, we already have our
A really nice defensive ability. We are at a crossroads here, however: just like with
I haven't been able to test the
We only have slight potential mana issues early game.
Skill explanation & sequence
The main reason I love
Varus is because of his partially unique mechanics. I will explain these below.
Living Vengeance - On kill or assist, Varus temporarily gains Attack Speed. This bonus is larger if the enemy is a champion.
This is a pretty good passive. Upon killing a minion, it grants us 20% attack speed for 3 seconds, while Champion kills give a whopping 40% lasting 6% seconds.
In some occasions, especially in the laning phase, it's worth to first kill off a minion before proceeding the gank on an enemy champion. Especially when you don't have a lot of attack speed yet (Read: before purchasing
Zeal, the 20% really does add that 1 or 2 extra hits you may need to be successful. In team fights, just make sure that you took part (whether it's a kill or an assist) in the first kill that is made. The 40% bonus is hard, and if your team manages to win the fight, the bonus likely lasts long enough to have helped you chaining kills.
Piercing Arrow - Varus readies and then fires a powerful shot that gains extra range and damage the longer he spends preparing to fire. While preparing to shoot Varus' Movement Speed is slowed by 20%. After 4 seconds, Piercing Arrow fails but refunds half its mana cost.
This is your main damage and harassment ability. It's a unique mechanic: The first time you press Q,
Varus will draw back his bow to prepare the shot. At this point, you will see its range extending. Pressing Q a second time will fire the arrow in the direction you chose. If you didn't press Q a second time, the ability cancels after 4 seconds, refunding half the mana cost but triggering the cooldown.
This ability is amazing! Not only does it trigger the stacks of your
Blighted Quiver (as explained below), it also does plenty of damage by itself and at such long distance that it can be used VERY tactically. I will elaborate on this in the Tactics chapter.
The longer you let this ability charge, the more damage it does. It is therefore often best to have it reach its full duration when used to harass, but in a teamfight or 1 on 1 duel, you may want to release it as soon as possible, because your standard attacks are disabled during the charging. If used wrongly, this can result in a major damage loss!
Blighted Quiver - Varus' basic attacks deal bonus magic damage and apply Blight. Varus' other abilities detonate Blight, dealing magic damage based on the target's maximum health.
A second passive ability, but nevertheless one that is not to be overlooked. What this ability does, is apply an effect (Blight) on the enemy for 6 seconds. This effect stacks up to 3 times. For each stack of Blight, Varus does additional magic damage on his attacks. HOWEVER, Your other abilities can detonate this effect. This causes additional percentage damage.
This means that you can first auto attack an enemy champion 3 times, run back whilst charging your
Piercing Arrow, and finally hit them in the face with it, dealing the Arrow's damage as well as the detonation damage. Great harassment guaranteed!
Hail of Arrows - Varus fires a hail of arrows that deal physical damage and desecrate the ground. Desecrated ground slows enemies' Movement Speed and reduces their healing and regeneration.
This ability is similar to
Miss Fortune's
Make it Rain. However, there are some differences.
Hail of Arrows does the damage in one burst, whereas Make it Rain does this over a few seconds. Another perk of
Varus' version, is that enemies on the desecrated ground (that remains for 4 seconds) have a reduced healing effect. It also slows enemies walking this ground.
This ability is great on several occasions. I'll explain more in the Tactics chapter.
Chain of Corruption - Varus flings out a tendril of corruption that immobilizes the first enemy champion hit and then spreads towards nearby uninfected champions, immobilizing them too on contact.
A great ultimate if used correctly. Think of this one as a spreading version of
Amumu's
Curse of the Sad Mummy combined with Malzarhar's
Malefic Visions without the requirement to kill a minion/champion before spreading. Save this ability wisely for it may very well turn the tide in a team fight. Do keep in mind that this ultimate cannot bounce onto champions it has already struck.
The focus of the sequence lies on the maxing of
Items & General gameplay
Varus is built just like several other AD carries. I have found that the below build works best (so far!).
I start off with a
Try to sustain as long as possible. Ideally, have 920 gold for
By now, you should be working on finishing your
Next, upgrade your
We now have a nice amount of damage, attack speed, critical strike chance and hell, even movement speed. So what do we need? Some lifesteal will surely increase your sustainability.
This is where you start on
These are all the core items
Scenario A: Their AP champions are destroying you, or CC is rendering you useless.
Purchase
Scenario B: Their AD champions have managed to outfarm you and are tearing you down!
Purchase
Scenario C: You are doing well, and the enemy team is stacking armor!
Purchase either
45 / 4 = 11,25.
11,25 x 10 = 112,5.
This would mean that
Scenario D: You are doing well, and the enemy team isn't bothering to try and stop you.
Purchase a second
If you have filled all 6 of you item slots, don't forgot to purchase
Tactics
(In progress!)
Using Piercing Arrow to steal Dragon

I've managed to steal the dragon buff a couple of times from the enemy team. If your team has warded the dragon and the enemy starts attempting it, this is done in the red colored part of the image above.
Stand in the green part, (unless warded by the enemy) hidden from their team, and charge your
Piercing Arrow. When the dragon nears death, release the arrow to deliver the final blow. While this may not always work because of the enemy jungler using their
Smite properly, it sometimes does work.
Using Piercing Arrow to steal Baron Nashor

Similar to stealing Dragon, this also works with Baron Nashor, but is more difficult.
The enemy jungler will likely be focusing more on securing the last hit with his
However, since it costs you pretty much nothing, you might still want to try it.
Once again, stand in the green area, and when the Baron is falling low on health, charge your
Harassment with
Varus has excellent harassment opportunities using the two skills mentioned above.
As you know by now,
The key to harassing with these two abilities (which can be done as early as level 2) is building up the three stacks. Try to harass your target as much as possible by doing an auto attack at least once every 6 seconds. Upon gaining the three stacks of your
Beware: If you get no opportunity to hit the target with your
Using
I've noticed that using these skills at level 6 in the laning phase can potentially cause an easy kill.
Several supports on the bottom lane (
Initiate the gank with your support by using your
Note: This works best with a support that can keep your enemies on the soil of
Compatibility with Supports
(In progress!)
Being on the bottom lane, you'll be laned with the Support on your team. Every support has its strengths and weaknesses, but some are just better for Varus than others.
Taric is probably my favorite champion. Every ability he has is great for us: his
Dazzle can give you the stun needed to get a kill or escape, his
Imbue is great to sustain and overcome the enemy, and his
Shatter increases our survivability against their AD Carry.
Alistar is a great laning partner too. While his heals with
Triumphant Roar are small but often, his amazing CC with both
Headbutt and
Pulverize can give you a really good chance at scoring a kill. Oh, and his
Unbreakable Will also allows him to dive the tower to give you an ever bigger opportunity.
Soraka is a nice asset to our lane, because she increases our sustain pretty well. Not only does she have her
Astral Blessing to restore our health, she also has the ability to restore our mana with
Infuse. This is, however, at the loss of a CC ability.
The result? You will be potentially able to harass more with your
Piercing Arrow, but there is less opportunity to nuke. It can work, but I personally prefer a support that has some CC.
Nidalee is another potentially good support. Again, this support is able to heal us with her
Primal Surge. Her
Bushwhack traps are also nice, by acting similar to a ward and also reducing the armor of enemies that trigger them. The biggest advantage to Nidalee, however, is her ability to also lash out pretty badly at your enemy with her
Javelin Toss. Playing with her on a lane will really scare your enemies due to you having two (potentially) devastating skill shots.
If you can control your potential long-range harassment when laning with a Nidalee, you might not have a lot of killing opportunity due to her lack of CC, but you might very well manage to outfarm and outlevel your foes.
Janna is sometimes a difficult support to pull off perfectly, but has a lot of potential. She has no heal, but her
Eye Of The Storm still increases your survivability. Another nice touch to this ability is that it also increases our attack damage - a decent ability in defensive situations, and great for offensive ones. The most important ability to our success is her
Howling Gale. If she places this well, it can really turn around your opponent's gank or secure your own.
The same goes for
Monsoon, really. Nicely placed, this is both a killer and a lifesaver.
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