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But that may be unnecessarily confusing. I'll get some more input and then modify accordingly; thanks for the note!
So my initial thoughts are that Malignance is worth rushing as a first item. Also after my test game with AP Kog (end of the video), Rylais will likely return to the order. It's just so hard to land multiple hits on a row if you don't have it!
Or you could just swap out the resolve tree for the precision tree because adding a negligible amount of armor and HP doesn't actually help kog with being long range artillery, or even a mid-range mage. May as well have more mana and an execution damage amp instead.
1. I tested Phase Rush quite a lot prior, and found it underwhelming. I couldn't get it to activate when I needed it to (except like once or twice in the laning phase), and later on in the match when it was activating, it usually made no difference in the overall outcome of a fight. It wasn't useless, but generally wasn't making a meaningful impact.
2. Kog is only mana hungry if you exceed the barrage limit regularly. Otherwise, the amount of mana with biscuits and Manamune (which is now in the build order) is enough as long as the reserve bullets aren't dipped into regularly. Getting more mana options will only allow like, 1-3 extra shots later in the match because of the sheer amount of mana it takes to dip into the reserve.
3. Clarity is an option that can be picked from Unsealed Spellbook
4. I find the opposite to be true, that the amount of mana and damage added is largely negligible enough that I prefer having 15% more effective HP instead.
I didn't read your guide thoroughly because I am not planning to play this champion whatsoever, but again, I know your other guides as I have commented, so I know that this will be useful for my friends and probably will share it with them :>
If your team gets good CC on 3-4 people you can just artillery the **** out of them and melt entire teams. From my experience Kog spikes HARD with Liandrys and hard again at level 16
I've recently tried to build Hextech Gunblade and Lich Bane on Veigar and I was quite impressed by the result. I got this idea after trying this same build path on Leblanc. I was not sure if that would work the first time but I was astonished by the amount of sheer burst this item combination provides. And that's where Veigar comes in :
*talking to myself
"-Wait what is Veigar exactly supposed to do?
-I don't know, zoning and oneshoting people...
-What if we tried building items that would enhance his oneshoting power even more?
-Looks like we got something here Billy..."
As we know, thanks to his passive and his Q, Veigar tends to stack a lot of AP. Hextech Gunblade and Lich Bane both have AP scalings, which let you make great use of this AP.
Also, this item combination is meant to make you less reliant on your E into W combo, since Hextech Gunblade>Q spell>auto-attack with Lich Bane proc>ultimate reliably deals with most squishies.
Of course, this build also has defects compared to a classic Veigar build : you have less CDR which means your E has a fairly high cooldown, you have to walk in auto-attack range which may prove very dangerous at times and spending 1500 gold in early game to buy a Bilgewater Cutlass is quite awkward.
Still, I would like to know what are your thoughts on it, at least theoretically speaking since you may not want to spend your time trying what may be an altogether lame build^^
Sorry for the long post! Peace ;)
It's always been an interest of mine to see if there are ways to feasibly make burst mages have more durability. Ahri is one of those champs that's jumped on that train by being able to feasibly build Hextech Gunblade, despite lacking AD scalings, so it's certainly possible.
I think the most difficult part is that for Veigar to have reliable DPS, they want to have enough CDR to consistently spam out their Baleful Strikeduring the teamfight. Yet, a lot of CDR itemization tends to lack in tankiness, which means that being durable but also having CDR tends to be mutually exclusive.
If this kind of build was being done, I would wonder if there would be something possible like I do with my Vel'koz build: 30% scaling CDR in runes (which is effectively 20% CDR by Level 12) in order to minimize the number of items that have to be invested into CDR. With that, just a Morello could feasibly hit 45% in a reasonable span of time, while still allowing for mid-game teching into Gunblade.
I haven't quite run the math or the difference in burst that would result from it though, so but if I were to go down that kind of Veigar path, this would probably be my first attempt.
I noticed indeed that the lack of CDR was very crippling in late game teamfights. I would say that this build is more focused on snowballing mid game rather than late game teamfighting. I'm definitely looking forward to trying scaling CDR runes as you mentioned. Not only should it increased Veigar lategame teamfighting but also more CDR early means more Q and thus more stacks. However I find it risky foregoing magic resist glyphs against midlane AP matchups. I wonder if this would work with only scaling CDR quints... No problem against AD matchups though. I will tell you if it worked out!