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Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Living Vengeance (PASSIVE)
Varus Passive Ability
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1. Introduction 2. Motivation 3. Pro's & Con's |
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4. Who is Varus 5. Rune Pages 6. Mastery Trees |
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7. Summoners 8. Items + vision 9. Abilities |
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10. Gameplay 11. Positioning 12. Closing |
Hello viewer. My name is jjoxuu and I am a bot lane fanatic. I enjoy playing the support role the most, but I also enjoy playing the roles of ADC and jungle. I can't back-up my guide with challenger or high diamond elo but I do have knowledge and experience of playing ADC in countless games.I did notice some Varus guides out there on mobafire, but I noticed that they were not updated for S4 or fit my expectations of a good guide for this champion. I also just wanted to make this guide for my own personal satisfaction: usually I have just focused on filling guides for champions that lacked proper ones in my opinion, but this one is different.
I want to discuss a little of the ADC role play style, why would you want to play ADC and some generic thoughts on the role. One big point I would like to make first and clearly: YOU ARE NOT ALONE IN THE BOTTOM LANE. Bot lane in the current meta is a 2v2 lane, meaning you have to deal/work with someone else in your team. The most common mistake I see is when ADC's go with the attitude "all me". Don't go shooting off in the chat that your support takes an accidental or secured kill. One of the worst things you can do is go blaming your teammates for your death. By behaving negatively, your support in the lane WILL play a lot worse and stop caring. Instead of saying, "OMG NO WARDS REPORT SUPPORT" you can buy 1 ward yourself or ask for a ward politely, without flaming. If your support secures 1 kill that you would've gotten, do remember that the support may not have the same knowledge as you (for example if u had Q off cooldown); don't flame him and say good job. It was a good play from his point of view.
I play ADC because I enjoy communicating with someone in the same lane. I like doing heavy damage and my team relying on that damage. It's also a very strategic and important role where 1 mistake could cost you the whole game. I also enjoy the overall combination of different compositions you can put bot lane, for example: you can combine 2 different kits into 1 strategic move to kill someone off. In the end, I believe it is the high responsibility, the ability to do tons of damage, and communicating with my support as to why I enjoy the ADC role.
ADC can be a really effective and a fast way to climb if you know how to play ADC relatively well. The ADC can carry a team really hard if you make the right pick. Most of a team’s damage comes from the ADC and nearly all efforts are put toward protecting them so that he/she can deal as much damage as possible. The majority of the top 50 players in the game have at least 1 ADC in their most played champions list. In lower tiers like bronze, ADC is a great way to get you out as long as you play it well. You can even go 4v5 with an AFK and win; that's how strong the role is. ADC's are often focused in team fights for good reason, but in lower tiers people don't do that as often or do it with too large of a cost.
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>>Slow >>Immobile >>Skillshots >>Ap scaling >>Falls off |
You synergy
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Varus
Preferred Role:ADC
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Your Counters
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>> Then go for >> >> Here I go for >> Here we access the most cost worthy mastery: >> Finally the last point for |

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>> I take >> >> I have covered a little bit about the utility vs defensive masteries in the following tree. It is pretty much up to what you prefer. Both masteries work well and are viable. Some may wonder why I skip over the enchanted armor and magic resist as it's 5%. The reason is, because you will have around 30-100 resists throughout the game and it is a mere 1.5-5 more defense. It's possible to go for it also though. |
Really standard set-up since S4. With the newest patch,
Vision is very important aspect of league of legends. S4 has given everyone a chance (forced chance) to participate in the vision game. For the ADC I think the best trinket for this is the
Rushing
This ability sequence is all about damage. Ultimate is maxed first which is no surprise. It allows you to re-position in team fights and can be used to catch someone off guard/out of position. Q is maxed second because of the great damage scaling it provides and the amount of poke it gives. E is third for even more damage and to deny some mobility. W is taken last because you're not looking to trade auto-attacks that much.
Living vengeance: Decent passive. It gives you extra attack speed after executing a minion that can be used for an advantage in pokes and in a team fight, you can see the difference if you get the attack speed off. Don’t have a screenshot, because it is a rather simple ability to use.
Piercing arrow: Your main ability to deal damage and get ahead in laning phase. It gives really great poke that hurts like hell after it is maxed and you gain some AD. This ability gives you great bush control.
Blighted quiver: Another quite simple, yet important ability. It is really important to be able to pop the passive as soon as you reach the max stacks. If you are not able to use this passive correctly, the whole AS build is a waste and you should focus on the AD build. Save your abilities to pop it and just use
Hail of arrows: This is really great zoning and poking tool after an AA trade. The most efficient way to use it is after 1 AA poke behind the enemy so that it hits and then slows down the escape path of your opponent. It also reduces healing effects from life steal, keep that in mind.
Chain of corruption: Great ultimate for both defensive and offensive purpose. If you are attacked by several enemy front liners, it is best to use it on them to give your team time to position. In the other case in which you are the ones initiating, it is a great tool to deny positioning of the enemy carries.
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Thresh - The chain warden Tank, Fighter, Support Synergy: High Jungler ganking potential: High Specialty: Huge CC, AA poke, Shield Explanation: |
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face of the mountain
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Lulu - The Fae Sorceress Ranged, Mage, Support Synergy: High Jungler ganking potential: Medium Specialty: Poke, mobility, knockup Explanation: |
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Leona - The radiant dawn Melee, Tank, Support Synergy: Medium - High Jungler ganking potential: High Specialty: Huge CC, burst, initiation Explanation: |
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Face of the mountain
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deadly bloom
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Zyra - Rise of the Thorns Ranged, Mage, Support, Mid Synergy: High Jungler ganking potential: Medium Specialty: Plants, knock-up, poke Explanation: |
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Sona - Maven of the strings Ranged, Mage, Support Synergy: High Jungler ganking potential: Medium Specialty: Heal, wide stun, AoE support Explanation: |
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As I have stated many times throughout this guide: Get kills. Early levels you should poke immediately when the enemy is going for cs. Use your auto-attack followed by
Mid-game team fights should be dependent on how much you are ahead after laning phase. If you did get the few items mentioned previously during laning phase, you can really enjoy and dominate the fights with a great deal of poke.
Late game is very much about positioning correctly and continuing where you stopped from mid-game. This is the part which is not as favorable for
Let's start off with a story first to make my point clear. I had been wanting to climb ELO and I wanted to see what I didn't do properly. I took the opportunity when it arose and played a few matches with and against a few Diamond I/Challenger bot lanes. I obviously lost every single time more or less, because of positioning.
I was playing a fair lane
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• Every time I mispositioned, I got punished by basic attack.
• Every time I went to get a last hit, I got punished.
• If I was late from my lane, my opponent was level higher and punished me.
• Support went warding, I got zoned.
• I was alone in lane, I got zoned.
• Every time I lost vision, jungler ganked and I got zoned.
The more I got punished for mispositioning, the more frustrated I got --> Loosing cs, over committing, making more mistakes --> You end up with a death, lost tower + objectives. This was the clear difference between me and my opponent. I knew when I should poke and how to avoid getting poked, but there are so many chances to punish/avoid. He simply used the chances better than I did. I learned a lot that day. Lets take a look at some ways to punish, even the ones that seem basic to many.
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I expect you to know bot lane locations, but I'll provide a quick explanation in case I use different terms than you. Locations, positioning and situations are from blue side's point of view. Red bush = Bush closest to the enemy tower. Blue bush = Bush closest to your own tower. River bush = Bush at the end of the river where lanes start. Keep this in mind while doing this: Minions > Small poke Here are some simple ways of zoning/punishing; |
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So you know they have a mana hungry jungler and that they will start at blue. Depending on how good the ganking potential the jungler has, place a ward at river. Have your support be placed at red bush to either land CC/poke OR zone the enemy towards their tower or force a ward there. Then just push the lane as hard as you can and keep the red bush vision. Basically what this does is allow you to achieve level 2 faster. With your stat and ability advantage, you can either go trade off with the enemy if they go contest minions or they will back-off and you are denying them minion gold. |
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This is where things get tricky. Let's assume you are even in lane and both supports are not doing anything special to control the bushes. Basically having control of the enemy bush is the base of zoning, but you can't do that at the moment. Poking with abilities is OK, but you can punish the enemy for taking CS, within limits of not loosing CS of your own while doing that. Look at your own minion wave HP, if you see he is going for your melee minions which are low hp and he has a full hp minion wave, FIRE EVERYTHING. At least hit 1 auto-attack. It's not worth it if you loose a minion on the way. The most important minion deny is the big siege minion. Time it right. |
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This is really easy and can often lead to burst of summoner/loosing resources/or ending up dead. The most simple rule is when either your enemy has only their ADC or support in lane, go kill/poke/zone. Deny everything you can by simply containing red/blue bush control depending on where your lane is. A second situation is when the support leaves lane to ward. Either punish the enmy ADC by zoning/poking or try to kill the support on their way to ward. |
How to prevent getting zoned ?
- Have sustain
- Have high CC support
- Man-up. Know when you can win the trade in stead getting poked 24/7 for nothing
- Have jungler gank. No matter if river is warded, just CC the enemy bot lane.
- Have vision and deny it
More useful information;Attack Move/Stutter StepPredicting GanksHow to last hit
Thank you for reading the guide over and I hope you learned something about
- Bioalchemist For the massive grammar and spellcheck fixes!
- -NA-Veng Lmfao for many good coding formats!
- Jhoihoi for format of abilities & positioning chapter --> Coding help here
- fashionablellama For the awesome banner!
Feel free to ask questions or recommend feedback - I will try to respond to them all. This turned out to be quite long guide after all, but if you truly are interested in




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