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Veigar Build Guide by undeadsoldiers

Middle [8.24] Suffering Avaits [IN-DEPTH VEIGAR GUIDE]

Middle [8.24] Suffering Avaits [IN-DEPTH VEIGAR GUIDE]

Updated on December 8, 2018
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League of Legends Build Guide Author undeadsoldiers Build Guide By undeadsoldiers 11 5 32,605 Views 1 Comments
11 5 32,605 Views 1 Comments League of Legends Build Guide Author undeadsoldiers Veigar Build Guide By undeadsoldiers Updated on December 8, 2018
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Arcane Comet
Manaflow Band
Gathering Storm

Biscuit Delivery
Time Warp Tonic

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Ideal Strong Ok Low None

Hello ! I'm undeadsoldiers and this is my Veigar guide. I've been playing him for a pretty long time and I've finally got around to actually making a guide on him. I will show you how I play him and most importantly how you should fit him into your playstyle. I'll also cover the build and gameplay in-depth.

Make sure to check out my In-Depth Ekko Guide and my In-Depth MF Guide


Veigar-The Tiny Master of Evil
Ranged, AP, Mid-Laner, Support, The Devil
“Who says evil needs to come in a fearsome-looking package?”~Veigar

Health: 505(+95 per level)
Attack Damage: 50.71(+2.625 per level)
Attack Speed: 0.625(+2.24% per level)
Movement Speed: 340
Health Regen: 6.5(+0.6 per level)
Armour: 22.55(+3.75 per level)
Magic Resist: 30(+0.5 per level)

An enthusiastic master of dark sorcery, Veigar has embraced powers that few mortals dare approach. As a free-spirited inhabitant of Bandle City, he longed to push beyond the limitations of yordle magic, and turned instead to arcane texts that had been hidden away for thousands of years. Now a stubborn creature with an endless fascination for the mysteries of the universe, Veigar is often underestimated by others—but even though he believes himself truly evil, he possesses an inner morality that leads some to question his deeper motivations.

+Potentially Infinite AP
+Safe Lane Phase
+High Burst

-VERY Immobile
-No escape
-Easy to Counter

I use Arcane Comet because when it's paired with your E: Event Horizon the damage is very good. Even though it is inconsistent during laning phase because enemies can dodge it, it is very good for late game.
This gives me a bit more freedom with busting out the abilities in early-game since I do find mana issues with Veigar. Even though I buy Tear of the Goddess on my first back I still like it since I feel safer.
[nextcol width=15]

Gain 10% cooldown reduction at level 10. I use Transcendence because I find it best of the three at least for Veigar since you only gain damage from the others, and you already have potentially infinite AP. This is the most useful option for mid to late-game.
Gathering Storm is just a universally better item than the others. never take Scorch unless I'm against a champion that has a really strong early-game like Fizz. Before 10 mins Scorch is better, but after 10 mins Gathering Storm outshines it big time.

Veigar is a squishy champion therefore he is weak to poke. Champions like Xerath or Vel'Koz will keep you under turret all laning-phase so getting these and trying to kill them as fast as you can when they waste abilities can be your best option.
This will increase your Biscuit Delivery effectivness and your after-full build potions that you should always get if it gets to late game. Time Warp Tonic rune is just really strong when combined with the mentioned rune.

Ignite is a standard mid-laner spell and I always teke it since I never feel like I'm in the situation where I need a Teleport as Veigar or that it's more useful than Ignite.

Flash is also the standard. I blinks you a short distance towards your cursor and it is pretty helful either to run away from danger or to chase an enemy.

Veigar is the greatest Evil to ever strike at the hearts of Runeterra - and he's only getting bigger! Striking an enemy Champion with a spell or scoring a takedown grants Veigar permanently increased Ability Power. I consider this one of the best passive abilities in the game. You get extremely strong late-game to the point where you can basically one-shot everyone just because of your passive.

COST: 40/45/50/55/60
RANGE: 900
DAMAGE: 70/110/150/190/230 (+60% Ability Power)

Veigar unleashes a bolt of dark energy that deals magic damage to the first two enemies hit. Units killed by this bolt grant Veigar some ability power permanently. This defines your early game, however, even though it will be a part of your combo, late-game the range will be too short and it will be too dangerous to walk closer since you're basically calling an assasin to come kill you then.

COST: 60/65/70/75/80
RANGE: 900
DAMAGE: 100/150/200/250/300 (+100% Ability Power)

Veigar calls a great mass of dark matter to fall from the sky to the target location, dealing magic damage when it lands. Stacks of Phenomenal Evil reduce Dark Matter's cooldown. Early-game you will be using this to clear minion waves since and not get pushed into your turret. Late-game, when you get stacks and AP it will be VERY strong, however mostly used with E: Event Horizon because the stun will guarantee it to hit.

COST: 70/75/80/85/90
RANGE: 725
STUN: 1.5/1.75/2/2.25/2.5 seconds

After a brief delay Veigar twists the edges of space around the target location for 3 seconds, stunning enemies who pass through the perimeter. Early-game through laning-phase it won't be as useful unless you're setting up ganks when it can guarantee a kill or at least a popped Flash. However, late game it is so useful. In team fights you will be the main damage dealer and it will really help out your team. This is also Veigars only form of defense and escape so use it carefully.

COST: 100
RANGE: 650
DAMAGE: 175/250/325 (+75% AP)/
/350/500/650 (+150% AP)

Blasts target enemy champion, dealing a large amount of magic damage, increasing based on the target's missing health. OH This ultimate is very powerful. Early game you will be using it to finish off squishies after your combo. Late-game you will be using this to be a monster and one-shot them. But, you will need to get close to execute this so make sure your team has your back.

> > >




















#1. Dark Matter
2 / 5 / 9 / 10 / 12

#2. Event Horizon
4 / 7 / 8 / 13 / 14

#3. Primordial Burst
6 / 11 / 16

#4. Baleful Strike
1 / 3 / 15 / 17 / 18
The reason why you get Q: Baleful Strike at level three and still max it last is because early-game you won't be needing E: Event Horizon as much unless you want to waste all your mana and achieve nothing so it is better to get 2 points in Q; however mid to late-game you won't have as many opportunities to use Q unless its in combo (where it's still not guarranteed to hit) so it is better off maxed last.

W: Dark Matter will be the abilities you will use the most, whether it's for clearing a wave or as a part of your combo. For those reasons it is maxed first. E will be maxed second and R will be on standard.


+80 Ability Power
+300 Health

UNIQUE Passive - Touch of Death: +15 Magic Penetration
UNIQUE Passive - Cursed Strike: Magic damage dealt to champions inflicts them with Grievous Wounds for 3 seconds.
I like getting this item if I am ahead in lane + it gives me some health so roaming isn't as dangerous.


Void Staff
+70 Ability Power

UNIQUE Passive: +40% Magic Penetration.
You don't need to rush this, however have it in mind when buying your first few items especially if you're dealing with a high MR champion like Malzahar. If you have enough gold (are fed enough) try to consider getting this in between Morellonomicon and Rabadon's Deathcap since they're on of the 'big' items you need too.


Luden's Tempest
+90 Ability Power
+600 Mana
+10% Cooldown Reduction

UNIQUE Passive - Haste: This item gains an additional 10% Cooldown Reduction.
UNIQUE Passive - Echo: Gain charges upon moving or casting. At 100 charges, the next damaging spell hit expends all charges to deal 100 (+10% of Ability Power) bonus magic damage to up to 4 targets on hit.
This really gets Veigar going. I feel like I sometimes have mana issues in team fights so Luden's Tempest keeps me safe.


Zhonya's Hourglass
+75 Ability Power
+45 Armor
+10% Cooldown Reduction

UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (120 second cooldown).
If you feel like you need it you should get it. I get this because it can really take you out of a sticky situation and turn it around.


Rabadon's Deathcap
+120 Ability Power

UNIQUE Passive: Increases Ability Power by 40%.
This item on Veigar is amazing. It makes you a beast. You can truly delete enemies once you get it, although I would only get it late game if it gets to it, since Ekko tends to have a bad late game.


Sorcerer's Shoes
Limited to 1 pair of boots.
+18 Magic Penetration

UNIQUE Passive - Enhanced Movement: +45 Movement Speed
This is pretty standard on Veigar if you're not against hard CC champions which are a bad matchup for Ekko. If you are take Mercury's Treads.

I've watched many low-elo plays where players only wanted kills and they were so greedy. Don't be like that. If you just can't get a kill don't force it. Aim more for objectives, because in the end they will win you the game.

Turrets have 1095 sight range, 775 attack range and deal Attack damage icon physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range.

There are four kind of turrets depending on their location:

Nexus towers: Located in front of the nexus, there are two of them.
Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base.
Inner towers: Located in front of the inhibitor towers.
Outer towers: Located in front of the inner towers.
Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200.
Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more.
However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss !

Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield.

There are five types of dragons:
- Cloud Drake s are useful for both teams regardless of their gold lead or deficit; leading teams can create pressure, split push, and rotate around the map faster for positioning, while trailing teams can still use it to expand vision, respond to split pushing, and position defensively.
-Even with a single stack, Cloud Drake can be very powerful in split push comps, especially if it's denied to the enemy team.
- Infernal Drake s are highly contested and considered by many players the strongest dragon due to its raw power boost. If viable, contest the dragon at all cost.
-In the early game the percentage increased won't make a difference, but the Infernal Drake 's late game power is massive.
- Mountain Drake s are also very powerful late game as it makes objectives like Baron Nashor easier to deal with.
-Siege comps can benefit greatly from Mountain Drake as it provides additional pushing power against structures.
- Ocean Drake s are deceptively powerful during the laning phase; backing off for several seconds allows its beneficiary to extend its presence in lane and can make the difference in some even match ups.
-Another benefit of Ocean Drake s is the ability to mitigate damage against poke comps, forcing the enemy team to spend more mana and delaying or even preventing potential flanks.
-Due to their tankiness and the strength of the buff they provide, attempting to kill an Elder Dragon s usually prompts the enemy team to contest the kill. Therefore, teams wishing to slay it must take great caution when doing so while the majority of the enemy team is alive, much like Baron Nashor .

The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long.

All dragons are between levels 6 to 18 and all of their attacks are ranged.

Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, taking only the support to help.

Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. Killing Baron Nashor grants Hand of Baron to all living teammates for 210 seconds. The buff gives bonus attack damage, bonus ability power, Empowered Recall, and an aura that greatly increases the power of nearby minions.

Soloing Baron Nashor is usually impossible. It is generally only feasible very late into the game with a champion who has immense sustainability, DPS, and tankiness; and even then it is not guaranteed. Most champions who are capable of soloing the Baron are bruisers or tanks such as Udyr, Warwick, Xin Zhao, or Nasus. However, there are some exceptions; a skilled Malzahar or Yorick player, for instance, has the ability to solo Baron with relative ease.

Killing Baron Nashor with a team is fairly simple. Baron primarily attacks the target closest to him, so with proper positioning, a tank or bruiser can be made to take the brunt of the damage.

Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded.

You can steal Baron Nashor with your Ultimate: Bullet Time and potentially get a kill or two if you position yourself behind the pit and channel your ult.

Veigar is usefull in teamfights because of his E. Getting a few enemies in the cage can help your team go nuts on them especially if you got them stunned or if they're squishies. Being in teamfights and getting to hit more enemies with abilites will help you stack passive and become more powerful. Be careful, you're squishy too so try to not get too close.


Fizz has permanent kill pressure on you and can roam quite freely since you can't follow him into fog. Fizz is just cancer until you buy Banshee's Veil, but then he can buy it to f with you you and not lose damage too. Try to respect him as much as you can. At level 6 he will try to kill you, but try your best to stay safe and avoid it. Basically only advice can be to play really safe.


Pay close attention to how he uses his shadows, and when Zed is ulting use your E to get Zed who always appears behind you. Lessens almost all his damage. I find this matchup to be in his favour. When you use E, if he's not stunned he can just Ult you and you have no form of defence. Rush lost chapter > zhonyas. Zed can be beat, but you need to play smart and watch closely what he does.


Harass him and try to zone him from farm early game as much as possible to delay his power spike since he's item and mana dependent. You can't really stop him, but you can delay it.Try to Q him before he Q's you, otherwise his shield neglects your damage. Try to auto him as much as possible, and you will outscale him with proper positioning. He's kind of a relief since he'll basically let you farm up your lost chapter uncontested, but then you guys won't fight a lot since you can punish each other really well but it's very tough to kill one another (your poke is a billion times better because of your range, but your all-in is much worse since he has 15% damage reduction). This matchup comes down to who roams better.


Kat just blink-spams all over the place. We traded old talon for her apparently, because it's impossible to lane against a good Kat player. Follow her shunpo patterns well and you can bait her in sometimes too by being near her daggers. Use the E if you think she will transport to it, and get free damage on her. Laning is just about not dying and getting q's off when you can. She will outroam you so ward for your team and push waves in. After laning is done she will sit in dark vision and try to burst you so position yourself in the back and stay on your toes.


Yasuo's windwall is such a pain in the ***. He can just deny your Ult and then it's over. Yasuo is the only matchup where if you are equally skillful, (lets say challenger Yasuo vs challenger Veigar), the Veigar will lose 1v1 but can win with jg pressure. Without jg pressure, you will be unable to kill him, be down 20-30 cs by 10, and if he splits you can't answer him. Overall, if you only have one ban, Yasuo is the way to go.


Trading is worthless. Vlad is probably the biggest lanebully you can face who scales just as well as you do. He can literally avoid your E. You can't 100 to 0 him, and he'll just heal back up any damage. It's a hard matchup, I usually just push and roam bot a lot and try to get kills there. If you get the kills you can get to a point where you can kill him mid-game. If you get your botlane ahead it's even better. Don't get Morellonomicon yourself, forget about Vladimir and focus on killing their ADC or any other squishies, let your ADC deal with Vladimir.

Veigar is fun to play

Once you get fed you can just keep deleting people and I've had my best games with him as far for the fun I've had while doing it.

He Seems So Easy

When you just start playig him you might think this, but there are so many situations where you will need much more knowledge and you will get that he can be hard.

Don't Try to Do the Impossible

You might think how having the E is so nice and you can just bust it out whenever. It is an ability that you will have to time and if you mess up you're done. It is your only source of defense. Better safe than sorry.

Veigar is fun to play

Once you get fed you can just keep deleting people and I've had my best games with him as far for the fun I've had while doing it.

He Seems So Easy

When you just start playig him you might think this, but there are so many situations where you will need much more knowledge and you will get that he can be hard.

Don't Try to Do the Impossible

You might think how having the E is so nice and you can just bust it out whenever. It is an ability that you will have to time and if you mess up you're done. It is your only source of defense. Better safe than sorry.

Feel free to ask me questions and leave reviews ! :D

Make sure to check out my In-Depth Ekko Guide and my In-Depth MF Guide ! :)

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