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Veigar Build Guide by Embracing

Middle A Mid Lane Veigar Guide

Middle A Mid Lane Veigar Guide

Updated on December 14, 2017
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League of Legends Build Guide Author Embracing Build Guide By Embracing 64 2 2,636,819 Views 52 Comments
64 2 2,636,819 Views 52 Comments League of Legends Build Guide Author Embracing Veigar Build Guide By Embracing Updated on December 14, 2017
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Hello, I'm Embracing, a mid lane aficionado. I was once Diamond II in Season 3 in the 2nd Chinese server (祖安), and I took a long break in between, playing normals with friends. Currently, I'm playing in NA and have been hovering between Diamond III and Diamond V. I am also the starting mid laner for the Division 1 Penn State Collegiate League of Legends Team and have competed in numerous tournaments such as the Collegiate Star League, where we finished in the RO16, as well as placing first in the PSU LAN, an intercollegiate tournament where teams from other universities came to compete.

Veigar has always been a very niche mid lane pick competitively. With regards to his kit, Veigar's low-range, delayed CC, lack of mobility, and necessity to farm for items and AP has left him with an abysmal early game focused around survival in lane and inconsistent ranged damage output with low ranges on his Q and delayed damage from his W. These noticeable and abusable flaws left him undesired by most mid lane players. However, with regards to dynamic queue and personal play, Veigar functions perfectly fine as a scaling, high-burst AP mid laner, essentially as a low-range, low-mobility mage that has extremely high burst and scaling.

I created this guide in attempt to provide a concise but optimal approach to playing Veigar. Hopefully this guide can help or teach you a few things about him that you can apply to your gameplay.




+ Safe laning, high burst
+ Quick and explosive burst damage
+ Potential infinite scaling
+ Midrange AOE hard CC
+ Good midrange zoning
+ Strong pick potential

|| .
Veigar's most noticeable pros are his ability to instantly melt enemies after he gets a few items and his potentially infinite scaling, granting him extremely powerful zoning potential with his E and W as the game progresses. His ultimate is powerful enough to deal 60~80% of the enemy's HP with a few items, making him the bane of squishies. If you do end up landing a stun with your E or force the enemy squishies into your E, you can pretty much one-shot enemies with just a W and R.



- Unreliable trading mechanic
- Low-range & squishy
- Very immobile
- Inconsistent midrange damage output and CC
- Abysmal early lane w/ various bad matchups
- Extremely weak when behind


|| However, Veigar does have very apparent flaws. Most of his problems lie within reaching an ideal scenario where he has a lot of room to work with to one shot enemies. Veigar's weak abilities in lane and immobile kit forces him to be extremely passive on his own early on. Although his E is a great setup for early ganks, without them Veigar can hardly force trades early on due to his low damage and long CDs. Aside from his early lane, even after mid - late game hits, his E is simultaneously both his best way of zoning and his only way to self-peel, which is a conundrum in itself as in most cases you cannot accomplish both at the same time. That's not to mention that his E is inconsistent on its own with the delay.



The jack of all trades - core on nearly every single champion because it let's you escape, chase, dive, land crucial spells from farther range, etc. ||

Helps you survive early lane phase and also grants you more global pressure without sacrificing lane pressure. Typically used once or twice to come back into lane early on with more lane pressure as you can force hard trades and just simply TP back to gain more leniency in lane. ||

Ghost helps you chase up to people to land Event Horizon and gapclose easier, as well as the fact that it gives more versatility to Veigar for kiting and overall mobility when you don't need Teleport to survive lane. ||

Helps you survive in all-ins vs threatening assassins like Zed who can one shot you really easily and helps slow the enemy / shut down damage in all-ins. ||





The primary benefit of the switching summoners part is just the ability to start with heal / ignite / cleanse for assurance and then base and swap for TP for more lane control.
Gives good lane sustain which is extremely helpful on a relatively weak laner. Stopwatch is good in certain match-ups with kill pressure like Zed / LB.

Cost efficient, saving essentially 300 gold. If you want to go for a cheesy early mobis rush you can run future's market instead

Extra cdr for sums = gucci.




Really good for mana sustain in lane and really outshines the other options.

More MS and more combat stats - outshines other options in sorcery tree. Other viable option is gathering storm for late game assurance.




|| Phenomenal Evil Power: INNATE: Veigar gains a stack of Phenomenal Evil whenever he hits an enemy champion with an ability, and 3 stacks whenever he scores a champion takedown. Veigar gains 1 Ability Power for every stack of Phenomenal Evil. || //


This is mostly what defines Veigar's gameplay. This, along with Baleful Strike's passive are what allow Veigar to potentially scale infinitely, as the AP gain from stacks has no cap. A lot of your attention early to mid game will be on poking the enemy to get stacks of AP.



|| PASSIVE: Killing a unit with Baleful Strike grants 1 stack of Phenomenal Evil, doubled against large minions and monsters.
ACTIVE: Veigar unleashes a bolt of dark energy in the target direction, dealing magic damage to the first two enemies hit.
|| Q

A very straightforward ability - Baleful Strike's passive works in conjunction with Veigar's passive to enable him to rack up AP through farming. This ability defines your early lane as your primary goal will be to try to land the ability on both the enemy champion as well as low HP minions for maximum efficiency. Later on this ability will be a part of your main combo, but is harder to use given its short range and consequently necessity for Veigar to get in closer range.


|| ACTIVE: Veigar calls a mass of dark matter to fall from the sky to the target location, which lands after a 1.25 second delay, dealing magic damage to all enemies hit. || W

One of the harder abilities to hit but definitely an extremely potent one. Early on this is what will be your primary waveclear ability. This will help you not get shoved in when you don't want to and get more control of the lane. As the game draws out, when Dark Matter hits, it is deadly, but due to the delay, most of the time you'll be using this along with your stun to guarantee a hit or to zone out enemies.


|| ACTIVE: Veigar forms a cage around the target area which materializes after a 0.5 second delay and lasts for 3 seconds, Grounded icon knocking down and Stun icon stunning all enemies who pass through its edges for the first time. || E

Another definitive Veigar ability, Event Horizon is both what allows Veigar to catch out enemies and instagib them / let your team catch up, and also Veigar only method of self-defense against high threat enemies that have hard CC or burst. This is a very strong tool to pick off enemies or get zone control, but using this also results in Veigar becoming extremely vulnerable to enemies. This results in you having to stick with your team most of the time later on when using Event Horizon as a zoning tool. Early on, however, this is an amazing ability to coordinate ganks with, as you can almost always guarantee a kill or a Flash.


|| ACTIVE: Veigar blasts the target enemy champion with primordial energy, dealing them magic damage. Primordial Burst deals 1.5% increased damage for every 1% of target's missing health, up to double damage against targets below 33.3% of their maximum health. || R

Primordial Burst is Veigar's primary source of burst as the game progresses. A very strong execute, this ability is potent enough to deal at least half a squishy target's HP throughout the game. As this ability scales off of enemy missing HP, you'll be ideally using this to finish off enemies after your combo. As the game progresses, often times you'll find that landing your W and R will be enough to kill enemies. However this does have a limited range so you'll often find yourself having to put yourself close to enemies to get this ability out.



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

You'll want to max your Q first, as it's your reliable laning ability for poke and last-hitting. Then you'll want to max your E, which helps increase the stun duration, letting you hit your W's in your ability combo as well as let your teammates have more room to act. Lastly, max your W, as the extra stun duration from E is simply more important than the damage increase from W.

Veigar has a very straightforward kit. You'll most times want to poke and waveclear with Q and W, try to get a pick by starting off your combo with E, then following with WQR to kill someone. Early on, your E's stun duration is a lot lower resulting in you not being able to land your W before they escape the CC, so you might have to skip the W and go straight to EQR for damage.




There are two starting setups depending on the fundamental nature of your lane matchup.

The standard start - Doran's Ring and two Health Potions gives a good balance between sustain in lane through the mana regen from the passive and the two Health Potions, as well as lane pressure through flat HP and ability power.

The sustain option in heavy trade / harass matchups, Corrupting Potion helps you establish more lane pressure in difficult matchups. This works extremely well with Teleport early on to save gold on extra potions. Make sure to activate it before trading or poking for maximum efficiency through the passive.



As a typical mage your first item will want to be one that can provide a consistent amount of mana regen and damage, so you have enough kill pressure on enemies and you can farm consistently.

THE mana-regen CDR item, Morello's gives a sizeable amount of AP and a nice passive that reduces the effectiveness of enemy heals. In most situations where you aren't as afraid of the enemy having too much AP burst, you'll be choosing this.



Next you'll want to buy a big item that gives you more damage because of how able you are in farming with sustain in mana regeneration. The items that are most effective in this scenario are Rabadon's Deathcap and Zhonya's Hourglass. Because of Veigar's passive AP gain, buying a Void Staff third is better than buying another Needlessly Large Rod item for overall DPS. Afterwards you should aim to finish up your build with other Needlessly Large Rod items, as shown in the cheatsheet.

Rabadon's Deathcap is the best option to maximize DPS. Rabadon's Deathcap gives only one stat and that is AP. Crucial for better scaling and a maximized damage potential, especially on a mage like Veigar that depends a lot on having more damage. The passive also synergizes with Veigar's ability to farm for more AP.

Not only does Zhonya's help you survive, it let's you position more aggressively as you have more room for your team to reposition as you go golden. A great option for survivability, and you can opt for an early seeker's against some AD matchups that you are having trouble with.

The best option for dealing with MR, Void Staff is bought as a second or third big item (not including boots). On most other champions, Void Staff is typically bought around third or fourth because you get more value from another Needlessly Large Rod items. However, on Veigar, Void Staff is typically bought after Morellonomicon due to the sheer amount of AP you gain from your passive and Q passive. If you're really fed early on you can afford to get Rabadon's Deathcap before Void Staff.

Despite the movement speed labels, this item is typically gotten primarily for its damage increase benefits. Rabadon's Deathcap and Luden's Tempest make up the optimal item combination for maximizing your damage output. In cases where you are not threatened by enemies, you can buy Luden's Tempest right after [Rabadon's Deathcap] to for more damage output, but most often you'll end up buying this last to finish up your item build with more damage.



The following items are situational choices that will deter you from your standard build slightly to react to some sort of difference in the game.

A great first item against threatening AP enemies, Banshee's Veil helps you survive against unexpected burst.



Veigar primarily functions as a very squishy, immobile, mid-low range burst / zone-control mage that excels in picking off enemies. Veigar has an extremely vulnerable and weak early game but has the potential to scale up infinitely. Veigar's most noticeable power spikes in lane is around level six - aside from that he scales exponentially. He excels in skirmishes with his ability to land crucial stuns and force enemies into unfavorable locations for them often times netting you early picks in fights but also is decent in when grouping up to siege or teamfight with his E and W being potent zone control abilities.




Veigar has extremely horrid matchups against long range mages who can simply poke Veigar throughout the game while untouched and also against bursty assassins who can maneuver around Veigar's E delay to kill you easily.

Although Veigar does have a few favorable matchups, most cases the matchups will force you to farm and poke with Q. Unless you can guarantee your E landing, trades will most often end up going in the opponent's favor. Against weaker laners you can position more comfortably, but even so, in a matchup where the mid or enemy jungler has one hard CC, you'll more often than not have to burn a Flash or end up dying when trying to establish more lane pressure. As a result, considering your safety before aggressing is paramount.

However, Veigar's E does allow him to coordinate ganks extremely well. If you do end up landing the stun, you can always guarantee a Flash or a kill. In scenarios where the enemy counterganks, landing your stun is crucial to coming out ahead, as you risk getting collapsed on with no methods of self-defense and followup damage.

Aim to farm up for items and AP stacks - Utilize Teleport effectively by forcing favorable trades then backing and TPing back into lane, positioning safely and comfortably without losing too much mid lane pressure, and transition that into a solid mid game.




This is where Veigar shines. As you start to get a few items and levels, you're able to clear minion waves consistently with your W and Q, allowing for more room to roam and act. Most times you'll be able to kill anyone you catch with your EWQR combo, giving your team a lot more map pressure. Skirmishes are most common at this time as well, which are where Veigar excels in, as your ability to pick off targets and zone off enemies is amazing. You should aim to establish sizable advantages and transition them into a win at this time. Of course, if you cannot do so that is fine as well. You should just aim to maintain gold income and transition into a strong late game.





Although Veigar does scale up substantially as the game progresses, as late game hits you lose a lot of control over the game. Getting picks becomes riskier as enemies start to get more resistances and tend to group more. More often than not you'll just end up sticking with your team, focusing on gaining vision control, holding proper minion waves, then grouping to force towers / objectives. In sieges you have to rely on your team, although proper ability usage will help your team net kills / force favorable fights against mispositioned enemies. Try to pick off enemies positioning awkwardly, focus on zoning / poking with E and W, and take objectives, aiming to net yourself a Victory.




Hopefully this guide has taught you a few things about Veigar and how he fits into a standard game of League of Legends compared to the other champions in the game. If you have any feedback feel free to leave them in the comments section below or send me a PM on MOBAFire. Veigar has a decently high skill ceiling and while he is not the most mechanically intensive, he can have extremely high impact over a game under the right circumstances.



I'd like to thank MissMaw for all the beautiful banners and help with coding!







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