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Varus Build Guide by SugiStyle

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League of Legends Build Guide Author SugiStyle

AP Varus Build

SugiStyle Last updated on October 15, 2013
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ADC Role
Ranked #13 in
ADC Role
Win 47%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 8


Utility: 1

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Video Guide (Please Like and comment if possible)

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Intro of Engrish

This is my first chapter of Unorthodox build series, just to state the obvious these aren’t played in current meta nor competitive meta. These are perfectly viable builds, but may require high mechanical skill to pull through. Usually the team might question these picks, so make sure that you got stats to back up your pick or just explain why is it good. In worst case scenario (Which is quite often) your team will start troll or won’t give you blue-buff or such.

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Out of mark options i would recommend Magic Penetration ones, since thats what i’m using. Do not use Armor penetration, since this is AP build and it won’t help you at all. Since attack speed is easily bought in-game i do not think its wise to use AS Reds, although it can work.

9 x Greater Mark of Attack Damage – These are better for early laning phase & last hitting, but drop quite a lot in late-game.
9 x Greater Mark Of Magic Penetration – Whole AP Varus damage is based on his (W) so practically MPEN is huge help for breaking down MR stackers.
9 x Greater Mark Of Hybrid Penetration - I haven’t tried these, but in a sense they can work really well on more hybrid based build.

As many you already know there isn’t so many viable options on Glyph side. I have to say Glyph choices vary on lane match-up, but my recommendation is “AP Per Level”.

9 x Greater Glyph of Scaling Ability Power - After level 9 you have more AP than with flat ones, so these are ultimately best out of all options.
9 x Greater Glyph of Magic Resistance – If you got some heavy AP enemy like fizz (which should never happen unless some ****** didn’t ban it) you should pick some sustain.
9 x Greater Glyph Of Scaling Magic Resistance - Once again, if you feel like too squishy heading towards lategame, pick these although you lose great amount of AP.
9 x Greater Glyph Of Cooldown Reduction – Varus has painful cooldown on (Q) and (E) early game, for that reason i could suggest cooldown reduction, these are best runes for very lategame, also CDR per level is good choice.

I use same Seals with every champion i play with and that is Armor seals. They are perfect for every champion in this game, no matter what lane you play. AP Seals don’t give enough AP to be viable and that pretty much goes with every else option you have.

9 x Greater Seal of Armor – The best option since there is lot of physical damage from jungler/minions early and late.
9 x Greater Seal of Scaling Armor – It Doesn’t scale good as Scaling MR, but its still fine.
9 x Greater Seal of Scaling Health – Best option after Armor, but i wouldn’t advise this a lot.

As for quints, there any multiple options to go with, due long variety on that front. Luckily many options will work with this build. Cooldown reduction is fine choice so is attack speed, but i would go with penetrations.

9 x Greater Quintessence Of Magic Penetration – Magic penetration is more effective than Flat AP quints after level 7, so these are really good choice for this build
9 x Greater Quintessence of Ability Power – Gives you good early/late game boost for whole game.
9 x Greater Quintessence Of Scaling Ability Power – It doesn’t scale well as Blue’s but i still think it might be OK to use these.

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With every mastery setting or rune setting, there is lot of personal preference to it, this means lot of people will have a different setup, which they feel comfortable playing with. There is no particular “Key” masteries you require with this build, but i would like to point out that having +20 in Offensive is recommended, since otherwise you barely do any damage. Following are very important though; Spellsword (Makes last hitting easier early), Destruction (Varus can take turrets pretty fast, once he gets lichbane) and Executioner (You need this for damage).

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Pros / Cons


    - Very high damage lategame
    - Good laning against melee opponents without engage
    - Outranges all midlaners (except caitlyn)

    - Weak early game
    - No sustain early
    - No escape spells