This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
- 👼Complete Kayle guide by Dixon 📜 12.21 ✅
- 🐶Complete Nasus guide by Dixon 📜 12.21 ✅
- 💡Complete Mordekaiser guide by Dixon 📜 12.21 ✅
🧙Complete Veigar guide by Dixon 📜 12.14 ✅
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
+8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order R>Q>E>W
Threats & Synergies
Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map. Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight. Wait for Gangplank to blow up his Barrels(E) before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health. When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge(Q) on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
If you’re playing as a ranged champion, try to harass and poke Zed down. Avoid over-committing to harassing him though as minion damage does stack heavily. Invest in early armor when playing as a Mage to protect you from Zed’s damage. This will reduce his chances of killing you. Try to play to the opposite side of the lane at all times. This will make it hard for Zed to get on to you without using his W. Once he does use his W, move to the opposite side of his W so he can’t get on top of you.
Be cautious around the minion wave as Yasuo will often use his E to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. If you’re playing as a ranged champion, try to use your range advantage to harass and poke him down. Do not over-commit to doing this though as he could look to turn the exchange around. Playing around Yasuo’s Windwall Wind(W) will make killing him a lot easier. If you can, try to bait this ability out before committing to the all-in.
Diana has a unique playstyle when it comes to farming and trading during the early game. Her Pale Cascade(W) has a strong impact on the wave and she will tend to push the wave with it. Try to engage and fight her when her W is on cooldown. Diana is dependent on landing her Q for the all-in. Try to back away if she lands it to reduce her chances to follow up with her Lunar Rush(E) and trade. She is a melee champion that struggles against ranged champions. When playing as a ranged champion, use your abilities and auto-attacks on her when she moves forward to last hit.
Be careful when going for short trades with Qiyana as she prefers them over long extended ones. When Qiyana has her River Element (the blue one), do not overextend or play super aggressively. There is probably a reason she has picked this up and her Jungler may be nearby. Play safer when she holds this Element. Pre-6, Qiyana will constantly push the minion wave with her Q. Stand outside of the minion wave at all times so she is unable to push and poke at the same time. But, do not stand near a wall so she cannot Ult you into it.
Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.
Ekkos main source of damage comes from his Passive. Avoid letting him stack his Passive by dodging his Timewinder(Q) and standing outside his Phase Dive(E) range. Ekko will look to set up a Parallel Convergence(W) stun by walking out of vision. Be cautious of this and wait a few seconds after he appears again before trading with him. Ekko will look to constantly push the wave with his Timewinder(Q). Punish him whenever he uses it for waveclear by engaging in trades.
Make sure you reposition and move away from Katarina’s Blade drops. This will reduce her ability to trade and kill you with her Shunpo(E). Don’t blindly follow Katarina’s roams or you might get ambushed Punish her by pushing the wave into her turret whenever she leaves the lane. One of Katarina’s weaknesses is her lack of range. When playing as a ranged champion, whenever she moves forward to last hit, try to harass her with abilities and auto-attacks. Make sure you watch your positioning though so she doesn’t try to all-in you in return.
Unless you benefit from any other wave manipulation, try and keep the wave even or closer to your side. This prevents him from engaging on you or chasing you down. Fizz has insane roaming potential. Do not blindly follow him as he can easily turn around and kill you. Instead, communicate with your team while following him from a distance if possible.
Try your hardest to dodge Vel’koz Plasma Fission(Q)’s in lane. Invest in early Boots if you’re struggling to dodge this ability. As soon as he channels his Ultimate, either disengage, CC him or commit to the all-in. Hard CC will interrupt his Ultimate, but roots do not. After he has got his first item, Vel’koz will constantly push the minion wave. Stand close but outside of the minion wave at all times so he is unable to push and poke at the same time.
Beware of roaming when Ziggs in lane as he has good wave clear and can easily take your tower while you’re gone. Kill him and then roam when he’s off the map. Ziggs’ main poke tool in lane is his Bouncing Bomb(Q). This skill has a short cooldown and does a decent amount of AOE damage. Do not stand in the minion wave to avoid taking free damage. Zigg’s will be looking to constantly poke and push the minion wave so he can get an early tower with his Satchel Charge(W). Try to match his wave clear so he is unable to push you into Tower and take it easily.
Stand at the opposite side of the lane at all times. This will make it harder for her to land her Paddle Star!(Q) and Sleepy Trouble Bubble(E). Ensure that you’re always behind the minion wave and not inside it. As Zoe’s Q deals AOE damage, you will take damage if you’re near the minion line. When trading, keep an eye on what spell (if any) Zoe has picked up. If it is an aggressive spell, expect her to look for a trade. If it’s Flash, expect her to be more mobile and if it’s a defensive spell, it will be harder for you to kill her.
Yone is incredibly mobile in lane, but if he uses his Soul Unbound E , you can abuse the cooldown (after he’s returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you. Avoid chasing too far when Yone uses his Soul Unbound(E) as he will always return to his original spot. When playing as a ranged champion, try to use your range advantage to harass and poke him down. Try and stay far back though so he is unable to get onto you very easily.
After Syndra’s first back, she will have a lot of pushing power. Make sure you match her damage on the minion wave so she is unable to get early plates and roam priority. Syndra’s Scatter the Weak(E) has an incredibly long cooldown. If she uses it to trade with and misses, use this timer to play aggressive and poke her down. Post 6, if Syndra has lots of balls on the floor, do not commit to a trade as her Ultimate will deal lots of extra damage. Commit to trades when she has no balls on the ground.
Always watch your positioning during the laning phase. Try and stay at max distance so it’s harder for her to root you with her E. This will also make it harder for her to get a good Ultimate off as she has to close the gap in order to stun you. Stand outside of the minion wave at all times if possible. This will make it harder for Neeko to push and poke you at the same time with her Blooming Burst(Q). Once Neeko has her Ultimate, her kill pressure will increase. Make sure you back when low whenever she has her Ultimate up.
Anivia has a weak laning phase and often has trouble farming and trading. If she uses any abilities on the minion wave to last hit with, make sure you abuse the cooldowns. Don’t forget about Anivia’s Passive. It has a long cooldown, so once it’s been popped, make sure you try to kill her while she is most vulnerable. Call for assistance and ask for ganks while it’s down. Try and hold off from using any dashes that can help you dodge skill shots. Anivia’s Flash Frost(Q) and Crystallize(W) can be deadly if you have no tools to get away from them. Make sure your dash is always up so you can dodge her Q.
Stand outside of the minion wave or behind it. This will result in him having to choose between pushing or poking you. Don’t stand in the minion wave as he will be able to push and poke with his Phosphorus Bomb(Q) or Missile Barrage(R). Whenever Corki has his Passive, communicate with your team and ping that he’s missing. He will look to roam as soon as he recalls and picks it up. Post-level 6, Corki will look to constantly push the minion wave. Try to match his wave clear so he doesn’t keep you pushed in. If you don’t, you’ll lose priority and tower plates.
To make it hard for Sylas to land his E on you, always make sure you’re behind at least 1 minion so he cannot land the CC on you. If Sylas is able to get on to you, try to disengage as quickly as you can. A lot of Sylas’ damage is dealt when he is on top of you. Try and stay at max range as much as possible to make it harder for him to get on to you. Sylas has really good map pressure and can roam with ease. If he has left lane and started roaming, communicate with your team and push him in to deny him gold and XP.
Twisted Fate will look for picks with his Ultimate during the mid-game. Avoid splitting too far apart to reduce his ability to get picks. As Destiny(R) gives him a lot of map pressure, expect him to be split pushing in the mid-game. While you could fight with the numbers advantage, make sure you keep an eye on him so you can disengage if he makes his way to the fight. Twisted Fate will look to poke as much as possible before initiating. Do not allow him to poke by engaging as soon as you spot him.
Expect Talon to play aggressive in the early game. He is really strong at level 2 and 3 and can easily get an early first blood. To prevent Talon from roaming, keep him pushed in while maintaining a good distance from him so he is unable to jump on to you and kill you. When playing as a ranged champion, try to use your range advantage to abuse Talon as much as possible. Using basic attacks and abilities to get him low will make it hard for him to fight or jump in with Noxian Diplomacy(Q).
Xerath has very reliable wave clear and push thanks to his low cooldown abilities and kit. Avoid taking unnecessary damage by standing outside of the minion wave when he uses his abilities. Look to trade with Xerath when his Eye of Destruction(W) or Shocking Orb(E) is on cooldown. When he doesn’t have either of these abilities, he is incredibly vulnerable. Mix this with his low mobility- he is easy pickings for any would-be aggressor. Avoid roaming if Xerath is in lane as he can push the lane very quickly while you’re gone. Look to roam when he’s either dead or in base.
Cassiopeia has a powerful level 2 all in with her Noxious Blast(Q) and Twin Fang(E) spam. Make sure you hit level 2 at the same time which is the first wave followed by 1 melee minion on the second wave to reduce her ability to kill you. Cassiopeia has mana issues in the early game. If she is low on mana, it could be a good time to fight her as her damage output will be heavily reduced as she relies heavily on mana to trade. She is an immobile Mage with no escapes. Let her push the wave and then call for assistance from your Jungler to shut her down.
Trading against Heimerdinger can be extremely tedious, yet it can be done. Taking down his Turrets(Q) will be the main focus in order to poke or trade with him. When using your skills shots (if they’re AOE), try and aim them so they hit both Heimerdinger and his Turrets(Q). This will make it easier for you to clear them down the line and increase your kill pressure in lane. Once Heimerdinger reaches level 6, his kill pressure and strength increase dramatically. Keep this in mind and beware of his empowered abilities.
Vladimir’s Sanguine Pool(W) has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while it’s on cooldown. Whenever Vladimir has his empowered Transfusion(Q) available, play safer or walk backwards so he is forced to use his Q on the minion wave rather than you.
Avoid standing too close to Azir’s Soldiers Arise(W) as he can auto attack you from afar. When he places the Soldiers(W), move to a safer position out of its range. Go for a trade after Azir’s Soldier(W) has disappeared. It’s best to wait for the Soldiers(W) to disappear first before fighting him as his damage output will be decreased. After level 6 keep a keen eye on the map and Azir’s mana bar. If you spot the enemy Jungler nearby, back away as Azir might try to Shurima Shuffle and set up his Jungler.
Before looking for the all-in, bait out his Gravity Field(W). His W is his only real form of defence and protection from an all-in and once it’s down, he is easier to kill. When Viktor has completed his first upgrade (which is usually his Death Ray(E), make sure you’re always outside of the minion wave so he is unable to push and poke you at the same time. Viktor will be looking to play safe in the early game. Try to abuse this to get ahead.
Lissandra will be using her Ice Shard(Q) and Glacial Path(E) to push the wave. Stand outside of the minion wave so she is forced to choose between pushing with her Q or trying to poke you instead. When Lissandra is level 6, you’ll need to play a bit safer as she has increased kill pressure and can set up her Jungler very easily. Make sure you have enough vision around your lane to spot the enemy Jungler before they show up and gank you.
Always make sure you’re stood behind at least 2 minions so she is unable to root you with her Light Binding(Q). If Lux uses her Q and it misses, use the cooldown of this ability to play aggressive as she will be unable to protect herself and prevent the all-in. Mitigate Lux’s Lucent Singularity(E) effectiveness by standing behind and not inside the minion wave. This will make her choose between using her E to poke with or to push with.
Leblanc is an early game bully. Watch out for her Sigil of Malice(Q)+Distortion(W)+AA combo. Whenever Leblanc’s W is on cooldown, she is squisher and vulnerable. You could use this time frame to play aggressive and go for a trade as she will not be able to escape or trade as effectively back with you. Standing outside of the minion wave and far back is a good way to reduce Leblanc’s ability to push and poke at the same time with her W. If you stand as far back as you can, she will be unable to land her W on you regardless.
Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.
Akali has a powerful early game with her Five Point Strike(Q) and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Q and it hits, do not walk forward for some time.
Try to keep the minion wave closer to your side of the map early. She will not be able to use her Spark Surge(E) very much if she is pushed up. Post 6, beware of her strong burst and all-in potential with her Ultimate. Try and stay far back from her if you’re low. Always stand inside or around the minion wave to make it hard for her to harass you.
When Ahri’s Charm Charm(E) is down, she has no real way of defending herself without blowing her Ultimate. Look to fight her when her Charm(E) is not available. Try and stand outside of the minion wave, but close to it. This will force her to choose between pushing with her Orb of Deception(Q) or poking with it instead. Stand close to the wave so you can run inside of it to dodge her Charm(E). Ahri is incredibly vulnerable when her Spirit Rush(R) is down. Make sure you abuse the long cooldown early on.
Ryze’s laning phase is when he is at his weakest. Avoid trading with him too much in the very early game as he will just want to recall early and get his Tear anyway. When Ryze hits level 6, his kill pressure doesn’t increase as his Ultimate is not a damaging tool. For most champions, your level 6 will be stronger than his. Try to fight as often as possible. Ryze needs time to scale, so delaying his ability to scale is key. Getting an early kill and putting him behind early will reduce his ability to scale into the mid and late game.
Pay close attention to the location of Orianna’s Ball Command: Protect(E) throughout the laning phase. Try and adapt your positioning and move to the opposite side of the lane to where her E is. Do not roam unless Orianna has recalled. She has very good wave clear thanks to her Command: Attack(Q) and Command: Dissonance(W) and can quickly push you in and take Tower plates. Due to her lack of mobility and her inherent ability to push waves, Orianna tends to be weak against ganks. Ask your Jungler for ganks whenever she pushes the lane.
Malzahar isn’t very strong in the early game and can be made weaker by destroying his Passive shield whenever it comes up. As soon as he gets it, pop the shield so he has to play even safer. Malzahar will be looking to push the wave constantly once he has an item. Avoid standing inside the minion wave at all times so he cannot poke you and push at the same time. Once Malzahar hits level 6, you’ll have to play more respectful as he will tend to get ganks once his Ultimate is up. Whenever he has his Ultimate up, make sure you have wards in the river so you can spot the Jungler before they get to your lane.
Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate.
Whenever Annie has her stun available, you need to respect her and play slightly safer. If you’re melee, stand back and wait for her to consume it before walking forward. Post level 6, respect Tibbers(R) and her stun. Pay attention to the number of stacks on her Passive. You can trade with Annie before she gets 2 stacks without the fear of getting stunned. Annie is prone to poke even though her Molten Shield(E) offers her some protection in trades. Try to poke her down with your abilities before committing to the all-in.
Avoid going into melee range when Vex’s Personal Space(W) is up as it not only shields her but also deals damage to enemies close to her. Standing outside of the minion wave at all times will help you counter Vex and prevent her from being able to use her Mistral Bolt(Q) to push the minion wave and poke you at the same time. When recalling, keep an eye on your positioning as Vex’s Ultimate(R) could be used to snipe you and kill you. Try and recall behind minions or out of vision.
When Galio charges towards you, try to disengage as quickly as possible. If you let him get close, he will look to engage with his Justice Punch(E) and then taunt you with his Shield of Durand(W). As soon as Galio goes missing post level 6, ping your team as he may be looking to roam with his Ultimate. If you’re a ranged champion, use your range advantage to harass and poke him down whenever he moves forward to last hit.
Kayle is at her weakest in the early game. Try to abuse her weakness by playing aggressive and getting kills. Putting her behind in the early game will reduce her ability to carry later on in the game. Keeping the minion wave closer to your side of the map will force Kayle to overextend for farm. Once she walks up and tries to last hit, you could play aggressive and try to all-in her. Once Kayle hits level 6 and unlocks her Ultimate, she will also become ranged and she’ll find it easier to last hit. She will be able to also poke you down and trade more effectively. You’ll need to be more strategic when trying to fight her from now on.
Nunu & Willump
Nunu & Willump
Champion Build Guide
My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄
I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).
I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English: https://www.youtube.com/c/DixonGames/videos
You will also find my streams on Twitch by following this link:
I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.
I hope this guide will help you to improve your champion's understanding so it would be more fun to play!
Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!
Have a nice reading! 📖🤓
1. Infinite scaling on his Passive makes him a late-game monster. He can quite easily start one-shotting people once he manages to get his first item.
2. Extremely powerful when fighting in closed spaces as he can easily land his Baleful Strike and Dark Matter on multiple targets while crowd controlling them with his Event Horizon.
3. Very high gank set-up potential with his Event Horizon. This can allow him to call his Jungler to gank his lane and help him get an early lead, which will be quite devastating for the enemy team.
1. Very immobile and is extremely vulnerable to crowd control. He has a weak early game as well, so he can easily be abused and killed with a few ganks.
2. His Event Horizon is on a really long cooldown, and it is his only form of self-peel. Once it is down, he can be easily all-in’d and killed with crowd control.
3. He will take a lot of time to come online if he happens to get killed a few times during the early game.
the skill itself is not the most powerful skill of Veigar, but it is learned first of all, since it allows you to accumulate magical power (AP). Every time you finish off a minion with this skill, you get 1 AP. At the beginning of the game you can start accumulating AP. For cannon minions Veigar gets 2 AP at once. Ideally you should try to use the ability in such a way as to finish off two minions at once in one use. In this case by the 10th minute Veigar will have a decent bonus to ability power.
a very powerful Veigar skill that deals AOE damage. Of course it is difficult to successfully apply the skill due to the fact that it has a delay before use and the enemies see where the skill will hit. Most often the skill is used when enemies are under some kind of control (stun or slowdown). The skill has a very good increase in damage from artifacts and at high levels this is very noticeable. Usually in the later stages of the game a successful use of this ability can instantly destroy an enemy champion with a small amount of health. The ability can be combined with Event Horizon and thus deal very good damage to the enemy.
this is an excellent control skill that allows you to stun a large number of enemies at once. A good range of use and a large radius of the barrier allow you to catch almost the entire enemy team at once. Perhaps the only disadvantage of this skill is that there is a short delay before the barrier appears and enemies can see the barrier zone. With a good reaction some champions can jump out of the barrier zone in time. In other words sometimes you have to predict the actions of the enemy so that he would definitely fall under the effect of stunning the barrier.
ultimate is one of the most powerful skills in the game which deals huge damage at once. It has a very large damage scale in items for a magician. It is worth saying that the ultimate is best used to finish off the enemy or at least use it at the moment when you have thoroughly harassed the enemy. The fact is that the damage of the ultimate increases significantly if you use it on an enemy with an incomplete health supply. If you use the ult at the moment when the enemy has 30% -50% health then the skill will kill almost any hero in the League of Legends (if you have a good AP bonus).
is one of core items for ability power based champions. The Crown is made to protect your champ against high burst damage combos which are supposed to 100>0 him.
is one of core items for ability power based champions. It provides a lot of mana and magic damage. The passive of the belt gives additional magic penetration which is very useful to destroy squishy targets with low HP.
is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.
is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.
is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.
is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.
is a good choice for those mages who have low mobility, but desperately need it.
buy this item if you want to cut enemy's healings, life steal and vampirism. Together wiith Liandry's Anguish the Grievous Wounds time can be extended for an additional 4 seconds.
is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.
is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
Barrier is great for absorbing the burst of enemy champions or turret enhanced shots. Whether used on a squishy mid-laner or a tanky top-laner, a well-timed Barrier will help escape from tough situations. Heal and Barrier are both damage mitigating summoner spells, but each has its own benefits. Heal affects two champions, offers movement speed boost, and the mitigation is permanently. Barrier is not affected Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).
Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
Exhaust is an extremely powerful tool for disabling champions who mainly autoattack, as well as any champion that can deal a high amount of damage. When your team is chasing an enemy and he is getting away, using Exhaust on him will help your team gain the upper hand. Using it against enemies when escaping can help you as their movement speed will be greatly decreased
The rune gives your champion some sustain which is especially useful during the early game and the rune scales also with AD and AP items so it can become a reason in the late game why your champion survived a fight with 1-3% HP.
This rune gives you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).
This rune gives a lot of item haste for your champion. Take it if you plan to buy a lot of items with active or passive cooldowns in their kit.
This rune gives a good additional poke damage and it also scales well with both AD and AP items. Its cooldown time decreases based on level, so you would be able to deal extra damage more often.
The rune allows your champion to not run out of mana very fast. You have to remember that this rune needs to be stacked 10 times firstly to give you +250 mana and mana regeneration. And there is a small cooldown between the moment when the rune can be stacked once, so in most cases it's better to not spam abilities when the rune is on the cooldown or you will run out of mana quite fast. The rune is helpful for those players who love to spam their abilities and feel strong lack of mana.
The rune gives some amount of ability haste which is overall better for this champion than alternatives Celerity and Absolute Focus.
This is an alternative to Scorch. Take this rune when you want to play with Sorcery rune tree, but there is no point to take Scorch. And there is no point to take Scorch if your enemy can heal himself somehow + he can possible use Doran's Shield that counters Scorch very well and sometimes your enemies buy Doran's Shield to counter or reduce your poke damage.
The rune helps you to live through the early game and permanently increases a little bit your mana pool which is also helpful since you will not be in need so fast to do Recall just to restore mana.
This rune will spare you 250 gold if you plan to buy Zhonya's Hourglass or Guardian Angel later on and you can use it once to make your champion invulnerable for 2.5 seconds.
Veigar is relatively weak during the early game, and he should be focusing on trying to Baleful Strike and stack up his Passive when possible. His Event Horizon will come in handy when trying to prevent all-ins. Post-six, he will have access to all his basic abilities. This is huge for him as he can now CC enemies and then combo them with his Dark Matter and Baleful Strike when possible. Level six is a significant power spike as it gives him access to his finishing ability. Now he will just have to focus on poking the enemy out in the lane before decimating them with his Ultimate Primordial Burst.
Focus on farming and getting as much gold and XP as possible. You need time and gold before you’re able to come online and deal damage. Your champion is incredibly weak in the early game. Focus on farming and avoid fighting with the enemy until you’ve got an item behind you. After your bot lane has moved to the mid lane, rotate to the bot side of the map or somewhere else on the map so you can continue to farm and gain XP. Do not fight anyone unless you have an advantage over them. Continue to get XP and gold.
MID GAME (average)
His first ability will be maxed out at level nine. Now he can pretty much do a quarter of a squishy target's health bar with his Baleful Strike. At level 11, he will have two points in his Ultimate Primordial Burst. This will amplify his damage massively, and Veigar will easily be able to one-shot squishy enemies and tanks alike. Veigar will now have multiple stacks, which will grant him a lot of free ability power. This is horrible news for the enemy team as Veigar will soon be unstoppable.
At this stage of the game, you want to put yourself in a side lane and focus on getting stacks so you have a stronger late game. In the later parts of the mid-game and when the enemy starts to group, make sure you follow suit and start to group with your team. Look for picks with your Event Horizon. If you can catch someone out during the mid game with it, your team should be able to kill them pretty quickly. Once you’ve killed someone, make the call for Drake or Baron.
LATE GAME (strong)
He will have a lot of Passive stacks during this phase of the game. This scaling is infinite, which means that Veigar can pretty much one-shot full health squishy targets. His Event Horizon will be on a very short cooldown during this point in the game. He will be able to secure a lot of picks, especially around choke points. Once his Ultimate Primordial Burst gets maxed out, he will execute enemies with ease. Any enemy who gets hit by his Baleful Strike will be within Ultimate Primordial Burst kill range of Veigar.
Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team. Look for a pick with your Event Horizon to gain the numbers advantage. Then use your Ultimate Primordial Burst to take them down quickly before looking to siege or take a nearby objective. At this stage of the game, you should have tons of stacks and be really strong. If you’re ahead, use your Ultimate Primordial Burst to stat check the squishiest enemy champion to take them out of the fight.
Try your hardest to dodge Vel’koz Plasma Fission in lane. Invest in early Boots if you’re struggling to dodge this ability. As soon as he channels his Ultimate Life Form Disintegration Ray, either disengage, CC him or commit to the all-in. Hard CC will interrupt his Ultimate Life Form Disintegration Ray, but roots do not. After Vel'Koz has a few points in his Plasma Fission, he’s damage output is going to be high. Make sure you’re always near the minion wave so you can run into it if needed.
Force team fights as soon as possible: preferably when his Ultimate Life Form Disintegration Ray is on cooldown. Do not delay a team fight as it will allow him to poke your team down with his Plasma Fission and Void Rift. Avoid team fighting or forcing objectives like the Baron or Dragon when Vel'Koz is alive and nearby. He has great poke thanks to his Plasma Fission, Void Rift and Life Form Disintegration Ray which will make it difficult for your team to secure the objective easily. Avoid fighting in chokepoints like inside the jungle as it will give Vel'Koz an easier time landing his Tectonic Disruption, doing damage with his Void Rift and melting your team with his Ultimate Life Form Disintegration Ray.
Vel'Koz first major power spike is once he hits level 6 as his Ultimate Life Form Disintegration Ray offers him tons of kill pressure. Vel'Koz is really good in team fights thanks to the poke and AOE damage from his abilities. Try to fight when he is not there or when his Ultimate Life Form Disintegration Ray is down. Once Vel'Koz has a couple of points in Plasma Fission, he will deal a lot of damage to you if he is able to land them consistently. Stand near the minion wave to make it easier for you to dodge the Plasma Fission.
Xerath has very reliable wave clear and push thanks to his low cooldown abilities and kit. Avoid taking unnecessary damage by standing outside of the minion wave when he uses his abilities. Look to trade with Xerath when his Eye of Destruction or Shocking Orb is on cooldown. When he doesn’t have either of these abilities, he is incredibly vulnerable. Mix this with his low mobility he is easy pickings for any aggressor. Avoid roaming if Xerath is in lane as he can push the lane very quickly while you’re gone. Look to roam when he’s either dead or in base.
Flanking Xerath might be the best way to handle him in team fights. Try to attack from the sides and take him down quickly so he is unable to dish out damage. Do not let Xerath poke you down before a team fight occurs. Xerath’s goal is to delay a team fight for as long as possible while he pokes with his Arcanopulse and Eye of Destruction. Don’t let him do this by engaging as soon as you can. Do not go for objectives when Xerath is nearby. He can poke you down at the Dragon or Baron, and stop you from sieging his Towers. Taking objectives like Dragon, Baron and Towers will be easier when Xerath is nowhere nearby.
Xerath’s early game poke can be really hard to deal with in lane. Be prepared to take extra sustain so you are not forced to recall early on. Once Xerath is level 6 and unlocks his Ultimate Rite of the Arcane, he will have a lot of poke and extra damage. Do not over stay in lane post 6 as he might be able to snipe you. When Xerath has his Luden's Tempest, it will drastically increase his poke and pushing power. Avoid staying in the minion wave so he is unable to poke and push at the same time.
Invest in early armor when playing as a Mage to protect you from Zed’s damage. This will reduce his chances of killing you. Try to play to the opposite side of the lane at all times. This will make it hard for Zed to get on to you without using his Living Shadow. Once he does use his Living Shadow, move to the opposite side of his Living Shadow so he can’t get on top of you.
As Zed is an assassin, he will look to take down targets that are walking around the map alone. Avoid moving through the river if it’s not warded. Keep a constant eye on the map and do not put yourself in the same area as Zed if you don’t know his exact whereabouts. Expect Zed to flank and takedown squishy targets with his Ultimate Death Mark. Ensure that your flanks are warded when sieging an objective so he cannot get the jump on you. During the mid-game, Zed will often be in a side lane split pushing. With this in mind, you could use the fact that he cannot impact the fight to start a team fight 4v4 or 5v4 with the numbers advantage.
As soon as Zed hits level 3, his kill pressure increases once he has access to his basic abilities. He can look for an all-in if he’s been able to poke you down beforehand. Whenever Zed hits level 6 his kill pressure increases once again and he will look to go for kills whenever he has his Ultimate Death Mark available to him. Expect him to play aggressive once he gets the level up. Zed is rather good in the mid-game as he will have 2 items and be able to assassinate any squishy target he comes into contact with. Avoid walking in areas where you know Zed is or has recently been in.
Kassadin is at his weakest in the early game. Try to fight as much as possible so he falls behind. Post level 6, do not use CC unless his Ultimate Riftwalk is down as he will use their cooldowns to play aggressive and trade with you. Kassadin lacks wave clear in the early game. If you can keep the wave closer to your side of the map early on, it will be very difficult for him to farm or break your freeze. If he does walk up to last hit, you can look to trade with him.
Kassadin will be split pushing during the mid-game so he can get to his level 16 power spike and then try to flank in team fights with his Ultimate Riftwalk. If you see that Kassadin is split pushing, you could try and start a team fight with the numbers advantage as he will be unable to join the fight quickly. Avoid stalling the game out for too long as Kassadin is a late-game monster. Try to end the game as quickly as you can.
Kassadin is very weak in the early game. Try to exploit this to gain a lead and prevent him from taking over the map. Giving him a rough start will reduce his scaling. Once Kassadin has his Ultimate Riftwalk, he will be able to trade more frequently and also escape danger. At this stage, his kill pressure also increases. Kassadin is a later game monster and once he’s level 16, he will be very slippery thanks to his Ultimate Riftwalk and short cooldowns. Try and end before he gets a chance to reach level 16.
Veigar is at his weakest in the early game. Try to abuse him to set him behind. Delaying his stacks will make him less effective in the later stages of the game. Whenever Veigar uses his Event Horizon, try to abuse the cool down as it’s his only defensive tool in the early game and once it’s down he is rather vulnerable. In order to get ganks or kill the Veigar, you need to bait out his Event Horizon first. You can do this by constantly toggling in and out of range of him. Make sure you always bait it out before committing to the all-in.
Try and space accordingly to Veigar in team fights. Do not position too far forward as it will allow Veigar to catch you out with his Event Horizon and start a team fight. Locking Veigar down with CC will be the best way to deal with him in team fights. He is pretty squishy so if you’re able to get on to him and take him down at the start of the fight, your team will have an easier time winning it. Veigar will use his Ultimate Primordial Burst to try and take down a low health/defenceless enemy. Buy items that will make it less likely that he can one-shot you with his Ultimate Primordial Burst. Standing as far back as possible will also reduce his chances of using it on you.
The longer the game goes, the stronger Veigar will be thanks to the unlimited stacking with his Baleful Strike. End the game as quickly as you can. Veigar is rather weak and vulnerable in the early game. You could try to abuse this to set him behind and miss out on stacks. Once Veigar has his Ultimate Primordial Burst, his kill pressure increases. Keep in mind that he will deal a lot of extra damage at this time.
Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!
And don't forget to visit and check my YouTube channel! Maybe you will like it! 😉 https://www.youtube.com/c/DixonGames/videos
Yet, sadly, there are also those yordles who lose their way. Among them is the sorcerer Veigar.
After the Great Darkin War left the world in ruin many centuries ago, the only light that seemed to shine on Valoran came from the skies above. Scattered survivors looked to the heavens, and their renewed study of ancient celestial magic piqued Veigar’s interest. Imagining himself already a master of these mystical arts, the yordle joined an order of mages in the Noxii territories, hoping to learn more of their craft. They did not think to question this eager newcomer, and he taught them to draw hope from the patterns created by the movements of the stars.
But while many toiled to rebuild the world, others sought to conquer it. The brutal warlord Mordekaiser and his armies swept across the lands, crushing and enslaving any who would oppose his rule, and the mages of the order—unskilled in war—were of little value to this tyrant. Looming over them in his accursed battleplate, his keen eye fell upon Veigar, and Mordekaiser recognized the yordle for what he truly was. He snatched him up in one iron gauntlet, and dragged his prize away as the other mages were put to the sword.
Imprisoned in the heart of the warlord’s new, monolithic fortress, Veigar was forced to turn his magic to darker purposes. Knowing that yordles were craftier than any of the mortal races, Mordekaiser bound Veigar to the physical plane, preventing him even from escaping to Bandle City. He was not the only captive in that hellish place, but such isolation was the worst and most cruel form of torture for a yordle. Veigar performed grisly enchantments against his will—some strengthening his master’s dominion, others simply evoking terror for terror’s sake.
Indeed, terror was what seemed to fuel this dreadful empire. Miserable beyond imagining, Veigar became a reluctant witness as Mordekaiser's vile deeds empowered him to near-immortality. Whether it was over the course of decades or centuries, Veigar never knew, but eventually the yordle’s magic and appearance started to twist in response…
Memories of his past faded. Why had he come to Valoran? Where had he come from? Had he known any other life before this? Questions such as these weighed on his fragile mind, like the last flickers of light before an eclipse.
When the revenant warlord’s own followers conspired against him, the nightmare of his reign was ended, but by this point Veigar was nigh unrecognizable. His eyes blazed. Even his voice had become a sneer of malice. Fleeing from his ensorcelled cage, the wretched creature had no interest in the wars of succession that inevitably followed. Deep down, he most likely yearned to regain the sense of safety and freedom that all living things crave.
And yet, he chose not to turn away from evil, but to embrace it. Clad in armor befitting a sinister warlock, he vowed to seize respect in the only way he could remember—through ruthless villainy, inspiring fear in all who encountered him. He would call down the fury of the stars themselves upon his foes, and trap them in the timeless infinities between moments.
And yet… Veigar could not quite find the same success as his former captor.
Certainly, the good people of Valoran did learn to fear him, to some extent. More often than not, they would find their pastures scorched, or the local baron’s mansion razed to its foundations. Sometimes though, inexplicably, bands of brigands would be driven from their woodland hideouts, or the remains of feral murk wolves found scattered through the town square, and it was difficult to tell whether these acts were malicious or actually reasonably helpful. For all his aspirations of evildoing, it seemed Veigar would always come up a tiny bit short.
Still, the nefarious yordle has not abandoned his quest to become the world’s most wicked villain. With his diabolic staff in hand, he seeks nothing less than to bring all before him to their knees, and revels in the timely demise of those who dare to underestimate him.