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Veigar Build Guide by Gott der 7 Meere

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League of Legends Build Guide Author Gott der 7 Meere

_/\_ .... Crazy-Mage Supporting .... _/\_

Gott der 7 Meere Last updated on December 15, 2012
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Team 1

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: 0


Utility: 9

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Is Veigar a viable support ?

When you look at supports as healing, auras and buff providers, obviously Veigar isn't one of your picks as he has none of those - however - if you see a support as someone who...

  • ... can give your carry a big advantage in lane,
  • ... doesn't require much farm or items to do his job,
  • ... and bring some utility to assist his team both offensively and defensively,
then Veigar should be a very solid support pick. Only in certain cases - as he requires a team that can take advantage of his aggression both in lane and in fights - but nevertheless viable.

Along AP champions like Zyra, Lux and others, he stands as a possibly rewarding pick vs squishy, escape-lacking enemies. This guide shall teach you how his abilities and playstyle can support your AD carry and your team the most.

This guide is very short to put out the general concept of the idea, it assumes you already have a profound understanding of the support role and is probably won't work if you don't know what you are doing. I will expand it soon.

Feel free to contact me for criticism and feedback, I very much appreciate it.

My IGN is "Gott der 7 Meere" on EUW.

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How to build him ...

Since Veigar stands out in his role as a nuker in all stages of the game, there is no particular need to start with an 50 AP mastery/rune setup. But if you know your enemies can't deal with this kind of damage, there is also no reason not to. Take what suits your playstyle and move along.
Your starting items may include Total Biscuit of Rejuvenation and a 60-sec- Sight Ward if you choose to go utility, your money goes on more wards and Faerie Charm.

Regardless of your setup, as a support you want some important early game items to cover your money and warding issues:

Philosopher's Stone Kage's Lucky Pick

You aim for AP and CDR in mid game, because your only contribution to your team lies in your damage (AP) and Event Horizon (CDR). Some actives like Shurelya's Reverie and auras like Will of the Ancients enable you to help your team in other aspects and are therefore vital if you fall behind.

Shurelya's Reverie

When winning the game, invest somtehing into Magic Penetration and AP, if you succeed in building Rabadon's Deathcap/ Void Staff or Rylai's Crystal Scepter/ Liandry's Torment you will be able to carry your team. In the event that you fall behind even more, you won't have the money for that. Try to farm with your Baleful Strike and offer your team some cheap protection with Aegis of the Legion, Locket of the Iron Solari while keeping your gold-items as long as possible and getting CDR from Ionian Boots of Lucidity.

Always keep wards and oracles in your team up, so you can give your team opportunities for a comeback.

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Supporting with his abilities ...

HHH Equilibrium (Passive): This ability solves all his mana issues with a rather small investment into MReg items as it doubles their effectiveness by giving you your own Chalice of Harmony-effect.

HHH Baleful Strike (Q): You will not farm, you wont get kills - your Q's passives won't help you as a support. When you want single target poke and you are relatively save from retaliation, get this first and with some CDR you can zone nicely. This only works against low-range ADC like Graves if you can avoid their follow-up trade combo - wich is very difficult in most cases. Some supports can be nicely zoned with this however, as Janna, Soraka and the likes don't have any kind of tradeing material. Generally I only put one point into this, so I can use it in my combo and leave it to max last.

HHH Dark Matter (W): This ability belongs to a class of long-range-nukes like Living Artillery, Lucent Singularity, Arcane Barrage... But among all these skills, this one stands out for its 120 rank 1 damage and 1.0 AP ratio. With an average HP-pool of 400 HP, you can do surprising amounts of damage. Combine this with some form of CC like Event Horizon from you, Mark of the Strom from you ADC or Twisted Advance from your dear Jungler and you can one-shot your lane-opponents. If they succeed in avoiding your damage, it still allows you to zone and assert lane-dominance, if you can stay save in the process. I usually max this first to get my ADC fed.

HHH Event Horizon (E): Now we come to another ability that stands out not only does it stand among the most potent CC's in the entire game, it also belongs to the one hardest to hit. If you hit it, your enemies should die. If you don't hit it, it should be on purpose to block escape rutes or paths, to zone certain areas or to just scare them off. Never put yourself in a bad spot, always try to keep your distance.

HHH Primordial Burst (R): This is acctually a decent support ability, and it should secure a 650-radius around you that no one dares to enter. If you turn 6, be sure to surprise your enemies. Late game, just obliterate their AP Carry. For maximum impact always look on their AP (0.8 AP ratio) and on yours (1.2 AP ratio).

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Tips and Tricks ...

  • Dark Matter reveals the impact area and can be used to scout.
  • No one is used to see Veigar support, no one has MR, no one expects him to max Dark Matter - abuse this.

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Thanks for reading, Credits to JhoiJhoi and good luck on the Field of Justice.