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Morello is 80 AP for 2,500g
Chemtech is 55 AP and 20 Haste for 2,300g
For Vel’koz, who loves ability haste, the latter wins out. In a vacuum anyway.
Over time I’ve found that the extra healing reduction is just too important when it’s relevant, and when it isn’t relevant, I never built Chemtech anyway (since there were better options).
THIS IS NOT JUST A GUIDE!! THIS IS DIAMOND GUIDE!!!
Now I know why vel'koz always does me right, because whoever is playing that character is probably FOLLOWING YOUR GUIDE!!!
So, please delete it xD
Anyways, this is really a good guide, thank you :>
A standard package that also uses
In other words, it's not really that great at increasing poke damage (which is Vel'koz's whole Schick) and instead is all about increasing a sudden amount of burst damage.
Since burst isn't the highest consideration, it's better to focus on other items that will add overall higher damage, like Liandrys.
I haven't tried it out of the practice tool yet but the theory is that you get speed, cdr, mana regen and ap from ardent; speed, cdr, high resistances and split pushing power from banner/zz-rot. Your allies also get to proc ardent through font of life with q/e/r.
You become unkillable to all-ins if you hit one e because of aftershock and aftershock now scales off of ap for some reason.
Your going to be building a support item that gives health and liandries that gives health so stockpiling resistances makes more sense than before. If aftershock is viable then zeke's harbinger makes sense as well as you can now bait in the middle of a fight. This all might not be viable though, I'd have to try it out in a normal.
I do think that Ascended is better than Watchers because, despite giving less damage and mana regen, it costs 300 less gold. Faster morelloes/liandrys!
I could actually see some value out of this build. You do get some team utility that is usually absent.
However, you will have to weigh these new gains against what you are losing.
Running Aftershock with Eye of the Ascended, Ardent Censer, Banner of Command, and possibly Redemption seems like a good combination of items for team utility. However, what would Vel'Koz offer by using this setup? What does he do that another champion in the support role wouldn't already be doing but better?
I am not saying the idea is bad since you have more team utility and some safety against ridiculous hard initiations and assassinations. Similar to his Tank Karthus guide, Vel'Koz lacks innate tankiness and would be really selfish to give up damage for survivability. And you also have to consider late game scaling where most carries get penetrations so tanks lose value.
One of AD's (as well as mine) most common phrases about Vel'Koz is that he can be unforgiving to play as and play against. This build path would require a lot of "Things to go right" and require almost flawless execution... which could also be said about the original build.
My final thoughts would be that there would be not enough rewards gained for other opportunities lost. I encourage you to read the author's reasonings to why he did not run similar rune and item builds on Orianna Support in that guide... and Orianna actually has built-in utility and more reliable CC.
TL;DR? Sounds okay, but very likely to not work out too well.