This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Know Agony (On-Hit)
-
Hit Your Mark (Lethality)
-
Nothing to Lose (Full Crit)
Recommended Items
Runes:
Spells:
Heal
Flash
Items
Ability Order
Living Vengeance (PASSIVE)
Varus Passive Ability
Threats & Synergies
Corki
He can blow you up. Make a point of poking him down from a distance frequently, or else he can all-in you and pretty reliably get a free summ or even a kill without committing much himself. He's relatively short ranged, but can 100-0 you in a way that Varus simply can't. Stick to your long-range poke heavy playstyle and focus him in fights.
Intro




Varus' best build in preseason still seems up for debate. For awhile it's been the lethality build, but recently the on-hit Fleet Footwork build has risen. I won't be switching which are the 1st and 2nd builds on my guide quite yet, but will be sure to once the season starts and a superior build begins to emerge. Till then, I've included both in my guide.
Pros
|
+ Good DPS due to on-hit/W stacks. + Great poke/chunking of squishies with Q (pen build). + Good peel with E and R + R good for 1v1ing + Good scaling (if you get peeled for in fights) + Great tank killer + R useful in fights |
Cons
|
+ Immobility is biggest glaring weakness + Q poke weak late (pen) + Can be hard to position in teamfights + Q less effective against tanks (pen) (still pretty good considering the state of tanks) + Can't chunk out enemies as well as crit ADCs like Tristana, Xayah, Caitlyn, etc. (crit/onhit) |
Pen Build:
This build is coming back a bit after the start of preseason. With the new runes, as well as with the decline of Ardent Censer supports, the poke based lane is stronger, which helps out champions like



Guinsoo's Build:
This on-hit, auto attack style of playing Varus first arose in patch 7.5, when Blade of the Ruined King was buffed. This build is similar to his build back then, but as the meta progressed, on-hit based ADCs like Varus and Kog'Maw started to build Guinsoo's Rageblade first item, and became a mid-game force. The first 3 items are mainly focused on bolstering his on-hit damage, with items such as Blade of the Ruined King, Wit's End, and Runaan's Hurricane.
Crit Build:
Worse overall than Guinsoo's build, but this build excels in chunking out targets (like a Tristana or Caitlyn). However, the key difference between Varus and these champions is that Varus is highly immobile, which gives him much less insurance on risky plays. Simply put, you have two options for crit build. Either take Essence Reaver first, followed by a Zeal item and Infinity Edge, or take Infinity Edge and 2 Zeal items instead.
Essence Reaver Build:
This build was prominent in the start of the season, when utility ADCs (aka ult-bots) like





The runes that I recommend are found in the overview at the top of the guide, but I'll explain them as well as other options here.
Primary Tree: Sorcery

This benefits your poke-based style. It can proc on either your Q, E or R, and the Q/E procs are very helpful in lane (E's slow makes the comet shot easier to land).

An alternative to Arcane Comet. It has a shorter cooldown than Comet and is harder (impossible) to dodge, but also does less damage. Given the longish cooldowns of your abilities, it's more efficient to take


This benefits your lane mana management a lot. Stacking your tear can take while, so this can keep you spamming your spells in lane to get an advantage.

This can be useful against a high AP bursty team or even an annoying AP harass support like



Meh. You build CDR anyway with





Grants movement speed as well as damage based on bonus movement speed. Movespeed is always useful of course, and the extra damage just adds to the benefit.

This rune is better on


This gives your poke a lot of extra oomph, very strong in lane. Deathfire used to be a popular keystone for lethality


This helps with your scaling, but I think

Secondary Tree: Precision

One of the best runes in Precision. After getting a kill or assist, you recover 15% of your missing health, which can be life saving both in lane or in fights. Recommended.

Upon a kill, assist, or level up, you recover all mana used in the last 5 seconds. It can be useful, but most of the time will probably seem like overkill. IMO


This synergizes well with Varus' passive. Alacrity gives you an attack speed buff on a kill or assist. With relatively low attack speed, lethality


This gives you a little bonus AD upon a takedown for 10 seconds, but more importantly, allows you to deal 10% more damage to targets below 40% health. This is a good way to surprise low health enemies with the damage from your poke. Recommended.
Crit or On-Hit Build:
Primary Tree: Precision

Fleet Footwork Varus has begun to emerge, being pioneered by a lot of pro Korean ADC players. It goes well with either enchanter or protector (mage or tank) supports, and helps Varus' low mobility and low sustainability in lane.

Overheal adds to your improved lane sustain. It's especially good with


Triumph is a great sustain rune. You recover 15% of your missing HP on takedowns, which is amazing for living through close teamfights. The 25 gold doesn't hurt, also.

Alacrity goes great with Varus' passive, [Living Vengeance]. When you get a kill or assist, your attack speed will be off the charts, setting up for the rest of the right or for tower or objective takes.

Grants lifesteal on takedowns. Your passive can act as a pseudo-Alacrity, so take this if you think Alacrity is overkill.

Cut Down synergizes with your identity as a tank killer. You already have plenty of on-hit with this build, and this rune only adds on to the tank shredding that the build brings.
Secondary Option: Domination

Good for lane sustain and helps boost your Overheal shield.

Great for improving your team's vision control, especially since ADCs generally ward less.

This passive buffs your attack speed by 20% for 3 seconds upon a minion kill, and by 40% for 6 seconds upon a champion kill. The minion aspect can be very useful in burning down towers, and the champion aspect can be useful in fights. For example, if you kill a carry early on, the increased attack speed can make it easier and faster to whittle down their front line.
Q:

Upon cast, you draw back your bow, and upon click, you fire. You gradually gain more damage the more you charge. This ability is excellent for harass and trading due to its high damage and range. However, it doesn't do a lot before your first back, so don't go spamming it at level 1 expecting huge damage. In trades, try to get stacks of W onto your target before proc-ing them with Q.
W:

Gives your auto-attacks bonus magic damage, as well as applies stacks of Blight to the target, stacking up to three times. The "blighted" target can then be damaged with a damaging ability to pop the stacks and deal extra damage. This allows you to trade very well. A nice combo to use in trades would be three autos to apply stacks of Blight, and then either a Piercing Arrow or a Hail of Arrows, depending on whether the target is running or not (Hail if they are, Piercing if they aren't). This can be used for normal trading, but if you want to execute an enemy, get the three stacks, use Chain of Corruption to lock them down, shoot a Q in, and if they're still alive, E to slow and auto to finish them off.
E:

This ability deals good AoE damage if maxed and also provides an AoE slow. It pops stacks of Blight, and also helps a lot with waveclear when combined with your Q. It can also help Varus kite and chase fairly well, but you should still be wary of overcommitting.
R:

This skillshot shoots some chains (that KINDA look like tentacles) at the enemy, which roots them, deals some damage, and applies 3 stacks of Blight. If other enemy champions are in the area, the spell can spread to them, considering they stick around. As you can imagine, this spell provides for great follow up. Since there are 3 new stacks of Blight, both Q and E can deal heft damage, while saving the other spell for even more follow up. Use this to quickly take down a priority target, or simply as a means of engage, chase, or escape. Get comfortable and familiar with its range.

You need to get a tear first back, in order to have enough mana to be useful. Don't upgrade it for a while though, as it takes longer to stack than someone like



Best boots on pen Varus. Lets you do Q damage more often. not much else to say.

Gives good mobility thanks to active, also some lethality and CDR. TLDR it makes your arrows start to hurt.

Good stats, also good for vision control. The other passive is also good if you can make use of it (extra damage+slow upon auto attacking after emerging from being unseen).

Used to be great on pen Varus, still can be useful. Takes a second to charge up but is essentially a get out of jail free card if you misposition in fights.

Take if you need hard armor pen, as in the enemy team has a Shen and Nasus. This item is especially good at helping to chunk tanks due to the Giant Slayer passive.

IMO better than Dominik's on Varus, since your arrows won't do that much to super tanks anyway.

Snag this puppy if you need both CDR and a way of staying alive in fights, especially against teams with AP assassins (or just AP hard carries in general). Can also be taken last.

The key element of this item is, of course, the Quicksilver Sash component, which pretty much denies enemy attempts to lock you down with CC. It also gives great lifesteal and damage.
On-Hit:

This has moved to first item on on-hit builds like



Gives you DPS and movespeed. Simple enough.

Auto attacks on enemy champions increase your MR and drain theirs, making your on-hit autos all the more powerful and also making you safer. A fine addition to any collection.

The ultimate jack-of-all-trades ADC item. Gives AD, lifesteal, attack speed, self peel, and on-hit damage. Gives you a reliable early game, and a good platform to jump off of to reach the 50% crit power spike in the mid game.

Spreads your damage around well, useful for waveclear, useful in teamfights. You also have great attack speed at this point.

This crit steroid brings your DPS to the next level. Increases crit damage as well as crit chance, all bundled with a nice 70 AD.

Keeps you healthy in fights and when pushing or sieging. Also gives good AD.
mercurual scimitar Mercurial Scimitar
Gives decent enough MR, and AD, and lifesteal, but the crucial component is the QSS active. It lets you escape hard CC, so time it well.

Take if you wanna shred armor stacking tanks/bruisers that you couldn't otherwise kill.

Take against healing champs like Vlad/Soraka/Darius/Maokai.

Take against burst mages like Ahri/Viktor/Vlad, or even more DPS based ones that can take you by surprise, like Cassio.

Taken rarely, make sure your team can save you while you're in the process of coming back to life.

Increases DPS in fights a lot, also increases mobility a bit (can walk through minions/monsters/champs if close to enemy champs.
The Pre-6 Combo:
Move Orders:
3 W Autos -> Q -> E -> Autos
OR
3 W Autos -> E -> Q -> Autos
These 2 sets of moves are mainly used in lane trading, which you should almost always win, given sufficient mana. The first set (ending in an E) should be used if the enemy laner is already low and you're looking for a kill, hence the late slow for follow up. The second can just be used to harass and chunk, due to it going straight from the E to the Q, since the slow from the E can help you land the Q from a safer distance.
The Ulti Engage Combo
Move Order:
R -> Q -> 3 W Autos -> E -> Autos/BORK active
Basically, you use this combo to take out a priority target at the start of a teamfight or objective (one that you caught out) or as a means to winning a 1v1. Before you use this combo, be sure that your damage is sufficient, as it is very mana hungry and also burns your very useful ultimate. The ulti as the first move not only prevents enemy escape, but also applied 3 stacks of Blight, which allows for a high damege Q immediately after. If their summs are up, don't hesitate to E early if you think it'll help you secure the kill (due to the slow).
The Donezo Combo
Move Order:
Poke with Q -> E -> As many W autos as you can (up to 3) -> Q or E -> R -> Q
This is a situational combo, so only take this if you see an opportunity. If you see an enemy get particularly low due to your or your team's poke, start aggressing more on it. E so you can get in auto range, and pop the stacks with Q. Then if you really think you can finish them off, you can ulti for 3 more stacks and fire off a Q when it comes up for a heap of damage. Due to the high damage of this combo over a long period of time, it's good for taking down tanks.





















You must be logged in to comment. Please login or register.