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Ability Order
Living Vengeance (PASSIVE)
Varus Passive Ability
Introduction



Leave a comment on what you think of the guide and any suggestions you may have!
- Greater Mark of Desolation Armor Pen is very important on
Varus. He deals enough damage early game that the AD marks don't do to much but the armor pen is very important mid to late game.
Greater Seal of Attack Speed I personally like to do Attack Speed seals because they give a reasonable amount of attack speed at the start of the game and this makes it much easier to outfarm you counter-laner
Greater Glyph of Magic Resist As I mentioned several times,
Varus is squishy, and extremely so against mages. I like to go with the MR so that going mid is a perfectly viable option, and so that if you are bot and get ganked by mid you have a higher chance of survival.
Greater Quintessence of Attack Damage I do like to get AD quints just for that little bit of extra damage again for early game farming and harras.

Flash is great for escaping or catching up to an opponent to finish them off. I highly recommend this on any champ.

Ignite in my opinion is required for AD carries. I know a lot of people say AD carries should use heal but I find the true damage of ignite and the 50% of healing to be too powerful to replace. It is great to finish people off or stop the healing on players such as that blasted AP


Heal is used on almost every AD carry right now and for obvious reasons. It helps combat their squishyness in fights and can be used to trick your enemy into engaging when you still have a pocket heal

Exhuast is great for shutting down the other AD carry greatly reducing their movement speed and damage output. It can also make it easier to catch up to a running champ for the finishing blow.

Ghost is great escaping the fight or catching up to an escaping enemy to finish them off.

Surge would actually be a great spell for this hybrid varus, but I have never actually tried it. The increased attack speed and ability power would make him even more threatening in a team fight and this could be a very dangerous spell.







This passive makes it so easy to farm as your attack speed increases as you farm. Works great with


This move is great for harassing. It does not take to much mana and has the largest range in the game I believe. The damage increases the longer you hold the spell as well as the range increasing. It scales off your AD and the most important part of this ability is that it activates your blight and can do massive damage.

This ability is the main reason why I suggest a hybrid



This ability is probably the least useful or


This ult is an absolute fight changer. It will stun the enemy for two seconds rendering them completely useless and then it spreads to nearby champs. But the key here is that it stacks off ability power by 100%. This is where the Hybrid build really comes into play. Your ability power from this build will be near 250 when you have all of the












After getting those core items there are several ways to go.
One thing I recommend is that from here on out you build mostly AD and I would suggest either a
Bloodthirster or and
Infinity Edge. here are some options for the rest of your build
You could get a combination of
Phantom Dancer,
Bloodthirster, and
Infinity Edge for more attack speed, crit strike, attack damage, and lifesteal. I would recommend this if you are very fed or if you are not having a problem staying alive in team fights.
You could also continue the hybrid build with
Trinity Force instead of
Phantom Dancer. The passive effects on this item work well on
Varus and this adds movement speed as well.
If you are getting torn apart in team fight you could get a
Frozen Mallet which will not only provide some health but also slow the opponents.
Any of these options would work and to be honest I don't get to try them to often because the other team often surrenders before I can get this far into the build.
One thing I recommend is that from here on out you build mostly AD and I would suggest either a


You could get a combination of



You could also continue the hybrid build with



If you are getting torn apart in team fight you could get a

Any of these options would work and to be honest I don't get to try them to often because the other team often surrenders before I can get this far into the build.
FARMING
As the carry your most important job is to farm. This is extremely easy with


Lane Fights
I would not suggest engaging a lane fight until at least lvl 4 when you have all of your abilities unlocked and that second level in



From there continue to farm while their carry is down and try to get some damage on that turret. Always always always be farming though.
In team fights your job is simple. Stay alive and kill their AD carry or their most fed squishy. If all went well in your lane this should not be the AD carry as you should have set him back all game long. In that case target their AP carry or other casters and take them down from the back. When you feel it is a good time to immobilize them use your
Chain of Corruption. A good time would be during one of your other team mates ults if they have an AOE ult like
Ryze and other champs.
Just remember if you die but take out one of their carries then you did your job in the fight and try to realize that you will be targeted, and there is nothing you can do about it.


Just remember if you die but take out one of their carries then you did your job in the fight and try to realize that you will be targeted, and there is nothing you can do about it.
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