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Spells:
Ignite
Flash
Ability Order
Phenomenal Evil Power (PASSIVE)
Veigar Passive Ability
Introduction
As Veigar is a burst champion, 21-0-9 is optimum for his damage output. the 9 in utility tree would allow stronger lane sustain ( Through bonus mana/lvl and mp5) as well as a tiny spellvamp. I put one point into the spellvamp mastery as even though it's only 1%, baleful strike is a single-target nuke which gives it full spellvamp. Over time, it would heal me for alot, allowing me to stay in lane for a longer period of time.
Rune pages are highly varied from different people. I like to go 9
Greater Mark of Magic Penetration because these, combined with your masteries, would deal nearly true damage to champions early game. 3
Greater Quintessence of Ability Power just for that little early game 'oomph' and easier farming with
Baleful Strike. I take AP/lvl blues and yellows as Veigar don't need too much AP early game; rather, he's a late game nuker.
Even though I sacrificed a lot of utility (mp5, movespeed,), this would allow a higher damage output.
Runes
Rune pages are highly varied from different people. I like to go 9



Even though I sacrificed a lot of utility (mp5, movespeed,), this would allow a higher damage output.
There are other rune pages and masteries which I would recommend.
Variation 1:
changing
Greater Mark of Magic Penetration to greater mark of knowledge, followed by changing
Sorcerer's Shoes to
Ionian Boots of Lucidity. This would give you more AP at level 18, as well as a sweet 15% Cooldown reduction. However, this means sacrificing 30Mpen, which would be offset by buying
Void Staff as soon as possible. This way, there would be no flat mpen to reduce the value obtained from %mpen. more CDR means also means more
Baleful Strike per second.
Other changes:
Change
Greater Quintessence of Ability Power to
Greater Quintessence of Movement Speed and/or changing the 3 points in
Meditation
to
Swiftness
. This would be good if you're against long-ranged pokey champions like
Ahri or
Brand, where you need the mobility to dodge their skills. Or if you're against high mobility champions like
Katarina to be able to chase up. Or just for that extra few movement speed to ensure
Event Horizon lands.
Variation 1:
changing





Other changes:
Change








This section is about Summoner Spells that should or should not be taken with Veigar and why.
Flash Flash - Your free get out of jail card. It has countless possibilities for Veigar. Enemy too far? Just flash over and stun-kill them. Enemy's hot on your tail? Just flash over a wall and laugh as they walk a big round around it. It is (in my opinion) a must pick.
Ignite Ignite - A pretty neat summoner spell, the only one dealing damage to champions. True damage. Just a 'lil nuke for early game to ensure the first blood. Another very fine pick
These two are what I would almost always pick on a Veigar.
Teleport Teleport - Casting this on a friendly creep/turret/ward would teleport you there in 4 seconds. Quite a neat skill, useful in quite a lot of situations. Allow you to teleport to other lane to snagged a kill or two every few minutes; allow you to recall back to base, grab some items, and be back before your opponent even knew you were gone.
Heal Heal - A rather popular pick on many squishies after the buff. Quite sweet, giving you that few more HP which might save your butt. Not really recommended as Veigar isn't meant to tank a lot of damage.
Clarity Clarity - Heals some Mana. Would not really recommend this skill unless you are really horrid at managing mana (face-rolling on your keyboard 24/7 to ensure that all your skills are casted once cooldowned), otherwise his passive and the meki pendant would be more than enough.
Pretty much everything else.
Good Picks


These two are what I would almost always pick on a Veigar.
Decent Picks



Avoid
Pretty much everything else.
I will be explaining my choice of item here.
Start off with
Meki Pendant and 2
Health Potion. Some may prefer to go
Boots and 3
Health Potion, but I highly recommend the former for a very nice amount of mana regeneration. Pre-6, pretty much play passively and keep farming your
Baleful Strike for a decent amount of AP bonus late game. Be sure to retain about 200~300 mana in case your jungler wants a gank, so you could drop your
Event Horizon and
Dark Matter and poke with
Baleful Strike.
On the first recall, optimally you would be able to upgrade your
Meki Pendant into a
Tear of the Goddess, grab a
Boots and a kage's lucky pick.
Tear of the Goddess is quite an underrated item on Veigar; it gives a huge amount of bonus mana (from its unique passive) and more mana regen. Remember, more mana = more mana regen from passive. Constant farming of
Baleful Strike would help to charge it pretty fast as well. Kage's lucky pick is grabbed early for it's gp10 function, getting it early would help to pay off its cost.
Basically, you would want to continuously farm your
Baleful Strike whenever possible. Nearing level 6, you might want to start poking your opponent, bringing them to about 30%~40%. Once you hit level 6, combo them and dump your ulti and you should be able to net a kill. Once over level 6, try and gank whenever possible as it gives about 3~5ap per champion killed, not including gold bonus, exp bonus, and farm denial. When you can't gank, don't stupidly rot in a brush. Rather, go back to your lane and farm your
Baleful Strike like no tomorrow.
You should rush a
Deathfire Grasp and complete your
Sorcerer's Shoes.
Deathfire Grasp is a nice nuke addition to your combo; the damage it deals (if the opponent is full hp) can be somewhat around the damage your ulti deals.
Sorcerer's Shoes is next as the movement speed bonus ensures that those fast-running balless opponents do not outrun you, and 20mpen would just helps you to get closer to dealing true damage.
By now, you should have a decent amount of AP, approx. 100++ . You should be going around more frequently to net kills. With
Deathfire Grasp, place it at the first slot. now your combo should be E-W-1-Q-R (ensure that 1 lands before W to have maximum damage). You should be able to 1 shot any squishes without trouble. From all the gold you get from nuking people's *** and creeps, you should rush out your
Rabadon's Deathcap, 140AP and 30% of your total AP is just a lot. with 100AP from your Q, it gives nearly 300AP in total. At this point in time, you should rake up to about 500~600AP in total. Here is where you decide;
Lich Bane or
Archangel's Staff? if your
Tear of the Goddess's charge is less than 800, i highly recommend you going for
Lich Bane first. With
Lich Bane, your AP should approach 700 (maybe even 800!). This means in addition to your combo, you can auto-attack once at the end of the combo to deal extra 800 damage. How neat is that?
Another trick of
Lich Bane is that it helps you to push like a maniac. as it can proc against towers, each spell cast followed by an autoattack on the tower would allow you to deal ~800dmg every 2 second, a very very strong backdooring tool.
When the opponent starts stacking Magic Resistance (MR), you can consider getting a
Void Staff or
Abyssal Mask. but the question is,
Void Staff OR
Abyssal Mask ? A little bit of quick calculation would be needed. Since there's 30 magic penetration from your boots and runes, you have to consider how much MR your opponent would have. the rule of magic resistance is this: Flat MR reduction > % MR reduction > Flat Mpen > % Mpen . In other words, if the opponent have 100 MR, and you opt for
Void Staff, it will be 0.4*(100-30) Mpen, which is 28mpen. this will leave your opponent with 42 mpen. however, if you go for
Abyssal Mask, it would be 100-20-30 Mr, which is 50 mr left for your opponent. But
Abyssal Mask is an aura, which would benefit your team greatly if there's more AP carry other than you.
By now, when the opponent haven't surrendered or lost yet, finish up your built with
Archangel's Staff for that insane mana to AP bonus. Your final could be anything. Getting focused? Up a Zhongya's hourglass. want to backdoor quickly? Up a
Warmog's Armor just for that extra luls and 1350 HP. by now your damage should be so high, it doesn't really matter what you build anymore.
Start off with








On the first recall, optimally you would be able to upgrade your





Basically, you would want to continuously farm your


You should rush a




By now, you should have a decent amount of AP, approx. 100++ . You should be going around more frequently to net kills. With







Another trick of

When the opponent starts stacking Magic Resistance (MR), you can consider getting a







By now, when the opponent haven't surrendered or lost yet, finish up your built with


This section is dedicated to this item.
This item,
Mejai's Soulstealer, is highly situational. Owning the opponent so badly until
Baleful Strike and
Dark Matter is enough to kill their tank? By all means go and grab
Mejai's Soulstealer and snowball like nobody's business! It has the most AP bonus for a item, for the low low price of 1200gold. It gives (when fully stacked) 180AP.
On the other hand, if you're dumping
Primordial Burst at your opponent's AP carry and it doesn't even tickle him, I highly suggest you do not grab
Mejai's Soulstealer as it would be a TAD bit harder to stack it (:
This item,




On the other hand, if you're dumping


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