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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Living Vengeance (PASSIVE)
Varus Passive Ability
Introduction; Why Mage Varus?
Hello, everyone, I'm OTGBionicArm, and this guide is about an unorthodox, but very deadly kind of mage,


Recently,




With 500 AP, he can trigger 3 blight stacks for 45% of the enemies health in magic damage. That's insane. This build is focused on burst damage, but can dish out some decent consistent magical DPS.
This guide will cover everything you need to know about playing


- Banners for each section, as well as pictures for the ability explanations.
- Videos of me playing Mage
Varus.
- Specific mid lane enemy summaries.


Pros:
+

+ Amazing scaling, with 500 AP, triggering three stacks of

+



+ Hardcore punishes teams comps that are made of mostly melee champions.




+ With smart auto attacking, he can nuke multiple targets hard. Hit them all 3 times and cast







Cons:
- His lack of mobility still gets him killed if not properly protected by a tank.

-



- Reliant on auto attacks and skill shots to cause his burst, meaning he can get caught and punished for auto attacking, or he loses his burst if he misses a skill shot. He also gets countered by effects such as


- Cool downs are rather long without Blue Buff early game.
- Higher range mages like


When should you play Mage




As I predict some people will be thinking something along the lines of "OTG, you crazy,


Well, I'm about to drop some cold hard knowledge on you;

Burst Mage Check list:
- Does he have a high magic damage damage nuke? Check.
Spoiler: Click to view
- Does he have excellent Crowd Control? Check.
Spoiler: Click to view
- Does he have better than average range? Sort of.
Spoiler: Click to view
- Is he worthless after his his abilities are on cool down like
Veigar? Absolutely not.
Spoiler: Click to view
- Does he have good match ups in mid lane? For the most part.
Spoiler: Click to view
If you're still not convinced, why don't you try it out before judging it, please. :D
Plus let's be honest, the concept a guy firing magic damage nukes from his corrupted bow is epic.



For my masteries, I use a standard mage page, with a slight twist. This is designed to amplify

Offensive Masteries:
- Tier 1:
Summoner's Wrath is taken to gain 5 AP and AD when
Ignite is on cool down. As
Varus does have to auto attack to deal his damage, the 5 AD is more helpful to him than other mages. For a similar reason, 3 points are put into
Brute Force , which helps
Varus's last hitting on minions.
- Tier 2: 4 Points are put into
Sorcery to help with
Varus's long cooldowns. 3 points are put into
Alacrity to boost his attack speed, as
Varus is a rare breed of mage, a mage who's damage scales off attack speed to a degree.
- Tier 3: A point is put into
Arcane Knowledge to do a bit more damage with
Blighted Quiver and
Chain of Corruption. With a
Void Staff you'll be ignoring a lot of magic resistance.
- Tier 4: 4 points on
Blast is taken for better AP scaling as the game goes on alongside your
Greater Glyph of Scaling Ability Power.
- Tier 5: 4 points are put into
Archmage to increase your total AP by 5%. With
Rabadon's Deathcap that's quite a bit of AP, come end game.
- Tier 6:
Executioner is taken to pulverize low health targets and secure kills easier.

Utility Masteries:
- Tier 1: 3 points are put into
Expanded Mind to get more mana per level to keep using spells. A point is taken in
Summoner's Insight because
Flash is essential to
Varus's well being. Having it up more often can be a life saver.
- Tier 2: We put 4 points into
Swiftness for the same reason we use
Summoner's Resolve ; to help alleviate
Varus's mobility issues.
- Tier 3:
Runic Affinity helps
Varus maintain Blue Buff for longer periods of time, which is essential for his early game CDR.


Core Runes:
Greater Quintessence of Ability Power: These runes are standard on AP carries, and
Varus is no exception. Having an early pool of AP helps a lot with last hitting with
Blighted Quiver as well as harassing with it.
Greater Mark of Magic Penetration: These marks help you to deal with early game magic resistance. They should hold you off on magic pen until you get your
Sorcerer's Shoes or
Void Staff. These still hold up mid to late game against carries who rarely ever build magic resistance to shred them faster.
Greater Seal of Attack Speed: Unlike any other mage,
Varus's damage output still scales off attack speed. The faster you can get stacks of
Blighted Quiver to trigger them, the better.
Greater Glyph of Scaling Ability Power: These runes help
Varus scale better as the game progresses. They also help for the accumulative bonus from
Rabadon's Deathcap and
Archmage .


Recommended Summoner Spells:











Other Viable Spells:


Über escape. Take this in conjunction with




This spell is great for when you're forced to leave lane early for some reason. It's also very useful to set up ambush ganks by



Actually pretty damn good on Mage











On minion kill, Varus gains 20% attack speed for 3 seconds.
This passive helps




(Second Cast): Varus fires, dealing physical damage, reduced by 15% per enemy hit (minimum 33%).
While preparing to shoot, Varus cannot autoattack or use abilities, and his movement speed is slowed by 20%. After 4 seconds, Piercing Arrow fails but refunds half its mana cost.
This ability is ONLY good for triggering






Varus' other abilities detonate Blight, dealing magic damage equal to a percentage of the target's maximum health per stack. This damage is capped against monsters.
This is your farming tool. This is your nuke. This is Mage




Desecrated Ground reduces healing effects by 50% and slows enemy movement speed.
This ability is your main trigger for





The corruption then spreads towards nearby uninfected enemy champions, applying the same damage and immobilize if it reaches them after 2 seconds. The corruption will continue to spread until there are no further unaffected targets in range.
This move is amazing as AD









Maxing






Farming Combos:
The Quick Desecration


Use this combo when you are trying to push out a lane quickly or are trying to shove your lane to their turret so you can roam or get Blue Buff.
Hail of Death



Kill a minion to activate



Laning Phase/Single Target Combos:
The Blighted Repeater




The standard lane harassment combo. Use it when they go for last hits on minions. Kill a minion first to stack

Facing Oblivion



This combo should be used to demonstrate to the enemy that "this is




No Forgiveness




This is the kill combo. You can also lead with





Team Fight Combos
Retribution





Slow the enemies down and get your






No Salvation






This combo is to ensure that no one escapes the corruption by laying down




Starting Items:


The single best starting items in the game for mid lane.



Early Game:
Kage's Lucky Pick
This item is a cheap source of early AP, as well as making you generate gold a bit faster until you turn it into


These boots will make you eat through early magic resist items, and hold you over until you can get a



This should be built early to help




This item should be built before or after


Mid Game (Core Items):

This is a defensive pick against your enemy mage, that also serves as an offense booster. This will help mitigate the damage they deal while adding a nice added damage bonus on your auto attacks. Your builds magic penetration helps this item a lot as well. This item or one of it's replacements is key to stacking


Absolutely mandatory on all AP carries,



Dat burst. Holy s***. This item is core for 2 reasons. 1, The active effect is broken and core on every burst mage (





Late Game:

By now, the enemy team has probably realized you do a metric f*** ton of damage and started building magic resistance. This item is mandatory when they do this so that you can continue doing what you do best, bursting the socks off people.

This item I feel is necessary to address




Situational Items:
Replacements for


These should be built over




You should sell your



Replacements for


This item doesn't give any MR, but it adds a bit more damage on your auto attacks as well as shredding the targets Magic Resistance. This should be used when your team is mostly magic damage, or to shred carries with low magic resistance harder, in conjunction with


This is a more offensive pick. At this point people will just call you hybrid



Replacements for


Use this when you absolutely have to be more mobile, or against heavy magic damage teams. Defensively this item offers some magic resistance and movement speed, things




Only build if you're very far ahead early game and you feel like you can keep the streak going. Got 3 early kills? Build a


Replacements for


This item should be built against teams where multiple enemies have some magic resistance, or multiple people on your team are magic damage in nature. In conjunction with


Replacements for


This item should be built if you are hardcore being focused late game. It will drop the pressure off you when they "kill you" and they'll have wasted time doing so, time your team has to possibly kill them back.

This is the best defensive item to use against "poke comps" or teams with a lot of magic damage. It gives you a shield every 45 seconds that will block a single incoming spell, which can be a life saver. However, sometimes it will get popped on something not so terrifying and not be up when the real threatening spell hits you...

Items to Avoid:

It can be a decent item for hybrid



While it does make you bulkier, and gives decent AP, the main point of this item is it's passive that causes slows from spells, which does NOT proc on




Sucks.



You already have a healing debuff with


Takes waaaaaay too long to be useful for



The spell vamp on both these items is wasted as the only spell that procs them is




One major thing you really need to be aware of, more so with



In order of importance to you, the mid laner:
- Blue: These wards to spot enemy junglers or top/bottom laners coming into the side brush to gank you. Mid is ganked often, so you need to defend yourself with wards.
Varus has no escapes without his ultimate and
Flash.
- Yellow: These are to protect your jungler from counter jungling, as well as protecting your precious Blue Buff. Ideally though, your jungler should be warding his jungle if he's getting counter-jungled.
- Red: These wards are to monitor the objectives; Dragon and Baron Nashor. You shouldn't have to ward these early, and your jungler and support should be warding them, but if you have a ward, and they aren't warded, throw one down.
- Orange: Of least concern. These are wards for counter-jungling, and if your jungler wants to do that, that's pretty much up to him to ward it. As an AP carry you can't afford to be caught by the enemy jungler and mauled because you wanted to place a ward in their territory.
Don't be greedy with your gold. Got like 200 gold left when you back? Buy wards. Don't even question it, just do it. Always spend spare gold on wards when you back. Help your team ward. Save lives. Win game.


Early Game:



Make sure you dodge any skill shots thrown at you, if you can, and if they manage to hit you, hit them back.
Even at rank 1


Also, you should attempt to keep your minions near the center of the lane.

Without proper warding,



Early to Mid Game:


But around this time you should be looking to get kills.


If you're doing well, and you've killed your laner, shove the lane to their turret and start roaming to other lanes. If either you or an ally gets a kill out of a gank, you're that much more ahead.
Around this time is also when the first towers will fall, and if an enemy tower falls, that enemy will start roaming and helping other lanes, be aware of this so you don't get caught and killed.

Mid to Late Game:
By now you should have your




Most of the outer turrets will have been destroyed and most team fights will be 5v5. Just use your

You should be roaming around with your team and gathering objectives (Dragon, and possibly Baron Nashor, if your team feels confident doing it early, and turrets.) Just remember to stay behind the relative safety of your teams tanks and bruisers, and watch out for assassins that may attack you suddenly from a brush if you are alone.
If you don't have your core items by now; keep farming as much as you can!

Late Game
By now, you should have your first 5 items done. If you're doing well enough, you will be targeted first or second, and without proper positioning or proper tanks and bruisers protecting you, you WILL be insta-gibbed. Build a

This is the stage of the game where teams will commonly "force" fights near Baron Nashor, either to take the buff, or to hopefully win a team fight and end the game.
Make sure at this point you are helping your team keep Baron Nashor and Dragon secure with Sight Wards and


Only buy this if you are doing well and aren't dying much. Buying it and dying with it is massive waste of gold.
If your team coordinates well and follows up with the window of immobilization from your ultimate, team fights should be easy and you'll ace them. If they insta-gib you, you'll probably lose. Be aware of that because if one team gets aced, it can easily be GG.

My scale on how difficult each enemy is goes as follows:
- EASY: These champions are either too easy for
Varus to harass, or they fall easily in team fights due to the nature of
Varus's kit. Generally,
Varus counters these champions.
- CHALLENGING: These champions are a skill match-up for
Varus. The players skill behind each champion will ultimately decide a win or a loss. Jungler presence on each time can also be a factor in who wins the lane.
- HARD: These champions counter
Varus and he should not even be used against them. If he has to lane against them, he will require a watchful eye and helpful hand of a jungler at his lane often, or a lane swap with a champion who can properly deal with them.

AHRI, THE FURRY'S WET DREAM

Difficulty: CHALLENGING






Summary:
- Dodge
Ahri's
Orb of Deception and
Charm. Keep distance when she has
Fox-Fire up.
- Use
Hail of Arrows to lower the effectiveness of her
Essence Theft when her orb turns green.
- Do not let
Ahri roam the map. Call MIA on her immediately.
- In team fights, focus on not letting her move very far with
Chain of Corruption and
Hail of Arrows.

AKALI, THE DUNKING FIST OF SHADOW

Difficulty: HARD






Summary:
- Take every chance you can to harass or kill her before level 6, with the help of your jungler.
- Buy a
Vision Ward for your lane.
- After level 6, freeze the lane and farm under the turret, call MIA on her immediately if she leaves.
- Focus her in team fights, make sure someone has
Oracle's Elixir.

ANIVIA, THE ICE CHICKEN

Difficulty: CHALLENGING






Summary:
- Deny the enemy team of "her" Blue Buff.
- Do not over commit to killing her without your junglers help, or
Rebirth being on cool down.
- Dodge
Flash Frost and avoid standing in
Glacial Storm to avoid being
Frostbite spiked.
- Focus her and kill her egg as fast as possible in team fights. The faster it is done, the less time she wastes for you.
- Do not engage her team in the jungle.

ANNIE, THE DARK ANNOYANCE

Difficulty: CHALLENGING






Summary:
- Avoid
Annie when she has
Pyromania active.
- Tell your team to stay spread out in team fights.
- Punish her for getting out of position to cast a spell with
Chain of Corruption.


Thank you for reading my guide about Mage

If you liked my guide, shoot me a comment! If you have a problem with something, please comment me first before voting, please! :D
Cheers,
~OTGBionicArm

Change Log:



For teaching me how to make a guide, as well as providing line dividers and other images, I'd like to thank jhoijhoi! You can see her awesome guide about making a guide here.
For allowing me to use his guide as a reference of layout, I'd like to thank BlackiceT!
For helping me test my build and theory craft as well as an alternative build set up, I'd like to thank albableat!
For giving me some constructive criticism, I'd like to thank RosePhoenix!

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