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Veigar Build Guide by Sq_09

Middle Spellbook Veigar | +versatility | WIP!

Middle Spellbook Veigar | +versatility | WIP!

Updated on March 25, 2020
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League of Legends Build Guide Author Sq_09 Build Guide By Sq_09 10 1 22,512 Views 0 Comments
10 1 22,512 Views 0 Comments League of Legends Build Guide Author Sq_09 Veigar Build Guide By Sq_09 Updated on March 25, 2020
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Runes: main Sorcery

1 2 3 4 5 6 7 8
Inspiration
Unsealed Spellbook
Perfect Timing
Biscuit Delivery
Cosmic Insight

Sorcery
Manaflow Band
Gathering Storm
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2 3 4
Teleport
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Champion Build Guide

Spellbook Veigar | +versatility | WIP!

By Sq_09
Hey, it's me!

Heyo,


I'm Sq_09 and im a casual LoL player.


Ok soo ... noramally I do fun/troll builds and stuff, but I recently tried this and thought I should make an actual guide to this because it is really fun imo. So I did it ... duh. This is also gonna be a different guide, since I'm not gonna go over how to play veigar, but rather over the differences to other veigar builds. With that said ... Spellbook Veigar
WIP!
There is more to come. Just wanted to get this guide out ASAP, since I was sick the 2 days after I announced doing it.

Chapters Coming:
- Rune-Choices
- How to stack
- Matchups (maybe)
- conclusion or sth
- prolly more ...
Why Spellbook?

What does Spellbook do for Veigar?


The keystone Unsealed Spellbook grants it's user more versatility and utility at the cost of other keystones' extra damage. You can situationally swap summoner spells depending o nthe situation which can be very strong. You are however forced to take all three inspiration slots as runes, which can be an up- or downside depending on your view. The Inspiration focus grants more or less situational utility, which can be very strong. It does however lack the flat stats, sustain and damage, which can significantly weaken some champions.

Veigar is a champion with very high damage and oneshot potential. His Event Horizon provides him with annoying CC and let's him hit his high damage combos. He's all about damage. So why give up on that damage to gain more utility? Well truth is: Veigar doesn't need the extra damage from keystones like Arcane Comet or Electrocute. These runes just make either his poke or his early combo-damage more oppressive and don't help with his later damage too much. His main source of Ap-stats is his passive. Veigar is able to gain very high amounts of AP just through his passive alone. He really doesn't need the extra Electrocute-damage later in the game and he can still survive early and be effective without it.

Unsealed Spellbook also adds a lot of concistency to your stacks and cs, since you have acces to an early Teleport, without actually choosing it in champ-select. Spellbook can really help against harder matchups, since you can have multiple defensive summoners in a game without giving up Flash. With this build you choose your summoners depending on earlygame, since you are gonna have other summoners available way more frequently.

When should you pick Spellbook veigar over the other options?



Problems poking:


If the enemy laner can easily punish you for an attempt to poke, you can play this more farm heavy build to compensate for not being able to poke well. If they can straight up bully you out of lane even if you're not trying to go for pokes, then you should consider a damage-rune (like Electrocute) so you can give up on some early stacks while maintaining damage.


Versatility needed:


If your team lacks waveclear, peel, a Teleport or more, this is the perfect opportunity to pick Unsealed Spellbook as your main keystone, since you provide just that. Your insane versatility grants you better map-control, peel and self-peel, objective control, the list goes on. The longer the game, the more frequently your spellbook will be up. In lategame you have a cooldown of 120 seconds (assuming it's fully reduced) on your spellbook, which means, that you can choose your summoners very frequently and adapt to certain situations/fights better.


Learning Spellbook and fun:


My first champion and overall experience with Unsealed Spellbook was Twisted Fate and I really enjoyed it (and still do). Playing with spellbook has also taught me more about the game, for example the importance of summoners and how to use them correctly. Using Spellbook also requires you to think about your role in the team as well as your strengths and weaknesses and how to adapt to situations. It really improved my gameplay and I actually learned a lot.
Also Spellbook is just really fun to play. I mean ... which rune lets you steal drake as a midlaner or coordinate a 2000 damage smite?
How/When to use summoners (and which to actually choose)
You really don't want Flash as a Spellbook-option, since you need it way earlier and more frequently than you would get it from Unsealed Spellbook. You always want Flash selected in champ select, especially with spellbook, since you don't really miss out on other summoners, if you were to not choose it.

Picking Teleport can help with annoying matchups and makes your farming and passive-stacking way more consistent. (Main summonner for this build imo.) It doesn't take away much utility, since you can still situationally swap summoners at minute 6, and provides you with a more consistent earlygame and more versatility later. Swapping it if you don't have it can also be the deciding factor in many situations. (So what I wanna say is that TP is strong as fork and you should always consider it)

Ignite is a very agressive summoner. It's best used to secure early kills, or shut down fed lifesteal champions. These are also the reasons to choose/swap ignite in a game. If you are confident in your (or your jungler's) ability to get an early kill, you can pick ignite, since it uppers your kill pressure. If you are going into a 3v1 with a 5/0 Renekton, I would recommend swapping ignite (if you didn't select it) to reduce his healing and make him killable in the first place.

If the enemy laner has high kill pressure in lane (e.g. Zed), you might wanna choose Barrier over an agressive Ignite, since having barrier up takes away a lot of their kill pressure all by itself. It can also save you from wasting your Flash. You can swap it if you are lower on health, but wanna stay, or if you are at a high risk of getting dove in teamfights.

If you verse someone with very dangerous hard-cc (e.g. Zoe, Morgana), you mignt want to choose Cleanse since it can really save you from a lot of damage (or just immediate death lol). Getting caught by something like Dark Binding is really scary. If you are expecting to get hit by something like this. Or if you have shown to easily be picked up in teamfights by being CCed, swap Cleanse preemtively to save your ***.

You can select Exhaust, if they have very annoying and snowbally assassins (like for example Zed or Rengar). It helps negate burst, but also finishing off enemies with the slow. You can swap this in if you are expecting a fight or forcing a 2v1 (for example) by roaming. You can also swap this to peel for your adc in later teamfights.

If you are expecting early ganks and counterganks, you have the option to select Heal. It can help vs towerdives and you are almost always gonna win counterganks. You can swap it in to also gain the same benefits. If you are expecting a 2v2 in midlane prepare by swapping a summoner like for example Heal. You can also swap it to peel or help a low-health ally survive in a fight or siege. It is actually a fairly decent spell on Veigar-mid by itself.

You don't wanna select Smite, since it's just not a summoner for laners. For upcoming objective-fights you can very well pick this up. Having an additional Smite allows your jungler to play more agressively and risk dying or to use a smite in combat. It can also negate a potential level-disadvantage.

Veigar sadly can't really utilize Ghost as well as other champions can. You don't really wanna choose it in champ select, since it just doesn't do enough for you. You can swap in in the early- to midgame, if you want to roam but your sidelane lacks burst or cc, so you need to chase, or if you need to kite away from a fed Mordekaiser and dodge his ********.

Clarity is a very weird case. You can't choose it in champ-select, because it's only available on howling abyss, but you can choose it with spellbook, in which case it is almost always useless. Unless your team is very mana-heavy and you need to stay to siege or for an upcoming objective, you don't want to use this spell.
Itemization

Starting Items:


Doran's Ring is almost always the way to go on non-supp- Veigar, since it provides you with all of the important mage starter stats. Doran's Blade is just straight trolling and Doran's Shield can be used if you want to, but it really weakens Veigar in a lot of points. In 99% of all cases you are just better off choosing ring.

Corrupting Potion basically gives you some more lane-sustain, than Doran's Ring at the cost of damage and health stats. It can help in very hard poke-matchups, where you need a lot of sustain, but it slows down your stacking.

Early Items/Firstback:


Your ideal first back is just a Lost Chapter. It provides you with the necessary lane-sustain in terms of mana and builds into your core-item. You basically get all important stats, you need for a fluid laning phase (just like Doran's Ring).

If you have enough extra gold, if the enemy laner will arrive in lane first, or if you just want the comfort-MS, you should buy Boots, since it's just overall a solid item. It can help securing kills, escaping death and moving around the map faster. It also sits at a comfortably low price, which makes it ideal to buy if you have extra gold to spend.

Instead of buying a Blasting Wand it is most of the time better to just buy Boots and Lost Chapter-components. (The best alternative is probably Amplifying Tome, since two of them give you the same stats for just 20 more gold.)

A general rule of thumb for shopping is to always buy a Control Ward. Vision and vision-control wins games and having a control ward in lane, can make your laning phase way more secure and drastically increase your versatility. You should always buy at least one, if you have the gold.

Core:


Luden's Tempest is your core item for this build, since the passive gives you important burst and waveclear. This item is also your mana-core. 600 mana and 90 AP are nothing to sneeze at and it just makes for a smoother rest of the game.

These are basically the main mage-boots. Sorcerer's Shoes are just the best variant for burst-mages, because they give you extra damage by reducing the effectiveness of enemy champions' MR. It also reduces base-MR, which means that you are always gonna get damage out of it.

Since you are gonna get a lot of AP from your items and passive, Rabadon's Deathcap is almost always gonna have more value than other AP-items. It just ups your oneshots and overall damage by a lot. You can even go so far to build a second one later (see below).


Further Itemization:


Zhonya's Hourglass is just an insanely good item with a lot of utility. You build if out of a Stopwatch and Seeker's Armguard, which are both insanely good items by themselves, and the stats of this item are really decent. The good part about this item is it's active. The active grants you insane safety in fights and is on a really low cooldown. Every mage should consider buying this for safety.

If the enemy team has hard poke or you are getting anoyed by random Dark Bindings locking you down, you can buy a Banshee's Veil for the spellshield and MR. It adds a lot of safety vs annoying hard-cc. If you are dying to roots, consider buying this. Remember to play around your spellshield tho, since losing your spellshield to something unnecessary like Cosmic Creator is really lame and eanables you to be rooted again.

If you want flat damage, you can build a Void Staff. This thing hits like a truck even vs non-tanks, since it also reduces base MR. It is really good if you are the main thread on your team and the enemies build MR (or don't), or if they have resistance-stacking tanks, which the pen is very effective against.

I adressed buying a second Rabadon's Deathcap earlier, so let's go over it now. If you are snowballing hard and don't see the need to buy a Void Staff or Zhonya's Hourglass early, you can buy a second Rabadon's Deathcap to increase your AP to unbearable levels. The passive doesn't stack, but the flat AP it gives you also affects the first deathcap's passive. (A second deathcap is basically worth 168 AP)

Morellonomicon counters heals and tanks. It's always useful to build if you are against some kind of bruiser who heals themselves (such as Renekton or Darius). Oblivion Orb is a cheap alternative to Void Staff, but Morellonomicon never outvalues Void Staff, so keep that in mind, when considering to build this.

This item is mostly used in a Glacial Augment build, but it can still help hitting your combo. It also adds some more comfort stats like mana and CDR. Overall decent but very situational.

If they have assassins or you need to create or close gaps, Twin Shadows is really good in doing that. The slow and MS help kiting away and chasing and the activa can also be used to track flankers or catch out of position enemies. It also has some CDR if you want more.
Changelog
03/12/2020: Creation of this guide, WIP
03/25/2020: Added "Itemization" chapter and a changelog
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