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Veigar Build Guide by jon678910
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Threats & Synergies
Pre 6, Katarina is a pretty simple lane, and with her W not being a damaging spell in itself, it's quite easy to avoid the burst from an electrocute proc. However, post 6, the fact that she has a point and click blink, as well as an ult which can 1 shot you early means she is a very difficult matchup. A fast Event Horizon on top of yourself can save you, but aggressive plays will usually be punished.
Much like Katarina, kassadin's blink means he has an easy time getting out of your cage. However, Kassadin's damage only becomes extreme towards late game, meaning he isn't as hard to deal with. Be wary of Null sphere, as it will deal significant poke damage with minimal repercussions in the early game.
Easy to deal with pre 6, as she has no gap closer and needs to get into melee range. Post 6 encounters can largely be dealt with by avoiding her Crescent Strike, as well as caging around yourself if you do get hit.
The easiest of the assasin matchups available. Yasuo relies on dashing around, but Veigar's cage can be used to significantly hamper his movement. Furthermore, his Wind Wall can't block your Dark Matter, and blocking a Baleful Strike isn't really too detrimental. Just don't ult the wall.
Xerath has the highest poke out of any mid laner, and can easily shove you out of lane. Similarly, it can be hard to position well around minions in order to optimise stacking. As his abilities cripple his movement, jungle ganks can help a lot.
Plays much like the diana matchup, with the largest threat being his ultimate. Can proc electrocute more easily than her early, but needs to hit 2 shurikens or 1 and an auto (along with his e) to do so.
Likely the easiest matchup available, Karthus will rarely deal enough damage to shove you out of lane. An adaptive helm will mitigate a lot of potential damage from his Q and E. Most Karthus builds run ROA, so you'll have a hard time killing him, nonetheless.
Quite item dependent, and relies heavily on hitting Q for combos. Keeping your distance makes Q easy to dodge, but she'll probably end up becoming tankier than most mid laners.
Much like Xerath, he has a lot of poke, but unlike Xerath, he is hard to gank too. His poke is more manageable though, and he usually pushes waves, which makes you need to play less aggressively.
Ahri's waveclear will often lead to waves being pushed up to your turret, especially early. This is not especially detrimental, but the poke from orb of deception (especially the true damage portion) can whittle down your health. Event Horizon is, however, very strong against her ultimate, and can shut down many of her aggressive plays if positioned correctly.
One of the few mages with even less range than Veigar. Most Annies will opt to farm heavily with their Q, but you can poke her out if she burns her stun while farming.
Pre 6, Akali has a very weak gap closer with little poke. During this time, she should be abused, and a back before she gets her ultimate should help you to survive in lane. Her ult is a dash, but she can blink short ranges with her shroud.
Not too bad to lane against, as he will need to hit his W and Q pre 6 in order to deal significant damage from his passive. Even with an adaptive, his passive combined with liandry's means he will still do significant amounts of damage.
Has a pretty weak early game, but scales very well. His main threat is the ability to set up very well for ganks with gold card. Teleporting to other lanes or shoving waves is essential to deal with his roaming.
Plays out similarly to an Anivia lane, with both relying on CC and being very hard to kill. Lissandra offers a bit more post 6, and can be very strong with jungle pressure. Adaptive helm can help a lot with her Q spam.
Has very good all in potential, especially with the package. However, a defensive Event Horizon can stop Valkyrie, and Adaptive helm can reduce all of his damage except his phosphorus bomb.
Like Twisted Fate, Ryze gets no dueling power at level 6, making him easy to fight at that point in time. Ryze is still the harder matchup, though, as he has more burst early game. Adaptive helm is extremely good against him, significantly reducing the damage from his 2 main offensive spells.
Another champion to buy adaptive against. He has significant damage over time, and at level 6 can easily set up for a gank, but his passive is easy to remove with a Q. His Voidlings can also be killed for stacks.
Lux's level 1 will probably be the biggest problem most of the time. E can deal a lot of poke damage, and is very hard to avoid. On the other hand, standing behind minions renders her snare useless. As she is a burst mage, she has more downtime than most mid laners, and will be easy to deal with if she can't burst you down.
Her primary damage spell, Twin Fang, has a very short range. Due to this, you can use Q to poke her down should she attempt to capitalise on her poison. Adaptive helm reduces the damage from all her spells except her ult.
Is deceptively strong early against Veigar, through the combination of a low Q mana cost and a very oppressive passive. On top of this, she has a fair amount of utility, and scales extremely well, but will end up being quite squishy in most cases.
Fizz's burst comes primarily from his E damage. Against Veigar, this also serves as a way to escape Event Horizon, but its high mana cost means is tolerable early. At level 6, expect to get ulted whenever it's up, with most fights being determined by whether you can dodge it.
Positioning is a large part of laning against Ziggs, and a lot of his damage can be avoided or minimized. Ziggs lacks a solid escape, and satchel's cast time and travel speed mean he can easily be caught in Event Horizon. Adaptive helm will mitigate a lot of his poke damage from Bouncing Bomb.
Syndra has decent sustained damage in the form of Dark Sphere, but only gains significant burst with her ultimate. Fortunately, Adaptive helm will reduce the damage of each sphere past the first, making her much less of a threat.
Ekko's rotation is more telegraphed than the average assassin's. As a result, being able to predict where he places his dome can help a lot when fighting him. His gap closer consists of both a dash and a blink, with neither having a great range. This does mean the second part can be used to escape your cage, but only if standing quite close.
A large portion of Talon's damage comes from his passive bleed. What this means is that a lot of his damage can be avoided pre 6, as he has to hit Rake both ways and then use Noxian diplomacy. This can be done at level 2, but most ranged champs are able to avoid the return on Rake quite easily. Post 6, if he uses his ultimate, Event Horizon around yourself, as he won't be able to jump to you to get the damage off.
Though Leblanc has a dash, the cast speed means that, most of the time, she can't be punished for using it offensively. If you're ahead, Leblancs will generally try to poke with their dash, and Event Horizon can be used on the mimic to set up.
Has lots of poke, but a lot of his damage is avoidable. His main threat comes from his ultimate, as it is difficult to interrupt at long range, and deals true damage when his passive is stacked.
Early trades with Viktor are generally detrimental, as his shield from Q means he will usually come out on top. He has decent waveclear in the form of Death Ray, but he will not be able to burst you unless he lands his stun. Boots of Swiftness can be used to escape the Gravity Field, or Treads can be used to reduce the stun duration.
Taliyah is similar to Twisted Fate and Ryze, with her ultimate offering very little in a 1 v 1 situation. She also lacks the damage either of them has, making up for it in utility, meaning she is not a threat by herself.
Introduction + General Notes
This build came about around the time when duskblade was meta, and as a result, AD assassins were popular. The ability to cage meant that champs like Lee Sin and Yasuo could be kept at bay, and the premise of being a damage stacking tank, like Nasus, appealed to me.
As a general note, this build is pretty bad against most assassins, and most of the matchups cover how hard laning will be. Furthermore, this build is oriented towards very late game, with the premise being that it will be able to come out on top in situations where full AP will just get bursted. This means that is better at lower elos, as players will usually be punished less in lane, while games also tend to last longer on average. Nevertheless, the match that got me into plat was with tank Veigar, if that's of any relevance.
This build has been tested in top lane, but the fact that there are usually tanks there means that you have very little kill pressure. In mid lane, stacking well can lead to a kill, as the damage on dark matter is significant.
[*]Extremely good AOE lockdown in the form of Event Horizon
[*]Quite tanky mid-late game
[*]Solid wave clear mid game with Dark Matter
[*]Limited mobility without items
[*]Dark Matter easy to dodge without stun
- Spend most of early game farming
- Unless you have blue buff, stick solely to using Baleful Strike for the most part
- Try to avoid using Event Horizon offensively unless you can get a kill, it is your only form of CC
- Try to poke enemy laners with Baleful Strike or Grasp of the Undying
- Teleport to lane to minimise lost cs and stacks
- Can begin trading effectively when you pick up your resistance item
- If you're ahead, you can use teleport to gank other lanes
- W can be used to start clearing waves once mana items have been picked up
- Try to take (or zone while your team takes) any objectives
Rod of Ages – The only AP item that is run in this build. The main reason this is important is because it provides a much needed mana source, especially against AP laners. Also, extremely gold efficient when fully stacked.
Abyssal Mask and Adaptive Helm – Staple MR items which are run in different situations. Also provide a small amount of cooldown reduction. The former is the default for most situations, but the latter can help win lanes into spammers like Cassiopeia and Karthus. Spirit Visage is not run as the increased health regen from ROA is generally not enough to overcome the value obtained from these 2 items.
Frozen Heart – Very important on a Tank Veigar build, as it provides 20% cooldown reduction. Also provides mana and the highest amount of armour from a single item (as of the writing of this guide). Can be picked up directly after ROA in an AD matchup.
Boots of Swiftness, Dead Man's Plate and Zz'Rot Portal – As Veigar does not have a gap closer, and this build is centred around setting up with Event Horizon, these 3 movement items provide ways to get closer to enemies. Besides the boots, they also provide some useful defensive stats.
Warmog's Armor - Can be subbed out for either Dead Man's or Zz'rot, but is by no means a staple.
Many regular Veigar builds will put points into Event Horizon before Dark Matter. This is less reliable here as the base damage is needed here, whereas the AP can cover it on a regular build.
As for the first 3 levels, the listed options aren't always optimal, they're just the best for stacking against an easy lane. The standard Baleful Strike> Dark Matter> Event Horizon or Baleful Strike> Event Horizon> Dark Matter can be used if there is heavy jungler pressure or a particularly difficult matchup. Most of early game, you'll generally only be using W as wave clear and E to escape or punish misplays.
Grasp of the Undying or Aftershock – Both decent options, Grasp definitely being better value if you can proc it. Aftershock provides a decent buff to resistances which could end up saving you.
Demolish or Unflinching – Demolish can help significantly while pushing, while unflinching makes you harder to stop. Unflinching has the added advantage of being solid against champs like Anivia. Both good for different situations.
Conditioning – Best option out of the 3 for late game, and without a reliable heal outside of Grasp, is the least risky to use.
Overgrowth or Second Wind – Overgrowth scales very well, and requires less attention, while Second Wind offers better sustain. Overgrowth synergises quite well with Grasp, and is recommended should you be running it. Second Wind is more advantageous into poke matchups, and can be used if running something outside Conditioning in the second line.
Either Sorcery or Inspiration should be run in this slot, as they both provide cooldown reduction, albeit in very different forms. Furthermore, they also offer some good safety options, which should also be considered. Here, I will compare the 2 lines, so you can pick the more suitable option for yourself.
Transcendence vs Cosmic Insight – Transcendence offers 10% cooldown reduction at level 10, as well as bonus AP as you go above cap. The second part of this rune is irrelevant for most builds, so can be ignored in this case. Cosmic Insight, on the other hand, gives 5% cooldown reduction for both abilities and summoner spells, increases the CDR cap by 5% and gives 5% CDR for actives. The active CDR is not too relevant, as there is only one active in this build, and it is bought quite late in the game. Overall, Cosmic Insight is best for early, when Transcendence has no effect, and late, when you can go over the cooldown cap slightly. Transcendence is best in the mid game.
Manaflow Band vs Biscuit Delivery – The 2 main options for sustain, with Manaflow Band providing more mana and biscuit delivery providing more health. Take whichever is needed.
Nullifying Orb – Good defensive option when against an AP lane, ends up being like a mini Hexdrinker passive.
The Ultimate Hat - Very strong option for fights. Will overshoot cap with blue buff and get ult to a very low cooldown.
Gathering Storm – Offers a very large amount of ability power in the late game, meaning it synergises very well with this build. Very good into an easier lane, where sustain and safety are less important.
Alternatively, Sorcery can be run in primary, with either Inspiration or Resolve as secondary. This is significantly riskier, but should be fine into many mage matchups. The main advantage here is being able to drop the comparatively weaker Demolish or Unflinching and instead getting another pick from the sorcery line.
Arcane Comet - After the Aery nerf, probably the better option of the two. Can miss, but does also help to zone, which is a large part of Veigar's kit.
In terms of enemies, tank Veigar is pretty good into a team of squishies. In many cases, AP Veigar’s damage is wasted in these cases (due to overkill), but running tank Veigar ensures they will have a harder time killing you. Certain champions with dashes or leaps, such as the popular Tristana, can be easily zoned with Event Horizon, removing a large degree of their safety. Veigar is also able to peel off many melee junglers by denying their gap closers, while being harder to dive than his AP counterpart through his sheer number of defensive stats. Lee Sin is probably the most obvious one, as putting up Event Horizon around yourself can deny a hit Sonic Wave.
Anyway, that's pretty much it. Thanks for reading this guide, and if you have any suggestions just put them in the comments. I will be adding to the matchups charts as time goes by, as well as maybe posting highlights from some games. Furthermore, as this is still early in the season, this build (particularly the runes), might be tweaked to be more viable for the current meta.