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Choose Champion Build:
Spells:
Ghost
Surge
Ability Order
Living Vengeance (PASSIVE)
Varus Passive Ability
Introduction

Introduction
Hi, this is my first guide on Mobafire, and I'll be updating it and leveling it up (farm, yay!) as time goes by and the type of feedback I get from you guys and gals.
The purpose of this guide is not only to shed some light on players new to


Even though I'm new to this champion, I've been watching him ever since he first appeared on the PBE, he really caught my attention and I also needed a new AD Carry.
Thanks for all the feedback and views, it means a lot!
UPDATE: Don't forget to read the Builds section!
Credits to jhoijhoi for the template, which you can find here.

Builds
So, a lot of people had some troubles understanding and theorycrafting around my Surge build.
I tested a lot of different builds lately and, while I still defend the original, I've come up with other 2 that might sound more appealing: Standard AD Carry and AD Caster.
So, what do these builds mean?
Yoki's - My original idea for a

AD Carry - Based on most other AD Carries, this build is meant to give

AD Caster - This build will give what the other two builds cannot: Raw AD Caster anti-carry power. I've realized this build shines the most on mid for shutting down AP carries easily, since you're 1v1 and the layout of the lane really helps for hitting those Q's. This is the best build for poke team comps. Essentially you focus on pure AD and Mana sustain, so you can keep shooting those Q's non-stop for maximum damage and range. CDR is also a possibility here if you want to try it, maybe switching


Hope these changes will help you see

Enjoy, and don't forget to comment and vote if you like my guide!

Pros / Cons
spaaaaaaace |
Pros
+ Very strong lane presence + Rewarded for last hitting/farming + Nice harass + Good inbuilt anti-tank power + Awesome finishing move + Pretty unique ultimate + Looks cool |
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Cons
- Tons of squishiness - No escapes - Needs good positioning - Mana hungry if you want to spam skills - May fall a bit short late game if not doing well - No pants |

Masteries
24/6/0 standard offensive focused masteries. You may want to change it to suit your playstyle, but these ones have been working very well for me. You can also trade Magic Resistance for Cooldown Reduction or Mana/Level, but I wouldn't advise it that much.
If you feel like you're not having that much crits, maybe try to put your points in



Runes
- greater quintessence of Desolation: I take Armor Penetration Quints since I feel they give me the damage I need throughout all game but you may want to try flat AD for even more early dominance (but they do feel negligible late-game)
- greater mark of Desolation: Same as above. You may also want to try Magic Penetration runes which makes your blight hurt a lot more, specially on magic resistance heavy tanks. For my AD-based build, I would stick to Armor Penetration.
Greater Glyph of Armor: Standard AD Carry/Bruiser/Fighter choice. You don't want to die before you can dish out all the damage you have to give.
Greater Seal of Scaling Magic Resist: Same as above.

Summoner Spells
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A lot of people ask me what is wrong with my spells and sometimes even flame me for them.
I also get the feeling people aren't used to







A very easy double kill to achieve, that sets me way ahead of the enemy team, lets me dominate my lane and be ready for mid/late game.
You may want to take










I've also realized that in choosing Summoner Spells is where most Varus fail to succeed. The best ones I've seen used





Ability Explanation
-
Living Vengeance: This is what identifies
Varus. It rewards last hitting and thus farming, as well as kills in teamfights. The boost you want for that godlike pentakill/ace.
-
Piercing Arrow (Q): Possibly the most fun ability in
Varus kit. Both range and damage are really outstanding. Remember to press Q twice to activate it instantly in long teamfights and activate those blight stacks! Hopefully when the teamfight ends you will have it ready again to finish those running targets.
-
Blighted Quiver (W): Your anti-tank weapon. You want it as soon as possible for the 10 extra damage early. Harass with some blight stacks and watch the enemies flee once you activate them with your
Piercing Arrow or
Hail of Arrows.
-
Hail of Arrows (E): This ability is much better than some people think. It's an AOE slow which reduces healing and activates blight stacks (also on AOE! Spam your blight and watch the enemies cry in pain once you press E). The damage is also pretty decent.
-
Chain of Corruption (R): The perfect ability to "corrupt" teamfights in your favor. The range is not that bad, you can even throw it through walls and surprise everyone. You want to try to be patient and use it only in the right time. Try not to miss it and have it on cooldown for no reason because there will be a time where you really need it to escape.

Ability Sequence Order
Even though I prioritize

Start with



Keep at it - If you need your





Items
There are 3 ways to start your build:
-
: If I have an healing support sometimes I get all 3
Mana Potion, otherwise the
Boots and the
Health Potion will help me avoid harassment, harass more and stay in lane for longer. Also, it's the start of
Berserker's Greaves.
-
: It helps you stay in lane for longer if you're not harassed that much, but you may be obligated to push and thus overextend, be careful.
-
: If you want to go all-in like the corrupted archer you are.
My favorite is the first choice, so I'll follow what I usually do once I get it:
When I get to base for the first time, I usually have enough gold for



If I have some spare gold, I also buy a ward and some more pots.
Next, I want to get Attack Speed to take advantage of the Lifesteal I got earlier, so I usually get









After having



Situational Items
-
: If they're building armor and you're getting lots of hits on them or having huge teamfights.
-
: If they're building armor and you need to stay back and only harass with
Piercing Arrow from far away.
-
: If their bruisers are shutting you down with lots of AD damage.
-
: If their AP carries are fed and shutting you down with lots of AP damage.
-
: If you're fed and doing well.
-
: If they have tanks with tons of Health.
-
: If you want a balanced solution for late-game and you're doing fairly well.
-
: Besides the nice Magic Resistance it gives, this item is really valuable because of the active. Get it if you feel like you're being shutdown with lots of CC. Just remember to use the active, otherwise it's not worth it.
So, here's an example - If their tank is winning the teamfights for them, has built tons of armor and health and we can't shut him down, my build will ideally be something like this:








Farming / Jungling
Play as any other typical AD Carry, try to last hit only if the lane is balanced, stay back or in bushes if your lane is pushed in your favor, and kill everything below your turret if you're being pushed.
I believe this image really helps you realize how much you're putting yourself in danger, specially if you're a new player, so here goes:

Credits to jhoijhoi for this picture, which I got from her
Ashe guide, which I also recommend everyone to read if you're learning
Varus. Check it out here: Ashes to Ashe's.
I don't really like jungling in


Teamfights
Stay in the back of your team. You're ranged and you're squishy. Remember that.
Wait paciently for your initiator. If you can, try to get some blight stacks on the front line of the enemy team. Once your initiator goes in, throw your

Don't be too afraid to keep on fighting after your first kill, remember you'll get


If by any chance you get to damage their carries without putting yourself in danger, go ahead, arrow their knees.

Match History
I'll try to keep some nice Varus scores in here and if you send me yours I can also put them here, as long as you're using my guide.
These scores are all from level 30 normal games (blind/draft).



My best score will have full Stat Details for information purposes.
Best Match

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