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Varus Build Guide by ifound1dollar

ADC platinum

Varus: The Hybrid King (Patch 10.1) (Season 10!)

By ifound1dollar | Updated on January 8, 2020
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Runes: Late Scaling

1 2
Lethal Tempo
Legend: Alacrity
Coup de Grace

Nullifying Orb
Gathering Storm

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


Standard Bot
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


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ADC Role
Ranked #18 in
ADC Role
Win 50%
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Champion Build Guide

Varus: The Hybrid King (Patch 10.1) (Season 10!)

By ifound1dollar

Hi! I'm ifound1dollar, a Diamond Vayne main in North America (spoiler: this isn't a Vayne guide). I really enjoy making in-depth guides, so here's one for Varus!

This is my in-depth guide to on-hit Varus. I hope you learn a thing or two!

+Strong mid/late game
+Multi-target CC
+Long range
+Grievous wounds
+%max Health damage
+Hybrid damage/build
Varus' strongest attribute is his ability do deal hybrid damage, as it allows him to fit into any composition. Another great attribute is that he's decent in all stages of the game; he can fend for himself in lane, and with the on-hit build, he's very useful mid to late game. His ultimate, Chain of Corruption, is such a great ability because of it's ability to effect so many enemy champions from a long range. On top of that, he has %max Health damage that's near impossible to miss with his Blight passive, as well as built-in Grievous Wounds.

-Weak pre-level 6
-Cool-down reliant
-Skillshot reliant
Varus' main weakness is that he's highly immobile; if he gets caught without an escape, he's dead. He also has very little presence early game, as Chain of Corruption is a major part of his kit. His whole kit revolves around abilities in order to detonate Blight. When he has no abilities up, he can end up being quite useless in a fight, even when building on hit. Another possible negative is that he's skillshot reliant - his Q, E, and ult are all skillshots that can be easily dodged.

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is the standard ability sequence for Varus. You'll want to start off with a point in either Hail of Arrows for the Grievous Wounds effect or Piercing Arrow for the longer range and higher damage. Level 2 you can get either Q or E, depending on which you started, or Blighted Quiver for the detonate damage. At level 3 you should get a point in your last basic ability. You should max Blighted Quiver first if you're facing tanky champions, Piercing Arrow if you want long-ranged poke, or Hail of Arrows for the more reliable damage, increased slow, and lower cool-down. If you didn't max Blighted Quiver first, you should max it second. When building on-hit, it's important to have as much damage as possible to utilize the Guinsoo's Rageblade synergy. A point in Chain of Corruption should be taken at level 6, 11, and 16. Depending on which you maxed first, Piercing Arrow or Hail of Arrows should be maxed last.

Passive: Living Vengeance
Cost: None
Cooldown: None
Range: Self

Living Vengeance: On champion kill or assist, Varus gains 30% bonus Attack Speed for 5 seconds.
On minion or monster kill, Varus gains 15% Attack Speed for 5 seconds.

This ability actually plays a big part in Varus' kit when building on-hit. It's what allows him to DPS as much as possible and pop off in a teamfight after getting just one kill or assist.

Q: Piercing Arrow
Cost: 70/75/80/85/90 Mana
Cooldown: 20/18/16/14/12s
Range: 925-1625

Piercing Arrow: Varus starts drawing back his next shot, gradually increasing its range and damage, then he fires it, dealing minimum 10/47/83/120/157 (+1.1 per Attack Damage) to maximum 15/70/125/180/235 (+1.65 per Attack Damage) Physical Damage, reduced by 15% per enemy hit (minimum 33%).

While preparing to shoot, Varus cannot auto attack or use abilities, and his Movement Speed is slowed by 20%. After 4 seconds, Piercing Arrow fails but refunds half its Mana cost.

Piercing Arrow’s cool-down is reduced by 4 seconds if it detonates Blight stacks on a champion.

Piercing Arrow is Varus' long-ranged poke/execute ability. It's very important to hit at all stages of the game, as it detonates Blight, even when not charged up to max. It's also a great poke tool - try to hit an enemy champion directly with it in the laning phase, as it'll deal a large chunk of damage to the first target hit.

W: Blighted Quiver
Cost: None
Cooldown: 40s
Range: Self

Blighted Quiver: Passive: Varus' basic attacks deal 7/10.5/14/17.5/21 (+0.25 per Ability Power) bonus Magic Damage and apply Blight for 6 seconds (stacks 3 times).

Varus' other abilities detonate Blight, dealing Magic Damage equal to 3/3.5/4/4.5/5% (+2% of Ability Power) of the target's maximum Health per stack. This damage is capped at 360 against monsters.

Active: Varus next Piercing Arrow deals additional damage equal to 6/8/10/12/14% of the target's missing Health. Damage is increased by up to 50% (to 9/12/15/18/21% missing Health) based on charge time. The damage is capped at 360 against monsters.

Blighted Quiver is the most important part of Varus' kit when building on-hit; it's why he synergizes so well with Guinsoo's Rageblade. The double on-hit passive of the item gets full stacks of the ability on targets in just two auto attacks, and deals the bonus Magic Damage 50% more as well. It's important to get as many stacks of this ability on your enemy as possible, as the %max Health damage is quite large, especially when building AP.

E: Hail of Arrows
Cost: 80 Mana
Cooldown: 18/16/14/12/10s
Range: 925

Hail of Arrows: Varus fires a hail of arrows that deals 70/105/140/175/210 (+0.6 per bonus Attack Damage) Physical Damage and desecrate the ground. Desecrated ground slows enemies' Movement Speed by 25/30/35/40/45% for .25 seconds and reduces their healing and regeneration by 50%. The slow duration is refreshed if enemies stay within the zone.

This ability is Varus' most reliable way to detonate Blight. It has a decently sized hitbox, and a pretty quick travel time, making it near impossible to dodge without using a dash or blink. It's also his source of Grievous Wounds, which can mean the difference between winning or losing a 2v2 in lane. You should always wait as long as possible to use this in early botlane fights, as you want to negate the enemy ADC's Summoner Heal.

R: Chain of Corruption
Cost: 100 Mana
Cooldown: 110/90/70s
Range: 1075

Chain of Corruption: Varus flings out a tendril of corruption that deals 100/175/250 (+100% of Ability Power) Magic Damage and immobilizes the first enemy champion hit for 2 seconds.

The corruption then spreads towards nearby uninfected enemy champions, applying the same damage and immobilize if it reaches them. The corruption will continue to spread until there are no further unaffected targets in range.

Targets rooted by Chain of Corruption gain 3 stacks of Blight over the duration of the root.

Chain of Corruption is Varus' only form of hard CC, and the reason he's so great at teamfighting. This ability has the potential to root all 5 enemy champions, and is a great zoning tool. Late game, when building AP, this ability will begin to deal immense damage. It has a 100% AP ratio, so after you've finished your Rabadon's Deathcap, this can deal upwards of 800 Magic Damage to every enemy champion!

Tip: After hitting an enemy champion with this ability, the rest of the enemy team will try to walk away from that ally so they aren't also effected by the Corruption. Because of this, you should be as patient as possible when using this ability so you can split up the enemy team mid-teamfight.


+10% Attack Speed
+9 Adaptive Force (9 AP)
+6 Armor or +8 Magic Resist



Lethal Tempo
Lethal Tempo grants you bonus Attack Speed for 3-6 seconds after damaging an enemy champion. This synergizes very well with Varus, as the on-hit build greatly benefits from higher, uncapped Attack Speed. Fleet Footwork is another option. Varus has a relatively weak laning phase, so the sustain from this rune can help him survive in lane, at the cost of a little less damage late game. Press the Attack can also be useful on occasion, but Lethal Tempo is much more consistent. Conqueror is a rune best designed for bruisers, and therefore doesn't really work well with Varus.


Triumph heals you for 12% of your current Health and grants 20 bonus gold on a takedown. This can be the difference between life and death in skirmishes and teamfights, so it's always a safe option. Overheal is another option, because can be useful when running Fleet Footwork or when paired with a healing support like Soraka. Presence of Mind is a very niche option. It can be useful when you're getting a lot of kills and are using a lot of abilities, but it's not very consistent.

Legend: Alacrity

Out of the 3 'Legend' options, Legend: Alacrity is the best option for any marksman, as they rely heavily on Attack Speed. Legend: Bloodline can sometimes be useful, but when building AP it is almost completely useless. Legend: Tenacity isn't a viable option because as a marksman, Varus doesn't rely on tenacity.

Coup de Grace

Coup de Grace is a very well-rounded, consistent option for basically any carry. The bonus damage to enemies below 40% Health will always have use in every game, and the stats on takedown are a nice touch. However, Cut Down is definitely a viable option when facing tanky champions, which can synergize very well with Blighted Quiver. Last Stand grants quite a bit of bonus damage, but it's very inconsistent. As a marksman, you shouldn't rely on being low Health to deal damage.



Nullifying Orb
Nullifying Orb can really help when facing poke supports and/or heavy Magic Damage comps. It provides a Magic Damage shield when you fall below a Health threshold, which can be the difference between life and death. Manaflow Band doesn't really have any use on Varus because he doesn't rely much on Mana. Nimbus Cloak isn't very useful on Varus because he doesn't utilize Movement Speed well.

Absolute Focus

Absolute Focus can sometimes be useful on Varus because he's able to deal damage while above 70% Health. Celerity causes Movement Speed bonuses to be 7% more effective on you. This isn't very useful on Varus, as he doesn't really benefit from slightly increased Movement Speed. Transcendence isn't a really useful for Varus because he won't benefit much from 10% CDR when there are better options available.

Gathering Storm
Gathering Storm is crucial for any late game scaling champion. It grants infinitely stacking adaptive stats, which becomes very strong after 30 minutes. Scorch isn't very useful on any marksman because it's designed for champions that poke with abilities. Waterwalking is a very underwhelming rune and shouldn't be taken.

AP On-Hit Build:







AD On-Hit Build:

Spoiler: Click to view

I'm extremely greatful for jhoijhoi's Making A Guide, because without it, I wouldn't have been able to create this guide.

If you liked the guide, feel free to vote and/or leave a comment or suggestion!

Feel free to check out my other guides:

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August 20, 2019
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June 4, 2019
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February 6, 2019
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January 24, 2019
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January 9, 2019
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December 9, 2018
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League of Legends Build Guide Author ifound1dollar
ifound1dollar Varus Guide