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Spells:
Flash
Ignite
Ability Order
Phenomenal Evil Power (PASSIVE)
Veigar Passive Ability
Introduction
In this guide, I will explain everything about how I play Veigar, from very specific information about Veigar's abilities to a huge wall of tips on how to do well in general and specific situations.
This guide will be under heavy and constant updating as I find more tips and important notes about Veigar.
By using this build, you will have the following advantages and disadvantages.
[*] Limitless mana which means infinite harass and Q farm.
[*] Easy to harass large amounts of health from enemy champions with no return damage.
[*] No real need for blue buff.
[*] Pathetically squishy.
[*] Generally single target focus.
Baleful Strike.
[*] Built in
Mejai's Soulstealer due to
Baleful Strike.
[*] Huge stun AoE from
Event Horizon.
[*] Counters any AP-based champion due to bonus damage (and extreme base and AP scaling) from
Primordial Burst.
Pros:
[*] Limitless mana which means infinite harass and Q farm.
[*] Easy to harass large amounts of health from enemy champions with no return damage.
[*] No real need for blue buff.
Cons:
[*] Pathetically squishy.
[*] Generally single target focus.
General Veigar Pros:

[*] Built in


[*] Huge stun AoE from

[*] Counters any AP-based champion due to bonus damage (and extreme base and AP scaling) from

The reason for this weird masteries set up is so that you can have an easier early game.
Points in that are placed in the offensive masteries are relatively close to a basic AP setup, but then why the points in
Brute Force
and
Butcher
? Simply because four ability power is nothing to you. Thats just four minions you have to kill with
Baleful Strike to get. On the other hand, that extra bit of physical damage will make it just that but more easier to farm minions with your auto-attack. Veigar's AD is very low, and so just a small boost in it to farm minions will make it that much more easier to last hit.
For the points in the defensive masteries, they give you a very slight advantage in early game. Veigar's squishy, and on top of that he's not a very good pusher early game (according to my build anyway), and so you'll find yourself in the position to tank minions occasionally. For each minion that attacks you, you lose quite a large percentage of your health considering how low it is. Therefore a bit of points in
Tough Skin
won't hurt (as much).
Points in that are placed in the offensive masteries are relatively close to a basic AP setup, but then why the points in



For the points in the defensive masteries, they give you a very slight advantage in early game. Veigar's squishy, and on top of that he's not a very good pusher early game (according to my build anyway), and so you'll find yourself in the position to tank minions occasionally. For each minion that attacks you, you lose quite a large percentage of your health considering how low it is. Therefore a bit of points in

Similar to the masteries, your glyphs and seals will make it easier to survive early game. Like most the AP nukers in the game,
Greater Mark of Magic Penetration will boost your overall damage as Veigar. As for the quintessences,
Greater Quintessence of Movement Speed will help Veigar move a bit faster. Usually, this extra little boost will be enough to have a very slight edge on other AP nukers who are also very slow. Alternatively, it's not unreasonable to get three
Greater Quintessence of Health to make up for his squishiness, but that is more so personal opinion.



I recommend
Flash and
Ignite, but I'll go over each of the summoner spells and explain why or why not they're viable on Veigar.
Flash: A blink that can help you escape, chase, or ambush. This utility can save your life or get a kill(s).
Ignite: This summoner spell adds a bit more damage to Veigar's nuke, and prevents your target from effectively using heal. This spell will net you kills early game, and will also finish off tanks late game.
Ghost: Similar to flash. However, if you are about to be ganked by someone like
Rammus or
Lee Sin or anyone that's fast and/or has a blink, you're in trouble. Ghost, in my opinion, is a more offensive spell that can help you chase down enemies after they flash away or are retreating after a team-fight.
Teleport: This will help you get back to lane faster. With the items you need in this build, it's like that it will take several backs to purchase. Also, if you are simply new to Veigar and/or this build, teleport can be a safer, more defensive option than
Ignite.
Heal: A clutch heal can often score kills, but as Veigar, you shouldn't really be committing unless you're sure you can score a kill with your nuke. Heal can also be used to save your life while fleeing, but wouldn't
Flash do a better job than that? And if you plan to use heal to help sustain your lane, you can take
Teleport instead. With
Teleport, you can go back and heal (to full health and mana), as well as purchasing whatever you need.
Surge: Surge isn't a bad spell for Veigar, but it is for this build. Again, with this build you will be harassing a lot. Surge will give you that extra little AP to do some damage, but you already have massive amounts of AP.
Ignite deals true damage, meaning it can go through all forms of defenses. Nevertheless, if you feel this is more suiting for your play-style, go ahead.
Exhaust: This summoner spell is quite viable for Veigar. The slow on movement speed and attack rates can save Veigar. And it can also be used to slow down an enemy so your own team can come finish the job. After throwing a stun, you can also exhaust your opponent for a gank. I don't like it because it doesn't help Veigar add to his nuke, and if there are more than one enemy targets, you can only exhaust one in the hopes of getting away.
Flash and
Ghost are more viable, but the choice to take exhaust goes towards personal opinion.
Clarity: This build offers you virtually unlimited mana. By the time you do your first back to purchase, you'll be buying a
Chalice of Harmony which will clear most of your mana problems. And again,
Teleport will get you back to lane in a pinch as well as restoring all of your mana.
Cleanse: To be honest, Veigar won't really survive long with this build. The idea of this build is to harass massive amounts of damage at a safe distance, and doing insanely massive damage in a team-fight. While you're harassing, cleanse isn't really necessary for anything. In a team-fight, if you get focused, you're not getting out alive anyways, so having cleanse really wont save your life.
Ignite] is a better choice since it can help you do more damage.
Promote: This may not seem as a bad choice for Veigar at first, since he does have trouble pushing his lane. But then again, you really don't want to push your lane. In this build, it's not necessarily a bad thing if enemy minions go under your turret, so I wouldn't recommend taking promote.
Clairvoyance: Let your support take this. You don't need it.


Ideal Summoner Spells







Viable Summoner Spells









Bad Choices







Read the following abilities and how to use them to understand why the ability sequence should be like this.


For each percentage of mana you're missing, your mana regen increases by 0.75%. For example, Veigar has 1000 max mana and 20 mana regen per five seconds. If you are missing 500 mana, then you are down 50% of your max. Your mana regen would then increase by 37.5%, therefore increasing your mana regen to 27.5 mana per five seconds.
This passive has a more powerful effect as Veigar's mana runs low. This, by itself, is very useful to keep your mana high enough to farm your




Each level you put into Baleful Strike will increase its base damage by a whopping 45! On top of that, each level you put into Baleful Strike will also decrease the cool-down, allowing you to farm faster with this spell. At 60% scaling to Veigar's AP, you'll do an extra 6 damage with this spell for each 10 minions you last hit with.
However, Baleful Strike consumes a significant amount of mana, and more with each level. With this build, you will only suffer this disadvantage for around 10 minutes, and then


Clearly, this is Veigar's most important spell (other than his ultimate), and therefore it must be maxed out fast.

I'll mention that Dark Matter does a lot of damage first. Every level makes it do 50 more base damage, which is pretty crazy. It also has 100% scaling to Veigar's AP, making every kill you got with

This spell must be used with care. It has a 1.2 second delay before it falls. In high level and ranked games, you won't be laning against a newbie who doesn't know this as well. You can not depend on Dark Matter to harass your enemy. It can also not be used to push your lane in the early part of the game due to its large mana consumption. The mana used to cast this spell is better used to farm your

You must then understand that since you can't push your lane with this spell, your opponent's minions will often be attacking your turret. There's little you can do about this but to farm while they are attack your turret, and to steal as many of your turret's kills as you can.
When you purchase






Baleful Strike is very powerful. Therefore it doesn't need any points in it early on, so max it out last.

Event Horizon is a circular stun. The perimeter of this ability is where it stuns your opponents. The inside does not stun. This is Event Horizon's number one rule. Don't forget it.
When you are aiming to stun an opponent, always place it where your opponent is on the edge. This will immediately stun them and allow you to do whatever you need to do. If you place the stun around your opponent, then you just put yourself in a very bad position. Not only will you not be able to land


Not to forget, Veigar's stun has a very long cooldown time, at 16-20 seconds without cooldown reductions.
At level one, Event Horizon can be used as an escape mechanism, and really nothing more. At level two, it can stun an enemy long enough to land



Max Event Horizon after




Base damage is overpowered. Starts at 250 base and ends in 500 base. Quite a bit by itself. AP scaling is 120%. So to get this clear, this adds on whatever AP you have, plus an extra fifth of that. And just when you thought its a dream come true, there's even another effect of this ability. It adds on 80% of your opponent's ability power! Considering you'll most often go against AP-based champion at mid-lane, you'll use their own power against them.
This spell, by itself, can cause well over 2000 damage in many situations. Add on your




Primordial Burst has a reasonable cooldown time. It is not used to harass however. Your harass combo (Stun,




Like most other ultimate abilities, max this as fast as you can.
Starting Items
You'll want the Meki Pendent to be able to keep up early game


First Purchase




If you can't get

And of course,

To many of you, the question arises: why not build AP boosting items? The answer: why? Veigar snowballs with his


Mid-Game Build
This is when you start building some AP-boosting items.
With this Veigar build, Veigar will likely hit 500+ AP. That means you can expect

Sorceror's Boots are self-explanatory. Magic penetration equals damage.

Late-Game Build
That






Finished Build
This is the bulk of this build. This section will give a long list of general tips on playing Veigar. 12 tips and counting!
Baleful Strike minions before your first time going back. Let your opponent push if they want, but just make sure to last hit with that Q.
- After you get your
Chalice of Harmony and
Tear of the Goddess combo, harass your opponent by using
Event Horizon,
Dark Matter, then
Baleful Strike in order.
- To finish off your opponent, use the above combo and finish with
Primordial Burst.
- If you are being chased, time
Event Horizon to have the edge of it land close enough to the enemy to stun. It has about a third of a second channel so time it accordingly.
- If you are ganked and dived at by tower, there is little you can do. If you
Flash and still do not make it out of the danger zone, use
Event Horizon on whoever the tower is attacking and unleash your entire nuke. It is desperate, but it will often land kills, even on tanks.
- Don't worry to trade deaths for kills. As long as you are at least one to one in your kill to death ratio, you have the advantage due to
Baleful Strike.
- If people like
Katarina or
Master Yi or other champions with blinks, and you know they are about to jump you, place the edge of
Event Horizon on yourself, and tank a hit or two. If they aren't stunned when they blink on you, then either walk in or out of
Event Horizon to have them follow you and become stunned.
Tryndamere is an annoying champion to go up against. A very easy way to destroy him as Veigar is to use your
Deathfire Grasp,
Baleful Strike and
Primordial Burst to get an insta-kill on him before he even thinks about using his ultimate. Tryndamere is a squishy champion, and this combo can snipe a solid half of his health away in an instant, so plan accordingly.
- After getting
Tear of the Goddess, remember to spam your abilities to charge it up. In conjunction with
Chalice of Harmony you won't be running of mana. And a charged up
Tear of the Goddess will ultimately result in a powerful
Archangel's Staff.
- If you miss your stun, either by placing inside or outside of your target, don't try to attack them, as you are no less vulnerable without the stun in the first place.
Dark Matter can be used to check bushes.
Dark Matter can be used to clear minion waves later game.
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