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Build Guide by UltiMattZX

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League of Legends Build Guide Author UltiMattZX

Veigar AP Demon

UltiMattZX Last updated on January 18, 2011
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Middle Lane
Ranked #19 in
Middle Lane
Win 51%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

Chapter 1


-Added Abyssal Scepter and description to Build Description
-Changed Item Purchases from Void Staff to Abyssal Scepter
-Changed Void Staff description in Build Description

-Added Index for organization
-Added Abilites section to Build Description
-Added Play Guide section to Build Description

-Changed Zhonyas Ring to Rabadans Deathcap due to patch
- Modified Introduction


1.0 Introduction
2.0 Abilities
3.0 Summoner Spells
4.0 Masteries
5.0 Runes
6.0 Items
6.1 Start
6.2 Early Game
6.3 Mid Game
6.4 Late Game
6.5 Optional Items
7.0 Play Guide
7.1 Early Game
7.2 Mid Game
7.3 Late Game

1.0 Introduction

Veigar was the very first champion I bought. I got the nickname AP Demon because after pwning one game after another, that is what the other team called me because I had over 850 Ability Power. Veigar is based purely on AP. With this build, all of his spells will deal over double damage and easily annhilate any champion. This is not a guide on how to play LoL, or a complete guide on Veigar. It is mainly just an explanation of my build and some tips on playing as Veigar.

I do just have to mention, and I don't doubt you've noticed already is that Mejai's Soulstealer is not on the item list. Everyone says that item was made just for Veigar, but I choose not to get it because Veigar can already gain massive AP. With too much AP, you will have overkill and spells damage will be wasted, especially on squishy champions. Why would you do 1700 damage with your ultimate when the enemy only has 1000 health left from your other spells? With this extra item slot we can improve Veigar's weaknessess, mainly being his mana (which also helps with AP once you have Archangels' Staff) and survivability. Plus, in high ELO games there is usually a lot less of a chance to build stacks, and more coordination to bring someone down who has built them up. Plus, Veigar basically has a Soulstealer built in, because once Baleful Strike is level 5, you get 5 AP per champion kill with it, and this AP doesn't go away when you die.

As time goes on, so does the metagame, skills, and builds. Tihs build has served me well at lower levels or for newer Veigar players. It provides superior survivability without sacrificing AP, but is only useful as an extreme nuke. I am in the process of developing a more advanced Veigar build (christened Veigar AP Demon OP) that better reflects my play style and is more for advanced players that want to bring more to a team than just a nuke. Look for several new builds of mine coming soon!

2.0 Abilities

(Innate): Veigar's mana regen is increased by 0.75% for each 1% of mana he's missing.

This innate ability gives mana-hungry Veigar his only lane-staying power. It is not useful at all late game and only minorly useful during mid game if you have been casting lots of spells.
(Active): Unleashes dark energy at target enemy dealing magic damage. If a unit is killed, Veigar gains 1 ability power for a minion and gains 1/2/3/4/5 bonus ability power for each champion kill from any damage source.

This is your basic spell, which also happens to do over 600 damage every four seconds late game. Use it to last hit minions early game but late game just cast it as often as possible because it will kill any melee or caster minions in one hit, which means one more AP every four seconds. After you have you Archangels Staff and don't have to worry about mana anymore, spa this spell as much as possible on champions to weaken them and minions for last hitting.
(Active): Veigar calls a great mass of dark matter to fall from the sky to the target location. After 1.2 seconds, dark matter falls from the sky to the target location, dealing magic damage.

This is a powerful area of effect spell that does around 1000 damage late game. The area is not very large but big enough to hit a large minion wave or several closely grouped champions. Try not to use Dark Matter early on because of the mana cost, I usually only use it to teach my opponent a lesson if they are getting too aggressive at low levels. Its recharge is not that long so later on if you have mana don't hesitate to drop it on some minions. After getting level four in this spell I just drop it on any of the junlge creeps as I walk by and it results in free gold, and it kills minion waves in one hit. You might have to last hit with Baleful Strike on the golems at first before you get some AP items.
(Active): Veigar twists the edges of space around the target location for 3 seconds, stunning enemies who pass through the perimeter for a few seconds.

This is a trap that can work in two ways. First, it stuns any enemy that passes through the edge. Second, enemies that are caught inside of it and know its effect often just sit in the middle so they dont get stunned, which is just as effective because they can't escape without some sort of blink. The range is large and it has a wide radius so it can easily stun the whole opposing team. You can cast it through walls like most skill spells. In the jungle it fills up the whole pathway so it is extremely effective there. Use it offensivly and defensively, and save your teammates with it.
(Active): Blasts an enemy champion, dealing magic damage plus 100% of the ability power of his target and him combined.

This is a high powered spell with a long recharge. Late game it will deal around 1200 damage to a your enemy plus extra for the amount of AP they have, so its effectiveness increases against spellcasters. This spell is the reason Veigar is considered an anti-caster, but it is also very effective against any enemy champion.

3.0 Summoner Spells

I go with Teleport for 5v5 maps and Flash for 3v3, though Veigar is better for 5v5. Cleanse is useful if you get caught with a slow, stun, or especially a silence.

Fortify is a possibility because it helps the team and you really only need Teleport. Clairvoyance is also useful to have on the team for setting up ganks and just for general map knowledge. Heal could possibly be substituted for Cleanse if that suits you better, and it is also helpful for you teammates. Exhaust is only useful against enemy DPS champions that are trying to get you. It is purely defensive because your trap is better anyways, and late game, they will be running from you, not the other way around. If you like Ghost better than Teleport, use it, but I like Teleport better because it is faster. Usually when people use Ghost they are running away and I usually don't get myself into that situation in the first place.

I choose not to get Clarity because if is only useful early game. After you get some mana items it is a waste. Ignite is useless because you will almost instantly kill anyone that you trap.

4.0 Masteries

I go with a standard 9/0/21 mastery tree. In offense, make sure to get the magic penetration. In utility, we want the extra mana because Veigar is mana hungry, speed because he is extremely squishy, cooldown reduction, and importantly the neutral buff time because we want Golem Buff as much as possible. A slight amount of extra gold helps because Veigar is a carry and he needs items to reach carrying capacity.

5.0 Runes

With runes I go with all AP per level to help him late game, except for Marks which are Magic Penetration. This fits my playstyle, but if you would like to go with flat AP for more power early on, that would be acceptable as well. A mix would also do, as long as you get AP. Just do what fits your playstyle or what runes you already have. A new rune book I recently tried was Magic Penetration marks, AP per level glyphs and seals, and flat AP quintessences. This worked well by giving me more power early on but still a alot later.

6.0 Items

6.1 Start

To start, go with a Sapphire Crystal and health and mana pots. I choose the crystal instead of Meki Pendant because of Veigar's passive, which increases mana regeneration the more mana you have missing. With a bigger reserve, the passive helps more.

6.2 Early Game

Try to wait to return to base until you have 1680 gold so you can buy the Tear of the Goddess and Sorceror's Shoes together because the less time you spend traveling, the more time you spend farming. These items are critical for the mana and speed. After you buy the tear quickly cast Event Horizon and Dark Matter in your spawn to increase you max mana without losing any. After another 1325, go back and get a Catalyst the Protector. This will help you lane longer because of the health it gives upon leveling up.

6.3 Mid Game

Again, once you have 2160 gold, go back and buy the Rod of Ages. The sooner you buy this the better because it gets better over time whether you die or not. This is an upgrade over the catalyst. The other upgrade you have is the Archangel's Staff from the tear. This is when your AP will start to ramp up, especially from the bonus from the staff, which gives you more AP the more mana you have.

6.4 Late Game

These two items just give you more power. By now you can easily kill all minions, neutrals, and champions. You will be accumulating gold constantly these items will come relatively fast. You can choose Lich Bane or Rabadans Deathcap in any order. If you want more AP go with the cap first, but if you want the magic resistance and speed of the bane go with that first. With all that extra gold you should constantly have Brilliance potions for extra AP and Cooldown Reduction.

6.5 Optional Items

You can choose one of these items to fill up your last spot. Pick the one that suits your playstyle or helps against the current team that you are playing.
Choose the Void Staff if you have a tank or Magic Resistance heavy opposing team. This item is not as effective if they don't have high Magic Riesistance because it is Magic Penetration as a percentage not as flat. If they don't have high Magic Resistance go with the Abyssal Scepter instead because it has flat Magic Penetration.
Choose the Abyssal Scepter if you are fighting a caster heavy team of if they do not have high Magic Resistance because its flat Magic Penetration is more effective. Magic Resistance can go negative!
If you are facing a spell heavy team choose the Banshees Veil for the spell negation. The increased mana will also grant some AP.
If you are facing a DPS heavy team choose the Frozen Heart for its armor and attack slowing passive. Again, the mana grant some AP.
If you just need more health in general, or if the enemy seems to be getting away even with your stun, choose Rylai's Crystal Scepter. It also gives more flat AP.

7.0 Play Guide

7.1 Early Game

After buying your initial items, head out to middle lane. Veigar isn't the best soloer but it is important for him to farm AP. If the enemy is harrassing you, stay behind your minions and keep your distance. Only step forward to last hit with Baleful Strike. Be aware of your mana and try not to cast too many spells, except to last hit and gain AP. If you do have to lane with someone, let them know you just want to last hit and are not ready for a gank. If they insist, help them with a stun but again, be aware of your mana. Try not to unload your whole arsenal unless you are sure you will kill the enemy.

7.2 Mid Game

I consider this stage to start around level 6 with Veigar because now he can unleash a large amount of damage with Primordial Burst. Coordinate ganks with the rest of your team and start to harrass your opponent. By now you should have a Tear of the Goddess so mana won't be as much of a problem. Weaken your enemies with a few Baleful Strikes over time. Then, in a quick movement, drop a stun and unleash your whole arsenal. It should devastate your opponent and for sure send them running, if not kill them. Start to push their tower at will. Once you get into higher levels just start to run around the map and gank whenever you please. Here, map awareness is key. Make sure you ward the river and your opponents side of the jungle so you can catch them in there, and likewise not be caught yourself.

7.3 Late Game

As teamfights start to break out across the map, it is important that you support your team. The second your tank initiates, drop a stun right around your enemies and bomb them with Dark Matter. If you see their caster or carry at low health, nuke them with your ultimate, and generally cast Baleful Strike on all of them. Make sure to stay behind your team though. If you are defending a tower that they have pushed, use Dark Matter often because the recharge is not very long and it does a ridiculous amount of damage and has long range. Is the situation changed? Stand behind the wall to the enemy base and wait until your minions reach their tower. Once they get up the stairs you will get vision of the enemy position. Drop a Dark Matter on them.

This is my Veigar build, and it pwns. I hope you like it as it is the first build that I posted here. Add me in game if you ever want to pwn together, I have the same in-game name as on here "UltiMattZX."