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Spells:
Clarity
Flash
Ability Order
Phenomenal Evil Power (PASSIVE)
Veigar Passive Ability
Chapter 1

Welcome to the Veigar by Belenzor guide.
You can find my other guides under the link:
DEWO's Profile
Char description.
My Veigar playstyle is a safe playstyle. Since you are one of the most annoying champions due to one of the best stuns ingame and huge burst damage you will be tried to get focused alot. Early game means safe farming, and late game instantly killing one by one.
Great tank damager due to DFG in core build and nearly infinite mana due to huge mana regeneration. Hope you like it.
Pros and Cons
Pros
+ Biggest burster ingame
+ Great CC (2.5s AoE Stun)
+ Item undependant champ
+ Fun to play, not boring like 1-2-3 ryze, many options and combos
+ Best ingame AP champions destroyer
+ Great tank killer
+ Good farmer
+ GREAT supporter and gank stopper
+ Good "high grass scanner"
+ He is little and hard to target :P
+ He is evul, HE IS THE DEFINITION OF DOOM!
+ Knows his worth, and does not like to be pushed around!
Cons
- Requires good coordination, reflex and fast fingers for best results
- Requires good skill in last hitting
- Mastering the Event Horison is a tough job
- Mana dependant
- VERY poor tower pusher.
- Squishy as hell
- Needs a babysitter
- He wobbles while walking - EXTREMALY annoying!
- Absolutly not n00b friendly
- Rather single target killer.
Skills

Clarification
Passive that was changed lately. Ehhh the old one was soooo NIIIICEEEE. Well Mana regen now with ulti not refunding it cost is nice especialy on low mana, it keeps you kinda safe on mana to do that Horizon stun from no mana to horizon mana :). It works realy nice with Chalice. Late game marginal, (like the old one was in early game) :P

Active: Unleashes dark energy at target enemy dealing 80/125/170/215/260 (+0.6) magic damage. If the target is killed, Veigar gains 1 ability power.
Passive: Veigar gains 1/2/3/4/5 ability power when he kills a champion from any source of damage.
Cost - 75/75/75/75/75 Mana
Cooldown - 8/7/6/5/4 Seconds
Range - 650
Clarification
Ok this does not look flashy and stuff, but it is a big plus imho. Your main ability, and tbh the only one early game. You should be skilled to always use it to last hit minions. Mastering last hitting with it is the CORE of this build/guide. I dont focus on AP items untill i get my DFG so last hitting and runes are your main source of AP in early game. From my playstyle and testing, it is more than enaugh to be an effective killer. Statistics of 8/0-1 before reaching lvl 11 in Rated 5v5 matches show that. Always be aware of how much damage you deal with it, so your last hitting will be EZ as pie. Projectile is FAST and nearly not visible. Harrasing with it might be misstaken with normal "white", but the small projectile has a nice 60% scaling, means it will do serious damage anyway.
Last hit Last hit Last hit, always even on lvl 18, during preparation to teamfight always last hit. You see a mob your reaction should be - "Ughh Ughh a walking 1AP! KEEEEEL!"

After 1.2 seconds, dark matter falls from the sky to the target location, dealing 120/170/220/270/320 (+1) magic damage.
Cost - 100/110/120/130/140 Mana
Cooldown - 12 Seconds
Range - 900
Clarification
Your only AoE and later on main damage source. 100% AP scaling makes this hit EXTREMALY HARD. It has a side effect. It takes 1.2s to accualy hit the target, you can try to land a fiew on your enemies even without Event Horizon just to burn mana or you might consider casting it on ranged creeps for additional gold. Later on farming waves of creeps will take no time. A good spot to land a DM is Lich neutrals. You also can land a BS to last hit the blue one and get additional 1AP.
Learning this spell to accualy hit your targets is the key to succes.
The delay on the DM is also a great way to disquise your true damage. Since all the stuff will land in the same moment leaving a big suprise burst :)
Make MAXIMUM usage of the time by using DFG and Ulti before it lands. If the target is still standing finish off with BS.
If you dont want to waste too much mana with always doing Stun+DM combo, try placing the circle a little bit on the enemy ***. Common reacion will be probably moving back "not to get hit" and they are accualy getting hit coz of doing that.

Active: Veigar twists the edges of space around the target location for 3 seconds, stunning enemies who pass through the perimeter for 1.5/1.75/2/2.25/2.5 seconds.
Cost - 80/95/110/125/140 Mana
Cooldown - 24/22/20/18/16 Seconds
Range - 650
Clarification
I max out this as a 2nd spell. Why not DM over this? Coz of midgame ganking. Mid game is a pain in the *** for veigar. Ppl vanishing constantly from lanes and trying to gank the squishies. This spell beeing off cd is a key to survival. Also a nice 2.5 sec stun at the tower hits harder than you can on this point of the game. Play defensivly, and farm this IP. Horizon is a great "Team tool". A nicely placed 2.5 sec stun will give you plenty assists without even getting near danger zone. Dark Matter scaling is superior enaugh to diliver nice amount of damage even without lvling it. Horizon is just to make sure you are untouchable.
Train placing the circle edges for instant stun. This is the main diference between a good and a **** veigar players.
Remember that your stun range is bigger than the range circle shows. Circle shows you how far away you can place middle of the skill. So you will gain additional radius range. Try using this as your advantage in catching fleeeing enemies or just to stay realy at max range.

Blasts an enemy champion, dealing 250/375/500 (+1) plus his target's AP in magic damage.
Cost - 150/200/250 Mana
Cooldown - 130/110/90 Seconds
Range - 650
Clarification
Veigar ultimate. A single target spell with large range and HUGE damage. Cooldown is pretty high and spell is kinda low on damage for an ultimate during early game (spell-lvl 1) Becomes an ultimate 1 shoter for AP champions in late game. Seeing Ryze dropping dead just from 1 spell is nothing special :)
After some changes it doesnt replenish Mana after kill, so use keep in mind the cost of the spell, not to wake up beeing OOM when you have that prey under 1% of health :P They also removed the AP boost on kill, that makes more valuable to accualy land it just to lower down enemy and kill with Balefull Strike for additional AP.
Try to find out which champion has most AP and focus on him/her the spell for maximum damage output.
Simple point and click EZ to use instant death spell.
Skill order
Your priority should be set this way:




Clarification
As written a bit higher i focus on farm over kills in early game and making sure i dont die and feed. That is why i lvl up Horizon over Dark Matter. DM has high enaugh AP coeficient alone even on lvl 1 to deal good damage.
If you feel extremaly safe, you can stop lvling Horizon on lvl 2 and go for Dark Matter instead. stun duration should be good enaugh to let you land a full combo anyway.
Skill usage
Veigar as i show you, requires fast fingers. You have to train his full combo and do it FAST, realy FAST. The burst you will get via using this combo is INSANE. Even for mid game.
You will probably start with





The effect should look like this:
Enemy has 100% HP. He gets stunned. 1st thing that accualy hits him is the




Focusing on getting this combo performed fast enaugh (to be sure that DFG hits before Dark Matter) is the key to efficient killing.
Becouse the DFG damage early game you are free to lvl up your horizon before Dark Matter.
BURST TRAINING





You should train your EW1RQ routine! best way for that is picking up notepad and trying to type that "ew1rq" as fast as possible untill you are familiar with the sequence!

Summoner skills


As you see This build focuses on Mana regen. I dont get the Tear or Staff early game, that means your mana pool will be quite small. Clarity should take care of your mana realy nicely. You dont need Ignites to kill enemies anyway. Tbh other valid summoner spell could be only

If you say

In Early - Mid game do not roam alone. NEVER.
Runes




Clarification
Standard caster runes for me. Mpen Marks, AP/lvl Seals and Glyphs and Flat AP Quints.
Nothing special here :)
Items
CORE





Clarification
Ok imagine you are a farmer. Coz you are one :) At early game you farm little creeps, so later on you can farm a bit bigger ones. The situation will look more or less the same.
If we want to last hit with Balefull all the time, we will need mana. Recently i swapped from




Start of with a








With your

Your

After boots you should get

You will probably start killing now (if you havnt earlier) so getting full

Now the fun begins. Keeping in mind that your main damage source is still not high and enemies will not have 15929852 AP already try to harras a bit more than last hit now. When you feel like it, unleash a full combo with lvl 1 ulti and lvl 1 dark matter paired with stun and ofc DFG. If you did good, your teammate should only see a dead body dropping instantly.
After you complete



There are 2 ways of surviving as Veigar. HP pool or Ring active.




Now the 6th item is fairly situational.
In most of the cases i get one of those (in order of frequency)



For ranked games you can always take defensive item like:

Playstyle
Early game
Farm. Simple as that. Last hit minions with Balefull Strike and keep it safe. You are not gonna kill unless enemies are realy stupid. You can harras with your standard attacks. Dont waste too much mana on enemies. Your kills could come from stun at the tower tho. Keep that in mind to lock them within tower range.
Try to always have mana for Horizon in case of any emergency.
Mid game
Your mid game starts when you get your



Late game
Now that you already have your

This is my playstyle for Veigar. You can get a high K/D ratios if played correctly. I know it is a bit cowardlish but you are damn annoying with that horizon and with the damage you can diliver to a single target. Ppl will try to focus you, so rule no. 1 is to stay safe. You dont have any stacking **** so you count only on your stable mana flow and alot of AP.
Keep it safe, and be fast.
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