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Veigar Build Guide by Ramian

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League of Legends Build Guide Author Ramian

Veigar, for Noobs!

Ramian Last updated on February 22, 2018
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Cheat Sheet

The Tiny Master of (Low) Elo

Veigar Build

LoL Path: Inspiration
LoL Rune: Unsealed Spellbook
Unsealed Spellbook
LoL Rune: Perfect Timing
Perfect Timing
LoL Rune: Biscuit Delivery
Biscuit Delivery
LoL Rune: Cosmic Insight
Cosmic Insight

LoL Path: Sorcery
LoL Rune: Transcendence
LoL Rune: Manaflow Band
Manaflow Band

+13 Attack Damage or +22 Ability Power, adaptive

LeagueSpy Logo
Middle Lane
Ranked #8 in
Middle Lane
Win 53%
Get More Stats

Ability Sequence

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

Threats to Veigar with this build

Show all
Threat Champion Notes
Veigar #FarmSimulator2018. But seriously, play this matchup around HIS Event Horizon, not your own. Wait until his is on cooldown; that way you know you have the advantage, at least until he has it up again.
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Introduction and Veigar's Strengths and Weaknesses

WELCOME, one and all, to the best guide available to the most overpowered champion in the entirety of the League of Legends. If you're wondering why you should listen to anything I of all people have to say, then let me first say: I am frankly surprised you haven't heard the name Ramian before. I have played near the top of the Challenger list since Season 0, won several regional championships (and one World Championship), and played in three different professional teams, all while playing exclusively Veigar. As a personal bragging right, I am also the only person to ever beat Faker in a duel as Veigar.

If you're thinking, "This guy is totally s****ing me. I've never heard of you; there's no way you could have done all that stuff," to that I simply say "haters gonna hate." After all, I am the world's best Veigar player. Who else has won a world championship by playing literally nothing but Veigar in professional play? No one. That's who. So sit down, kids, so we can start talking about the man of the hour: Veigar, The Tiny Master of Evil!!

Veigar's Strengths
+Mid- to Late-game damage is off the charts
+Fairly straightforward to learn and conceptualize
+Powerful zone control with a long-duration AoE stun
+Infinite scaling into the late late game
+Even now, the enemy's loved ones suffer.

Veigar's Weaknesses
-Super weak early game and huge reliance on farm
-Few advantageous matchups
-Not particularly self-sufficient, needs help from team to really succeed
-Gets killed just as quickly as he gets kills
-Very short

but seriously...

Veigar is the quintessential burst mage, able to obliterate a squishy target from the face of Summoner's Rift so fast they type "wat" into All-chat, and they'll actually have to use the death recap during their death screen because they didn't even register what the hell just happened. Veigar also excels in mid-game skirmishes, where his E, Event Horizon provides a huge area of effect, long-duration stun that can turn the tables of a teamfight. He also has an infinitely scaling passive in Phenomenal Evil Power, enabling him to keep gaining power even after buying all six of his items. These in addition to his primary damage tools, Baleful Strike, Dark Matter, and Primordial Burst means Veigar's job is to lock enemies down and delete them, all while supporting his team with crowd control.

But all of his damage and crowd control comes at an unfortunate cost. Veigar is glass-fragile, and as fast as he can kill people, other people can probably kill him faster. This wouldn't be as big of a problem if Veigar had more mobility in his kit, but, well... he doesn't.

Consequently, Veigar needs his team to succeed. He also needs a summoner who knows what the hell they're doing with him, which, obviously, is why you're reading this guide, right?

One More Thing...

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Pre-Game: Summoner Spells

But we can't jump into a game right away. There are some important things to do to prepare yourself, so.... Welcome to the wonderful world of Summoner Spells!! The only hard and fast rule here is that you take Flash, but beyond that... Well, here are some recommendations to give you an idea about what might be a good idea to take. I've color coded them in correspondence to necessity and priority when it comes to switching them out with Unsealed Spellbook:

Red=Absolutely essential. Taking this summoner spell is required on Veigar, and I don't think there are many players who would seriously disagree.
Blue=Personally recommended over other summoner spells
Green=Usable on Veigar, but there are likely better options that accomplish similar goals, or it is a niche summoner spell


Flash is 100% necessary for Veigar (and almost every other champion). Without Flash, you have no way to reliably escape from otherwise lethal ganks. Your Event Horizon does assist with your escapes, but it does nothing to remedy your non-existent mobility. Additionally, it might be hard to see for a newer player, but the ability to instantaneously reposition your champion--no matter the distance--is a powerful, powerful ability that should not be underestimated. All of these things make Flash an indispensable tool in your arsenal, so much so that even when you switch out summoner spells with Unsealed Spellbook in the mid-game, you should keep Flash. As far as your other summoner spell, however, you have a few options, depending on your matchup as well as your preference...

Barrier is my favorite summoner spell for Veigar after Flash because of its versatility. It has gotten me out of countless scenarios wherein I would have otherwise died. It is a great answer to Ignite, and just generally hard to go wrong with, especially for newer players, seeing as it gives you what is essentially an "OH S***" button to push when you're in trouble. This is usually the summoner spell I load into the game with, only to switching it out with Unsealed Spellbook later on, after the laning phase.

Ghost is great if you want to make up for Veigar's immobility with more tools than just Flash. It's also great for chasing opponents down, and if you're confident in your dodging ability and are against a skillshot-heavy champion like Xerath, Ghost could potentially negate more damage than either Barrier or Heal. After all, you can't be killed if you can't be hit, right? ;) If anything, I'd wait to switch this spell in later in the game, as its usefulness increases when moving around skirmishes becomes more paramount.

Exhaust is definitely your go-to summoner spell for high damage carries who deal a lot of damage over time, like Cassiopeia. Hell, this is also great for bursters like Katarina who would otherwise melt you down with one ability or two. Do remember though that Exhaust is most effective when it is used directly before the enemy champion in question deals their damage, which means it takes practice to get the most out of this spell. Against someone like a Zed it is super powerful when timed correctly, but the key phrase there is "when timed correctly." If you do take this summoner spell, it'll probably be one you load into the game with, as the laning phase is when you're most vulnerable to assassins.

The appeal for Heal might seem greater than Barrier, since it grants a burst of movement speed that Barrier doesn't, but I warn you that it has a sharp drawback: it is susceptible to Grievous Wounds, which reduces the healing and regeneration rates of your champion when it is applied to you. This means that if your opponent takes Ignite (which is super common, BTW) then Heal is going to have a harder time saving you from it than Barrier or Cleanse. Still, if the enemy doesn't take Ignite and has no other way to apply Grievous Wounds to you, then by all means, go for Heal :D

I debated making this one a blue recommendation, but despite Ignite's innate kill pressure, I rarely take it on Veigar for reasons echoed in my Keystone mastery spiel. Veigar's kit's damage tends to render more damage redundant, and Ignite is no exception. I would simply rather take something to prop up Veigar's poor defenses. That being said, I won't recommend you not take Ignite, but I think that even among aggressive Summoner Spells, there are better options, such as...

Teleport is particularly useful when your lane opponent is someone who likes to roam out of mid lane for kills. It gives you matching map pressure, at the cost of a defensive summoner spell. This means you'll need to play more passively in lane. Also remember that if you do take Teleport then it is up to you to pay attention and maintain map awareness. You never know when teammates could really use you teleporting in to turn the tables of a fight. This is my favorite spell to switch to about 15 minutes or so into the game with Unsealed Spellbook, especially if I've managed to farm particularly well or create a lead for myself. Being able to be present on the map for mid-game skirmishes can be game-changing for Veigar's team.

Cleanse, like Exhaust, takes practice to know precisely when to use it during any given exchange. It also requires a knowledge of your lane opponent's champion (what they are good at, their abilities, how they want to disable you, etc.), so I would only recommend taking it if (1) you want to practice using it, or (2) you already know what you're doing with it. This is one of the few summoner spells with versatility in terms of whether you load into the game with it or switch it in later. It's useful both early and late, especially against heavy CC team compositions.

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Pre-Game: Runes


So here's the thing. As a squishy, late-game oriented burst mage, you absolutely need tools to keep yourself safe and healthy in the laning phase, and Inspiration accomplishes this far better than Sorcery. Besides, Veigar does not need help to deal damage. Taking Arcane Comet or Summon Aery is a waste on him because (1) at the point in the game where Veigar's damage is relevant, the enemy is going to die before either one hits them, and (2) you are going to be too occupied by farming before that to be bothered to trade damage with your opponents, when both the comet and Aery are most impactful. Instead, taking Unsealed Spellbook allows you to take something like Barrier for a summoner spell early on and switch to something like Teleport when the mid- to late-game rolls around, assuming your tanks are protecting you well enough to warrant it. Either that or pick up something like Heal. In terms of specific recommendations as to what spells to load into the game with and which ones to switch to, check out the previous chapter, Pre-Game: Summoner Spells. The point here is you have options. Also, the secondary perks you get from Inspiration are exactly what Veigar needs to get past his atrocious early game: Perfect Timing is essentially a bonus summoner spell that builds into one of your core items (a Zhonya's Hourglass), Biscuit Delivery ensures you stay healthy until your damage comes online, and Cosmic Insight speaks for itself. Oh! And the bonus potion duration from the bonus of your combined rune sets is icing on the cake.


Instead of turning to Sorcery for your keystone, consider the fact that you get everything you need out of it from just Transcendence and Manaflow Band. The only thing I sort of wish I could take is Gathering Storm, but even if you did take it then it would kind of be a hat on a hat next to Veigar's passive. Instead, consider switching out Manaflow Band for Nullifying Orb if you're against an AP-heavy mage like Annie who has enough early game damage to murder you otherwise. You can get away with less mana if it means you'll stay alive.

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Pre-Game: Your Abilities 101

For a guide about Veigar we sure haven't talked about him specifically much, have we? Let's change that and get down to brass tacks. Here's a layout of all of Veigar's abilities, as well as a blurb about each one designed to deepen and broaden your understanding of how they work:

Passive: Phenomenal Evil Power

A good Veigar player is constantly ravenous for passive stacks, because it is a significant portion of your overall damage. Remember, you aren't just stacking damage for Baleful Strike. You're stacking basic Ability Power, meaning Veigar's passive builds damage for all of his damaging abilities, making it invaluable in terms of gold value.

Phenomenal Evil Power has nifty, indirect synergies with a few game mechanics, such as cooldown reduction. The more cooldown reduction you have, more often you have your Baleful Strike ready to use, which means you can last-hit more minions with it, resulting in more AP stacking from it. Another cool synergy is with Rabadon's Deathcap due to the Deathcap's passive, which gives a bonus percentage of AP, and since Veigar ends up building a metric ton of AP, Rabadon's Deathcap has ludicrous gold value. There is also a really cool mechanic that gives champions bonus damage to turrets and inhibitors if their AP is a certain percentage higher than their AD, meaning that late in the Veigar is capable of doing about 200-300 damage to turrets with each auto-attack.

Since numbers make the world go 'round, let's look at what this ability is actually capable of, shall we?. Let's say we're towards the end of the game and we've completed our Rabadon's Deathcap and everything. Veigar's damage is fully online and the opponents are trembling in their Boots of Speed, which sucks because they don't provide enough movement speed to run from you. At this point in the game, you kill someone every time you nail them with your full combo, which is capable of ruinous amounts of damage. But how much AP will your passive grant you for this kill? Well, you have 5 AP gained from killing the champion, plus 4 AP for hitting the enemy with each of your abilities, plus another 35% of that total because of the Rabadon's passive. That is a total of ~12 AP gained just for that 1.2 seconds of ability casting!

Phenomenal Evil Power also gives Dark Matter reduced cooldown for every 50 stacks you have, so yeah: Stack your passive as much as humanly--or Veigarly--possible. Otherwise you're an embarrassment to the majesty that is Veigar.

Q: Baleful Strike

This is a mid-range, fast traveling, straight line skillshot, used primarily to gain stacks of your passive by killing minions. That doesn't mean it isn't capable of dealing quite a bit of its own damage though, especially after sinking a few dozen passive stacks and maxing out your Q rank, which means you'll eventually be able to harass your lane opponent with it in addition to hoarding farm.

Its damage means you also shouldn't discount it as part of your primary skill combo. In fact, you probably will not be able to kill someone from full health in the mid-game without landing damage from at least one or two Qs along with the rest of your combo.

It might be tempting to max your W first, but remember that Baleful Strike's cooldown is reduced for every point you have towards maxing it. The lower its cooldown is, the more often you can use it, the more AP you'll end up getting out of your passive. Your W does end up having quite a bit of damage by the time it is maxed out, but the sooner you put Baleful Strike on a ~3 second cooldown, the sooner you can build damage for all of your abilities, not just your W.

Remember, you gain different amounts of AP based on what your Q kills. Regular minions and small jungle monsters grant 1 AP, siege minions and large monsters grant 2 AP, and killing a champion with your Q specifically grants a grand total of 7: 2 because they are technically a large minion and 5 because you got a kill, which you would have gotten even if you hadn't last-hit them with your Q. Oh yeah! That's another thing about your passive: you get 5 AP for each kill AND assist you achieve, regardless of the last-hit. (This means that if you last-hit a champion with your Q and you have a Rabadon's Deathcap in your inventory, you get 5+2+35%=about 9.5 permanent AP for that one ability.) AND you get single passive stacks just by hitting champions with any ability, not just your Q.

W: Dark Matter

Dark Matter is capable of unbelievable amounts of damage. As in, when I first saw it I literally didn't believe it. I thought it was a bug. But it isn't. You really can do 1,000 magic damage in one strike. But don't assume it will be able to insta-gib someone at rank 1. In fact, your W isn't going to be doing all that much damage until you have 3-4 points invested in it and you've farmed up some items and stacks of Phenomenal Evil Power. It is for this reason we max W immediately after Q.

Many of the synergies Dark Matter has with Event Horizon should be obvious, but others aren't. For example, your W offers a considerable amount of zone control. After all, no one wants to get hit by this thing's damage, and since it displays exactly where it is going to strike, you create a small area where enemy champions will think twice before stepping. When running away, placing this ability where the enemy is going to be in 1.2 seconds if they don't stop chasing you means they face the notion of face-tanking 400-500 damage (or more if they don't have MR). Trust me: they'll think twice about stepping there, and if they don't then turn, Q them, press R, and watch as their health bar literally explodes. Event Horizon also takes up enough space to completely block off the space in a lane between a turret and the wall on the opposite side of the lane (since all turrets are offset from the center of the lane), and Dark Matter takes up enough space to block off the other side of the turret, meaning this in addition to your E can completely block off the entirety of a lane for a minimum of 1.2 seconds (the delay time on your W), which is admittedly not a ton of time, but it is plenty enough to run away in the time the enemy is waiting for your abilities blocking them to expire.

On that note, Dark Matter may be difficult to land in the laning phase without Event Horizon, when there is less going on at any given time and your opponents can easily pay attention to where it will strike. However, in the chaos of a late game teamfight you'll probably be surprised at how often you can land Dark Matter without even casting your Event Horizon, either because your team has applied crowd control already, or there is so much happening that the enemy doesn't notice the moment you cast it and they are struck before they even know what happened. As if to cement Veigar's identity as an infinitely scaling burst mage, The cooldown of Dark Matter is reduced 10% for every 50 stacks of Phenomenal Evil Power. But hold on. That doesn't mean that with 400 passive stacks your W is on an 80% reduced cooldown. No, that would be ridiculous. Rather, each 10% is multiplicative, meaning that for your first 50 stacks it is reduced by how much you would think: 10% or 90% of it's original cooldown. But when you reach 100 stacks, it is reduced by 10% of that 90%, not 20% of 100%, getting us to 81% of the original cooldown, or 19% reduced cooldown. The same thing happens again when you reach 150. Reducing that 81% by 10%, or ~27% reduced cooldown. So Your W will never reach 100% cooldown reduction, but damn, it can get close. By the time you have 350 stacks, Dark Matter is on a 2.5 second cooldown, meaning that late in the game you can afford to miss more and more Ws, since it'll be off cooldown that much sooner. Along with practicing landing your Event Horizon, also practice landing Dark Matter, because the better your are at landing it the sooner you can get to the point of dealing its insane amounts of damage every 2.5 seconds, which I think you'll agree is ridiculous.

Your W also provides vision to the area it strikes during its 1.2 second delay, so if you don't have a ward, there is no need to face check a bush ;)

E: Event Horizon

Ah yes, Veigar's most iconic ability. Honestly, I think Event Horizon is so strong it could be an ultimate due to its huge area of effect and resulting zone control, as well as its long-duration AoE stun, 2.5 seconds!! If that doesn't sound like a long time, then you need to get better acquainted with League of Legends time. 2.5 seconds is an eternity--most stuns only last ~1.5 seconds--and it would be one thing if only Veigar could follow up on it, but the nice thing about crowd control is that it helps your whole team. Landing an Event Horizon on just one or two people during a teamfight could mean the difference between winning and losing that fight, even if you don't kill one of the people you stun. Hell, even if you're boosted as a bonobo and completely miss your E, if it's laid down in the jungle you could still have a massive impact in the fight, since you create a space through which YOU... SHALL NOT... PASS!! This is also the first reason Veigar Greybeard is the superior Veigar skin.

Trust me: good use of Event Horizon is what separates experienced Veigar players from beginners. Practice makes perfect.

R: Primordial Burst

People on the receiving end of this ability shouldn't underestimate its damage, but as the Veigar player, you shouldn't overestimate its damage. It deals the maximum amount of damage when the enemy is at 33% health, but that doesn't mean it will surely execute them there. If they are a tank building magic resistance, Primordial Burst is going to be doing less damage, so take into consideration your opponent's items and total magic resistance, your own farm, and Primordial Burst's rank before you mindlessly press R.

Still, this thing kills. Let's look at some numbers, shall we? At max rank (since those numbers are most fun to do) Primordial Burst's base damage, before AP scaling, is already 650 magic damage. That is like 33% of a squishy's health just on its own, which means you don't even really need the AP scaling to execute someone. Add that to the fact that it can scale with up to 150% of your ability power means, well....

If you have 1,000 total AP by the time you hit lvl 16 (and max rank on your ult), that means 1000 x 1.50 + 650 --> you can end up dealing a whopping 2,150 magic damage before magic resistance to a champion with 33% health. 100 magic resistance negates 50% of all magic damage, so even if the enemy champion has 100 MR (your magic penetration notwithstanding) and they are at 33% health, you can still deal 1,075 magic damage to them. That is roughly half of a squishy's health, and if it doesn't kill a tank, they are definitely going to be hurting and unable to fight if you ult them at 33%.

Primordial Burst is clearly designed to do damage, but let's look at it another way. What if I ult someone who has full health?? Well, at max rank we're looking at a base of 325 magic damage with an AP scaling of 75%, not 150%. That means with 1,000 total AP I would deal a total of 1,075 magic damage before magic resistance, and only 537 magic damage if the enemy has 100 MR. For context, Dark Matter can deal 650 magic damage under the same conditions (maxed out with 1,000 total AP, the enemy having 100 MR).

What does this all mean? Wait. to. ult. Wait to ult until the enemy you want to kill is down to at least half health, if not lower, because the difference in damage from your ultimate is hugely different depending on how much health the enemy has. (If the victim is at 67% health under the same conditions, then Primordial Burst will deal 744 magic damage, just FYI :D) Just be patient and wait until you're sure you can execute them.

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Chapter 1: In the Early Game...

Veigar's early game is almost comically bad. His base stats are abysmal, he is super squishy, and his starting ability, Baleful Strike, does so little damage at rank 1 it's essentially another basic attack. In general, Veigar's level 1 makes him a glorified caster minion, he's so weak.

"But, Ramian, what am I supposed to do with information like that? You're supposed to tell me how to succeed with Veigar, not how terrible he is." Well, in order to really succeed with any champion, you need to know their strengths AND their weaknesses, and unfortunately, you've chosen a champion with quite a few weaknesses. It is why Veigar isn't ever seen in professional play or in higher ranks; he just has too many weaknesses to exploit. However, in lower elo, where players have a hard time capitalizing on opponents' weaknesses, Veigar winds up being more powerful.

Laning Phase Tips: Minions and CS
In order to access Veigar's full power, you need to be patient and farm. Up until level 6 or so and before you have any real mana regeneration, you should be prioritizing farm over lane harass. Stay defensive, and freeze the lane near your tower if you know how. You should be using your Q, Baleful Strike almost whenever it is off cooldown, and if you aren't killing at least one minion with it whenever you use it, it is going to waste. The ideal scenario is to line up as many shots as possible with both minion kills and your lane opponent. This ensures that you're getting farm from the minion, two stacks of Phenomenal Evil Power instead of just one since you also struck an enemy champion, AND you land harass on your lane opponent in the process. Win, win, win. Alternatively, try to kill two minions with your Q with any given cast, and remember that large monsters and siege minions grant two passive stacks instead of one. Finally, as important as it is to prioritize farming with your Q, prioritize the gold you get from minions over the AP you get from them. In other words, your Q isn't on a zero second cooldown, so any time you can't use it, use basic attacks to last-hit minions, and try to limit the number of times you wait agonizingly for your Q to come off cooldown so you can last hit a minion with it. It does no one any favors to miss both the ability power and gold just because you were waiting for your Q.

The only problem with that is that Veigar's auto-attacks are a little weak f***ing impossible to last-hit with. I would highly recommend going into a few custom games by yourself to practice last-hitting with Veigar, because it'll be necessary if you want to farm minions in the first few levels. (Unless you want to take a Doran's Blade to help you out instead... but... like... really??)

Laning Phase Tips: Trading with Your Lane Opponent
I would highly recommend rationing your use of Dark Matter, Event Horizon, and certainly Primordial Burst in the early laning phase. I won't tell you specifically to not use them, but I will say that if you do choose to employ them, make them count. With the frequency at which you want to use your Q to kill minions, you'll be using a lot of your mana on that one ability. That means there is less mana left over for your W and E, which are mana-expensive abilities all their own, so you had better be positive you'll land them if you want to use them frequently. Personally, I damage my opponent almost exclusively with my Q and basic attacks and save the rest of my abilities for when I get a gank from my jungler or when I get the opponent low enough on health for an assassination attempt. Once you get a Lost Chapter you don't have to be quite as stingy with your mana, but until then, I just haven't found it to be worth it to go for early dueling. Stick mostly to farming minions until your you have some sort of mana regeneration.

You have no Magic Resistance. You have to remember that. I mean, yes, you have a little just from existing as a Champion, but your Runes give you no access to MR, meaning you'll basically be taking true damage against AP laners. This gives you a massive disadvantage against them, something you simply cannot afford to forget. If possible, farm up until you can afford a Null-Magic Mantle. At that point you can be a bit more fearless with your trading, but until then, pretend you're a caster minion... because you kind of are. That said, however, remember that your enemy has no magic resistance either, so lining up your Q with both minions and champions is even more ideal.

Laning Phase Tips: Warding
It is also important to ward!! The best way to ensure effective warding is to designate one side of the lane--the top or bottom side--as your 'strong' side. Place a Control Ward in the river brush on that side of the lane and your Warding Totem in the corresponding place on the other side, then play more towards the control ward's side of the lane as you farm and pseudo-duel your lane opponent. In other words, if I place my control ward in the top
side river brush, I'm safer hanging out around that side of the lane because my vision is extended into the river on that side, and if the enemy jungler wants to gank from the other side of the lane, it becomes easier to escape them by bolting for my turret or by entering the river on my 'safe' side, since I'm already farther away from the side they're ganking. The reason this side is safer than the side with my warding totem is that the control ward will last as long as you need it too, whereas the warding totem must be refreshed, leaving time where you are blind without it.

If your lane opponent discovers your control ward, DO NOT PANIC. Remember, if they place a ward in that bush that reveals your control ward, it's called a control ward for a reason. Until your ward is destroyed, it will disable whatever ward the enemy placed in the bush. If you get a free chance, destroy their ward, but only if you get a free chance. Otherwise, size up your lane opponent to see if you could win a duel if it came to fighting over wards. If you don't think you can fight them, then don't! Just let them destroy your control ward, ping that they have vision in the brush where it was, and buy a new control ward the next time you recall.

"But Ramian, I don't wanna spend precious gold on another contr--"

Stop. Just stop. I don't care. Buy the f***ing wards, and don't tell me you don't have enough money. It costs 75 stupid gold, so suck it up. It's worth it to save your life. Besides, Vision Wards used to cost 100 gold, so stop complaining, you entitled noob.

Items for the Early Game
I start the game with a Doran's Ring, Warding Totem, and 2 potions literally every single game. I have never bought The Dark Seal for the same reason I don't get a Mejai's Soulstealer: it's not worth it; there are better items to get for your gold. These three items will last you until you have about 900 gold, when you can purchase something to help out your mana problems.

Do your best to avoid recalling until you have at least 900 gold. This guarantees that you'll be able to afford your Lost Chapter. If possible, try to wait for 1200 gold or more to ensure you'll be able to afford boots as well. Before you mindlessly buy more potions or a Refillable Potion, remember that you'll be receiving a Total Biscuit of Everlasting Will every 3 minutes until 12 minutes into the game thanks to Biscuit Delivery, so before that point consider carefully how much you'll need health sustain. Once 12 minutes hits you'll know you won't be getting any more of them, so it might make more sense to get a Refillable Potion after that rather than before. But I think you'll find that you won't need to spend much more money on health sustain after that anyway. All of that's for if you have 900 gold on your first base. If, for whatever reason, you don't have 900 gold when you find yourself back at base for the first time, buy a second Doran's Ring, Boots of Speed, and/or a Refillable Potion, in whichever combination aligns with your needs and gold availability. I would add an Amplifying Tome to those options, but I tend to prioritize a second Doran's Ring over an Amplifying Tome. An Amp Tome definitely gets you to your Lost Chapter faster, but don't forget that a Doran's Ring will give you almost as much AP, plus a fair amount of health AND mana regeneration. In fact, the mana regeneration you get from two combined Doran's Rings is plenty enough to let you farm up for your next 900 gold before again returning to base.

A Null-Magic Mantle is almost necessary against another AP-heavy mid laner. Work that into your build and prioritize it over boots or another Doran's Ring. Even if it means you get your Lost Chapter later, it's worth it for a Mantle. You can get one of the two components to a Lost Chapter instead. It's worth the delay on your Lost Chapter to protect yourself.

Items to not buy: Seraph's Embrace and Rod of Ages

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Chapter 2: Now, to OWN the mid-game!!

The mid-game is when you'll finally sow the fruits of your farming labor. You'll find that Baleful Strike is able to do an impressive amount of damage at rank 5 and after farming with it, better enabling you to trade damage with your lane opponent and making finishing off minions with it super easy.

It's easy to love Veigar for his infinitely scaling damage, but at the same time, it's important to understand that Veigar's biggest strength lies more in the mid-game than the late game. This is not to say that Veigar becomes irrelevant in the late game, far from it. Rather, by the time the late game rolls around, the enemy tanks have built up more magic resist, making it difficult to burst through them. In the mid-game, however, tanks have yet to stack a substantial enough amount of MR, and your Rabadon's Deathcap power spike will put them in the ground, and it is easier to position yourself in the smaller skirmishes of the mid-game, where landing one Event Horizon for your team to follow up on will probably be a kill.

Farming and CS Tips for the Mid-Game
Throughout the entirety of the game, you want to make sure you keep a steady and high gold revenue by killing as many minions as possible. For one reason or another, it becomes harder and harder to last-hit every single minion that comes into lane, due mostly to the chaos that starts to ensue the longer the game goes on.

Luckily your Q keeps doing more and more damage, enabling you to clear minion waves fairly quickly. There are two places in the game when one W-Q combo will kill minions: lvl 4-5 for caster minions, and again at lvl 9-10 for melee minions. If you want to know the most efficient ways to clear minion waves at these points in the game then take a gander at the spoiler; I'm not going to clutter guide space by going that deeply into the weeds here.

Bonus: Detailed Farming Techniques

Take note. Your W will eventually be able to kill all minions once it's maxed out (well, not siege minions), so take advantage of this farming opportunity while you can! Once your W starts dealing more damage, your Q will probably also start to kill caster minions in a single hit, which is even more convenient than the steps outlined in the spoiler :D

Also don't forget that these outlined farming strategies push the lane pretty hard, meaning that if you follow this farming pattern constantly, your minions will continually push all the way to the opponent's turret since you're killing all the enemy minions so quickly. Consequently, this means you'll be playing farther up in the lane, closer to the opponent's turret, which puts you in prime position for the enemy jungler to come and kill you. Therefore, I do not always advise you to use these farming strategies. If you need to play safe (i.e. they have a Lee Sin in the jungle and you're against a Syndra in lane), then I would recommend not using your W and attacking the minions much less frequently to pull the minions towards your turret, rather than pushing towards the enemy's. Conversely though, if your lane opponent is someone like Taliyah or Talon who constantly roams out of lane, it will probably behoove you to push the lane into their turret as fast as possible using these strategies to ensure the turret kills all of your minions instead of your lane opponent.

Dueling and Roaming Tips for the Mid-Game
It is roughly at level 8 or 9 that you can start fishing for kills off your lane opponent. Poke at them with your Q (ideally killing a minion simultaneously), and when they are at around half health, go for a stun followed up by the rest of your abilities for a kill. Here are some things to remember when you're looking to kill your lane opponent:

+It is unlikely that you will be able to kill someone from full health with one rotation of your abilities, at least until you've snowballed a little. You'll need to poke them a bit over time, most likely with your Q. It'll be much easier to burst-kill them once they are down to about 2/3 to half health.

+Keep farming with your Q! At no point in the game is it acceptable to laze off on your Q stacks. Not having enough AP on Veigar feels worse than wet socks.

+The mid-game is the time to make use of Unsealed Spellbook to switch out your non-flash summoner spell for something that will be more useful in the late game, whether that's Teleport for having map presence, Ghost for more mobility, or maybe Heal to support your team and stay safe doing it. Take the game situation into account before switching out your spells and take whatever you need most.

Cheater Cheater...

+Learn and practice dodging skillshots! Magic Resist is hard to come by in your Runes, and you can't buy it until later. Besides, no amount of MR or armor will ever reduce an enemy's damage to zero like dodging can. With some champion skills, you're out of luck here, like Cassiopeia's Twin Fang or Ryze's Rune Prison, which are impossible to dodge. However, abilities like Ahri's Charm or Xerath's Arcanopulse are not targeted, which means that if they miss you, you have completely negated 100% of that damage. This makes dodging one of the most important combat skillsets to develop. A good way to develop these skills is to figure out a mid laner you play against often--I personally see Lux like, ALL the time--and learn their abilities inside and out so you know how to dodge the ones that are possible to dodge, then expand your champion knowledge from there. For this example, Lux's Light Binding, Lucent Singularity, and Final Spark are all harder to dodge if you are unfamiliar with how they work. But if you play against Lux over and over, you can come to expect how and when she uses them, enabling you to dodge them and own the matchup.

But there is more to League of Legends than dueling your lane opponent. It is also around this time that you should really be paying more attention to your mini-map. (Not that you haven't had your eyes glued to it up until now... right??) Rift-wide fights will start breaking out more and more often, and the more fights you can be present for, the better the late game will go for both yourself and your team. As aforementioned, Veigar is extremely powerful in small-scale skirmishes of 2v2 or 3v3, and there are no shortages of these kinds of fights in the mid-game, so use this time to your advantage. In these fights themselves, be careful. You're still squishy; your mid-game strength doesn't change that, and you still need your team to support you if you're to be successful in the late game, so as powerful as Veigar can be in the mid-game, don't be an idiot!

Okay hold on. I can practically hear you typing: "Ramian, this guide is terrible. Veigar's strength is TOTALLY in the late game. That's the only time you have enough damage to even be relevant." Imma take a moment to call BS there. If you are not strong in the mid-game as Veigar, then you haven't farmed well. Git good; you should aim for a solid 70 CS per ten minutes of game time, unless you're pro, then go for 100 per ten minutes. Until you have numbers like that, shut your mouth and follow the guide. (Unless you weren't furiously typing, then as you were.)

Kills are great, so go for those, but remember that kills are most useful in the mid-game because they enable you to apply pressure to the enemy turrets. If you're getting kills in the mid-game and then don't bother to push the minion wave into the enemy tower, then you're kind of wasting that kill. In other words, as great as kills are, turrets and objectives are better, because those are what are going to win you the game. That said, turrets aren't the only objectives to fight over. Push your team to take objectives like the Infernal Drake or the Rift Herald and have as much presence around the map as feasible. So, now would be the time that you can begin to be a little less anal about killing every minion with Baleful Strike. Now remember, you still want CS numbers and gold from the minions, but with how often you'll (hopefully) be hitting champions with your abilities, you don't need quite as much AP income from your Q, and besides, Dark Matter deals a lot of damage too, so it might be worth clearing minion waves with it if you constantly keep getting pushed under your turret or need to push waves quickly.

At the same time, this is when turrets will really start falling on both sides, so do your best to defend the mid lane turret as best you can. It is the most strategically important turret in the game, so the longer yours stays up, the better chance your team has of taking the victory.

Items for the Mid-Game
In general, you'll want to complete your Morellonomicon as your first item, completing boots wherever you have the money along the way. However, remember that the most important component of the Morellonomicon is the Lost Chapter, since that is what solves your mana problems, the most pressing issue to remedy during any given game. That means that it could be completely worth sitting on that Lost Chapter until you've completed a Zhonya's Hourglass if it means you'll more often stay alive to farm another day. After your Morellonomicon, get a Rabadon's Deathcap ASAP. It is the mage's Infinity Edge, so why not buy it? Other mages tend to wait until after another item or two before they even consider a Deathcap to ensure they've stacked enough AP to make the passive worthwhile. But Veigar builds AP much faster than other mages, making Rabadon's Deathcap a Holy Grail for him. Go for it every single game.

In terms of boots, I almost always buy Sorcerer's Shoes. The only other option that is particularly appealing for Veigar is Ionian Boots of Lucidity, especially if you went with a Tear of the Goddess and Catalyst of Aeons build since these items provide no cooldown reduction on their own. But, just like I mentioned in my spiel about those items, you are going to be doing less damage, so plan accordingly.

You'll most likely want some form of defense for your 3rd or 4th item if you haven't already rushed for a Zhonya's Hourglass. If you find yourself taking a lot of magic damage specifically, then don't forget about a Banshee's Veil. You probably won't need both it and a Zhonya's (you miiiight...) but the mid-game is the time to choose one over the other if you don't want both.

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Chapter 3: The Late Game.

The most important thing to remember about the late game is that while Veigar's damage scales infinitely, allowing you to deal obscene amounts of burst damage, his defenses continue to leave much to be desired. You absolutely need your team in order to succeed in the late game, as Veigar is insanely squishy, even with both a Banshee's Veil and a Zhonya's Hourglass. Even if your tanks aren't doing a very good job of peeling for you, you are going to be more successful by sticking close to them than going off on your own. In other words, split pushing is off the table unless every member of the enemy team is dead. Veigar + team = win.

That being said, you really do scale well into the late game in terms of damage, and to more than just champions. You see, League of Legends has a cool mechanic which makes a champion's basic attacks deal bonus damage to turrets, scaling with your AP, if your AP is a certain percentage higher than your AD. As Veigar, you hit this threshold pretty early on, and the later the game goes on, the more damage you're going to be able to deal to turrets, which just feels good :D However, don't take this as a license to split push. Effective split pushing involves being able to duel an enemy opponent who comes to stop you, and dueling is not Veigar's forte. It is much more useful to group with your team in order to get bonus damage onto turrets rather than splitting off to do it.

Speaking of grouping up with your team, I already mentioned this in my blurb about your E ability, Event Horizon, but it is your single most important and influential ability in teamfights, and good use of it can make or break these fights, as well as mark a good Veigar player from a... learner. In general, you want to wait to use it to trap as many people in its center or perimeter as possible. Stunning them is fantastic, but short of that, it is also worth trapping people inside for your team to follow up on. After placing your Event Horizon, choose carefully who you want to try to assassinate. Priority should be placed on champions with less total health and defenses who do lots of damage, but if they aren't available or close enough to you that you can stay safe to kill them, then wail away on their tanks instead. Just remember to wait to use your ult for when they are low on health!!

But let me reiterate. Your Event Horizon is your most powerful teamfight ability, not your ultimate. Veigar players love to talk about his infinite scaling, but it is hard to make use of that scaling if you can't hit anyone with your abilities. Therefore, remember: landing a good stun in the late game is of paramount importance. Don't just throw out Es willy nilly and think you're going to have a massive impact with follow-up damage. be purposeful with it.

But what if I suck and I'm woefully behind my lane opponent??
Okay, first of all, everyone has bad games, so don't feel bad, unless you find yourself in this situation all the time. Then feel bad. Also remember that it's okay to lose games. Literally no one on Earth has a 100% win rate. You're bound to lose, so don't feel bad about it.

That said, playing from behind on any champion is tough. On Veigar, it's basically a death sentence. Well... I say that. The point is, playing from behind on Veigar is particularly difficult. Your damage won't come online for MUCH longer because you're likely not going to buy a Rabadon's Deathcap until later than you normally would, and the items that you buy when behind ( Zhonya's Hourglass and Banshee's Veil) don't provide enough damage to keep you covered. This means that if you are playing from behind on Veigar, it is helpful to adopt a more supportive playstyle. Consider maxing your E second instead of your W, especially if the enemy has already purchased a significant amount of magic resistance. MR is Veigar's number one biggest counter, so if you're behind AND facing a lot of it, it might be better to be more of a stun bot than a damage dealer.

Also, if you are behind, PLAY SAFE. This means not overextending in your lane, being wary of the enemy's damage and jungler presence, and buying the right items. Also don't be a dumbass. You don't have to be the one to make big-d*** plays. Let Jarvan IV or Leona do that. You stand behind them and do your best to follow up on their play. If you try to make a big play and then die you've done no one any favors. Besides, think about this: during the course of a match of League of Legends, there are two ways champions get stronger, items and champion levels. At level 18, you stop gaining power from levels; you're maxed out. The same thing happens to gold when you have all six of your major items. When everyone in the game reaches both the maximum level and full item builds, it is called Gold Parity, and once the game reaches it (i.e. everyone in the game is lvl 18 and has 6 full items), then you will have caught up with the enemy in terms of stats. If you find yourself falling behind, hold on until Gold Parity, because don't forget: Phenomenal Evil Power lets you keeping gaining stats even if you do have a full build, giving you more and more of an edge the longer the game goes on.

Items for the Late-Game
Those pesky tanks really throw a wrench into Veigar's damage plans. Magic resist really messes with Veigar's damage, distorting your perceptions of how much damage you can do to them, and champions are beginning to build up quite a bit of magic resist by the time you're ready to build more penetration. A Void Staff will certainly solve these problems, so definitely get it if the enemy team is prioritizing magic resist or are particularly tanky. If they aren't particularly tanky, however, a Luden's Echo will give you a sufficient bump in damage, and the extra movement speed is nice too.

By the time you've finished all six of your major items, the game will transition to be less about gaining strength and more about how you use the strength you've built up. After all, gold is meaningless if you have nothing to buy with it. That's where an Elixir of Sorcery comes in. It gives you bonus stats for just 500 gold and you don't even need an open item slot to purchase one. It just gets consumed as soon as you buy it, which is super convenient :D So don't forget about Elixirs when you run out of room for items.

Secondly, just because you're done building items doesn't mean the vision game is any less important; in fact it means the vision game becomes even more important. In some games, holding on to your Warding Totem might be fine and cater to your warding needs perfectly fine in conjunction with the rest of your team's vision. However, what if you are super far ahead and have more or less constant vision of your opponents anyway? In this case, your vision game becomes more about denying vision from the enemy rather than establishing it for yourself, so it would behoove you to pick up an Oracle Alteration. Similarly, if the game as become about objective control ( Baron Nashor , Dragon, or Turrets), it might be worth investing in a Farsight Alteration to sniff out the enemy whenever you don't know for sure they are. A quick drop of your Farsight ward into the Baron Nashor or Dragon pit could be invaluable information. A Farsight Alteration is also great for playing a predatory, assassin-like playstyle, when you need to scout the surrounding area to confirm it is safe before an assassination attempt.

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Index: Ability Combos

Throughout the guide you may have noticed me referencing a "full combo" or a "Q-R Combo." Here is a list of Veigar's most common ability combos.

> = more or less instant-cast after the ability before it
... = There is an indeterminate amount of time between the ability casts for one reason or another, whether that be for optimization or the necessity of waiting for a cooldown before casting the ability in question. (case-by-case explained in the blurb)

1. The Full Combo
E: > W: > Q: ... R:

This is your bread-and-butter skill combo, the one most of your kills will probably result from. At first glance it is pretty self explanatory, but it is more nuanced than you might think. After landing a stun, it is obvious that you want to place your W on your target as soon as possible to guarantee it will deal its damage. During your W's delay, send out your Q for the bonus damage since it is just a fast-casting ability, followed by your ultimate. But here is the tricky part: you want to kill someone as fast as possible, but you need your W to land before your ult in order to ensure maximum damage from your ultimate, meaning your ult's damage needs to come through at LEAST 1.2 seconds after your W's damage. However, if you wait that entire 1.2 seconds before casting your ultimate--before actually pressing the button--they might have had the time to sense to smash their summoner spells and avoid the execution.

To prevent this, learn to time your ultimate after you cast your Q but before your W deals its damage. You see, Primordial Burst has a particularly slow travel time, meaning that if you cast your ultimate right before your W lands, your ultimate will still deal its damage after the W's damage, which is the sweet spot ;D

2. The Carry-Execute Combo
Q: ... Q: > R:

Imagine you're in a lane against a Lucian or an Ahri. Every time you try to trap them in your Event Horizon they just dash out of the way like they were baiting you the whole time. It's frustrating, and you've already died once or twice because of it. First of all, play safe and farm. Second of all, why are you trying so hard to land your E on them? If they are just going to dodge it, then throw something at them that is harder to dodge, like your Q. In reality it will probably take more than two Qs before the enemy is low enough to execute with your ultimate, but the point of listing this ability combo is that against enemies who have low maximum health and low MR, your Q will end up dealing quite a bit of damage, especially after ranking it all the way up. This means that just 2 or 3 Qs before an ultimate can kill a target, and they often aren't expecting that much damage at low elo. And this way you don't have to worry about landing your hard-to-hit skillshots (your W and E).

In the late game, this combo is particularly difficult to pull off. It requires you to repeatedly wait for your Q cooldown, and you often don't have time to whittle away at your opponent's health when there are teamfights happening all the time. Rather, this combo is for the laning phase, when your opponent is more likely to stick around and eat more Qs to the face.

As far as determining just how many Qs you'll need before executing someone, it depends on the game and your opponent. The squishier the target, the fewer the Qs it will require. Who knows? You might get fed enough that one Q+R combo will be enough to kill them.

In this example, I'm against a more or less full health Ahri and it's too early in the game to burst her from full health, so I use this combo. It takes a total of 3 Qs before she's low enough for me to press R on her (00:02, 00:14, and 00:22). Usually though, your opponent won't make it this easy. The whole point of using this as an example is that it is so clear.

3. The Baron/Dragon Combo or Wave-clear Combo
W: ... Q:

This combo is for stealing away or securing either Baron Nashor or the Dragon. The idea is that since these two abilities do so much damage in conjunction with each other, they can rival the enemy jungler's Smite damage or match your jungler's Smite's damage. There have been several times that I've managed to secure Dragon with this combo, so it is definitely worth learning to do.

The trick is that you time your W for 1.2 seconds before the target is low enough on health for W+Q damage to kill it, then firing off your Q so it and your W deal damage at the same time. Step 1: set up your W with good timing to steal the objective. Step 2: time your Q to hit simultaneously with your W.

I also call this combo the Wave-clear combo because there are two specific points in the game when a W+Q will kill minions instantly. It first happens around lvl 4 or 5 with caster minions, then again around lvl 9 or 10 with melee minions, depending on how responsibly you've been farming. This little trick stops working for both kinds of minions once Dark Matter starts dealing more damage. It does enough to one-shot minions after farming and ranking it, so take advantage of this easy farming technique while you can!

4. The Teamfight Combo
E: > W: > Q:

The only difference between this and the Full Combo is circumstance. When going in for a kill on a squishy target, your W and your Q will likely do enough damage to guarantee an execute with your ult, but in the heat of a teamfight, you don't always have the luxury of wailing away on an enemy carry. Their tanks will be protecting them, just like your tanks will be protecting you. This means that during a 5v5 teamfight, your only targets are often just tanks, which are harder to kill and definitely might not go down with one rotation of abilities. Your play pattern becomes playing around these three abilities until someone is low enough to ult. Use the abilities, back off until they are off cooldown, rinse and repeat.

Primordial Burst is a long-cooldown, single-target nuke. Once it is used, that's it, even if it doesn't kill the target, so you want to make it count. Your other abilities, however, differ from it more than you might think. They are all AoE, lower-cooldown abilities, which means they are mega powerful in teamfights and in this context, far more useful than your ultimate. Together, your W and Q can do far more total damage than your ultimate with just one cast each when they both hit multiple champions*, so repeatedly casting them may be all the damage in the teamfight your team needs from you. This might mean having to go through two or even three rotations of your E, Q, and W cooldowns before anyone is low enough on health to press R, but who knows? During the chaos of a teamfight a squishy carry might find their way into your stun, at which point you want to make sure your ult is available. In general, the point of this combo is to use over and over again during a late game teamfight until your ultimate is a viable skill to use (i.e. your opponent is low on health) or until everyone on the enemy team is dead.

5. The Semi-Full Combo
E: > W: ... R:

I know this one seems redundant next to the Full Combo and the Teamfight Combo, but it is a little different, so bear with me. You see, it's often the case that when you land a stun on someone, there are two or more units (probably minions) between you and the champion you stunned. This means your Q cannot possibly hit the one you stunned. Sometimes you can easily reposition to fire off your Q from a direction with only one or fewer minions there, but other times you'll have to rely on exclusively your W and R for damage. Luckily, if you have been farming decently well and it's far enough into the game, this combo will probably kill them anyway, no Baleful Strike necessary.

6. The Gap-closer Execute
> R: OR > Q: > R:

The explanation for taking Flash may have left a bit to be desired. You see, the primary reason Veigar players take Flash is to ensure they have some form of reliable mobility, which usually displays itself most prominently when Veigar's weakness of being squishy rears its ugly head; it ends up forcing you to use Flash defensively, for an escape. However, Flash can be used offensively too. Every day I'm able to kill someone with this combo, so it is definitely worth learning to do. Also worth learning to do is estimate how much damage it will take to kill someone who is low on health. It may just take one cast of Primordial Burst once to close the gap with Flash, but if they're too healthy you might need to sneak a Baleful Strike in there first. Just remember to not do this against full-health targets unless you know for SURE these two abilities will kill them. If you blow your Flash to jump IN to a fight, you won't have it for an escape!!

*Total Primordial Burst damage (no magic penetration]):
1000 total AP + max rank + enemy at 33% health and ~100 MR = 1,075 total magic damage
Total Baleful Strike + Dark Matter damage (no magic penetration):
1000 total AP + max ranks + each ability hits two enemies who have ~100 MR each = 2,130 total magic damage, split between the two enemies you hit.

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Index: Champion Synergies

So Mobafire has a cool set of coding to let me show you all of Veigar's matchups and how well he plays against certain champions, but it doesn't have a reliable way for me to talk about who Veigar plays nice with, who really enables him and whom he enables to succeed in any given game, so here we are at the end. In general, Veigar synergizes particularly well with tanks, or at least other champions who have hard crowd control who can set up Veigar's W well. He also synergizes well with many AD carries, which is why you sometimes see Veigar played as a support.

Tanks and Junglers

Even if Gragas misses his Body Slam, his Barrel Roll applies a slow to whoever it hits, making your Event Horizon much easier to land, and even if you still miss your stun, he can potentially use Explosive Cask to knock them back into it :D

Elise's early ganks are savage. If she lands a stun with her Cocoon / Rappel then she has plenty of follow up damage on top of yours to kill the person, especially if you land your own subsequent stun. Even if you haven't had much time to scale, like I said, Elise has plenty of early game damage.

Rammus's infamous Frenzying Taunt makes landing your Dark Matter a snap, and even if you miss he can guide them into it :D As soon as you press W also press E so they're trapped or stunned as soon as Rammus's taunt has ended. After that you can guarantee either a summoner spell out of the opponent or a kill. Take note that I'm using Rammus and Gragas as examples of how well Veigar works with tanks in general, so even though Veigar also synergizes well with other tanks like Alistar, Blitzcrank, Zac, and Maokai, I won't be listing any more tanks as synergies.

When a Vi comes to gank your lane, you don't even have to land a stun. Just trap them inside your Event Horizon; it makes it almost impossible for Vi to miss her Vault Breaker, and like Elise, Vi has lots of early game damage to supplement yours, so even just a little of your damage will probably result in either a kill or assist.

Xin Zhao
Xin Zhao's play pattern revolves around chasing the enemy down and obliterating them once he gets there. Your Event Horizon makes this easy for him. Alternatively, if he manages to knock an enemy up with Three Talon Strike and you're close enough, the knock up makes for an easy stun.

AD Carries (if you're playing support)

Only one of you needs to land your crowd control to lay down some serious pain onto enemies. If you land a stun, you both have plenty of damage, and it makes it easy for her to place a Yordle Snap Trap under them, meaning the enemy will be unable to move for at least 2.75 seconds, longer if you have multiple points in Event Horizon. This is set up for a good jungle gank or just an enemy death if Caitlyn's been farming and playing well.

Jinx's synergies with Veigar echo Caitlyn's. Either one of you landing crowd control makes it easier for the other to chain more on top of it. Just remember that Jinx takes a little longer to come online than Caitlyn in terms of damage, so don't expect to be able to kill people as early as if you were supporting a Caitlyn.

You don't normally think about it, but your Event Horizon actually gives you pretty great protection when you place it around yourself so no enemies can get to you. Similarly, you can do the same thing for allies, and since Kog'Maw is pretty immobile anyway, a single Event Horizon might be all he needs to keep enemies at bay long enough to vomit damage all over them, and don't forget about YOUR damage on top of that. Supporting a Kog'Maw is a laning pleasure, as long as you both know your limits; you both have pretty bad early games, so play accordingly.

Xayah excels when she has time to set up her feathers behind the enemy, and trapping enemies inside your Event Horizon makes it easy as pie for her to do that. As a cherry on top of that pie, the root from her Bladecaller makes landing your Dark Matter that much easier, which rocks.

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A Heartfelt Goodbye

Well, dear reader, thank you for taking the time to listen to how I like to play Veigar. Definitely try this build for yourself; I think you'll find yourself to be successful with it after a few games.

So go play League and let me know what you thought of how I play Veigar, The Tiny Master of Evil!!

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Veigar Fun Facts!

Veigar hates short jokes.

History lesson!! Before Veigar's rework (in season 5 I think?) Primordial Burst's damage used to scale with the opponent's ability power, rather than their missing health. That meant Veigar was a fairly heavy counter to other champions who built lots of AP... You see where this is going? Before his rework, two Veigars facing off against each other would eventually get to a point where they would literally be able to press R on each other at the same time and one-shot each other. One time I even had someone who challenged me to see how many times we could mutually eliminate each other from fights, just for s**** and giggles lmao :D Good times...

There is a fan theory (that I do buy in to) that Veigar is a caster minion who gained consciousness and finally understood his true power. He saw his kind being slaughtered indiscriminately, and that day vowed to bring as much destruction to whoever sets foot on Summoner's Rift as they do to his people. I mean, that's a backstory that would make me evil, that's for sure.

The best Veigar skin is Veigar Greybeard , and if you say otherwise, you're wrong. The more you know!

Another history lesson!! Before Veigar's rework, his Event Horizon had no delay before coming into effect. It just appeared there instantly when you pressed E. You didn't need to aim nearly as much as now, seeing as you just press E in the right place and you guarantee a stun. Obviously this was busted as hell. Veigar players would wait right around corners so he could see you but you couldn't see him and he would cast Event Horizon right where you stood. At that point it was basically guaranteed that you would die 1.2 seconds later. As sad as I was to see Riot put a 0.5 second delay on it, it was probably healthy for the game overall.

History lesson Ep. 3: The Deathfire Grasp!! Ahh, the memories... This used to be an item that you could purchase in League of Legends, at least until late in 2014. I want you to mouse over that icon and see if you can spot what made it overpowered as Jesus, I'll wait...

That's right, it amplified all magic damage an enemy took for 4 seconds after using it, which is (a) plenty of time to fire off Veigar's full combo, and (b) consequently waaaay too strong. But the problem with Deathfire Grasp wasn't even that it made specifically Veigar overpowered; it made every mage overpowered, especially Veigar. This was back when Veigar's ultimate's damage scaled off the enemy's AP rather than their missing health, so the math would be a little different, but if all the numbers were the same and Deathfire Grasp still existed, Veigar's full combo would be capable of a whopping 5,110.56 magic damage, plus 15% of the enemy's maximum health. Riot got rid of it because it made every mage a burst mage and adjusted certain champions' kits around other qualities instead (they made Ahri more mobile, for example.). But that's okay, because Riot gave us Luden's Echo to compensate, and they buffed Rabadon's Deathcap's passive (It used to be 30% bonus AP) ;D

This is Veigar's original splash art:

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Special Thanks

This is my first of hopefully many Mobafire guides. That means that when I set out, I had no idea how anything about Mobafire's coding system works. Jhoijhoi, a Mobafire member, created an awesome "How to Make a Guide Guide" which was the only way this guide ever even came to be, so thank you first to jhoijhoi :D and secondly to every other Mobafire member who contributed to that guide. I got a lot of great ideas from them.

Secondly, I'd like to thank the employees at the coffee shop I do all my work at. I've spent countless hours there working on this as well as several other writing projects; I go there so often several of the baristas give me free refills if I end up staying all day (like I sometimes do).

I also want to thank the Mobafire community for being awesome. I don't think I've come across a single pointlessly aggressive comment, at least not on my profile or anyone else's I've seen, so thank YOU, dear reader, because you're the one that gives meaning to the guide. After all, what's the point of writing it if no one reads it??

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Patch Notes

Patch 1.1 9/19/2017 Published for the first time!

Patch 1.1 9/29/2017 updated the explanation of W in Pre-Game: Your Abilities 101 to reflect Veigar's changes in patch 7.19; updated Chapter 3: The Late Game to reflect Veigar's W changes in patch 7.19; updated masteries and added more to Pre-Game: Runes and Masteries to better explain new Mastery changes from Ferocity to Resolve; fixed several typos/coding errors/grammatical explanations that were previously unclear; removed previous misinformation concerning Veigar's full combo's maximum damage capability as part of Veigar Fun Facts

Mid-patch update 10/3/2017 Cleaned up several typos and coding errors that were seriously bugging me; finished updating Pre-Game: Runes and Masteries for clarity and more thorough explanation; Moved Akali to a lower threat level (down to 3 from 5); added a Special Thanks section

Patch 1.2 10/19/2017 Scanned the entire guide for typos and coding errors and found quite a few... there are probably more; Updated several Vs. Champions explanations and moved several around in threat level; updated runes to reflect new Quintessences; made small aesthetic improvements; Updated some previously vague explanations

Patch 1.3 11/26/2017 Scanned the entire guide for more typos and coding errors and fixed them; Updated Runes to reflect Pre-Season 8; Removed Masteries Section; Updated general aesthetics throughout; Updated several small gameplay tips to reflect new runes

Mid-patch Update 12/22/2017 Refined Runes explanation after further testing (didn't change ideal Runes however); increased threat level for most AP matchups to reflect Runes changes and no access to early MR; updated early game opponent trading explanation to reflect aforementioned MR changes; updated early item buys to include a null magic mantle

Patch 2.1 2/16/2018 Did a full-guide sweep to update for Season 8, updated Runes to reflect what I actually play with now, scanned for small grammatical errors

Mid-patch Update 2/20/2018 Scanned the guide for grammatical and coding errors and found a few, updated several previously unclear explanations