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Spells:
Ignite
Flash
Ability Order
Phenomenal Evil Power (PASSIVE)
Veigar Passive Ability
Introduction



This build, however, is very different from his. It focuses on making Veigar tanky enough to stay in a fight, while maxing out his cooldown reduction so that he can continue to deliver pain throughout. There isn't much focus on AP in the late-game items because


As always, I love constructive criticism and feedback. Please let me know if you agree/disagree with anything in my guide, and I'll be sure to respond. If your suggestions influence anything major in my guide, I'll give you the credit here in the introduction.
Speaking of credit, big thanks to jhoijhoi for the template, which you can find here.
Thanks to Swagmuffin99 for input on optional items, and Mikuroo for catching mistakes and constructive criticism on a bunch of things.
Let's begin!
spaaaaaaace |
Pros
+ Insane nuking potential + Long-lasting AoE stun + Can farm himself AP + Powerful AoE damage + Easily snowballs into a late-game terror + YORDLE |
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Cons
- Very squishy - Vulnerable during the early laning phase - ![]() - No gap openers/closers - Needs to be close to fire ![]() ![]() - His voice gets pretty irritating |
Greater Mark of Magic Penetration: Standard fare for the AP carry. Magic penetration lets you deal more magic damage. Plain and simple.
- Greater Seal of Replenishment: Even with his passive
Equilibrium,
Veigar is pretty mana-hungry before he's built
Athene's Unholy Grail. These will help you stay in lane and farm up that AP for as long as possible.
Greater Glyph of Magic Resist: Flat magic resistance to help you stay healthy in the lane. If it's physical damage you're up against, go for
Greater Glyph of Scaling Magic Resist instead.
Greater Quintessence of Movement Speed:
Veigar needs to get pretty close to his target to hit them with
Baleful Strike or
Primordial Burst, and he also needs to get out of the fight fast when his cooldowns are...well, down. But without any gap closers (or gap openers for getting out), he has to do it all the old-fashioned way: running. These quints will help you dodge skill shots, chase, escape, and initiate with
Event Horizon.











Equilibrium: A lackluster passive, but an excellent one. With this, you will never need to leave the lane because you ran out of mana. Just wait ten seconds, and you've suddenly got enough to fire off a decent combo. This is what makes maximizing
Veigar's cooldown reduction so effective: once you've finished
Athene's Unholy Grail, you will never, EVER run out of mana.
Baleful Strike:
Veigar's bread and butter, his farming tool, and the reason he is an absolute terror on the Fields of Justice. Every time you last-hit anything with this ability, you gain 1 AP. That doesn't sound very impressive...until you consider how many minions you last-hit during a normal game. Now imagine that number is AP. Yeah--it's a big deal. Last-hit with this as much as yordle-ly possible. Don't worry about mana;
Equilibrium will ensure that you can farm under the tower indefinitely.
Dark Matter: A high-damage delayed AoE spell. You can use this to clear minion waves, and you should do so if you can't farm with
Baleful Strike due to harassment. But if you have the option, always last-hit with
Baleful Strike. Hitting with this takes practice, and it's much easier to land if you hit
Event Horizon first. Also, never forget that this spell grants vision in the target area before it hits. Check those bushes!
Event Horizon: One of the best utility spells in the entire League. Fully maxed, this summons a large ring that stuns any enemy walking across its edge for 2.5 seconds. It sets up your combo, provides excellent initiation, and looks very sinister and dangerous. Try to cast it so that the edge of the ring immediately appears beneath a champion; they'll have no way to avoid it.
Primordial Burst: It may not look as flashy as other ultimates, but it lays down some serious pain on the champion of your choice and spells certain doom for the enemy AP carry. Hold down Tab to look at the enemy team's build and determine who would be hurt the most by this spell. (Hint: It's usually the guy with
Rabadon's Deathcap.) Use this as your combo finisher to secure a kill (or nab an assist).


What you should max second, however, is situational. You should usually max












For your first buy, pick up







On your first trip back to base, pick up at least one






Next, you'll want to think about your Level 2 Boots. If your AP is currently lower than 80, either buy the second


Sorcerer's Shoes: These will help you punch through an enemy's base MR and deal near-true damage. My preferred boots for the early-mid game.
Mercury's Treads: If you're just trying to survive (or if you hit so hard you don't any more magic penetration right now), take these. The MR and Tenacity will help you stay alive in general.



Time to turn up the heat! Rush



Athene's Unholy Grail: Take this if you need more magic resistance, or find yourself frequently running low on mana. If the enemy team is building MR, just finish the
Chalice of Harmony, then rush
Void Staff. Otherwise, build this to completion before moving on.
Void Staff: If you're decisively kicking all sorts of butt and don't need to worry about mana or MR right now, pick this up first. It will help you keep the advantage and frustrate the enemy team to no end.
Congratulations! You are done building AP on Veigar and it's time to get defenses. "What?!" you say. "What aboutZhonya's Hourglass?
Lich Bane?
Rylai's Crystal Scepter? I can still build tanky and build AP!" First of all, look at your stats: thanks to masteries, you now have AT LEAST 405 AP and 46% magic penetration (and it's more likely to be around 500 if you had a half-way decent laning phase). If you can't kill an enemy champion with 500 AP and 46% magic penetration, it's not the build's fault, my friend. It's you.
First, pick up theGlacial Shroud. The mana is nice, but what you really benefit from is the 45 armor and the 15% CDR. At this point, your armor will be around 150, your MR will be past 80, and your CDR will be at 34%.
Baleful Strike is hitting for 560+ magic damage EVERY 2 SECONDS, and you have your AoE stun up every 10 seconds. That's pretty awesome.
Now that your defenses are nice and high, health will give the most survivability. Pick up aGiant's Belt, then finish your items. First, upgrade the
Glacial Shroud into a
Frozen Heart for 54 more armor and 5% more CDR, bringing you just beneath the hard cap of 40%.
Next, build one of these two items:Warmog's Armor: Yeah, Warmog's on
Veigar. Seriously. Health is literally the only thing that
Veigar needs more of at this point. Plus, since you don't have any spell vamp, the health regeneration is great as well. This is my preferred buy.
Rylai's Crystal Scepter: If you find you're never really in danger of dying, take this over Warmog's. With CDR maxed out,
Baleful Strike turns into a permanent slow if you keep it focused on the same target, making it a fantastic utility item.
Finally, at any point after buying theVoid Staff, sell your
Sorcerer's Shoes for
Mercury's Treads if you start dying to too much magic damage or getting hit with too much crowd control. Once you've got
Void Staff, you don't need the flat magic penetration.





Also, consider this. I'll be generous and say that you cast the DFG on the tank and it dealt around 1200 damage before resistances at 500 AP. You could also deal 1500 damage with three



Will your 1v1 fights be as lopsided in your favor as they used to be? No, of course not! But you'll still be able to nuke down most opponents with your full combo (and if not, just one extra



In a 1v1 or a surprise attack where you catch the AP or AD carry off-guard, unleash your full combo:






This will easily finish off a carry at half-health in the early-game, and one-shot a carry at full health in mid- to late-game.
In a teamfight, wait for the tank or off-tank to initiate. Once the fight has begun, prioritize your targets:
- First, look for out-of-position enemy carries. If you find that you can hit either of them from a place of relative safety, unload the above combo on them. Try to save
Primordial Burst for the AP carry rather than the AD carry, if you can.
- Next, keep yourself and your AD carry safe. You two are likely the squishiest members of your team. Stun anyone trying to get in your faces with
Event Horizon, focusing your damage there if the enemy carries aren't a viable target. Stick close to the tank or behind cover, but don't stay close to the AD carry--you don't want AoE damage to take you both out.
- Finally, if both of the above aren't options, hit the squishiest thing you safely can! Remember: you should be constantly casting
Baleful Strike. Its cooldown is incredibly low, so there's no need to save it for high-priority targets.
If things look bad, start running and useEvent Horizon to cover your team's escape. If the enemy team is running away, run towards them and use
Event Horizon to stun them, allowing your team to catch up.
Please comment and upvote if you liked the build, because it makes me super happy.
If you believe the guide is worthy of a downvote, please send me a PM or comment on why you feel that way first. One of three things will happen:
- I'll explain myself to you better, and you'll change your mind. Hooray!
- I'll explain myself to you better, and you won't change your mind and give me a downvote. That's great, too! I'll have appreciated that you took the time to explain yourself.
- I'll call you a genius, fix the guide, and credit you in the introduction. Everyone wins!
So there you go. Go forth and swallow some souls!
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