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Veigar Build Guide by goodimbinatas

Middle Veigar One shot guide [10.14]

Middle Veigar One shot guide [10.14]

Updated on July 21, 2020
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League of Legends Build Guide Author goodimbinatas Build Guide By goodimbinatas 114 4 205,676 Views 2 Comments
114 4 205,676 Views 2 Comments League of Legends Build Guide Author goodimbinatas Veigar Build Guide By goodimbinatas Updated on July 21, 2020
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Runes:

Sorcery
Arcane Comet
Manaflow Band
Transcendence
Gathering Storm

Inspiration
Magical Footwear
Cosmic Insight

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

In this relatively short but quite informative guide I will tell you the most important things you need to know if you want to play Veigar. I will explain the Abilities, how they work and even their bonus effects. Additionally, I tell you how and when to use them best, so that they reach their maximum effectiveness. Besides, I'm going to explain my Build and compare some items with each other in order to explain my choice of itmes. After that I will comment on the Runes I chose and in the last section, I discuss all of Veigar's possible Summoner Spells.
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Abilities

Veigar's Abilities:


Phenomenal Evil Power (Passive)

"Striking an enemy champion with an ability grants Veigar a stack of Phenomenal Evil. Takedowns grant an additional 5 stacks. Phenomenal Evil gives Veigar 1 ability power per stack."
Both kills and assists grant Veigar 5 stacks, hitting an enemy champion with an ability grants 1 stck for every single hit. Consequently, you normally get 6 (5+1) stacks only if you last-hit an enemy champion with an ability (5 for the kill and 1 for striking them with an ability). 1 stack of Veigar's passive equals 1 Ability Power for the rest of the game. (This also scales with items like Rabadon's Deathcap or Lich Bane.)


Baleful Strike (Q)

"Veigar unleashes a bolt of dark energy, dealing 70 / 110 / 150 / 190 / 230 (+60% of ability power) magic damage to the first two enemies hit. For each target killed, Veigar gains 1 stack of Phenomenal Evil. This bonus is doubled if the target killed is a large minion or large monster."
Killing the target with his Q, Veigar gains stacks of his passive. Melee Minions grant 1 stack, same as Caster Minions and small monsters. Siege Minions and Super Minions but also large monsters grant 2 stacks per kill. This ability damages the first two targets hit which means that in case both of them die, Veigar gains stacks for them both. If Veigar last-hits an enemy champion with his Q, he also grants 1 additional stack. So when killing a champion with his Q, Veigar gains 7 (5+1+1) stacks of his passive (5 for the kill, 1 for hitting an enemy champion with an ability, 1 for killing the target with Q).


Dark Matter (W)

"After 1.2 seconds, dark matter falls from the sky to the target location, dealing 100 / 150 / 200 / 250 / 300 (+100% of ability power) magic damage.[/i]
Every 50 stacks of Phenomenal Evil lowers Dark Matter's cooldown by 10% (stacks multiplicatively with Cooldown Reduction)."
Because of the 1.2 seconds delay this ability is pretty hard to hit but during this time you are granted vision in the place the dark matter will hit the ground.
The more stacks you have of Veigar's passive, the lower the cooldown of this ability.


Event Horizon (E)

"After a 0.5 second delay, 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."
Veigar first casts a cage, that got a 0.5 seconds delay in which all targets can walk right through it. After that, the edges of this cage will stun every target (enemies and neutrals) that comes in contact with them. This will stop dashes (such as LeBlanc's Distortion or Gragas' Body Slam) but doesn't prevent enemy champions from "flashing" out of it (using the Summoner Spell Flash or abilities like Zed's Living Shadow or Kassadin's Riftwalk) - so in order to get stunned, the targets need to get physically in contact with the edges of the cage. In that case, Veigar will gain a stack of his passive for every single enemy champion that gets caught; but only a small number of players know that Veigar will get an Assist for just capturing an enemy champion in his cage - even if they won't get stunned.


Primordial Burst (R)

"Blasts the target enemy champion with primal magic to between 175 / 250 / 325 (+75% of ability power) and 350 / 500 / 650 (+150% of ability power) magic damage, increasing based on the target's missing Health. Damage is maximized against enemies below 33% Health."
Depending on the target's missing Health, Veigar deals damage to one enemy champion. This is his only point-and-click ability and scales from 75% to 150% AP ratio. As an execute, Primordial Burst reaches it's full damage potential when it hits an enemy champion that has below one third of his HP.


Ability Sequence:

You will max Veigar's Q Baleful Strike first because you need it to stack your Ability Power by last-hitting the minions with this spell (you lower the cooldown of this ability and increase the damage it deals during leveling it). You won't use your W Dark Matter that often in laning phase of the game as you need to save your mana for farming with Q. Veigar's E Event Horizon can also be used offensively as well as defensively: You should use it not only to catch the enemies, which makes hitting your other spells very easy, but you can also escape even better when the enemies are captured in the cage. So you will max the E second since the stun duration on all targets hit scales from 1.5 to 2.5 seconds which increases Veigar's mid-game utility for the whole team.
So you will start with Q in level 1 and in level 2 you will upgrade your E because you simply won't use your W so early - it's too hard to hit without the help of Veigar's cage (E) and would just be a waste of mana.



How To Use The Abilities:

Since you can hit up to 2 targets with the Q, you should always try to last-hit 2 minions at once with this ability (if possible) because you get the stacks from both of them. Otherwise you can try to kill a minion and hit an enemy champion right behind it. Doing so, you will also be granted (at least) 2 stacks of Veigar's passive. Veigar's strength is completely depending on how many stacks of Phenomenal Evil he got and that's why farming will become more and more easy in game while you get more and more stacks. In the early game it's mostly the farm you get your stacks from and in the late game you will get more stacks from teamfights (kills / assists / striking enemy champions with abilities) - but don't forget to farm later on in the game!
With an AP scaling of 100%, Veigar's W is your second-largest damage source. On top of that, you can hit multiple targets with this spell, so make sure to hit it safely on many champions when they are caught in Veigar's E (Event Horizon). Since the W grants you vision, it's pretty obvious that you should check some bushes for visible enemy wards or champions. You can also look over a wall for that short time, so you can e.g. check out whether the enemies are at some monsters in the jungle (Buffs, Drake, etc.). In the late game, this ability will have a very low cooldown - but don't forget to last-hit minions and monsters with your Q for the stacks!
Veigar's E can miss sometimes, too, because of the 0.5 seconds delay. But if you already got some experience on Veigar, you can also try to place the edges of the cage right onto the enemy so that they are stunned instantly. In teamfights you should try to capture as many champions as possible in one cage.
The ultimate is an execution spell which is the reason why you use it when an enemy has low Health (best case: less than a third of maximum health).
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Items

Item Sequence

Luden's Echo
3200
Sorcerer's Shoes
1100
Rabadon's Deathcap
3600
Void Staff
2650
Zhonya's Hourglass
2900


Rabadon's Deathcap:
Increases Ability Power by 35% - this also works with Veigar's Passive. You will build this pretty early in the game since you already got some stacks (by farming), so this item is even more viable.


Void Staff:
Magic damage ignores 35% of the target's magic resist - so all of your damaging spells deal more damage, eypecially when the enemies have bought much magic resist.


Sorcerer's Shoes:
15 Flat Magic Penetration for even more damage. Flat magic penetration is even more useful in the early game because most of your enemies won't have much magic resist in this state of the game.


Zhonya's Hourglass:
If you should struggle against an AD-based lane opponent, this item gives some CDR for better farming with Q plus Armor. In addition to that, its Active can save you from getting one-shot by bursty champions like Zed or (if used correctly) protect you in teamfights. Since Zhonya's and Stopwatch protect you from any damage for 2.5 seconds, these items are the best choice for a defensive item and that's why they are part of Veigar's core build.


Banshee's Veil:
The Passive of this item grants a spell shield that blocks the next enemy ability. This doesn't only help you against a very bursty enemy laner who always tries to engage with the same ability (e.g. Fizz) but also prevents you from getting caught in (the beginning of) a teamfight. If you should struggle against an AP-based lane opponent, this item gives you some CDR for better farming with Q plus Magic Resist.


Lich Bane:
After using an ability, your next basic attack deals bonus magic damage equal to 75% of your base AD + 50% of your Ability Power (1.5 Second Cooldown). You can build Lich Bane as the last item in your build; so if you have it, your AP will already be over 1,000 and your AA will deal at least 500 bonus magic damage. You can then easily destroy turrets with only a few auto-hits (turrets are also vulnerable to magic penetration) since you won't hit that many champions with AA in a fight (you rather one-shot them with your spells). However, this item is very situational. Important to know when you build both Luden's Echo and Lich Bane: The Movement speed these items give DOES stack because it's not a unique passive.


Mejai's Soulstealer:
If you are absolutely sure that you won't lose the stacks of this item, it is also a great (and cheap) source of AP and even better when combined with Rabadon's Deathcap - but of course it's very risky, too.


Archangel's Staff:
Since Veigar's early game is pretty weak, this item is very controversial because you have to buy and stack the Tear of the Goddess, which gives nothing at all but mana, very early in the game. If fully stacked, this item is super strong and also got a great Active (mana shield). However, you won't really profit from the second passive of this item that gives bonus AP depending on your maximum Mana as long as you don't buy other mana items. Normally this could be another option as a starter item for Veigar since it also consists of the Lost Chapter (which is great in early laning). But apparently, the outcome of almost every game is already decided in the early game in the current meta.


Luden's Echo VS Rod of Ages:


VS

What should be your first item - Luden's Echo or Rod of Ages? When you would build RoA first, you would have to buy the Catalyst of Aeons which doesn't give any utility at all except some sustain while Luden's Echo consists of the Lost Chapter which gives mana upon leveling up plus some AP. When the the item is complete, Luden's Echo got 20% cooldown reduction PLUS the following passive: "Gains charges upon moving or casting. At 100 charges, the next spell hit expends all charges to deal 100 (+10% of ability power) bonus magic damage to up to 4 targets on hit" which can also trigger Veigar's keystone Arcane Comet so it helps to deal great AoE damage in teamfights. RoA costs 500 gold less than Luden's Echo, so you may get it a bit earlier, but if the item is complete, it takes 10 minutes until it's fully stacked. This would weaken Veigar's early game a lot since the item doesn't even lower the cooldown of Veigar's abilities - it gives HP instead. Veigar can't do much with HP since he isn't a tank and although he can one-shot pretty much everybody in the late game, he is a one-shot for nearly every enemy champion himself (whether he got some extra health or not).

If the game goes well, Veigar doesn't need much CDR because of his huge all-in burst damage. Anyway, if you should have any problems, you can still go for Zhonya's Hourglass or Banshee's Veil which makes it even easier for you to stack the Q and in addition to that, you get some sustain. However, you should not buy a defensive item without any Ability Power - this would weaken Veigar's damage a lot. But always remember: You have to build situational and react to what the enemies built and how their team looks like, e.g. if they have many tanks or much magic resist, you have to buy more magic penetration - and on the opposite (if they have many squishy champions) you can go for full AP.


BONUS: Tank Veigar

The idea of a tank with such a burst damage like Veigar's all-in combo literally sounds too good to be true. You simply can't build tank Veigar while dealing any damage that would be comparable to that of an AP-Veigar as long as you are not extremely ahead of your opponents. You might have seen a tank Ekko in the past or a tank Fizz lately who built an AP-based champion on full tank while having great success with it. But there are at least two main reasons why you should not go for tank Veigar:
First, Veigar's role in a team is that of a control mage. He got some great CC (espacially in teamfights) which works well in combination with his AoE-damage ( Dark Matter) and his spells (particularly his R Primordial Burst) scale just too well with his Passive Phenomenal Evil Power as well as AP-items. Moreover, his playstyle differs significantly from that of an Ekko or Fizz (because they are assasins). Consequently, Veigar's positioning has to be much more cautious: You will never go as deep as an assasin - because the champ Veigar won't profit from that. If you combine both Zhonya's Hourglass and Banshee's Veil you should be safe from bursty engages in teamfights - often one of them is already enough to do the trick. But normally you just have to position yourself well to deal (more) damage and don't have to die. So control mages don't go tank for the same reason as ADCs: It's just ineffective.
...except you got 3 Infernal Drakes and the timer passed 50 minutes - then you can go for a Warmog's Armor as the last item and sell your boots for a Dead Man's Plate. I have only seen this once in my life, but it worked (surprisingly).
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Runes

As the primary path I chose Sorcery and as a secondary path you can chose either Inspiration or Precision:


Sorcery:

Arcane Comet

Veigar is one of the champs that can utilize this mastery best because of his ability Event Horizon. In a team fight he is able to cage multiple enemies which makes it alot easier to hit the comet. In the laning phase it can be a decent poke since Veigar also profits from using his abilities not only on the creeps but also stacking up his passive by attacking champions directly, thereby triggering the comet. Further, Veigar is able to reduce the cooldown of this Rune very often since his ability Dark Matter has less and less cooldown the more stacks he got. And last but not least it is obvious that Veigar is the champion with the potential to get the most AP so his comets will deal more damage than they would on any other champion.


Manaflow Band

There are two main things a Veigar needs to scale well in a game: Mana and CDR - so this mastery will be a great help in laning phase to farm and/or harass the enemy laner.


Transcendence

Cooldown reduction is best on Veigar to stack up his passive as fast as possible to get big in the game. This mastery also has a useful effect that even your superfluous CDR will turn into AP so you don't have to worry about wasting any in your build.


Gathering Storm

This is basically like the old "Scaling Ability Power" runes - except this one scales to infinity, just like Veigar's passive.



Inspiration:

Presence of Mind

You get ree Slightly Magical Boots after 10 minutes into the game - you will save 350 gold in total (if you upgrade them) and will be faster in lane/roaming. Veigar's first itmes cost relatively much gold - so it's easier to focus on them when you don't also have to pay for boots.


Minion Dematerializer

In order to get control of the minion waves in lane and to make it easier to last-hit with Q, this rune is the main reason to choose the Inspiration path. It helps mainly in the eraly- and mid-game since Veigar can (almost) one-shot every minion in the late-game. I would use at least one charge for every single type of minion and, depending on the situation, use either all the rest on siege minions (canon minions) or use one more on a melee minion (and then the rest on canons).

- OR -


Precision:

Presence of Mind

Veiger profits a lot from the 10% CDR on his ultimate after a takedown becuase he has a lot of kill pressure when his ultimate is ready to use again. And if you are in the middle of a teamfight but low on mana, you can stay there a bit longer with the 20% of maximum mana you receive from a kill.


Coup de Grace

Remember Veigar's ultimate's "damage is maximized against enemies below 33% Health" - so this Rune basically increases this damage by 7% which in turn increases the kill pressure Veigar has on his enemies.
Additionally, you get bonus AP from kills for a short amount of time.


These are the basic Runes for Veigar but depeinding on the situation or the role you are playing (e.g. Support Veigar) you can chose between a variety of alternatives:


Nullifying Orb (Sorcery)

If you are up against a heavily AP-based enemy champion or team composition.


Biscuit Delivery (Inspiration)

You can save some money because you don't have to buy potions and get sustain / bonus mana on the lane. This rune however is only relevant in the early game.


Perfect Timing (Inspiration)

After 8 minutes in the game you get a free Stopwatch (which is worth 600 gold but contributes only 250 gold when you upgrade it to Zhonya's Hourglass).
This can save you from a gank or an early all-in (like Zed's early all-in-engage) and it also permanently reduces the cooldown of your Zhonya's Hourglass.


Cosmic Insight (Inspiration)

Some bonus CDR (even more useful if you have any active items or summoner spells with a long cooldown like Teleport).
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Spells

Additionally to Flash, Veigar can choose between a variety of different Summoner Spells:

GOOD on Veigar:
Teleport:
Helps you not to get underleveled and miss less CS (more stacks) so you don't fall behind. You could also gank pretty well with this item (as long as the enemy has pushed the lane). This item won't lose its utility in the late game because you can still teleport to teamfights or even try to split-push (since Veigar deals great damage to turrets).
Barrier:
Helps not to get one-shot so easily by the enemies and also scales with the champion level. I would recommend this in very hard match-ups.

OK on Veigar:
Heal:
The enemy midlaner will probably take Ignite which makes all kinds of heal less effective. However, it still may protect you from getting killed.
Exhaust:
Very hard to use it the way it develops its maximum effectiveness because you have to use it before the enemy will damage you which isn't easy to predict.

BAD on Veigar:
Cleanse:
Even if you can render the incoming CC ineffective, you will probably die in most cases, especially when it comes to the late game.
Ignite:
It may eventually secure a kill in the early game. Completely useless in the late game because you will either kill the enemy champion with your all-in combo or they will live. Veigar is a burst champion that gets more kills the further the game has progressed, keep that in mind.


For some midlaners the combination of Ghost and Flash could work out aswell but apparently this won't be an option for Veigar, simply because it doesn't fit with his abilities: You got Flash as an escape spell and there are way better options than a spell only used for gapclosing while putting yourself in danger. With the Movement Speed you get from Luden's Echo (and maybe also Lich Bane) it should be possible to hit Veigar's stun without "wasting" one of your summoner spells for it.

I go for the combination of Flash and Teleport in nearly every game because these spells won't lose their utility in any part of the game.
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End of the guide

If you made it to the end of this guide, thank you very much for reading it - I hope you learned something new or something you didn't know before about Veigar.
For more detailed information or if you have any questions concerning this guide or the champion Veigar itself, don't hesitate to ask me in the comments (GUIDE DISCUSSION).
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