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Veigar Build Guide by V0ldek

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League of Legends Build Guide Author V0ldek

Veigar - Who says that evil needs a fearsome-looking package

V0ldek Last updated on October 20, 2013
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Standard build


Tear of the Goddess build

LeagueSpy Logo
Middle Lane
Ranked #6 in
Middle Lane
Win 51%
Get More Stats

Ability Sequence

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

Not Updated For Current Season

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



Offense: 21

Honor Guard

Defense: 0


Utility: 9

Guide Top


Greetings summoners!

I'm V0ldek and this is my first Mobafire guide. I decided to make a Veigar guide, since I played him a lot and I think I really know this champion.

Veigar, the Tiny Master of Evil, is an AP Carry, who excels in bursting enemies down to zero in a millisecond. He has cosmic scalings and snowballs all the game thanks to his Q, Baleful Strike. Veigar is lots fun to play, allows you to surprise your enemies, teammates, pet cat and parents. Enemy AP Carry thinks he's the boss and OP? Show him your 5000 damage burst, and let him know who's the boss in this game.

The name Veigar comes from Riot's QA guy, Veigar. He is "quite tall".

Veigar is a really underplayed champion. Well, at least I can be sure that it won't neither be banned nor picked and I'll still be able to destroy people with the Tiny Master of Evil (input demonic laugh here).

Veigar's song, "Baleful Strike"

Final note: I will show you two different builds in this guide: standard and with Tear of the Goddess/ Archangel's Staff. Even if I'm not a fan of Tear of the Goddess/ Archangel's Staff on Veigar, it's still viable and requires slight differences in Masteries and gameplay.

Remember, that guide IS NOT a build. Standard build is at the top, on a cheat sheet. To use it efficently and to know other viable item picks, read the guide.

Guide Top

Pros / Cons


+GODLY burst.
+Very high scalings.
+Natural snowball from Baleful Strike.
+Easy farm.
+Epic AoE stun.
+He's anti-mage ( Primordial Burst deals 80% of target's AP in magic damage)
+He's trully eeevil while still looking cute :3

-Highly squishy.
-Weak early game.
-REALLY farm dependant.
-Easily focused if not positioned and protected properly.
- Event Horizon is his only escape mechanism, and it has fairly long CD.
-He is anti-mage, but not anti-tank.

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Summoner's Spells


Flash is a must have for almost every champion. Veigar has no escape mechanism, only Event Horizon which has long cooldown and is almost nothing at lower ranks.

Ignite completes our burst and helps securing kills, especially early game. It also gives 5AP with Summoner's Wrath . Not much? Read Weight of an AP chapter. Because of free AP, try to use Ignite at the beggining of your combo. Remember to ALWAYS take this when enemies has Dr. Mundo, Volibear, Vladimir etc. to counter their enormous healing.

Other viable spells:

Ghost can be alternative for Flash. However, I think Flash is better, and I don't like using Ghost, especially on champion like Veigar. I've seen people making bigplays with this spell, so it's tottaly up to you, Flash or Ghost.

Exhaust is alternative for Ignite. A lot of people say, that Veigar has to burst enemy to death, so there is no place for Ignite. Then Exhaust allows you to chase/escape.

Teleport is a good spell over all and allows you to be where enemies don't want you to be. However, you must sacrifice Ignite/ Exhaust to take this spell.

Not viable spells:

Clarity means, you are lame and cannot manage your Mana well. It takes space and is literally useless lategame.

Heal isn't good for Veigar. If you are caught, you are either dead or you have Flash. Since Heal heals less than in Season 2, it's just worthless for carries.

Barrier is ADCarry's stuff. You don't exchange on your lane, you just punch enemy to the ground or are punched to the ground by enemy.

Other spells are not even worth to be mentioned on Veigar.

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Greater Mark of Magic Penetration

Greater Seal of Magic Resist

Greater Seal of Armor

Greater Glyph of Scaling Ability Power

Greater Quintessence of Ability Power
Marks: Greater Mark of Magic Penetration - those are the only viable pick for APCarries. It makes your harass more efficent and denies Magic Resists of almost every minion, allowing you to farm easier.

Seals: Greater Seal of Magic Resist are my seals of choice. You'll need them to survive early harrasment from any AP champion, and if they are not completely stupid they WILL harras you. You are Veigar, you depend on your early. IF you are facing AD mid, then...

Seals: Greater Seal of Armor ...then take these. Do I have to explain it? Zed or Talon won't hurt you that much. Of course I know not all of you have more than 2 rune pages, then take the MRes, all in all AP mids are more frequent picks than AD ones.

Glyphs: There is always a battle: are flat runes better or the scaling ones. Well, let's do the math.

1 Greater Glyph of Scaling Ability Power gives us 0,17AP per level.
1 Greater Glyph of Ability Power gives us 1,19AP.

Here is an Excel table I've made:
As you can see, per level AP is equal to flat AP at 7lvl, then it's bigger than flat ones.
Since we take our Dark Matter at 8lvl and start aggresive plays at 8lvl, Greater Glyph of Scaling Ability Power is more efficent than Greater Glyph of Ability Power. And I think it's more efficent on every champion.

Quintessences: here's similar thing as with Glyphs.

1 Greater Quintessence of Scaling Ability Power gives us 0,43AP per level.
1 Greater Quintessence of Ability Power gives us 4,95AP.

Here's another Excel table:
Well, now it isn't so obvious, is it? Up to 12lvl Greater Quintessence of Ability Power are better. Final difference (at 18lvl) is 8,37AP. I think on most champions flat ones would be better, including Veigar.

Of course it's totally up to you which ones you will take: flat or scaling ones. Flat quints are more efficent, IMO.

Other choices:

If you feel EXTREMALY confident of your early survivalibity then you can take Greater Seal of Mana Regeneration/ Greater Seal of Scaling Mana Regeneration instead. BUT it's very aggresive approach and I don't recommend that, I'm a big fan of passively snowballing and hitting your enemy when you are trully ready to kill him.
If you feel extreamaly unconfident of your early survivalibity, then those extra Greater Glyph of Magic Resist/ Greater Glyph of Scaling Magic Resist will help you on lane, but is sacrificing so much damage worth it? I think not, but if you trully want them, then those combined with Chalice of Harmony will greatly reduce magic damage you take (and reduce magic damage you deal as well. 27,54AP at lvl 18!).

Guide Top


Standard masteries:


We go 21-0-9 for damage and aggresiveness in Offense tree and Mana/Mana Regen + lower items' active CDs. 21-9-0 are also viable, but it means absolutely nothing late game, when you are caught you are good as dead.

For particular explanation of every mastery, check spoiler.

Spoiler: Click to view

Tear of the Goddess build masteries:


We don't take Chalice of Harmony so we lack MR, taking Tear of the Goddess laters our defensive items. We need more survivability.
Offense tree is the same as standard, for explanation look above.

For Defense tree, look spoiler.

Spoiler: Click to view

Guide Top

Skill Sequence and Explanation

Veigar's skillset:

Passive - The Infinte Mana Well

Q - The Lasthitter

W - The Meteor

E - The Stun


Passive: Equilibrium - Gives you Mana Regen based on your missing Mana - For every 1% of your Mana missing you gain 1% Mana Regen. It's like build in Chalice of Harmony and it allows you to farm your Q early game. If you run out of Mana, it will be restored almost immediately.

Q: Baleful Strike - Your farming skill. Gives you free AP for lasthits and kills. Also main harassment skill. - Veigar's bread'n'butter. You should try to lasthit with it as often as you can, every lasthit made with this spell gives you a permament AP stack. Every stack is worth one AP. This is what makes Veigar one of the best snowballs in the League.

It's like mixed Disintegrate and Siphoning Strike, just stacks are not only for Baleful Strike but it's added to your overall AP and it can be boosted by Rabadon's Deathcap and Archmage . It has low cooldown on 5lvl, not so high mana cost, nice range and high damage. Scalings of Baleful Strike are the lowest in your skillset, but (260 + 0,6AP) magic damage every 2,4sec (full build + Blue Buff / Elixir of Brilliance) is something we DO want.

  • Early in game, trace Baleful Strike's damage and minions health so you are always sure your Q will lasthit.
  • Prioritize Siege Minion s, because they give you 2 stacks of AP.
  • If you are clearing jungle camps try to lasthit every monster with Q. Every large creep (e.x. Wraith , Giant Wolf , Ancient Golem , Dragon etc.)gives you 2 stacks of AP and lesser ones 1AP. That means, from Wraiths ' camp we can gain 5AP, from Wolves 4AP and from Golems 3AP.
  • You will recieve bonus 1/2/3/4/5 AP on a kill, no matter if you killed champion with W, R, autoattack or anything else. Assists are not counted. Remember that if you lasthit enemy champion with Q, you will recieve 1/2/3/4/5 AP + 2 AP (champion is counted as large minion/monster).
  • On lane, Q is a nice form of harassment, because it deals significant damage, has low cooldown and mana cost (especially when we have Chalice of Harmony). Just remember that dealing 200 damage and not killing the target is never worth losing an AP stack or even 1 CS.
  • Remember that killing champions images (like Shaco's Hallucinate or Wukong's Decoy) will not cause you to gain bonus 1/2/3/4/5 AP, but if you lasthit it with Q, u will be granted bonus 1 AP.

W: Dark Matter - High damage AoE spell. It takes 1,2sec to land but deals enormous damage to everyone in range. - This is great spell for sieging enemy turret, defending our turret, pushing a lane and checking bushes. It has 1:1 scaling, which means your AP will be totally converted to magic damage. You remember meteorite that destroyed dinosaurs? It was Veigar training.

It takes 1,2sec for meteor to land, so the best way of securing a hit is stunning the target first, with your Event Horizon. It clears Fog of War simillary to Kog'Maw's Living Artillery, so use it to check bushes, Blue Buff , Baron Nashor 's pit etc. When sieging towers (or defending) put it in the middle of enemies' group, so they will have to split up. When they do you can easily land your stun and initiate a fight.

  • When doing your combo, cast W ASAP, so it will land while enemy is stunned.
  • When escaping you can put W in front of enemies chasing so they will be hit by it. If your team is near and you know you won't escape, just deal as much damage you can so your team can clean up after you.
  • Casting W is good way to move your enemy from safe position right into your teammates trap. You just must predict where they go.
  • Don't use Dark Matter to farm early and midgame if you don't want to just push the lane. It wastes your Q potential and destroyes your farming if the lane is pushed.
  • Late game you can use it to clear large minions waves.

E: Event Horizon - Your AoE stun. Summons a pentagon, if enemy will hit the perimeter, it will be stunned for 0,5/1/1,5/2/2,5sec. - I just love this spell. It is able to stun entire enemy team, helps escaping, ganking, harassing, sieging, initiating... On 5lvl it's the longest stun in game and it's just devastating. If you land it mid/late game when you are farmed well, it's a secured kill.

Enemy who is stunned once, gains immunity for the stun. That means, if he hit a wall for second time, he WILL NOT be stunned. Also, if the stun was blocked by Spell Shield or other CC immunity, that enemy can't be stunned.
Enemies can try escape through barrier with abilities. Here's how it works:

Dash abilities are e.x. Ahri's Spirit Rush or Shen's Shadow Dash.
Forced movement are knockbacks or pulls, like Blitzcrank's Rocket Grab, Singed's Fling or Thresh's Dark Passage.
Blink abilities are e.x. Flash or Ezreal's Arcane Shift but also Teleport or Twisted Fate's Destiny.

Movement completion means, that even if target is stunned in middle of dash, it will continue to move until dash's completion and continue to be stunned after dash.

  • There is nothing worse than trying to stun somebody and watch him block it or just blink through the wall. Trace your enemies abilities and items - Quicksilver Sash really hurts late game. Be wary of Cleanse too.
  • You need to feel the range and diameter of Event Horizon. Practise on normal or even bots to see how it works.
  • E has a fairly long cooldown, so don't waste your only escape chance mindlessly.
  • If you stun somebody just for escape - cast also Dark Matter. It can deny him from chasing you and if not, with a bit of luck and skill you can even kill him.
  • Event Horizon does not reveal enemies through the Fog of War.

E: Primordial Burst - Your ultimate ability. It hits like a train and the more AP enemy has, the harder it hits. That make Veigar anti-mage. - Here it is. The ultimate tool of destruction. It's so OP that even Chuck Norris would not survive this spell. It deals 500 base damage (on 3lvl of course) plus 120% of your AP PLUS 80% of enemy's AP. It's a homing missile that can't be intercept, it travels faster than Teemo and only weak spot is that it doesn't make tea. Just remember to pop Spell Shield or other blocking spells first (they shouldn't exist, it's unfair for our little yordle :( ).

This skill should be used on APC to maximalize damage. Try to leave it for the end, it has fairly long cooldown. On the other way, if target dies while ulti is incoming it will do nothing and will go on CD. There's no special tactics for Primordial Burst, you just put it on APC or ADC and he's so dead.

  • ALWAYS use it after Deathfire Grasp. If you deal 500 damage with Q - 20% is 100. If you deal 2000 damage with ulti - 20% is 400. And 400 is a big deal.
  • Watch out for annoying spell blocking abilities and items.

Skill sequence:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Why taking W that late?
Spoiler: Click to view

Why max E over W?
Spoiler: Click to view

Why don't take 1lvl in Q for farming and max W?
Spoiler: Click to view

Ultimately, if you want to go aggresive because of easy lane or anything else, you can go this:

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

But in this guide we will focus on farming and playing extremally passive early game.
Oh, and if you are using Tear of the Goddess build, then ALWAYS go defensively. R>Q>E>W

Guide Top


Starting items:


sight ward

Faerie Charm + 5x Health Potion + Mana Potion + sight ward - Ehh, those times when you could go 8x Health Potion and sustain through everything. Nostalgia. 5 potions are ok too, you have ward to see enemy jungler coming. This Mana Potion is a must, after few minuts you will be oom and able to only Q minions thanks to Equilibrium. Your job is to farm don't stop till 8lvl. If you are heavily damaged, you can back a little earlier, buy a Doran's Ring or Chalice of Harmony/ Tear of the Goddess and continue farming.


Crystalline Flask + 3x Health Potion - It's efficent too, but I think Faerie Charm + Mana Potion solves mana problems better than this, and 5x Health Potion aren't really that worse than 3 stacks on Flask and 3x Health Potion. Also, we have no ward, so we are vulnerable to ganks. Flask can be refilled, yes, but after the laning phase we will almost never use it.FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER FILLER

Buy those ASAP:

Doran's Ring

+60 Health
+15 Ability Power
+3 Mana Regen per 5 seconds
Passive: Restores 4 mana upon killing a unit.
Cost: 475g

Very nice item for APs. I don't like starting with this item, but grabbing two early game gives nice lane sustain, small AP boost and mana regen. Passive isn't THAT great, but it's nice too (enemy unit is also a minion or monster). Grab two on your first back.

Chalice of Harmony

+25 Magic Resistance
+7 Mana Regen per 5 seconds
UNIQUE Passive - Mana Font: Increases your Mana Regen by 1% per 1% of missing mana.
Cost: 880g (700 if started with Faerie Charm)

We need this item as hell. It gives nice MR so we can survive poke from enemy APC and doubles our Equilibrium, also giving flat mana regeneration. It will be built into Athene's Unholy Grail. NOTE: Don't take it if you are using Tear of the Goddess build!

Tear of the Goddess

+250 Mana
+7 Mana Regen per 5 seconds
UNIQUE Passive - Mana Charge: Grants +4 maximum Mana (max +750 Mana) for each spell cast and Mana expenditure (occurs up to 2 times every 8 seconds).
Cost: 700g (520 if started with Faerie Charm)

It's nice item for champions who spam abilities a lot and have large mana pool. Veigar does spam his Q, and his mana pool isn't that small. We need to take this ASAP to get the mana stacking. We will build it into Archangel's Staff. NOTE: Don't take it if you are using Standard build!

Sorcerer's Shoes

+15 Magic Penetration
UNIQUE Passive - Enhanced Movement: +45 movement speed.
Cost: 1100g (750 if started with Boots of Speed)

We have our AP from Doran's Rings and Baleful Strike, now we will synergize it with Magic Penetration. We already have 7,83 and 8% of it ( Greater Mark of Magic Penetration and Arcane Knowledge ), and now it's 22,83 and 8%. That means enemies with no items/runes/masteries for Magic Resistance will be left with about 4,77 MR which means less than 5% magic damage reduction, Not much? Exactly. Of course enemies can buy MR items, then we need Sorcerer's Shoes even more.

Tear of the Goddess vs Chalice of Harmony

Spoiler: Click to view

Core items:

Rabadon's Deathcap

+120 Ability Power
UNIQUE Passive - Increases Ability Power by 30%
Cost: 3300g (1700 if we already have Needlessly Large Rod)

Core on the most AP's. Usually, you won't take it on other AP's before other major AP item, but on Veigar who has stacks on his Baleful Strike it's the best decision for first item. It stacks with Archmage , giving us 35% more AP. This is the point, when we start to kick ***es. Remember to buy Needlessly Large Rod first, but if you are back with about 1000 gold, don't keep yourself from buying Blasting Wand. The more AP, the better.

Archangel's Staff

+250 Mana
+60 Ability Power
+10 Mana Regen per 5 seconds
UNIQUE Passive - Insight: Grants Ability Power equal to 3% of maximum Mana.
UNIQUE Passive - Mana Charge: Grants +8 maximum Mana (max +750 Mana) for each spell cast and Mana expenditure (occurs up to 2 times every 8 seconds). Transforms into Seraph's Embrace at +750 Mana.

Now we should make use of our Tear of the Goddess. There should be plenty of stacks now, so it will work just after the purchase. It's pretty effective item, since it transforms into Seraph's Embrace. NOTE: Don't take it if you are using Standard build!

Deathfire Grasp

+120 Ability Power
+10% Cooldown Reduction
UNIQUE Active: Deals 15% of target champion's maximum Health in magic damage and increases all subsequent magic damage taken by the target by 20% for 4 seconds (60 second cooldown).
Cost: 3100 (1500 if we have Needlessly Large Rod

Now it's time to kick their ***es totally. We gain large AP boost, nice CDR and tremendous Active dealing percantage damage. It's useful against tanks, but the best is to use it on target we burst for 20% Magic Damage amplification. Also, this amplification works for all sources of magic damage including our teammates.

Offensive mid/late items:

Zhonya's Hourglass

+120 Ability Power
+50 Armor
UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (90 second cooldown).
Cost: 3260g (1660 when we have Needlessly Large Rod)

Well, maybe not entirely offensive item, but it's so efficent, gives us many AP and armour and so useful statis, that I would consider it a core. Together with Rabadon's Deathcap and Deathfire Grasp this item gives the most AP you can buy. I've never had a game in which I didn't get it.

Void Staff

+70 Ability Power
UNIQUE Passive: Magic damage ignores 35% of the target's Magic Resist (applies before Magic Penetration).
Cost: 3260g (1660 when we have Needlessly Large Rod)

Another standard pick. Enemies should have Magic Resist so late in game. If you see enemies stacking MRes buy it fast. Let's say enemy has Negatron Cloak and Mercury's Treads + 30 standard MR and 5 from Masteries. It's 105 MR, which is 51% Magic Damage reduction. We have 8% MPene from masteries and 15 flat Mpene from Sorcerer's Shoes + of course 35% from Void Staff. It's 43% + 15 Magic Resist reduction. That means, enemy will be left with 105*(100%-43%)-15 MR, equal to 59,85, which is 37% Magic Damage reduction. Much better, isn't it? Remember - the more MR, the more effective Void Staff becomes.
Void Staff gives us more AP than Abyssal Mask and aura of Abyssal has got HEAVILY nerfed, it has almost equal range as our Q and R, and W is out of MR reduction range.

Liandry's Torment

+50 Ability Power
+300 Health
UNIQUE Passive - Eyes of Pain: +15 Magic Penetration
UNIQUE Passive: Dealing spell damage applies a damage-over-time effect for 3 seconds that deals bonus magic damage equal to 2% of the target's current Health per second. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters.
Cost: 2900g (1415 when we have Haunting Guise)

This DoT hurts a lot, especially since we have stun. However, I don't really like this item, cause it kinda forces early purchase of Haunting Guise. DoT isn't so crucial on burst champion, we have Ignite instead of that. But it is still nice pick, gives us useful MPene and AP boost with addition of some survivability. If you want this item, swap it with Void Staff.


+75 Ability Power
+12 Mana Regen per 5 seconds
+20% Cooldown Reduction
UNIQUE Passive: Dealing magic damage to enemy champions below 40% Health inflicts Grievous Wounds for 4 seconds.
Cost: 2200g (1435 when we have kage's lucky pick)

It gives fair AP, not so needed Mana Regen and CDR which will go out of our cap (10% from DFG, 20% from Athene's Unholy Grail, so it gives us only 10%, which we can get through Elixir of Brilliance). Passive is good versus champions like Swain, Volibear, Warwick, that heal a lot. But if there's no need for that passive, better get Void Staff or Liandry's Torment.

Lich Bane

+80 Ability Power
+250 Mana
+5% Movement Speed
UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals 50 (+75% of Ability Power) bonus magic damage on hit (2 second cooldown).
Cost: 3000g (2140 when we have Blasting Wand, 1800 if Sheen)

Well, I'll make it clear: it's not a great item. It's not even a good item on Veigar. I really discourage taking it on rankeds.
With full build (if you replace Void Staff with this item) and about 200AP stacked, your autoattacks will hit for additional 50+70%*913=689 magic damage.
"So why is it bad, it gives so much dmg!!!" - I hurry with explanation.
It gives us mainly useless mana and movement speed. Compared to Void Staff or other AP items it gives us only that passive damage. But, it's 689 magic damage in our burst, shredded by magic resist (which we will not penetrate, cause of lack of Void Staff) and costing us 3000 GOLD(!). It's really not worth the price, you can take it only on normal games when you already won and somehow have 3000 gold in your pocket (without full build and stacked Baleful Strike it's even less valuable).

Defensive options:

Abyssal Mask

+70 Ability Power
+45 Magic Resist
UNIQUE Aura: Reduces the Magic Resist of nearby enemies by 20.
Cost: 2560g (1840 when we have Negatron Cloak)

If you've somehow lost the lane, and their APC is dangerous, consider early Negatron Cloak and build it into Abyssal Mask. Void Staff is more effective vs MR, but if you need MRes then don't hesitate and go for Abyssal. Just don't build Void Staff later.

Mercury's Treads

+25 Magic Resist
UNIQUE Passive - Enhanced Movement: +45 Movement Speed
UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.
Cost: 1200g (430g when replacing Sorcerer's Shoes)

Later in game flat Magic Penetration loses its impact, so replace Sorcerer's Shoes with those. It gives you MRes and nice tenacity, and swapping boots costs only 430g.

Banshee's Veil

+450 Health
+45 Magic Resist
UNIQUE Passive: Grants a spell shield that blocks the next enemy ability. This shield refreshes after no damage is taken from enemy champions for 25 seconds.
UNIQUE Passive: Grants 45 Health Regen per 5 for up to 10 seconds after taking damage from an enemy champion or when the spell shield breaks.

Cost: 2520g (1800 when we have Negatron Cloak)

I find Abyssal Mask more viable pick, but if you need that health and are against a heavy burst champions, the shield can be very useful. Basically, if you block that one single spell, you had already survived the burst. Since it gives us less aggresive stats, I would rather take an Abyssal Mask, but it's up to you.

Guardian Angel

+50 Armor
+30 Magic Resist
UNIQUE Passive: Revives champion upon death, restoring 30% of maximum Health and Mana (5 minute cooldown).
Cost: 2600g (1880 when we have Chain Vest)

You are focused a lot? Have too less MR and Armour? You cry after every teamfight? Well then, cry no more! Guardian Angel is here, ready to help you! I think you don't need explanation here: just your lifesaver.

Warmog's Armor

+1000 Health
UNIQUE Passive: Restores 1% of maximum Health every 5 seconds.
Cost: 2830g (1830 when we have Giant's Belt)

One of the best defensive items nowadays. Pick it if you are just destroyed by enemy team, being unable to do anything. This 1000 health will help you MUCH. And passive will regenerate you, while preparing for a next fight. Of course start it with Giant's Belt

Items NOT to get:

Rylai's Crystal Scepter

+500 Health
+80 Ability Power
UNIQUE Passive: Dealing spell damage slows the target's Movement Speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells).
Cost: 2900g

We want to burst someone to death, so this slow is mostly useless. AP isn't as great as other items' AP and health is not cost-effective for us.

Moonflair Spellblade

+50 Ability Power
+50 Armor
+50 Magic Resistance
UNIQUE Passive - Tenacity: Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizes by 35%.

It's a really nice item, the only minus is, it takes item slot. And this flaw should completely stop you from buying this. It is really gold efficent, gives us tenacity and Veigar is really vulnerable to CC, but you can get other better items for cost of Moonflair Spellblade and still, Guardian Angel/ Warmog's Armor will give us more.

Mejai's Soulstealer

+20 Ability Power
UNIQUE Passive: Grants +8 Ability Power per stack. Grants 2 stacks for a kill or 1 stack for an assist (max 20 stacks). A third of the stacks are lost upon death. At 20 stacks, grants +15% Cooldown Reduction.
Cost: 1235g

You have this one build into your Baleful Strike, so why buy it? Fully stacked it gives us 180 AP, 15% CDR is not useful if we have Deathfire Grasp and/or Athene's Unholy Grail. It's better to focus on farming and buy insta-AP items, you are snowballing already, don't need this one.

Hextech Gunblade

+45 Attack Damage
+65 Ability Power
+12% Life Steal
UNIQUE Passive: +20% Spell Vamp
UNIQUE Passive: Basic attacks (on hit) and single-target spells against champions reduce the cooldown of this item by 3 seconds.
UNIQUE Active: Deals 150 (+40% of Ability Power) magic damage and slows the target champion's Movement Speed by 40% for 2 seconds (60 second cooldown).
Cost: 3400g

AD - rather nope. AP is low, spell vamp is not viable for burst casters like Veigar, we will have no time to heal, we just kill or are killed. Life steal is worthless. Only thing that we could use is active, because of its AP scaling, but there are much better items.

Rod of Ages

+450 Health
+450 Mana
+60 Ability Power
Passive: Grants +20 Health, +20 Mana, and +2 Ability Power per stack (max +200 Health, +200 Mana, and +20 Ability Power). Grants 1 stack per minute (max 10 stacks).
UNIQUE Passive - Valor's Reward: Upon leveling up, restores 150 Health and 200 Mana over 8 seconds.

Ok, prepare for an essay about this one.

Let's start with this: NEVER get this item. NEVAH. Why? On high level of play you could see it (if you see a Veigar there, somehow...), you could see it when xPeke played him. Are they all wrong picking this item? YES. Let's see the stats: 650 HP, 650 Mana, 80 AP, for 2800g and 10 minutes of stacking, also, we are forced to buy catalyst the protector early on. For this price you almost get Rabadon's Deathcap, Deathfire Grasp or Zhonya's Hourglass. Entire Banshee's Veil, Warmog's Armor or Guardian Angel for this price. Even Rylai's Crystal Scepter for ****'s sake, which gives us the same AP, 100 less HP and a good passive! Mana from this is USELESS and if even a freakin' Rylai's is better for Veigar then don't even consider buying the RoA. Please.
Oh, and Catalyst the protector: as I said, Mana useless, survivalibity can be aqquired by Chalice of Harmony, passive not that great, just buy Health Potions. NOT. WORTH. IT.

Last items:

Athene's Unholy Grail

+60 Ability Power
+40 Magic Resist
+15 Mana Regen per 5 seconds
+20% Cooldown Reduction
UNIQUE Passive: Restores 12% of maximum Mana on kill or assist.
UNIQUE Passive - Mana Font: Increases Mana Regen by 1% for every 1% of missing Mana.
Cost: 2600g (1720g since we have Chalice of Harmony

Halleluyah! We've got full build now! It's just an upgraded Chalice of Harmony. HEAVILY upgraded. We get AP, CDR, additional Mana Regen and Mana-giving passive. What else could Veigar want? Magic Resist. Included here. Praise the eeevil lordah!
Oh, and NOTE: Don't take it if you are using Tear of the Goddess build!

Enchantment: Distortion

UNIQUE - Distortion: Decreases cooldown of Ghost, Teleport and Flash by 25%.
Cost: 475g

Reduced cooldown on Flash. Do I have to say more?
You can take Enchantment: Alacrity as well, late in game when you burn Flash you will probable win or lose in next 2 minutes. Both of those are good.
If you must get out of fountain quickly (you are pushed to nexus or you're just needed on the battlefield ASAP) take Enchantment: Homeguard.

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Early game, a.k.a. Farm, God dammit!

Welcome to the Rift! After helping your jungler with Blue Buff (you are mainly for covering it, don't
bother staying there too long, just throw a Baleful Strike or an autoattack and go farming) our main job is, you guessed it, FARM. After that, you FARM. And after farming, you go to FARM. Lasthit what you can with Q, leftclick on a minion and watch its HP, throw Baleful Strike when it's secured lasthit. Early in game minions have no MRes so you do true damage to them. If you can't Q a minion, lasthit normally, with a basic attack. Remember to kill siege minion with your Baleful Strike, it gives you 2 AP.
Dodge your enemies' skillshots, heal up any harrasment. After short time ward one side of your lane here:

and just stay closer to the warded side. If an enemy comes to gank, check:
  • Does ganker or your mid opponent have a gapcloser? What is its range?
  • What kind of CC do they have?
  • Where is your jungler?
If they can catch and chain CC you to death, throw an Event Horizon and get under your tower ASAP, either on your feet or by Flash, depending on the risk. If enemies can't kill you from the distance and you can easily escape under your tower, just throw your Event Horizon and fall back, don't use Flash. If your jungler goes in, follow him up and try to get a frag, but don't get yourself killed. You must learn to judge the risk, if there is a big chance of dying: do not go in. Getting few frags early gives you massive advantage, but an early death can cause you to fall behind so far that you won't be able to come back.
Untill you hit level 8 your job is to farm and live, nothing more. After hitting 8 push your lane (but don't miss
a lasthit) and back off. Buy your early items, and go back. Now, it's a game of mistakes: just wait before your opponent makes a mistake of coming to your Event Horizon range and kill. Your kill is divided into three steps:
1. Bite
2. Bite again
3. Eat him

The first one is really simple, little of players expect that after so much time of passive playing you will
go aggresive straight after getting back to lane. Catch your opponent with Event Horizon, right after he gets stunned put Dark Matter on top of his head, launch Baleful Strike at his face, autoattack him once and go back. And that, ladies and gentlemen, is your basic combo:

Event Horizon -> Dark Matter -> Baleful Strike -> Basic Attack

Let's do some maths (yeah, I love numbers :3):
At level 8 we have base of 69 AD and 74,64 AP (30 from 2x Doran's Ring, 14,85 from our Greater Quintessence of Ability Power, 12,24 AP from our Greater Glyph of Scaling Ability Power, 8 from Blast , 6 from Mental Force which all in all gives us 71,09 AP, which is multiplayed by Archmage ), so about 75. We have to add our Baleful Strike stacks to it, so 1AP * stacks * 1,05 ( Archmage gives us 5% more). Then this combo's damage is:
120 + 75 + 1,05stacks + 215 + 0,6(75 + 1,05stacks) + 69 + 0,05(75 + 1,05stacks) ( Spellsword ) = 408,35 + 1,73stacks.

It is of course shredded by MRes, but even then, it's tones of damage. So, what's the second step? It's simple, just do the first step again: catch enemy with stun and combo him. Right now, your enemy should have less than half HP. So, for the third step, use your full kill combo:

Event Horizon -> Dark Matter -> Ignite -> Baleful Strike -> Primordial Burst -> Basic Attack -> Baleful Strike

He shall not survive this one. The chain of your burst will most probably get broken somewhere after your ultimate, when your enemy just dies. If he Flashes out and has low HP just Flash after him and Q, if there is not too much risk. (Ofc, if your enemy had little HP after the first step, then you can kill him right away and skip the 2nd step.)
So what to do after a kill? Farm your lane and go gank somewhere. Your Event Horizon is now 1,75 or
2 seconds long, if you catch someone he will burn Flash or even die. If you are low on HP go back and buy something, then come back to lane to farm and kill your enemy again.

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Mid game, a.k.a. Thou shalt have no other gods before me

Let's now talk about a proper Tiny Master of Evil mindset. Just remember those three things:
  • You are awesome.
  • You are in control of the game.
  • You are GOD.

The Rift is your playground right now. Your botlane is losing? Go there and doublekill their bot. Your ganks are now OP with Event Horizon maxed. Use your instakill combo:

Event Horizon -> Dark Matter -> Deathfire Grasp -> Ignite -> Baleful Strike -> Primordial Burst -> Basic attack -> Baleful Strike

Your toplaner is pushed under the tower? Go there and punish their top for pushing. Your toplaner is pushing? Go there and punish their top for beeing pushed. The lane is not pushed by neither you, nor them? Just go there and kill! Your mid opponent came back to lane? Punish him for existing without your permission! Roam, kill, burn, rape, destroy anything on your path. Just remember to ward, never facecheck brushes (use your Dark Matter it uncovers the area) and FARM, by any occasion, take every minion with Q. For all cost, never get caught out of position, always make sure you have vision and an escape path. You can be god, but those heretics are really good at crucifying you, especially 2< versus 1.
Here is a map which should help you:

After getting any kill, make sure you USE the kill. Take dragon , take a tower, take their blue buff /
red buff , and farm, farm, farm.

"To win a game with Veigar, you need three thing: farm, farm, and yet more farm."

Write this sentence on a piece of paper and stick it in a visible place. If you don't know what to do: go farming.

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Midgame is the time, when teamfights start to occure. Your job in a teamfight is simple: kill their
carry/carries and survive. You have great initiation with Event Horizon, if you will be able to catch one of your enemies off guard then you have a teamfight.
Before teamfight starts there is some poking and exchanging, of course if you do not just catch enemies by
surprise at dragon or something. During the poking phase, stay behind your teammates and dodge skillshots. Poke with your Q, but don't overextend and go out of position. Also, you can throw a Dark Matter hopefully you can damage multiple enemies even without Event Horizon.
As a Veigar, your job is to kill most squishy/valuable/out-of-positioned target. That usually means ADC/APC.
AD Carry is usually squishy enough to die with a single instakill combo. And even if their AP Carry is tanky, then you must remember that you have your OP ulti.

OK, you've killed their most valuable target, so their natural move now will be an attempt to murder you and
eat your dead body. So you back off entirely, behind your tanks and wait for cooldowns. Attack things that come closer with Q. Throw Event Horizon when it's avialible, it is really helpful for your teammates. If you've found yourself in the middle of hell, between your enemies and allies, then the best is to Flash to safety or Zhonya's Hourglass ( Seraph's Embrace if you've build it), recover some cooldowns while your teammates rape them. If you've killed ADC, then you should focus on APC, and if you've killed APC then of course kill their ADC now.
If you are low on HP just back off. NEVER sacrifice yourself for a tank/support/AD bruiser, you are god and
your team needs you for sieging or defending. Only thing when you can die for your teammate is when you protect your ADC, but if you have a killing spree then do not die, don't give their enemy free rewards.
Now, after a succesful teamfight use it, like you've used kill earlier: push, take objectives. Oh, and farm.

If you are caught out of position and are sure to die, try to burst someone, throw everything at their
carry. Make them pay with blood for your death. If your teammates are going to defend 4v5, at least try to make it 4v4.

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Lategame, a.k.a. My AP is ovah nine thousaaaaaaaaand!

It's lategame, ladies and gentlemen, now you should have broken the holy barrier of 1000 AP. This is the
time, when you should be able to one-shot enemy APC with your Primordial Burst. There is not much to say about this phase, stick with your team, ward everything, don't let enemies to get Baron, kill everyone that is out of position. Surprising enemy APC is one of my favourites, when you kill him with only Deathfire Grasp + Primordial Burst.
Now, do not die by any reason, the death timer is really long. Farming your Baleful Strike
is not that important now, push with your Dark Matter.
If you hit full build, make sure you've replaced your Sorcerer's Shoes with Mercury's Treads
and buy elixirs. Elixir of Brilliance, Elixir of Fortitude, Oracle's Elixir. If you have too much gold sell your boots and buy them again. This is how pros play (Joke. Not funny. But joke.).

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Weight of an AP

Welcome to the maths section. Here I'll show you how many tones of damage does 1 Ability Power give us, so you can understand how important is not missing lasthits with Baleful Strike.

Our scalings are:

0,6 AP on Baleful Strike
1,0 AP on Dark Matter
1,2 AP on Primordial Burst

Our autoattack is equal to 95,55 physical damage.
Spellsword gives us magic damage on our autoattacks equal to 0,05 AP.
Archmage gives us 0,05 more AP.
Rabadon's Deathcap gives us 0,30 more AP.
Deathfire Grasp amplifies our magic damage by 20%.

Our overall damage, on instakill combo is:

(1 + 0,20)*((260 + 320 + 500) + (1 + 0,05 + 0,30)*(0,6 AP + 1,0 AP + 1,2 AP) + 0,05 AP) + 95,55

Which simplified is:

1,20(1080 + 1,35(2,8AP) + 0,05AP) + 95,55 = 1,20(1080 + 3,83AP) + 95,55 = 1296 + 4,596 AP + 95,55

So, 1 AP, which means 1 lasthit with Baleful Strike gives us 4,596 magic damage for our instakill combo. A missed siege minion takes 9,192 magic damage out from our burst. Do you need further explanation how bloody important are Baleful Strike's lasthits?


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Quickcasts (a.k.a. Smartcasts)

What are Quickcasts? Normally, when you use your skill, Baleful Strike i.e., you must first press Q, and
then leftclick on a minion you want to lasthit. With Quickcasts, your ability is autamatically casted upon a unit on which you hold your mouse. This saves valuable splits of second and is really intuitive. Test in on bot or normal games, and soon you won't be able to live without this feature! You must feel your champion's range, and if we talk about Veigar it takes some practice to feel Event Horizon. But when you learn how to use it, you get an edge over your competition.
How to turn it on? Go to the menu (Escape button), Hotkeys tab.

This is normal cast. ^

And now it's quick cast. ^

Remember to UNCHECK this one. It helps nothing and is really REALLY counterintuitive. ^

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So we are at the end. Wow, I've put a hell loads of time into this guide. I hope it was useful, leave your feedback in the discussion section and do not downvote me without giving a reason. You can hate me, no problem, just make it constructive hatery :)
So, good luck in Solo Q[Q], have fun with stomping everyone with Veigar (you can also send me your scoreboards after using your guide, I'll put them into the Hall of Fame), and have a nice day.

Thanks to jhoijhoi for her guidemaking guide ;3

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