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Vel'Koz Build Guide by Crogenitor_Mario

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League of Legends Build Guide Author Crogenitor_Mario

Vel'Koz ~ Scientific Deconstruction (Last Update 20.04.2014)

Crogenitor_Mario Last updated on April 20, 2014
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Mid Lane



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Middle Lane
Ranked #10 in
Middle Lane
Win 51%
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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

Legendary Guardian

Defense: 0


Utility: 9

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Yeah, that's Vel'Koz in a nutshell.

Who am I?

Thanks for reading this guide. I'm Crogenitor_Mario, a gamer from Turkey, a League of Legends player since Season 2, and this is my first guide here on MOBAFire! Vel'Koz has been my favorite champion since he was added to the PBE, and I've had hundreds of matches with him. I made this guide to help fellow Vel'Koz players play better and make Vel'Koz shine.
Remember to provide feedback at the comments section so that this guide can become better.

Who is Vel'Koz?

Vel'Koz is a combo oriented mage with many differences compared to others. He doesn't scale well with AP, thanks to his low ratios. Instead, he uses his passive, Organic Deconstruction, to deal heavy true damage to his targets. He can be played at mid lane, top lane, and as a support. With his confusing mechanics and hard to use ultimate, he's hard to learn, however, he's certainly worth mastering.

Full support guide coming Soon™


  • Write a full support Vel'Koz guide,
  • Test Rod of Ages,
  • Revamp the guide's visuals with new banners, better coding and draw some smexy images for it

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Pros / Cons

Pros / Cons


+ High burst and range
+ Low mana costs (Spam skills all day!)
+ Wonderful poking, kiting, and pushing power
+ Great autoattack animation
+ A ridiculous ultimate in Life Form Disintegration Ray
+ True damage with Organic Deconstruction
+ Great teamfight potential

Vel'Koz, as long as he stays far away from the enemy, is a wonderful champion with great burst and poke power. He has a great laning phase, but his roaming isn't good. He should focus on pushing as much as he can. He shines at teamfights with his Life Form Disintegration Ray.

- Squishy and immobile
- Needs to connect Tectonic Disruption to reliably hit the enemy
- VERY weak at melee range
- High cooldown on his Life Form Disintegration Ray until he gets CDR
- Screwed if his Life Form Disintegration Ray is interrupted
- His tentacles make him rule 34 magnet

Vel'Koz has no mobility. This makes him extremely weak to most assassins that can interrupt his Life Form Disintegration Ray. He should stay out of enemy range at all times if he wants to do anything.

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I believe 21/0/9 is the best Mid/Top path for a number of reasons.

Offensive Tree

Utility Tree

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Greater Seal of Scaling Health

Greater Mark of Magic Penetration

Greater Glyph of Cooldown Reduction

Greater Quintessence of Cooldown Reduction

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Summoner Spells


Flash is a must on pretty much every champion, and Vel'Koz is no exception. Vel'Koz has no way to open or close a gap, his only escape skill is hard to hit, and he needs to stay as far as possible from his enemy; Flash lets him do all those things easily. Keep the huge cooldown in mind, and only use it when you have to, since without Flash, you're jungler bait.


With the recent buffs to Heal, I find it the best spell after Flash for Vel'Koz. The heal amount is close to Barrier's shield (And sometimes it's higher!), can affect two champions at once, doesn't go away after 2 seconds, and provides a movement speed buff to escape even better! While Barrier's cooldown is lower and its effect isn't reduced by Grievous Wounds, I still believe Heal is the better choice.


Ignite is useful for its extra true damage and healing reduction, however, Vel'Koz should never be in range to use this spell. It could be useful if the enemy has means to come near you, but Heal is more useful on those situations. You can take Ignite if your team lacks damage, or if the enemy team has champions like Dr. Mundo or Aatrox.

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Organic Deconstruction
Vel'Koz's damaging abilities apply stacks of Deconstruction for 7 seconds, stacking up to 3 times. Upon reaching 3 stacks, the stacks detonate and the target suffers 25 + (10 × level) true damage. Basic attacks will refresh the duration, but will not add additional stacks.

Vel'Koz's passive is one of the best in the game, an is the reason he's so combo reliant. The true damage makes Vel'Koz wonderful at busting squishies and shredding tanks.

Tips and Tricks:
  • Both the trail and the detonation of Void Rift apply your passive. This means your EW or QW combo will pretty much always proc your passive.
  • On the other hand, Life Form Disintegration Ray can apply stacks every 0,5 seconds. This means a full channel will apply 5 stacks; one stack short of a second proc. To counter this, use Tectonic Disruption before using your ultimate.
  • If an enemy creates a clone while they have Organic Deconstruction's mark on them, the clone won't have the mark. You can use this to know which one of LeBlanc's or Shaco's clones are real.

Plasma Fission
Range: 1050
Cooldown: 7 seconds
Cost: 40 / 45 / 50 / 55 / 60 Mana
Vel'Koz fires a bolt of energy that deals 80 / 120 / 160 / 200 / 240 (+ 60% AP) magic damage and slows the first enemy hit by 70% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. The slow decays over the duration.
Upon hitting an enemy, reaching maximum range or being reactivated, the bolt splits in two: each traveling in opposite directions perpendicular to the direction of cast. Each of the secondary bolts deal the same magic damage and slow the first enemies they hit, respectively.

Plasma Fission is an interesting line skillshot ability. The bolt fired by the skill splits to two bolts after it hits an enemy, reaches the end of its range, or after you use the ability again. These bolts deal the same damage and slow.


Tips and Tricks:
  • Spam this skill. It has a short cooldown and low mana cost. However, it's hard to aim, so try to not waste it either.
  • An enemy can only be hit once by Plasma Fission, sadly.
  • The first bolt has to travel at least 500 units before it can be reactivated.
  • Plasma Fission is an AoE spell for the purposes of spell vamp and Rylai's Crystal Scepter.
  • Thanks to the splitting bolts, with perfect aiming, the maximum range of Plasma Fission is 1485 units.
  • This skill gives Vel'Koz ridiculous kiting potential. Its short cooldown, combined with the great slow, make him one of the best kiters in the game.

Extra Split Range Example

Void Rift
Range: 1050
Static Cooldown: 1.5
Cost: 50 / 55 / 60 / 65 / 70 Mana and one stack
Vel'Koz stores a charge of Void Rift every 19 / 18 / 17 / 16 / 15 seconds and can store up to 2 charges. The recharge time is affected by cooldown reduction.
Vel'Koz opens a rift to the void that cuts through the ground in a line, dealing 30 / 50 / 70 / 90 / 110 (+ 25% AP) magic damage and leaving behind a trail. After a 0.25 second delay, the entire trail detonates, dealing 45 / 75 / 105 / 135 / 165 (+ 37.5% AP) magic damage to enemies standing upon it. Total damage: 75 / 125 / 175 / 225 / 275 (+ 62.5% AP)


Void Rift is an AoE skillshot that leaves a trail on the ground, which explodes afterwards. This skill has the highest damage out of Vel'Koz's skills, but is the hardest to hit.

Tips and Tricks:
  • Void Rift applies an Organic Deconstruction mark twice; the first trail and the explosion both apply a mark. This, combined with the fact that it has the highest damage of Vel'Koz's skills, makes Void Rift his best option for dealing damage.
  • Void Rift uses a stack system: He can have up to two stacks at once. The stacks are consumed when Void Rift is used. This means Vel'Koz can easily clear minion waves, and can deal ridiculous damage in teamfights (Using Void Rift a second time in 1v1 situations is impractical).
  • The explosion of the rift is actually bigger than the first trail. This means you can actually hit minions that the first trail won't hit.
  • Void Rift doesn't stop movement when it's cast. This gives Vel'Koz even more kiting potential, and makes his combos faster than usual.

Tectonic Disruption
Range: 850
Cooldown: 16 / 15 / 14 / 13 / 12
Cost: 50 / 55 / 60 / 65 / 70 Mana
Vel'Koz hurls an anomaly at the target location. When it lands, it collapses, dealing 70 / 100 / 130 / 160 / 190 (+ 50% AP) magic damage and suspending enemies hit for 0.75 seconds. Enemies close to Vel'Koz at the time of impact are also slightly knocked back.


Tectonic Disruption is a ground-targeted AoE ability and Vel'Koz's only escape. It's like a skillshot version of Rupture.

Tips and Tricks:
  • Tectonic Disruption does NOT knock the enemy up. It instead "suspends" them; just like Nami's Aqua Prison. Therefore, its duration is reduced by Tenacity, but Yasuo can use his Last Breath on enemies affected by it.
  • The knockback is relative to how close the enemy is; if they're nearby, it's about one Teemo size, meanwhile, if they're far away, it's nothing.
  • The direction of the knockback is relative to point of cast, not Vel'Koz's position at the time of impact.

Life Form Disintegration Ray
Range: 1575
Cooldown: 130 / 110 / 90
Cost: 100 Mana
Vel'Koz roots himself in place and unleashes a laser forward in a line, damaging all enemies caught in its wake at 0.25 second intervals for 50 / 70 / 90 (+ 6% AP) magic damage [(total magic damage: 500 / 700 / 900 (+ 60% AP)] and slowing them by 20% for 1 second. The ray's trajectory will update over the duration to face the cursor and will end after either 2.5 seconds have elapsed or Vel'Koz recasts the ability.
Organic Deconstruction can not be applied more frequently than once every 0.5 seconds.


One of the best ultimates in the game. Its damage is ridiculous, its range is ridiculous, and it has a slow to boot! However, it's easy to interrupt, so be careful when you use it.

Tips and Tricks:

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Ability Sequences

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

> > >

The best sequence for Vel'Koz in my opinion. This order gives the highest damage and waveclear, and, with a combo of Tectonic Disruption and Void Rift, great poke and burst as well. This is by far the best against melees, as Plasma Fission is far too unreliable against melees.

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

> > >

I don't recommend this. It has consistent poke, however, it is hard to hit, gives less burst, and pretty much unviable against melee laners. However, against long range laners, this could be used... maybe.
However, it's the best sequence for support Vel'Koz, since you won't be pushing the lane yourself, and Plasma Fission is much easier to hit in bot lane.

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Starting Items

This is your all-around good start. Basically, Doran's Ring increases Vel'Koz's mana sustain, while Health Potions increase his health sustain. A Warding Totem helps out against early ganks.

This start is great when you are facing an AD laner. Cloth Armor gives you some good early armor and allows you to rush Seeker's Armguard easier. Health Potions increase your health sustain, and Warding Totem helps out against early ganks.

Early Game

Haunting Guise gives health, AP and most importantly, magic penetration. Vel'Koz loves them all, and this item is wonderful on him earlygame. Recommended for every case.
Chalice of Harmony gives Vel'Koz some MR, solves pretty much all his mana problems, and builds into Athene's Unholy Grail. Recommended against AP.

Seeker's Armguard has a great build path and gives some cheap armor and AP, on top of building into Zhonya's Hourglass. Recommended against AD.


Sorcerer's Shoes gives you a great amount of Magic Penetration. This increases Vel'Koz's damage well. And since no other boots are much useful on him, Sorcerer's Shoes is pretty much your only option.


Athene's Unholy Grail gives AP, MR, CDR, and mana regen. Every single stat it gives is good for Vel'Koz. It's pretty much your core item. It's also your best option for CDR, which is one of the best stats for Vel'Koz.
Void Staff makes your damage skyrocket. That 35% magic pen TEARS through squishies and tanks alike. The sheer power it gives is ridiculous. It's also pretty cheap, so get this.

Liandry's Torment gives health, AP and magic pen, which are great for Vel'Koz. The passive, however, is wonderful. While it won't be much effective against squishies, it literally melts tanks. It's a wonderful item.

Rabadon's Deathcap gives a ****ton of AP, and is useful if the enemy team is squishy thanks to the sheer burst it gives. However, since they won't be most of the time, I like getting other items instead.
Morellonomicon can replace Athene's Unholy Grail against champions like Dr. Mundo or Aatrox, or if the enemy team doesn't have any magic damage. It's pretty much interchangeable with Athene's Unholy Grail, so buy the one you think you need.


Rylai's Crystal Scepter gives a great amount of health, AP, and most importantly, gives all your spells a slow. While your other skills already have CC, making Void Rift slow enemies increases Vel'Koz's kiting ability to ridiculous levels. The slow also has great synergy with Liandry's Torment, as Liandry's passive damage is doubled with the slow from Rylai's.
Zhonya's Hourglass gives a ridiculous amount of AP, armor, and has a great active. You can use the active to dodge skillshots, remove aggro from yourself, or just for trolling. It also builds from Seeker's Armguard, a great earlygame item.

Banshee's Veil gives a ridiculous amount of health and MR, and a wonderful passive. The passive is wonderful against almost any champion. Veigar stunning and destroying you? Nidalee throwing spears in your face? Thresh pulling you out of nowhere? The shield saves you from all of this. The second passive also helps against harass.

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Not much of a combo, but still, this is what you use to farm. Try to hit all the lane minions with your Void Rifts, and push the lane.


If there aren't any minions to kill, you can use one of your Void Rift stacks to poke the enemy instead of your usual Plasma Fission. This will deal tons of damage to the enemy, and can be followed up with your kill combos. Try not to waste any Void Rift stacks though.

Kill Combo without Ult
> > >

This is the combo to use if you don't have your Life Form Disintegration Ray yet. It has decent damage, triggers your passive 2 times, and can get kills by itself after you get Void Staff. Be careful though, since if you don't get the kill, you will be left with all your skills on cooldown.

Kill Combo
> > >

SHOOP DA WHOOP; this is how you get all those kills. This combo triggers your passive THREE times, for a ridiculous amount of damage. This combo will pretty much always get you a kill if you can channel your ult for the full duration, and you can even 1v2 with it after you get some items!

Early Game

Level 1-2: Vel'Koz is pretty weak at this point, since getting his Organic Deconstruction off is hard and he doesn't deal much damage with his normal skills. Your main focus should be trying to poke the enemy with Plasma Fission, as Void Rift won't push well without levels. Watch your mana, though. Focus on last hitting and poking with Vel'Koz's autoattacks, which have a great animation that finishes quickly and doesn't use a projectile. Be careful against early ganks, since you only have one ward ( Warding Totem) at this point.

Level 3-5: Vel'Koz gets better at this point, pushing well with Void Rift, and becomes safer against ganks thanks to Tectonic Disruption. Your focus should shift towards pushing at this point, as Plasma Fission's poke won't deal much damage at this point. You don't have much kill potential at this point, but you can still get kills with your ultless combo. Ward well to avoid getting ganked.

Level 6: Vel'Koz's kill potential goes through the roof with your Life Form Disintegration Ray. If your jungler comes to help, a kill is pretty much guaranteed if you can land your kill combo. You should have finished Chalice of Harmony by this point, so spam skills all day. Except your lazor, of course. Again, ward well.

Mid Game

Vel'Koz's power comes at this point of the game. Vel'Koz can't roam well, so keep pushing the lane to prevent the enemy from roaming instead. You can easily get kills with your Life Form Disintegration Ray, and after you finish Void Staff, even without it! Keep farming, help the team get objectives, try roaming if you think you pushed enough. Mid game is fun. Stay behind your team at all times, since you're squishy and can't escape well. Once again, wards help you.

Late Game and Teamfights

A few things to keep in mind:
  • Things get dangerous here. The respawn timers become huge, and one mistake can cost you the game. STAY BEHIND YOUR TEAM AT ALL COSTS. You can't afford dying, and your Life Form Disintegration Ray is interrupted easily.
  • Try to poke the enemy with Plasma Fission before the teamfights start. Since you can hit 3 enemies with it, it's great for teamfights.
  • When the teamfight starts, make sure you're in a safe place and throw your kill combo, and watch their team get melted by it. Try to hit as many enemies as possible with your Void Rift and Tectonic Disruption. Keep throwing skills, and if you're losing the fight, run and kite the enemy with your slows and Void Rift.
  • The enemy team shouldn't be fighting Baron Nashor if your team is alive, but still remember to keep it warded. Focus on getting inhibitors first, and if the majority of the enemy team is dead, but you can't finish the game yet, you can go for Baron Nashor.

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Anivia WIP


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I hope you enjoyed reading this guide for Vel'Koz, the Eye of the Void. Practice him a bit, and start kicking *** with your lazors.

Special thanks to:


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Change Log

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