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Vel'Koz
Build Guide by Crogenitor_Mario
Vel'Koz ~ Scientific Deconstruction (Last Update 20.04.2014)
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Choose Champion Build:
-
SHOOP DA WHOOP
-
IMMA FIRIN MAH LAZOR
Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Organic Deconstruction (PASSIVE)
Vel'Koz Passive Ability
Introduction

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!



Remember to provide feedback at the comments section so that this guide can become better.

Who is
Vel'Koz?


Full support guide coming Soonâ„¢

TO-DO LIST:
- 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


Pros / Cons
Pros
+ High burst and range + Low mana costs (Spam skills all day!) + Wonderful poking, kiting, and pushing power + Great autoattack animation + A ridiculous ultimate in ![]() + True damage with ![]() + Great teamfight potential + FIRES LAZORS ![]() ![]() |
Cons
- Squishy and immobile - Needs to connect ![]() - VERY weak at melee range - High cooldown on his ![]() - Screwed if his ![]() - His tentacles make him rule 34 magnet ![]() ![]() |


Offensive Tree
Sorcery gives
Vel'Koz some much needed CDR.
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Butcher lets
Vel'Koz last hit far more easily.
-
Mental Force gives
Vel'Koz some AP for lategame.
-
Spell Weaving is great on
Vel'Koz, since you should constantly poke the enemy with your autoattacks.
Arcane Mastery gives
Vel'Koz some AP for his earlygame.
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Executioner increases
Vel'Koz's damage against low health targets.
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Archmage increases
Vel'Koz's AP.
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Devastating Strikes gives
Vel'Koz a good amount of Magic Penetration, along with some useless Armor Penetration.
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Arcane Blade makes
Vel'Koz's autoattacks deal more damage with more AP. This helps his AA poking a lot.
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Havoc finishes the offensive tree and increases damage.
Utility Tree
Fleet of Foot gives
Vel'Koz some movement speed earlygame.
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Meditation gives
Vel'Koz the mana regeneration he needs earlygame.
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Summoner's Insight reduces the cooldown of all Summoner Spells.
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Runic Affinity makes Red and Blue buffs last longer.


Greater Quintessence of Cooldown Reduction and
Greater Glyph of Cooldown Reduction: These two combined will give you 15%. Combined with the 5% CDR from masteries, you will reach 20% CDR at level one. This frees up a lot of itemization options, and since
Vel'Koz doesn't benefit much from AP, you won't miss much.
Greater Mark of Magic Penetration: While Hybrid Pen runes are an option on other mid laners,
Vel'Koz prefers these. They benefit
Vel'Koz more than any other, thanks to his low AP ratios.
Greater Seal of Health: The best seals for
Vel'Koz after the rune changes. The HP increase is great, and helps against both AD and AP.


Flash![]() ![]() ![]() ![]() ![]() |
Heal![]() ![]() ![]() ![]() ![]() ![]() |
Ignite![]() ![]() ![]() ![]() ![]() ![]() |


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.

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: 1050Cooldown: 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.


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.


Void Rift
Range: 1050Static 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)



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: 850Cooldown: 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.




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: 1575Cooldown: 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:
Life Form Disintegration Ray turns slowly. At melee range, this means enemies can easily dodge it. Get far away from your enemies before using it.
Life Form Disintegration Ray is VERY easy to interrupt and has a long cooldown. Try not to waste it.
- A full channel of
Life Form Disintegration Ray applies 5 stacks of
Organic Deconstruction, which means by using another ability after or before it, you can apply the true damage of
Organic Deconstruction two times!


The best sequence for





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




Starting Items
This is your all-around good start. Basically,




This start is great when you are facing an AD laner.





Early Game
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Boots




Damage
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Tankiness
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Combos
Farming
Not much of a combo, but still, this is what you use to farm. Try to hit all the lane minions with your

Poke
If there aren't any minions to kill, you can use one of your



Kill Combo without Ult
This is the combo to use if you don't have your


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:






Level 3-5:




Level 6:




Mid Game





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.


I hope you enjoyed reading this guide for

Special thanks to:
- jhoijhoi for the Making a Guide guide,
- Laggermeister for the Ten Commandments of Writing a Guide,
- IceCreamy and Astrolia for their column guides,
- You, the reader, for taking your time to read all this. Thank you!
MANDATORY SHOOP DA WHOOP VIDEO

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