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Choose Champion Build:
-
-
More passive/utility build
Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Organic Deconstruction (PASSIVE)
Vel'Koz Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Blitzcrank
His ability to take you off of position is deadly, his grab range is realy good and he does it fast. you need to keep out of it always.
Ideal
Strong
Ok
Low
None
Pros / Cons
PROS:
-
Awesome poke
Low mana cost until level 4-5
Ridiculous range
high threat (may give your ADC free farm)
Huge burst
Tentacle jokes (remember: botlane is full of girls)
CONS
-
Lack of hard Crowd Control (CC)
Squishy
Can't stop a gank
Low mobility
Needs protection during Team Fights (TFs)
This guide will teach you how to play a support
Vel'Koz, its strong and weak points, positioning and building. New season old build: The new mana regen mechanics made up for morellonomicon's mana regen's nerfs on last season.

This is not a random pick, it can make your team the best or the worst based in how much time it will be alive in a fight. You must remember that you are a high value player in damage composition of your team, so at least one champion must be able to protect you and stop an eventual assassin trying to put you down.
Your team needs a higher threat than you, a mid that can absorb some damage as
Gragas or
Galio, or put you some shield as
Orianna and
Lulu. At least one tank is required and the best thing for your ADC is to be either a burst ADC like
Draven or a CC-based ADC like
Vayne or
Varus. Poke ADCs are also welcome, but they can't be too focused in farming.
A CC based ADC can stop the other team's jungler when he comes for ganking, and the high burst type can help you delete him before he performs his role.
Some champions may be a huge problem when you are playing
Vel'Koz Support that are useless when you are playing other supports. A
Master Yi jungler made everygame I played a living hell! His ability to vanish during your combo when using
Alpha Strike can avoid all your damage and after that you are dead in 3 seconds or less. Even if someone stops him you will need to use your
Flash for repositioning and wait your cooldowns to end. This way, avoid picking
Vel'Koz if there are too many gap closers or damage avoidance skills in the other team.
LeBlanc,
Fizz,
Vladimir,
Vayne,
Master Yi,
Yasuo, they all can avoid your skill shots with their high mobility and yet get close to you during your cooldowns. Even though your teamates can protect you, think that would be better if they cloud focus on high priority targets instead of trying to save your life.
Remember that poking champions are weak agains high sustain, so healers may give you some headache
Something really important is never picking up a support VK when there is a
Thresh or a
Blitzcrank in the opposing team because if they grab you, you can't get back to position as fast as you should and if you get focused most damage from you lane is gone.
WHAT YOUR TEAM NEEDS FOR VK TO BE PICKED
Your team needs a higher threat than you, a mid that can absorb some damage as







A CC based ADC can stop the other team's jungler when he comes for ganking, and the high burst type can help you delete him before he performs his role.
WHAT THEIR TEAM NEEDS TO VK TO BE VIABLE
Some champions may be a huge problem when you are playing











Remember that poking champions are weak agains high sustain, so healers may give you some headache
Something really important is never picking up a support VK when there is a


4.5 Patch changed the base flat runes sovereignty to other options, so its better you to catch up:
QUINTS
Still think AP flat or AP/Level are viable, I preffer the first because you have more poking damage at level 1. If you think its better off waiting to level 7 to engage, AP/Level is you choice. Gold runes are not viable this season and as long as you keep a distant poke you wont need a sustain rune like spellvamp.
MARKS
These are the attack marks and haven't changed, the other status are too low to be woth, so I reccomend you to use penetration marks, as VK scales really well with those and his base damage is high. Remember that your purpose in team is to focus the carries or protect your carries dealing damage, not CC.
SEALS
Here is where the brown things hit the fan. The changes in armor runes made a complex decision about how to act here. As long as this rune page is not going to suit only
Vel'Koz I guess I'll open an discussion here for you to decide what to use:
For
Vel'Koz players defensive starts like this are not a good thing. Its a high bet-high reward pick, so starting defensively indicates a more passive route, that I don't recommend, but as long as you poke a lot and start with
Spellthief's Edge you might be able to avoid confrontations before level 6 and this runes are still great. If you think they are gong for a lot of all-ins pre-6, go for flat armor runes, choose scaling armor over HP/lvl only if there is only AD damage on the other team
Playing
Vel'Koz the health regen runes are good only if you are playing against a poke lane that matches your capacity of siege. this is risky though because if you get to be hit a lot you can't stand much in lane because you have no starting health. I don't recomend it and these runes doesn't increase your survivability in a burst case scenario. Remember that even with these runes you will still be starting with
Spellthief's Edge
Even though its a risky start I bet this is the best start for
Vel'Koz since you might not see a lot of trouble during the lane phase, but a lot of problems will emerge during team fights. If you think its too risky then go for flat HP runes.
GLYPHS
A small amount of Magic Resist (MR) will do the trick of absorbing some of their support damage, but as long as its not an full AP support you might try to save 4 or 5 slots for AP runes, scaling make their presence worthy after level 7, so its up to you to choose flat or scaling based on the level you will be confortable to deal damage. I like scaling for glyphs most because I use flat for quints, but is up to your gamestyle.
The MResist/lvl were buffed, so if you feel confortable being naked for the starting levels you might use this. I surelly don't recommend.
QUINTS
Still think AP flat or AP/Level are viable, I preffer the first because you have more poking damage at level 1. If you think its better off waiting to level 7 to engage, AP/Level is you choice. Gold runes are not viable this season and as long as you keep a distant poke you wont need a sustain rune like spellvamp.
MARKS
These are the attack marks and haven't changed, the other status are too low to be woth, so I reccomend you to use penetration marks, as VK scales really well with those and his base damage is high. Remember that your purpose in team is to focus the carries or protect your carries dealing damage, not CC.
SEALS
Here is where the brown things hit the fan. The changes in armor runes made a complex decision about how to act here. As long as this rune page is not going to suit only

For


![]() |
A high recovery and sustain support might like HP/5 flat runes, with these runes you get a better start in terms of sustain but it has a price to be paid: you have no armor, so its a great thing for a tank start. You can also start with ![]() ![]() |
Playing


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This is an aggressive lane start, means you'll be harassing a lot and focus in dodging hits. If you are confident that they can't hit you as much as you can hit them HP/level runes can give you over 200HP at level 18, that's a LOT. it really improves your survivability later on. In terms of comparison is a mid term between ![]() ![]() ![]() |
Even though its a risky start I bet this is the best start for

GLYPHS
A small amount of Magic Resist (MR) will do the trick of absorbing some of their support damage, but as long as its not an full AP support you might try to save 4 or 5 slots for AP runes, scaling make their presence worthy after level 7, so its up to you to choose flat or scaling based on the level you will be confortable to deal damage. I like scaling for glyphs most because I use flat for quints, but is up to your gamestyle.
The MResist/lvl were buffed, so if you feel confortable being naked for the starting levels you might use this. I surelly don't recommend.
In a standard masteries page for a poke support you might want some changes, but as long as you will poke with skills not basic attacks, you might not use
Bandit
a lot, so go for
Scout
instead.
Move speed is always a great thing for supports, because you need to roam and ward and you will upgrade your boots after you built your second item, so you need something to make up for that, this way
Fleet of Foot and
Wanderer
will come handy.
Meditation
makes you spend more time in lane, your first back and poking capacity is defined by your mana sustain, since you are not going botlane to soak damage and your range is awesome, but as long as you are not going to build mana, I changed
Strength of Spirit
into
Summoner's Insight
.
Intelligence
and
Sorcery will give you 10% Cooldown Reduction (CDR) and will combo with your items to give you a full 40% build.
Double-Edged Sword
or
Expose Weakness
is up to you, the first make your attacks stronger, what is awesome for low levels, but the second might rock in a close-quarters teamfight when you hit everyone and your team can finish off by then.


Move speed is always a great thing for supports, because you need to roam and ward and you will upgrade your boots after you built your second item, so you need something to make up for that, this way









![]() |
You are poking, so as long as you hit your Q you can have 2 stacks of your ![]() Doing this right, you can back to base aat level 6 after ulting and giving your ADC a kill or getting it yourself (depending on their range) and having 1k+ gold, this way you can upgrade your Edge for 500Gs, buy 2 HP pots, 1 MP and a ward for 180Gs and the rest of it you can use for a boot, faeries, a tome or a codex depending on what you need. if you finished buying and have 75Gs spare, buy one more ward. |
![]() |
After that, the subsequent returns will deppend on the game flow, and so you need to adapt. The ![]() ![]() ![]() ![]() |
![]() ![]() |
If you keep buying wards you build damage faster, but will spend more in wards and will leave your team without a ![]() ![]() ![]() |
![]() |
Sometimes you have an assassin in the other team and most assassins has stealth abilities like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
This way after the decision of WHEN (not IF, remember you are a freaking support) to buy a ![]() ![]() ![]() ![]() ![]() |
Buying that you are ready to go for your luxury item. YAY \o/. Now lets see what is going on in your game: you are being constantly focused and have to have more defense or your positioning and defense are great, everyone is affraid of the All-Seeing-Eye and no one wants to mess up with you. The first scenario might lead you to defensive items:
![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() |
For heavy defense ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() |
If you completed your build and your gold is piling up, exchange ![]() ![]() ![]() |







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![]() ![]() ![]() It became a secondary choice after the huge buff in ![]() |
![]() |
![]() ![]() ![]() |
![]() |
![]() |
![]() |
Its a useless spell on VK, since you WILL need ![]() |
![]() |
This is one of your primary choices. The cooldown reduction in patch 4.5 made this spell viable for supports now. Its cooldown was reduced to 240s and even though it does not give you the same defense than ![]() ![]() ![]() ![]() |
Every other spell is not a support spell, so I won't get myself longer for them.
You must position yourself in a form that you can hit them but they can't get to you, thats why you need a frontline like a tank, so you can be covered. You are not an assassin, so your damage must be dealt before the TFs, during the TFs and after the disengage, if it happens. Don't be shy to spam your skills or try to hit someone in the backlane with geometry (
Plasma Fission) just watch for your E (
Tectonic Disruption) its cooldown might get you in trouble, since is your only defense against melee champions and might be a good start for a ultimate (
Life Form Disintegration Ray) use.
Knowing where to position yourself, remember that during lane phase the minnions are the frontline, so be always behind them and poking with geometry (
Plasma Fission). When they are low, move to the frontline, in the bushes, so you can't be hit by basic attacks (watch for wards) wait for your prey there and combo with E=>W=>Q. This might kill a half health support or bruise a ADC for yours to kill.
When ganked you must position behind your ADC, remember he must have some kind of CC otherwise a high burst, so you can delete or evade the jungler. If your ADC is in a bad position or being focused, your ultimate (
Life Form Disintegration Ray) may peel them enough for your ADC to kill them or even make them think twice and go away. Don't be affraid to use it for starting or wasting it for saving his life (this is not a waste at all).
When you are in jungle warding and someone nearby is being hit by the enemy team, your ult is the best way to make them go away or turning the tide in favor of your team. Don't forget that you have one of the cheapest builds in your team, so give them the kill when you can and always do your jungler a favor, they need more gold than you and have less gold than you.
Don't be affraid because you HP is low, 10 HP is enough for you to keep up in a battle, since your purpose is not to be hit at all, so if no one has a better range than you (like
Xerath or
Ziggs) you might want to keep yourself helping your team. If they can't protect you though, or you don't have how to get in a good position, you must leave then!



Knowing where to position yourself, remember that during lane phase the minnions are the frontline, so be always behind them and poking with geometry (

When ganked you must position behind your ADC, remember he must have some kind of CC otherwise a high burst, so you can delete or evade the jungler. If your ADC is in a bad position or being focused, your ultimate (

When you are in jungle warding and someone nearby is being hit by the enemy team, your ult is the best way to make them go away or turning the tide in favor of your team. Don't forget that you have one of the cheapest builds in your team, so give them the kill when you can and always do your jungler a favor, they need more gold than you and have less gold than you.
Don't be affraid because you HP is low, 10 HP is enough for you to keep up in a battle, since your purpose is not to be hit at all, so if no one has a better range than you (like


This session is in order to talk about the champions role on your side and how good is his or her synergy with
Vel'Koz. This session will be updated every now and then telling you my experiences with the champions.
Synergy 10/10
Here is the first champion I want to talk about. In the end of season 3,
Vayne got a small nerf that stopped one of her free-hit mechanics, this made other ADCs more viable than her and she got in a lower tier of picks. One more reason is that her early game has almost no damage and is focused in farming, with early games like
Jinx and
Draven and AP supports viability in season 4 this is a huge problem for her.
The thing is,
Vayne needs now more damage than CC and a high burst or DPS on her side in lane. She needs free farm and kills that she participate only by last hitting for getting her full hypercarry potential in late game. No need to say that the synergy between
Vayne and
Vel'Koz is extraordinary and her
Condemn is a excellent disengage along with
Tectonic Disruption that can turn a gank into a triple kill.
The fact of
Vel'Koz is a higher priority target than hers in early game gives her the low aggro she needs to do her job undetected even in close quarters while everyone is going for the big kiting eye.
Synergy 10/10
This is definetly a kill lane. There is no reason for keep farming and zoning, the best attitude here is to lure the oponent into a burst kill. Even the more tanky supports like
Leona or
Shen has a glasslike beggining (less than other champions, of course) that is kinda fragile to pokes and continuous damage. An utility support may have no range compared to you, so they will go for draven when his axe goes down; this is the moment for starting, lay your combo aiming for both of them in order to eliminate the highest threat first while draven is getting hurt by their BB guns. When the CC is gone both of them will be with less health than you and
Draven can 2-hit any of them if he got both axes spinning and cut-off their escape with
Stand Aside.
In case of ganks its easy to evaporate their jungler if he uses his gap-closer and get isolated, or you can use
Tectonic Disruption along with
Stand Aside for a disengage. in case of a speed burst
Plasma Fission can do the job of stopping the gank (other than a
Master Yi)
Synergy 6/10
This is a neutral match up that can be good or not depending on the players, but its not a ideal match up.
Yordle Snap Trap is a good way of helping you hit your combos, since a snare is great for
Vel'Koz, but the delay of setting a trap makes it an ability that relies more in your oponent mistakes than in your own skill.
90 Caliber Net is a good escape for
Caitlyn that gives slow, but this is not often used as a CC, just as a escape and does not combo very well with
Vel'Koz like that.
Piltover Peacemaker,
Ace in the Hole and her high range in the other hand makes this lane untouchable in terms of sieging. Its very hard to get close enough without getting hit or kited as is impossible to run away with low heath.
So, this is not a bad match up, nor a good one. Yet you can make it happen.
Synergy 8/10
Damage combos well with damage in your opinion? thats what both of them bring to lane wich is a great thing when you are laning without ganks. That's the problem exactly, ganks:
Flame Chompers! is
Jinx's only escape, if the carry knows how to use it, it can be a iniciation for a tripple kill since someone is just stopped waiting for you to deal your damage.
Zap! is another reliable source of damage, CC and poke.
Her range with
Switcheroo! toggled on fishbones is great and so is its damage,
Super Mega Death Rocket! can catch the fleeing ones too.
In other words is a great match-up, but why 8/10? Because everything you both have is skillshots, so if you grab a dodger in the other team you are done. every single drop of damage you both have is going down the drain, so keep your eyes peeled and test your oponent's capacity of dodging before you be confortable.
Synergy 10/10
Slow, range, initiation with snare. Its hard to think of a better match-up for
Vel'Koz. The post level 6 in this duo is outrageous. I'm not promising that
Varus is going to get the kills, but for sure,
Vel'Koz can clean up the enemies while varus stops them and take down the towers. This is a badass lane that only 4-members ganks can stop. CAN, this doesn't mean that will...
Synergy 2/10
You might get a victory with this botlane setup, but for sure its not because of your synergy. There is virtually nothing in one's skills that the other can use in his or her favor. Even though
Explosive Shot applies grievous wounds it does not mean you can build other item than
Morellonomicon because the skill affects only one champion while you can affect everyone. There is even one downside:
Buster Shot might cause the enemy to leave your range while you are using your combo, forcing a disengage while you are trying to deal damage. this misscomunication can happen with
Vayne too, but if your ADC is a tristana, you have better supports to play with her.
Data on other ADCs are still being collected, so you can help in this part by commenting. In this division I'll be posting only the ADCs synergy and I'm thinking about expanding this topic into a whole team match up, but not right now.
The missing data is on
Ashe,
Corki,
Ezreal,
Graves,
Kog'Maw,
Lucian,
Miss Fortune,
Quinn,
Sivir and
Twitch.
even though its not a complete data you can still figure out that
Ezreal,
Twitch and
Corki may be a bad combination.
Later date I'll be making a new session with playing against subject that will be divided in supports, junglers and ADCs. see ya then ^^

Synergy 10/10
Here is the first champion I want to talk about. In the end of season 3,



The thing is,





The fact of

Synergy 10/10
This is definetly a kill lane. There is no reason for keep farming and zoning, the best attitude here is to lure the oponent into a burst kill. Even the more tanky supports like




In case of ganks its easy to evaporate their jungler if he uses his gap-closer and get isolated, or you can use




Synergy 6/10
This is a neutral match up that can be good or not depending on the players, but its not a ideal match up.







So, this is not a bad match up, nor a good one. Yet you can make it happen.
Synergy 8/10
Damage combos well with damage in your opinion? thats what both of them bring to lane wich is a great thing when you are laning without ganks. That's the problem exactly, ganks:



Her range with


In other words is a great match-up, but why 8/10? Because everything you both have is skillshots, so if you grab a dodger in the other team you are done. every single drop of damage you both have is going down the drain, so keep your eyes peeled and test your oponent's capacity of dodging before you be confortable.
Synergy 10/10
Slow, range, initiation with snare. Its hard to think of a better match-up for



Synergy 2/10
You might get a victory with this botlane setup, but for sure its not because of your synergy. There is virtually nothing in one's skills that the other can use in his or her favor. Even though




OTHER ADCs
Data on other ADCs are still being collected, so you can help in this part by commenting. In this division I'll be posting only the ADCs synergy and I'm thinking about expanding this topic into a whole team match up, but not right now.
The missing data is on










even though its not a complete data you can still figure out that



Later date I'll be making a new session with playing against subject that will be divided in supports, junglers and ADCs. see ya then ^^
In this guide we saw how to build
Vel'Koz and how to prepare for a game when you are in the support role, we also saw his best position in TFs, how to poke and how to behave in determined situations. We discussed the masteries, runes and spells the way that the reader might find here a way to sculpt this build into his own playstyle.
Hope you enjoyed this guide and help me to improve it.
Thank you for reading
Reaper HvyArms

Hope you enjoyed this guide and help me to improve it.
Thank you for reading
Reaper HvyArms
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