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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Living Vengeance (PASSIVE)
Varus Passive Ability
Cons
|
- Low HP = Auto Targeted - No Escaping Ability - Must Farm - Critical Position Orientation - Weak Against Other Ranged |
Like all champions in League of Legends, Varus definitely has his weaknesses. Because of the amount of utility that he has, Varus has little to no escape capability, meaning that if you are too far pushed and you get ganked by the enemy jungler, it's almost an assured kill. Because of his lack of escape, your positioning must be on point during team fights and this is always the first thing you should keep in mind when playing Varus! |
Blue: Because of the new items, you may now see 2 top, 1 mid, and 2 bot lane. This could potentially be a new meta that is emerging, and because of this reason the blue circles mark where you should ward when in your particular lane.
Yellow: As I mentioned in the Blue section, junglers may not even be played that much this season. But just because there are no junglers does not mean you don't need to ward your jungle, warding your jungle stops or has a better chance of stopping potential ganks from the enemy jungler.
Red: The red rings are essential no matter what role you are playing, if Baron or Dragon are not warded, this leaves the river wide open for enemies to travel through. Not only can they travel through it, but without vision on Baron or Dragon they can gain gold that puts them in the lead, without you even knowing it happened.
Orange: Warding the enemy jungle is just as important as warding your own. Having vision on the enemy when they are taking Red or Blue Buffs can be game changing, considering you can catch them out and have a better chance of winning in team fights.
21 OFFENSE 9 into Defense or Utility
Runes
Greater Mark of Attack Damage: All ADC's need to have 8-9 Marks of Attack Damage, this ensures the burst that you need to get lane advantage as well as the damage you need to last minions faster.
Greater Mark of Critical Chance: I myself personally like to have a Greater Mark of Critical Chance in my runes because if you do get a Crit on an enemy champion, you have a greater advantage going into battle, making it easier to engage and win a fight.
Greater Seal of Armor: With the current meta and how the game is played, it makes sense to just lock all 9 Seals as Greater Seals of Armor. It will give you the defense you need to have a more comfortable offense.
Greater Glyph of Scaling Magic Resist: Having the Greater Glyph of Magic Resist allows you to have sustain against AP champions early game and make sure that they don't shut you down. They help a little bit late game, but late game you should be doing enough damage that these become irrelevant.
Greater Quintessense of Attack Damage: Having 2 Greater Quintenssense of Attack Damage allows for that early game lead on the enemy ADC or just anyone in general. They are a must have on ADC's to keep them in the game and feared by the enemy team.
Greater Quintessense of Critical Chance: Again, having some ruins with Critical Chance is never a bad option. Some may argue they are not needed but in my mind, if you want a safer engage and a more dominant start over the enemy ADC, this is the way to go.
In conclusion, I'd like to thank everyone that took the time to check out this guide/build. It's my first one ever and I enjoyed making it! This build is mainly for new players coming into the game, and/or fellow Varus lovers looking for a good solid build for Season 4! Recommend any champion and I'll see if I can get around to doing a guild for them! Again, thanks so much and kick some booty with this insane Season 4, Varus Build! Thanks again, ~TheCyro
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