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Vel'Koz Build Guide by BetLide

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League of Legends Build Guide Author BetLide

What Else Can I Discover? - Vel'Koz Guide

BetLide Last updated on June 30, 2014
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Team 1

LeagueSpy Logo
Middle Lane
Ranked #11 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

Legendary Guardian

Defense: 0


Utility: 9

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I. Introduction

Hey ! This is my guide for Vel'Koz, an underrated AP Caster. Vel'Koz is the one of my favourite champion since his release. His kit is, for me, very interesting and his skill-cap is very High. I falling in love with his design and visuals. It's really nice to have an other champion style.

I pass into the sudden glare. Blink. Blink, blink, blink. My eyes adjust and evaluate the landscape before me.

There's a scurrying. I look down to find a small, white creature standing on its hind legs, sniffing at my body. It intrigues me.

What use are you?

I analyze the creature. A flash of hot magenta light, a dust pile where it was quivering.

Mammalian... nocturnal... impeccable hearing. Incredibly weak. Yet they breed so prodigiously.

"Hm," I mutter to myself. Hopefully there will be more complex things to be found; those fascinate me.

Consume and learn: this is my purpose. The others who travel with me are primitive: kill and eat, kill and eat. I need to gather all available information - harvest any valuable resources.

Eventually, we come upon a destroyed city, save for one pristine tower. It appears to be protected - or intentionally left standing. I deconstruct the composition of the ruins. My analysis suggests this habitat was a place of great magic; I'm not surprised it was a target of such destruction. There is something compelling about the tower. While the others are off scavenging, I enter the citadel.

Cryptic instruments are strewn about. I examine one. Another flash of hot magenta light, another dust pile.

Fascinating: a tool to alter their concept of time.



From the state of the tower, it seems the owner departed only recently. The artifacts left behind have existed in more than one time and place. Some are more complex than others; all are more impressive than anything I have seen on this plane. Clearly, the owner knows things I have not encountered in any of my travels.

I require such knowledge.

Leaving the tower, I find the others closing in on the entrance, ready to destroy it as they have destroyed everything else we have met. They will only get in the way of my goal. There are some things the Void should not consume indiscriminately.

Without warning, I lash out a tentacle, its tip glowing white hot. Lightning arcs through the first creature, knocking it back. Its screams fade as I extend all three limbs, energy crackling between them, scorching the air where the streams meet. The other two run; they know what's coming.

Must they always flee?

I open my eye wide and unleash a beam of energy, following the escaping creatures. They are instantly reduced to ash. "Hmm. Void-native melting point is inconsistent," I note.

But that is of no consequence. The hunger inside me grows. I am ravenous. Insatiable, as never before.

I have glimpsed the ultimate knowledge.

And I will have it.


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II. Summoner Spells

The Flash and the Barrier are your two main summoners, after the recent nerf of Heal, the Barrier is a better choice because of her efficiency against an Ignite. Before, the Heal gave 30% Movements Speed for 2 seconds to you and a target allied champion. Now, this is just 1 second and the effect of Heal is reduced by Grievous Wound.
I don't recommend this summoner because the Ignite is an offensive option and Vel'Koz doesn't need to be aggressive. The range of Ignite is small and your spells have a greater range. Even if you are against an easy match-up, Ignite is not very good.

Why not ? The Teleport can be used in Team for gank the enemy botlane or for the protection of an objective. However, the Teleport is pretty useless in SoloQ, you don't need to have this summoner if you are not in communication with your teammates.
Now, the Exhaust is extremely powerful in lane against assassins like: Zed, Katarina, LeBlanc, ... Never hesitate to take Exhaust when your opponent is a assassin or a melee champion. It's really useful against them. Exhaust is also very useful in teamfights against the enemy carry or the enemy assassin.
I would advise more the Quicksilver Sash but, why not ? The Cleanse can be an interesting summoner on Vel'Koz because it can delete the Death Mark of Zed, the Ignite, the Exhaust and many other debuffs.

The rest of the summoner spells are useless on Vel'Koz.

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III. Items

Item Sequence

Sorcerer's Shoes


Void Staff

Rabadon's Deathcap

Liandry's Torment

Zhonya's Hourglass

The Magic Penetration work really good with Vel'Koz. With this item, Vel'Koz may improve a lot of damage from the early game. Which will easily kill your opponent.
After the recent nerf of the Grail, i like even better the Morellonomicon because it is cheaper than the Grail and have a better synergy with Life Form Disintegration Ray. Indeed, the passive of the Morellonomicon applies Grievous Wound when an enemy is below 40% health, so that your enemies will have less change to escape your ultimate alive when they use their Heal. I find this item very useful in teamfightf face a champion such as Soraka.
The Liandry's Torment is a core item on Vel'Koz simply because it brings him three things he needs: Life, Magic Penetration and AP. In addition, the Liandry's Torment, due to his passive, brings DoT that work very well with the Life Form Disintegration Ray.
The Void Staff is a core item on Vel'Koz too. The Void Staff is an item that will allow you to do much more damage against tanks, coupled with your Organic Deconstruction, this will return a lot of teamfights and maybe 1v1 in your advantage.
The Rabadon's Deathcap is a strong item on Vel'Koz because it gives 120 AP and increase your TOTAL AP by 30%. The Rabadon's Deathcap is a wonderful item that will allow Vel'Koz to make a carnage in teamfights.
The Zhonya's Hourglass is a very nice item that will allow you to temporize and absorb damage of your opponent. This items is also extremely useful against heavy AD champions like: Fiora, Zed or Talon for example.
The Banshee's Veil is very useful against an heavy poke like Ziggs, an another Vel'Koz or for absorb a part of a burst. I take this item when I have some problems in my game.

The Quicksilver Sash is a good item against Malzahar, the Death Mark of Zed or the Ignite for example. This item is to be done in very few cases, I have personally never take the Quicksilver Sash because I think Vel'Koz is a champion that can become relatively safe.

The Guardian Angel is a good alternative to the Banshee's Veil when you get down before you could put any damage. This item will bring Armor and Magic Resistance, and will temporize for a few seconds. However, if your team does not follow you, spend 2750G will not help, unfortunately.

The Randuin's Omen is also a good alternative to the Banshee's Veil, make this item if you are against a team with a lot of AD or against an ADC like Twitch or Draven doing huge damage during teamfights. The Thornmail is also a very good itme against heavy AD team. Make this item if you are always focused by the AD of the ennemy team. It's very useful against them.

The elixirs are good extra for the late game. Take in every back when you're full stuff. They bring life, a better push against turrets, AP and CDR.

The enchantments on the boots are very good in some cases. Enchantment: Alacrity is a good addition to catch an enemy and be able to follow a Q+E easier, it will mostly give Vel'Koz what makes him so cruelly lacking: mobility . Enchantment: Homeguard is a good addition when your team prepares teamfights and you must return to base to pick up a few pieces of stuff or potions. This enchantments also allows faster return on his lane, for protect his turret from enemies minions who try to attack him. I usually do this enchantment after Morellonomicon when I am good in my game.

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IV. Runes


Greater Seal of Health

Greater Mark of Magic Penetration

Greater Quintessence of Ability Power

Greater Glyph of Cooldown Reduction

Greater Glyph of Magic Resist

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V. Masteries


Vel'Koz did not really need more defense, 21/0/9 are perfect for him. 21 attack as many champion which their interests is to put the damage and 9 utility because it's useful for a midlaner who uses mana.


Tier 1: I put 4 points in the mastery Sorcery because the CDR is very important on Vel'Koz. This will allow you to go to your lane with 10% CDR in early, it is not negligible at all. Then, I put 1 point in Butcher because I think this will last-hit more easily with AA Vel'Koz which, at first, are not easy to handle.

Tier 2: I put 3 points in Mental Force , which will have a little more AP per level. It's not much, but it's better than nothing. Especially thinking about the fact that some item such as Rabadon's Deathcap which increases AP by 30%.

Tier 3: I put 1 point in Arcane Mastery simply because the AP Flat is very useful to hold the early, farm and harass putting the damage. I then put 3 points in Executioner simply because this part of the tree is just OP and very useful to put more damage over time.

Tier 4: I put 3 points in Archmage as the effect that gives this mastery accords extremely well with the Rabadon's Deathcap. I then put 1 points in Dangerous Game to complete the link to it with Executioner and because it is very good agreement with the Grail.

Tier 5: The penetration is a must on Vel'Koz and it's why we need to put ABSOLUTELY 3 points in Devastating Strikes . 6% magic penetration is great for champions with high damage base. I then put 1 point in Arcane Blade for easy last-hit and poke in early with Auto Attack.

Tier 6: Havoc , the inevitable. Damage increased by 3% is something important for any game.


Tier 1: I put 3 points in Meditation because the Mana Regen is very useful on Vel'Koz, knowing that this is not the kind of champion to be manavore. I then put 1 point in Scout to allow Vel'Koz can put a ward being more safe.

Tier 2: I put 3 points in Summoner's Insight because 10% of CD on Summoners is very helpful and friendly, a Flash with 270 second cooldown instead of 300 and a Barrier 189 seconds instead of 210 is very good because it will allow you to save a critical state and temporize less time than before for another 1v1. I put 1 point in Strength of Spirit to complete the Meditation .

Tier 3: I put 1 point in Runic Affinity as having a blue and all the effects that go along with is interesting and allows it to be "comfortable" for a longer time.

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VI. Skill Sequence

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

Vel'Koz's damaging abilities apply stacks of Organic Deconstruction for 7 seconds, stacking up to 3 times. Upon reaching 3 stacks, the stacks detonate and the target suffers 25 + (10 × Vel'Koz's level) true damage.
Basic attacks will refresh the duration, but will not add additional stacks.
Organic Deconstruction is an spell effect and a debuff that detonates upon reaching 3 stacks. The stacks' duration can be refreshed on-hit.
  • Applies spell effects as a single target ability.
  • True damage ignores all forms of damage reduction, except invulnerability.
Vel'Koz fires a bolt of energy that deals 80 / 120 / 160 / 200 / 240 (+ 60% AP) and slows the first enemy hit by 70% for 1 / 1.25 / 1.5 / 1.75 / 2 seconds. The slow decays over the duration. After a brief delay, Vel'Koz can activate Plasma Fission again.
Plasma Fission is a linear, colliding skill shot that splits into two additional linear, colliding skill shots upon detonation.
  • Applies spell effects as an area of effect ability.
  • Spell shields will block the ability, but will not prevent the split.

Additional Information:
  • An enemy cannot be hit by multiple bolts. If blocked by a spell shield, you still count as having been hit and cannot be hit again.
  • There is a short delay before the ability can be reactivated. While primarily to prevent accidental detonations, it adds a minimum distance travelled of approximately 500 units.
  • 1050 is the maximum distance that each bolt can travel. Factoring in the split, Plasma Fission can hit targets up to 1485 units away.
Vel'Koz stores a charge of Void Rift every few seconds and can store up to 2 charges. The recharge time is affected by cooldown reduction.
ACTIVE: Vel'Koz opens a rift to the void that cuts through the ground in a line, dealing 30 / 50 / 70 / 90 / 110 (+ 25% AP) and leaving behind a trail. After a 0.25 second delay, the entire trail detonates, dealing 45 / 75 / 105 / 135 / 165 (+ 37.5% AP) to enemies standing upon it.
Void Rift is a linear, pass-through skill shot that leaves behind a trail. The trail detonates after a short delay, dealing damage as a linear area of effect.
  • Applies spell effects as an area of effect ability.
  • Spell shields will block the ability, but will not prevent the split.

Additional Information:
  • Void Rift utilizes a stock system.
  • It is not possible to have more than one Void Rift active at a time.
  • Vel'Koz can cast Void Rift while moving, but not while attacking.
ACTIVE: Vel'Koz hurls an anomaly at the target location. When it lands, it collapses, dealing 70 / 100 / 130 / 160 / 190 (+ 50% AP) 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 area of effect.
  • Applies spell effects as an area of effect ability.
  • Spell shields will block the ability, but will not prevent the split.

Additional Information:
  • Suspension is a sub-type of Stun, not a sub-type of Airborne. As such, it is affected by crowd control reduction and can be removed.
  • The direction of the knockback is relative to point of cast, not Vel'Koz's position at the time of impact.
  • The time required for Tectonic Disruption to land is continuous, roughly 0.5 seconds, meaning the travel time is not dependent on how far from Vel'Koz the spell is cast.
ACTIVE: 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 by 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 2.5 seconds have elapsed, by being interrupted or if Vel'Koz recasts the ability.
Organic Deconstruction can not be applied more frequently than once every 0.5 seconds.
Life Form Disintegration Ray is an linear area of effect whose trajectory can be updated over the duration.
  • Applies spell effects as an area of effect ability.
  • Spell shields will block the ability, but will not prevent the split.

Additional Information:
  • Life Form Disintegration Ray's trajectory does not update instantly should you move the cursor from one side of Vel'Koz to the other - it rotates gradually.
  • The damage dealt at each interval is not regular. The pattern for the damage appears to be X, X, 2X, repeat.



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VII. Pros and Cons


+ Good Wave Clear
+ Good Poke
+ Strong AoE
+ Able to 100-0 at level 6
+ True Damage as passive
+ No big mana costs
+ Fluid combo
+ Safe


- No mobility
- No real escape
- Vulnerable to ganks, CC and many assassins
- Squishy
- Hard to play
- Hard to master
- Tectonic Disruption easily esquivable

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VIII. Warding

The Warding is a very important part in League of Legends. The wards are the items that will allow your team to have the vision on important points like enemy the Blue / Red buff and of course the Dragon and Nashor.
First, here's timer:

Apparition Timer

Wraith: 1m40
Wolves: 1m40
Golems: 1m40
Blue / Red Buff: 1m55
Dragon: 2m30
Baron Nashor: 15m00

Respawn Timer

Wraith: 50s
Wolves: 50s
Golems: 50s
Blue/Red Buff: 5m00
Dragon: 6m00
Baron Nashor: 7m00

Now, you have the timers of the jungle. Here where you must place your trinket compared to the position of the enemy jungler. However, some jungler like Twitch have strong chance to gank the middle lane directly after the red. To avoid the first blood by this rat gutter, lay a ward in the enemy red at 1m55. Otherwise, the jungler will do his usual path: Gank the top / bot (Generally, the junglers gank the top first, so they do the opposite buff) -> Gank the mid.

Put her at 2 minutes 35 if the enemy jungler starts at his blue.
Put her at 2 minutes 35 if the enemy jungler starts at his red.
Put her whenever you want.

However, do not ruin you in Ward. It is good to take ward, but not abuse either. Normally, this is not really your role to ward the Dragon and the Nashor but if you see that nobody does, make ​​it. In addition, do not forget to ward the blue enemy to try any theft and put the opponent jungler in "evil" and annoy the opponent midlaner. By cons, if you are dominated, put wards around your jungle camps to prevent invades.

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IX. Synergy

The Piltover Enforcer

A gank of Vi at level 6 is always a guaranteed kill. More with you because his single target ultimate spell and her QSpell paired with your combo will secure a kill.

The Blood Hunter

Once again, a Warwick who gank at level 6 will secure a kill with his ultimate which neutralizes the target for a long time. The time it takes for you to place your combo.

The Fallen Angel

A cage of three seconds? No problem for Vel'Koz, the cage is longer than his ultimate. In addition, Morgana has an ultimate that slow the opponent before the stun, which is even better for you.

The Chain Warden

In terms of protection, I think Thresh is one of the first champions being able to save you when your opponents want to jump on you to shutdown you. With his shield and his many CC, Thresh creates an interesting synergy with Vel'Koz.

The Radiant Dawn

Leona has an ultimate that slow/stun in AoE, making it an excellent teamfight synergy with you.
Leona is part of the supports that can protect you from enemies because to his great variety of important CC.

The Sad Mummy

I've always enjoyed having a Amumu in my team because I think his potential of gank and teamfight look interesting due to his ultimate applying a kind of AoE root. What makes a good synergy with Vel'Koz in lane and in teamfight.
Vel'Koz can also have a good synergy with these champions:

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X. Match-Ups

If Ahri plays well, this match-up can be difficult. However, it is not impossible for you to win. The source of Ahri's damages is the Charm, you should avoid it otherwise you can consider yourself dead. A good way to beat Ahri is to pass level 6 before her.
Believe it or not, but Vel'Koz is a good counter to Akali in Early / Mid game. Akali farm poorly under tower and your power of push is much more consistent than her. Put her under tower continuously to make her miss the most creep possible while putting your spells on her. When she comes back at level 6 and make the mistake of using his Shadow Dance on you, put a Vision Ward beside her and put her your burst. Good Bye Akali.
Annie is a champion that has no mobility and less range than yours. She can do nothing against you, if you play well. If Annie is trying to approach you to poke you, do your combo E + W. Be careful of her level 6, there are chances that Flash + Tibbers to kill you. Note that the passie, Pyromania, stop your ultimate.
A good Diana always win. However, you can win this match-up if you are able to avoid her Crescent Strike. Without that, she can not dash many times so she will do less damage than she is supposed to do. Diana is melee, consider poke with your AA as soon as you can. His Moonfall stop your ultimate.
**** this OP champ. Fizz is a nightmare in lane. The first two levels should not cause too many problems, but when he hit his level 3, Fizz can dodge many spell and a big part of your burst through his Playful / Trickster. His W, Seastone Trident, applies a DoT and reduces the regeneration of life. Do not try 1v1, you lose. The only thing you have to do is farm under tower and wait for teamfights.
You can not lose 1v1 against Karthus, like many champions Vel'Koz is higher. He has no mobility, it will be easier for you to put him your combos.
I recently faced a Kassadin and, finally, I do not find this matchup very difficult... The way to beat him is a bit the same as Nidalee: Wait which Kassadin uses his ultimate on you for put him your burst. However, Kassadin has a passive that reduces 15% magic damage. So put him midlife before trying to kill him.
Easy match-up if Katarina plays badly. She has mobility with her Shunpo. Your Tectonic Disruption stops her Death Lotus. Once she Shunpo above you, kill her.
If you play correctly, Kayle cannot kill you. Kayle does not have much mobility and for AA you, she will advance towards you. But with your kit, she may not.
LeBlanc no longer silence, so you can respond to her burst with yours. However, be careful, she always does the same damage as before. Always play more on the passivity and make ​​some life. When she try to all-in you, put an Exhaust in her face, she'll make ridiculous damage, and put her your burst.
Lulu is an oriented champion utility. She does not really have burst, however her poke is annoying and easier to place than yours. Lulu is one of the champions that can resist at your burst without too many problems with her shield and ultimate. Put her midlife before trying something.
Lux is a relatively squishy champion, having a good wave clear, a shield that will allow her to tank a small part of your burst and the opportunity to be safe. If Lux knows how to play, this match-up can become very annoying for you because of her poke.But this match-up will be played on the farm more than anything else, if she tries to trade you, you win.
The new Nidalee became really annoying in lane, do not let yourself hit by a spear or a trap, otherwise you will take a lot of damage. The technique for beat her the same as before: Put your Tectonic Disruption after she use ​​a Pounce.
Do not try to 1v1 him before the level 6. Put him midlife before putting your burst, otherwise he will remain alive through his ultimate. Make a Morello and this lane is yours.
Syndra has great damage, a good wave clear, not a lot of CD on his Dark Sphere and a burst higher than yours at level 6. Scatter the Weak stop your ultimate. Do not stay in your lane if you are midlife, the same for her.
The same as Karthus with a control that stops your ultimate, but this should not be a problem.
A champion without a lot of life and mobility, be careful to his stun, if you take it in late game, you're dead. The laning phase should be relatively easy, your burst will implode him.
OP champ in general, very hard to 1v1, snowballing hard with only a Statikk Shiv. These 40,000 dashs will implode from early until late and you'll miss an incredible number of skillshot. The only way to beat Yasuo is a to trap him and keeping a certain distance so he can not dash on you or ask your jungler to come for kill him... And please for the love of god ban this fckin op champ.
Exhaust and Zhonya's Hourglass are strongly advised. With Exhaust, Zed will put very little damge on you, which will make it much easier 1v1. Be aware of shadows and his poke, make a combo E + W when he used his Living Shadow. Repeat this action every time. However do not try to 1v1 all the time, you will not win. Concentrate mainly on your farm.
His permanent poke with his Bouncing Bomb will make you crazy. Try to avoid every bomb while keeping the combo E + W. Once you hit your level 6, wait until the CD of his Satchel Charge and put it all.

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XI. Early/Mid/Late Game and Teamfight


The early is very simple: The thing you have to do is farm by using your auto-attack and spam your Void Rift as soon as you have it for waveclear more easily. Try to miss the least cs possible, a good farm will you allow to have your items more easily and therefore become stronger for incoming teamfights. Once you reach your level 2 you can start to poke your opponent while trying to stay safe and having put your Warding Totem to the right places. It is usually the early ganks that can bend the laning phase.

Once you got your level 6, put the ultimate combo on your opponent. If it does not kill him, it will do at least back which will take an advantage at the level of the creeps.


It is at this stage of the game you need to start pre-occupied from drake and other objectives. Many midlaner begins to roam at this stage of the game, or Vel'Koz does not excel in this domain ... So best for you instead of roam, this is the farm the wave of minion at the mid and then go to Wraiths and then return to your lane.
However, keep team spirit. So if your botlane or Toplane are in trouble, do not hesitate to roam to go help. It's even better if you jungler follows, which will follow this gank by a drake.
Always keep Stealth Ward with you to put them on the right places, the jungler and the opponent top could come and say hello.


Aaaaah the end of the game, the moment when Vel'Koz becomes a real monster from the fact that teamfights are stacked up again and again and you should normally have a consequent stuff. The simple act to put the 2.5 seconds of your ultimate correctly in the teamfight will reverse it in your favor in many cases.

Positioning is the key to victory: Never put yourself in frontline. It is not your role. You must stay behind your tanks and wait undertakes when it is done, you must focus the first champion with the most damage in the ennemy team. Preferably AP or AD carry
You must remember that your ultimate is a canalisation and it can be interrupted by different source of Crowd Control, this is why you do not have to let them rush you. However, there is a good chance that the opponent midlaner either an assassin, if this is the case, let him rush you and use the Exhaust and let your team kill him.

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XII. Picks And Bans

Vel'Koz is well in SoloQ, but it is even better if you have a good coordination with the picks and bans to do to facilitate and, maybe, provide a win.


Some examples of team that work well with Vel'Koz:
A very very good team with many AoE of controls and damages. Specifically, the opposing team should not even try to make teamfights in 5v5. The ulti of Jarvan IV followed by Leona, followed by the stun of Jax followed by your ultimate and that of Jinx will make you win all teamfights without the opposing team could react.
Another very interesting composition that will protect the AP (you) and your ADC while having the opportunity to do lots of damage. Morgana is a champion allowing to hold a target nailed to the ground for more than 3 seconds from level 9, which is perfect for you and your adc. Amumu will also nailing enemies on the ground for a while and Renekton play the role of protector. With a composition like that, you and your ADC will normally untouchable.
Yet another good composition with many AoE of damages and controls. The stun area of Annie and the arena of Jarvan IV will be perfect for your combo. In addition, Ashe has a long single target stun by distance where his arrow was shot is very interesting for you. If she can aim , it's a free kill for you.
Once again, a composition based on the protection of the AP and AD. In teamfight Irelia can all-in the opposing ADC and put him good damage to then be followed by the ultimate of Wukong which bump the enemies in the area which could then be followed by the ultimate of Braum which also bump and followed by your devastating ultimate and that of Twitch to finish. This is a good composition to eliminate a team in seconds.


Here is a list of bans that are preferred to have in SoloQ. These champions will make you spend an awful game from beginning to end.

Probably your counter number # 1, you can leave your game if you have to deal with a Kassadin as Vel'Koz, this champion has everything for counter you: excessive mobility, a shield, reuction of AP damages by 15%, the ability to stop your ultimate and, of course, Kassadin have a lot of life according to his stuff. Have fun.
Another good counter to Vel'Koz. This broken champion make you implode in lane and teamfight, he can avoid much of your burst with his built-in "Zhonya" with 8 seconds of CD. His combo DFG Z + A is overwhelming and very fast, it will be very hard to Zhonya his burst or exhaust him. Fizz is one of the champions can come back very quickly in a game.
Never use your Flash for something other than his ultimate, otherwise you're dead. Jarvan IV is the kind of jungler make you implode from level 6, the arena is very long and you have no escape, so you'll be forced to fight against him and the opposing midlaner, I'm not sure that you can win in 1 vs 2 by being midlife. If you prefer a ban op pick instead of J4 (which is understandable) and than the opponent pick him: PLAY EXTREMELY SAFE.
Another good counter to Vel'Koz. Exhaust is useless on him, get Barrier instead. As I have explained above, Yasuop will make you miss a large number of skillshot because of his high mobility and his Wind Wall that blocks 3/4 of your skillshots. Ask your jungler to gank when he can and play extremely safe. Even bad he can beat you with these two items in his pocket.

Finally, keep a team spirit. Keep bans the "fashion" picks that are very annoying like: Jax, Kayle and Braum for example.

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XIII. Lolz

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XIV. Videos

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XV. Hall Of Stats


My Lolking Score

Ranked Time

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XVI. Thanks & Changelog

Thanks to JhoiJhoi for her Templates and the very good guide on "How to make a guide".
And finally, thank YOU for reading my first guide about one of my favourite champion in LoL. If you like this guide, please, uptove and comment. :D
If you don't like this guide, say what is wrong in the comment section too.

And sorry for my english.

19/06/2014 - Added the "Changelog" section
19/06/2014 - Added Stuff for Vel'Koz Support
19/06/2014 - Added a picture of Ranked game
19/06/2014 - Publication of Change
20/06/2014 - Added a description for the support part + Fixed some typos
20/06/2014 - Added a new section
21/06/2014 - Added Match-up against Orianna
21/06/2014 - Change in stuff + Add Ranked game
22/06/2014 - Added interesting summoner, scales of difficulty for match-ups and a video
22/06/2014 - Change of opinion about Nidalee and adding Synergy
23/06/2014 - Added a new section: Picks and Bans
24/06/2014 - Changes to support stuff
27/06/2014 - Big changes and French-English translation
28/06/2014 - Change about Kassadin's Matchup.