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Choose Champion Build:
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[Middle Lane] Domination
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[Support] Domination
Recommended Items
Spells:
Flash
Barrier
Items
Ability Order
Organic Deconstruction (PASSIVE)
Vel'Koz Passive Ability
I. Introduction

Hey ! This is my guide for ![]() ![]() |

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.
Strange.
Unprecedented.
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.



The








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I don't recommend this summoner because the ![]() ![]() ![]() ![]() |
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Why not ? The ![]() ![]() |
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Now, the ![]() ![]() ![]() ![]() ![]() ![]() |
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I would advise more the ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The rest of the summoner spells are useless on


Item Sequence






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The Magic Penetration work really good with ![]() ![]() |

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After the recent nerf of the Grail, i like even better the ![]() ![]() ![]() ![]() ![]() |

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The ![]() ![]() ![]() ![]() |

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The ![]() ![]() ![]() ![]() |

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The ![]() ![]() ![]() ![]() |

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The ![]() ![]() ![]() ![]() |

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The ![]() ![]() ![]() |
The ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
The ![]() ![]() |
The ![]() ![]() ![]() ![]() ![]() |
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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. |
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The enchantments on the boots are very good in some cases. ![]() ![]() ![]() ![]() |
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Runes





Greater Seal of Health: The Armor runes have been nerfed since a long time, so the runes of life are really better. In addition,
Vel'Koz is a squishy AP Caster, that's why the
Greater Seal of Health are better.
Greater Mark of Magic Penetration: These marks are perfect for
Vel'Koz, the magic penetration will allow him to make big damage from the early.
Greater Glyph of Cooldown Reduction: These runes are fine for
Vel'Koz that will allow it to proc his passive faster as well as having the ability to wave clear more easily.
Greater Glyph of Magic Resist: To have a minimum of magic resistance against your AP opponent.
Greater Quintessence of Ability Power: The classic.



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OFFENSE
Tier 1: I put 4 points in the mastery ![]() ![]() ![]() ![]() Tier 2: I put 3 points in ![]() ![]() Tier 3: I put 1 point in ![]() ![]() Tier 4: I put 3 points in ![]() ![]() ![]() ![]() Tier 5: The penetration is a must on ![]() ![]() ![]() Tier 6: ![]() |

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UTILITARY
Tier 1: I put 3 points in ![]() ![]() ![]() ![]() Tier 2: I put 3 points in ![]() ![]() ![]() ![]() ![]() Tier 3: I put 1 point in ![]() |

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. ![]()
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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.![]()
Additional Information:
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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. ![]()
Additional Information:
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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.![]()
Additional Information:
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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. ![]() ![]()
Additional Information:
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POKING



TO BECOME LEGENDARY






Pros
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+ 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 |
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Cons
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- No mobility - No real escape - Vulnerable to ganks, CC and many assassins - Squishy - Hard to play - Hard to master - ![]() |

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


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.

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A gank of ![]() |

Once again, a ![]() |
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A cage of three seconds? No problem for ![]() ![]() |

In terms of protection, I think ![]() ![]() ![]() |
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I've always enjoyed having a ![]() ![]() |
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If ![]() ![]() ![]() |
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Believe it or not, but ![]() ![]() ![]() ![]() |
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A good ![]() ![]() ![]() ![]() |
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**** this OP champ. ![]() ![]() ![]() ![]() |
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You can not lose 1v1 against Karthus, like many champions ![]() |
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I recently faced a ![]() ![]() ![]() ![]() |
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Easy match-up if ![]() ![]() ![]() ![]() |
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If you play correctly, ![]() |
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The new ![]() ![]() ![]() |
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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. |
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The same as ![]() |
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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. |
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OP champ in general, very hard to 1v1, snowballing hard with only a ![]() ![]() |
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His permanent poke with his ![]() ![]() |
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EARLY
The early is very simple: The thing you have to do is farm by using your auto-attack and spam your


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.
MID
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

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

LATE
Aaaaah the end of the game, the moment when


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



Pick
Some examples of team that work well with
















Bans
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.
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Probably your counter number # 1, you can leave your game if you have to deal with a ![]() ![]() ![]() |
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Another good counter to ![]() ![]() |
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Never use your ![]() ![]() |
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Another good counter to ![]() ![]() ![]() ![]() |
Finally, keep a team spirit. Keep bans the "fashion" picks that are very annoying like:



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 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.
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