Veigar Build Guide

  • Views: 3,680
  • Rating: 67% ( Unknown )
  • Last Updated v1.0.0.97

Short, but Efficient: Getting the Most Out of Veigar

written by An Ally

Veigar Build

Table of Contents

  • Introduction

    After Veigar's buffs, I decided to give him a shot. Busting out my trusty spreadsheet, I began to crunch numbers to see how I could best make use of Veigar's skills. That's how I came up with this build. After play testing it, I've found that the build has been exceptionally effective and that my mathcraft seems to have paid off.

    Veigar plays like a huge spike damage caster with one amazingly useful crowd control spell with Event Horizon. He farms well, but is not the best farmer in the game. He racks up more AP than any other champion and the game and makes use of it with high AP ratios. Compared to other casters, his early game is slower and more PvE than others, but his end game can be devastating. Seeing AP totals of over 500 are not uncommon. Putting it all together, you'll find that Veigar is a very powerful caster to be reckoned with.

  • Abilities

    This passive is straight forward. You get mana. Veigar needs mana. This is good. It may be less than 1/2 of a Chalice, but it works.

    Baleful Strike
    This is a bread-and-butter skill. Veigar can pop consistent DPS with this and farm like a boss. You want to try and get as many last hits with it as you possible can throughout a game. All those little bits of AP add up.

    This isn't even counting how much AP you can get out of champion kills. All-in-all, this is a big component which makes Veigar himself.

    Dark Matter
    The patch which allowed this easier to hit with now allows you to land it after a stun, rather than aiming before a stun, on non-CC reduction champions. It has a 1:1 AP ratio, which is excellent given that Veigar rolls in AP, and is a solid AoE nuke. If you can't use it with the Event Horizon stun to easily land it, predicting an enemy's movements and leading them into the meteor can also be a useful way to land it.

    It farms excellently well and can wipe out minor creep camps in one shot. With a few ranks, it can wipe out the creep waves as well. It's not capable of much early on, but turns into a force to be reckoned with later in the game.

    Event Horizon
    This is one of the best spells in the game, in my opinion. It's not a perfect stun, but it's a damn fine one. How many AoE stuns do you see in the game, anyway? How many are on a cooldown as short as this one? Use it as you would a stun.

    Use it to set up your Dark Matter. If you Dark Matter and immediately place the stun of Event Horizon on the enemy, they're going to get hit, almost no matter what. As of patch, however, you can stun THEN Dark Matter. Either way, this helps immensely in landing your combo.

    Primordial Burst
    This is a straight anti-caster burst. It has an excellent AP ratio and could easily destroy a high AP caster. Even against normal champions, expect this to leave a massive dent.

  • Items

    I believe very highly in having an efficient item build order in terms of dealing damage, surviving, and being an all-around contributor to a team. I will explain every item choice as I go along.

    Step 1. Sapphire Crystal, Health Potion x 2
    ~ The main reason for this is the ability to go into Catalyst ASAP. The early mana bump will allow you to have a slightly more successful early laning phase. You'll find yourself out of mana quite often, especially if you don't have any MP regeneration runes, but you'll be a beast in laning as soon as you get your Catalyst.

    Step 2. Catalyst the Protector & Boots of Speed
    ~ Honestly, this can swing either way. Personally, I prefer to get the Catalyst and take over the lane. Boots of Speed, however, are cheaper and can provide a lot to an early laning phase. Either way, this will give you some early survivability and grants the mana to Baleful Strike much more often on creeps.

    Step 3. Rod of Ages
    ~ This beast of an item will grant a healthy portion of AP, mana, and HP. Veigar needs everything this item gives and it gives quite enough. Getting it early will be essential to getting the time the Rod needs to crank up its stats.

    Step 4. Sorcerer's Shoes or Mercury's Treads
    ~ Sorcerer's Shoes grants 20 magic penetration. Remember, however, penetrating armor can only go down to 0. If you're already getting over 10 magic penetration from runes and nobody on the enemy team is buying any MR items for some reason, you may be able to just go straight to the Mercury's Treads and pull the same DPS with the Haunting Guise alone.

    Step 5. Haunting Guise
    ~ Once again, we ramp up our early HP and pull some more DPS. If you were not wiping out their MR with Sorcerer's Shoes and your runes, this would almost certainly do the job early in the game against squishies. It is an efficient item for damage and also helps us survive.

    Step 6. [item=Zhonya's Ring]
    The beautiful thing about this item is just how it works out mathematically. With Rod of Ages and Haunting Guise alone, Veigar can reach the plateau where Zhonya's becomes the most efficient AP item using his bonus AP. Not only being the most efficient item for boosting his magic damage, once Veigar pulls his burst, he can hide in this little shell for 2 seconds to avoid any focusing with Zhonya's activation. It was a tailor made item for Veigar.

    Step 7. Deathfire Grasp or Void Staff
    ~ This last item is situational. Deathfire Grasp, given your massive AP, will likely be able to hit enemies for 40% of their HP in magic damage. That's an absurd extra nuke. If an enemy has 2500 HP, that would be as powerful as your ultimate. It's a very, very powerful extra weapon to add to Veigar's collection.
    ~ If the enemy is, however, stacking magic resist, you may want to go with Void Staff. If you have the runes, Haunting Guise, and Sorcerer's Shoes, you should already be wiping out over 50 of their magic resist, but this is the icing on the cake. It's not worth it, however, if the enemy is not stacking magic resistance against you.

    If the game is still going on, play it by ear. You should have over 500 AP at this point and be pulling ridiculous damage in team fights.

  • Masteries + Runes

    Quintessence: Greater Quintessence of Insight or Greater Quintessence of Fortitude
    ~ More magic penetration will give you a bit more punch on your spells, especially early on. With a full magic pen set, you could wipe out the 30 starting MR without even getting Sorc Boots and relying upon the Haunting Guise. This would let you use the very nice CC reduction Mercury's Treads instead of the magic penetration Sorcerer's Shoes.

    Mark: Greater Mark of Insight
    ~ This gives your spells that extra punch. They're more efficient than the AP runes or anything else you could stick here.

    Seal: Greater Seal of Replenishment
    ~This helps out Veigar's early laning phases and also is boosted by his passive. Not to mention, these runes will be effective on any champion with mana. It's hard to go wrong with these.

    Glyph: Greater Glyph of Force or Greater Glyph of Focus.
    ~ A full set of AP runes would get you 27 AP or so. 27 raw damage on your 1:1 AP ratio spells, basically. This will beat the magic penetration glyphs in all but the most absolute favorable situations for magic penetration. For raw burst DPS, this is where to go.
    ~ If it was a straight DPS increase, the CD reduction of the Glyph of Focus would be the more favorable of the two. The question really comes down to -- will that extra .234 seconds with my Baleful Strike off CD allow me to strike an enemy with another one before they can run away? In my opinion, this is inferior to the AP gains, but if that tiny window allows you to get a kill or avoid a death it will be the more efficient of the two.

    Masteries: Go either 9/0/21 or 21/0/9. Personally, I prefer 9/0/21 for the mana regeneration.

  • Skilling Order

    This is the normal skilling for Veigar. His R is the main priority for the ridiculous damage it can deal. Q is the next in line due to the lowering CD and the boosting of AP due to champion kills. W is next because of the damage. His stun is last because it doesn't require much boosting beyond one rank.

  • Summoner Abilities

    This really is not essential to the build. I suggest playing it however suits your playing style best. Personally, I use Ignite and Ghost. Ignite and Ghost give me strong offensive options, while Ghost can also be used defensively. Early in the game, a full combination of Veigar's Baleful Strike, Primordial Blast, Dark Matter, and Ignite can easily decimate most early laners and get a quick kill. Plus, 500 pure damage remains useful all game.

  • Build Example

    Keep in mind, this does not include the extra AP Veigar will get from last hitting with his Q and killing champions.

Do you have your own
Build Guide?

Submitted by An Ally

Newest Guides for Veigar

Top Guides for Veigar

New Skins for Veigar

Top Skins for Veigar