terms of use

Veigar The Tiny Master of Evil

  • Mid
  • 1350
  • 585
  • Equilibrium
  • Baleful Strike
  • Dark Matter
  • Event Horizon
  • Primordial Burst
Health Points 355
Mana 250
Damage 48.3
Attack Range 525
Armor 12.25
IP Cost 1350
Health Regen 4.5
Mana Regen 6.9
Attack Speed 0.625
Movement Speed 340
Magic Resistance 30

1 lvl

They see me commin'...They are runnin'.

juraj1 Last update: May 11, 2013

Item builds

Start items "

  • Health Potion

    x2
  • Faerie Charm

Starting items 2 "

  • Health Potion

    x2
  • Boots of Speed

Starting items against AD mid laner

  • Health Potion

    x3
  • Cloth Armor

Core items

  • Zhonya's Hourglass

  • Rabadon's Deathcap

Endgame items "

  • Athene's Unholy Grail

  • Lich Bane

  • Sorcerer's Shoes

  • Zhonya's Hourglass

  • Rabadon's Deathcap

Endgame items against MR and tanks. "

  • Rylai's Crystal Scepter

  • Void Staff

  • Sorcerer's Shoes

  • Zhonya's Hourglass

  • Rabadon's Deathcap

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Build variability

This are just two basic builds for Veigar. However, this doesn't cover all posibilities. For example, when playing against your ap counters, you will have to build some magic resist to survive their burst (Fizz,Katarina,LeBlanc,Mordekaiser). Best would be Abyssal Scepter. If you're laning against your ad counter (Talon, Zed), start with 1x cloth armour and build it into Seeker's Armguard. This should provide enough armour to provide good burst reduction and some ability power. Are you surprised that you see lichbane in my build? This build has prooved itself worthy after I have one shot full built Garen. Because in lategame your E+W+DFG+R+Q combo can deal up to 3600 damage. With Lichbane and another 80% ability power autoattack it can be even more. Around 4000 damage. And yes, it will be good if you're against team tanky as fck.

Skillorder

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

Q

Baleful Strike

W

Dark Matter

E

Event Horizon

R

Primordial Burst
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Always max your stun first.

Always try to have your stun maxed, so you can land dark matter on your enemy's head. It is better to have sure damage output than missed big potential and wasted mana. This skill order should provide enough crowd control and burst to kill your enemy. However, don't forget to harras your opponent before trying to nuke him. Try to E+W+AA him, and when he's about 60% of health, you can use your full combo(if you have mana, don't forget to ask for blue your jungler). Just E+W+R+Q+AA+ignite. Why is there that autoattack? Most of the times, when you're not fed yet, you have to do that auto attack or your opponent could escape with cca 20 HP left, and there is nothing more frustrating, than wasting your burst, mana and time to not kill an enemy.

Summoner spells

Spells

  • Ignite

  • Flash

Defensive sustain

  • Clarity

  • Flash

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I find Flash with Ignite as personal favourite. Flash can be used as offensive or defensive spell. E.G. your enemy is about 50% HP but he is out of your range, just Flash towards him, E+W+R+Q+AA and he should die. If you have problem to manage your mana, I recommend you to pick clarity instead of ignite, you will have to harras a little more than with ignite, but you will also have bigger mana pool so you can outsustain, harras and burst your enemy.

Runes

Glymph

  • x9

Mark

  • x9

Seal

  • x9

Quintessence

  • x3
  • +10.71 ability power
  • +5.31 ability power
  • +5.31 ability power
  • +14.85 ability power
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I am poor.

I have full Ap runepage just because I can't afford third runepage ( yes, when I have enough IP, I buy a champ). Despite fact, this is full Ap runepage, it provides good starting advantage for you because of Veigar's Q. With this, you can have about 75-110 ability power in 15th minute, which is really good. After 15th minute you will probbably have Needlessly Large rod or DFG itself. Then you will have around 250-300 ability power and you can be bursting your enemy APc all day long.

Masteries

  • 1/1
  • 0/4
  • 4/4
  • 2/2
  • 0/4
  • 4/4
  • 0/1
  • 0/3
  • 0/1
  • 1/1
  • 0/2
  • 0/2
  • 3/3
  • 1/1
  • 0/1
  • 0/3
  • 4/4
  • 1/1

OFFENSE:

21

  • 0/1
  • 0/3
  • 0/4
  • 0/2
  • 0/3
  • 0/3
  • 0/2
  • 0/2
  • 0/2
  • 0/1
  • 0/1
  • 0/1
  • 0/3
  • 0/3
  • 0/1
  • 0/3
  • 0/1
  • 0/1
  • 0/1

DEFENSE:

0

  • 0/1
  • 1/3
  • 3/3
  • 0/1
  • 0/1
  • 3/3
  • 1/3
  • 0/2
  • 0/4
  • 1/1
  • 0/3
  • 0/1
  • 0/2
  • 0/4
  • 0/3
  • 0/1
  • 0/1
  • 0/3
  • 0/1

UTILITY:

9

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