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Veigar Statistics for Kscininkankası

Author's performance with Veigar compared to the ranked average.

Value
Average
Games Played
85
5
Win %
54
46
Kills
8.8
8.3
Assists
7.0
7.2
Deaths
4.0
7.5
KA:D Ratio
4.0
2.1
Gold Earned
13.6K
12.1K
Creep Score
194.2
148.3
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png Flash is a must for almost any champion in game. It can be used defensively or offensively, great for chasing, escaping bad positions and positioning in teamfights. You can also surprise the enemy by using flash+e. This way even if you didn't land your stun perfectly there is a high chance that they will walk to the edge and get stunned(unless you failed so hard and put your stun so bad that the enemy is nearly in the middle of the cage, then they will have plenty of time to react.)       
 

12.png If you are getting harassed way too much in lane,(79_64.png99_64.png76_64.png etc.) 12.png is a good choice to back and come back quickly. You also have the chance to gank lanes with it, as Veigar is a great ganker overall. It also helps you to countergank and splitpush during late game.

After some time with the meta shift, TP has earned his place as the second Summoner Spell alongside 4.png because of the map presence it provides. 

14.png It is also a must for healing champions like 50_64.png106_64.png16_64.png etc. Ignıte is great because it secures early kills, puts some mental pressure on your opponent and increases your combo potential at lvl 6 from 60-65 to 0, to 75-80 to 0. Although you won't use it in late teamfights a lot it helps your laning phase. 

21.png Preferred choice against burst champions stated above. Can be used during trades and also a great baiting tool. 

New Runes Back to Top

Masteries Back to Top

Season 6 Masteries Are Here!

Time for an update folks, I know I could not update the guide for a long time since the item changes, but that ends now! So let's take a closer look at the new Masteries:
  
There are 3 main trees:
  1. Ferocity 
  2. Cunning
  3. Resolve
As a general concept, Ferocity is the old Offense tree, Cunning is the old Utility tree, and Resolve is the old Defense tree. But still you can see that I have chosen Cunning tree over Ferocity (Resolve had always been out of question, right? Right?). Why?

Easy peasy. The main reason is that the Keystone Masteries in the Ferocity tree, the last part, SUCKS for Veigar. Deathfire Touch does not even get close to neither Stormraider's Surge nor Thunderlord's Decree. So lets get into deep detail. The ones in bold show the preferred choice.

Ferocity: 

Step 1: Fury vs Sorcery

No need for explanation, 45.png is not an ADC so attack speed is useless. 2% increase in Ability Damage helps.

Step 2: Double-Edged Sword vs Feast

This is a tricky one. Dealing 2% more damage is sweet, but taking 2% more is not. As 2% damage increase does not affect late game much, and nor does Feast, we should take these both into account for only the early game. So when you are trading with your opponent, the extra damage you deal and the extra damage you take can nullify each other. But Feast gives you some free health (20 is not so small when you have a tiny health bar) every 25 seconds with no downside so it is the upper choice.

Step 3: Vampirism vs Natural Talent 

Neither life steal nor spell vamp help you greatly. It could be considered an option when veigarbalefulstrike.png was single targeted, but now extra Attack Damage and Ability Power are far better than some sort of extremely low sustain. 

Step 4: Bounty Hunter vs Oppressor

A potential 5% increase in damage versus 2.5% increase which comes freely when you land your combo. I guess the choice is clear, Bounty Hunter is a late game mastery and your damage in late game is already in skyrocket level, plus take it into consideration that games are shorter nowadays. You should therefore pick the masteries which will help you in the very beginning of the game which Oppressor provides because of your veigareventhorizon.png.

Cunning:

Step 1: Wanderer vs Savagery

Veigar has a low base attack damage and one of the worst auto attack animations of the game, so last hitting in the early game might be a problem. 3% movement speed increase does not offer you the valuable 5-10 minions gold of 100-200, so Savagery is the preferred choice.

Step 2: Runic Affinity vs Secret Stash vs Assassin


This is a close battle. All 3 of them have different benefits: Runic Affinity for better mana sustain, Secret Stash for general sustain and Assassin for damage.

Runic Affinity loses the first place because it's main benefit is the longer duration of the blue buff, and you can never be sure how many blue buffs you can get in a single game. You should be coordinated with your jungler if you want to ge this.

Secret Stash provides better sustain overall and considering that you are starting with 2 2003.png right in the beginning, 2009.png are going to be beneficial for the early game sustain.

Assassin might come in handy in the early game phase, but when your damage is low, the % damage increase is also low, so it is not worth it. You won't be using it in the mid-late game anyways.

Step 3: Merciless vs Meditation

Because of 3174.png your first buy, you do not strictly need the extra mana regeneration which really is the same as your passive. However 5% damage increase is really noticable when you set up a kill on a low health target.

Step 4: Bandit vs Dangerous Game

Veigar is mostly a solo laner, and he does not use basic attack harass often. This makes Bandit pretty much useless, and Dangerous Game is a lifesaver in clutch 1v1 fights if you are ignited or something similar DoT effect. 

Step 5: Precision vs Intelligence 

Extra armor and magic penetration comes in handy, but 5% CDR + 5% cap increase is far more superior. With blue buff you reach 45% CDR, and having veigarprimordialburst.png on a 43 second cooldown feels soooo good.

Step 6: Stormraider's Surge vs Thunderlord's Decree vs Windspeaker's Blessing

First of all, you are not 16.png. So you can go away, Windspeaker. Now the remaining two are both SUPER STRONG.
The extra damage from Thunderlord is pretty relevant throughout the game, it can get you the first blood which you would not be able to get with Stormraider when your opoonent runs with 40 hp. But you can escape a deadly hook or stun or shark or whatever horrible things they throw at you with the extra 35% movement speed, which if you hadn't dodged you would be picked and killed which might cause your team the defeat with the insanely long death timers nowadays. Many people pick Thunderlord's Decree as they see damage more relevant to 45.png, but never, NEVER, underestimate the power of mobility. You can pick either of them, my advice would be to have 2 seperate mastery pages with these two while everything else remains the same and choose according to the enemy team composition in Ranked.

Edit: After 6.1 Stormraider's got an INSANE buff with the slow resistance, so it is the upper choice.
 

Abilities Back to Top

Q
E
Q
W
Q
R
Q
W
Q
W
R
E
E
W
E
R
W
E
Passive
Q
1
3
5
7
9
W
4
8
10
14
17
E
2
12
13
15
18
R
6
11
16

This is the basic skill order. With both W's and Q's base damages reduced with Patch 5.21, at 3rd level you will want to get second rank Baleful Strike instead of Dark Matter. I believe that the rest of them are self explanatory, maxing Q and upgrading you ultimate ALWAYS, you get third rank Dark Matter to one shot caster minions, and then mix them both for equal effectiveness in terms of damage and utility in mid-game teamfights.  


veigarpassive.png Passive: Equilibrium

Description:

Veigar's Mana Regeneration is increased by 1.5% for each 1% of maximum Mana he is missing. 


Important things to know:

  • Equilibrium is a self-buff ability. 
  • Equilibrium increases mana regeneration from ALL sources, including Blue Buff, Mana Potions and Mana Regenaration items.

veigarbalefulstrike.png Q: Baleful Strike

Description: 

Active: Unleashes a bolt of dark energy, dealing 70/110/150/190/230 (+60% Ability Power) magic damage to the first two enemies hit. For each target killed, Veigar gains 1 Ability Power. This bonus is doubled against Champions, large minions and large monsters.

Passive: Veigar gains 1/2/3/4/5 Ability Power for each champion kill and assist.

Cost: 60/65/70/75/80 Mana

Cooldown: 7/6.5/6/5.5/5 seconds

Range: 900


Important things to know:


  • veigarbalefulstrike.png is your main farming and also main harassing tool, so use it wisely.
  • Balancing how often you farm withveigarbalefulstrike.png to gain AP is crucial, either you get more AP but have less mana, or vice-versa.
  • veigarbalefulstrike.png has the potential to give you +14 AP in one shot (killing two champions with it)
  • It's good if you can get +180 AP off of veigarbalefulstrike.png in a 30 minute game.
  • You can use veigarbalefulstrike.png to check dangerous bushes in level 1 and also in the middle to late game where you think the enemy might ambush you with 2+ people, throw it into the bush and pay attention to the projectile, if it doesn't go till it's maximum range, then you know that it hit at least to people in the bush.
  • If veigarbalefulstrike.png hits someone, you will hear a sound effect as well.
  • At 4th rank (Level 7) you need 2 Auto Attacks for each caster minion in order to veigarbalefulstrike.png them both and get the double AP. At Rank 5 (Level 9) you only need 1 Auto Attack for each caster minion. If you manage to farm your Q well to the mid game, you can kill two caster minions instantly with your veigarbalefulstrike.png. This is also a sign to if you managed to get good AP or not.
  • Razorbeaks are important to you and your farm. Why? Because when you get into the mid game and have at least one major AP item (preferably 3089.png) you can simply use veigarbalefulstrike.png aiming the small ones and get easy 20 gold + 2 Ability Power.

Mechanical Information / Interaction with Items, Champion Skills and Gameplay:

  • veigarbalefulstrike.png  applies spell effects as an area of effect ability. This means:
  1. 3145.png Spell Vamp is reduced to 1/3 effectiveness. 
  2. 3152.png Will of the Ancients will heal you for 5% of the raw damage dealt.
  3. 3116.png Rylai's Crystal Scepter will apply a 40% slow for 1 second.
  • Magic Damage will be mitigated by Magic Shields, namely 25.png - blackshield.png and 3155.png/3156.png.
  • Spell shields will block the ability, namely 3102.png15.png - spellshield.png and 56.png - nocturneshroudofdarkness.png.
  • This ability is considered to be a projectile for 201.png - braumE.png and 157.png - yasuoW.png.
  • Champion decoys such as 7.png - leblancpassive.png and 35.png - hallucinatefull.png do not count as ''champions'', but are considered ''units'' therefore grant 1 Ability Power.

veigardarkmatter.png W: Dark Matter

Description:

Active: Veigar calls a mass of dark matter from the sky to fall to the targeted location which lands after a 1 second delay, dealing 100/150/200/250/300 (+100% Ability Power) magic damage to all enemies hit.

Cost: 70/75/80/85/90 Mana

Cooldown: 10/9.5/9/8.5/8 seconds

Casting Range / Area Of Effect Radius : 900 / 112.5


Important things to know: 

  • veigardarkmatter.png grants a short instance of vision around it's cast location, making it another useful tool for checking bushes.
  • veigardarkmatter.png deals lots of damage even after the nerf at 5.21 Patch, however it eats up quite a bit of mana. 
  • Laning Phase : 1 second delay makes it impossible to hit against a good opponent who knows how to right click, therefore do not use it unless your opponent is hard CC'ed. You can still use it on minions if you want to push the lane and roam / gank with 12.png.
  • veigareventhorizon.png is your best bet to hit veigardarkmatter.png, so 9/10 you are gonna use them together.
  • Mid - Late Game: veigardarkmatter.png, along with veigareventhorizon.png, makes Veigar an incredible zoner, therefore fighting in the choke points of the jungle works wonders with a 45.png. Everybody tends to avoid the insane amount of damage from veigardarkmatter.png, that means that it can be used as an utility spell, either to force that 53.png to go around it, make him go a longer way and giving your teammates more time, or simply drop it into the middle of the enemy team and split their frontline from the backline.
  • veigardarkmatter.png gives 45.png an insane siege potential as well. When taking down a tower just cast it just a little back and to the middle of the lane, and then the enemy team will think twice about stopping your ADC taking that tower down.

Mechanical Information / Interaction with Items, Champion Skills and Gameplay:

  • veigardarkmatter.png  applies spell effects as an area of effect ability. This means:
  1. 3145.png Spell Vamp is reduced to 1/3 effectiveness. 
  2. 3152.png Will of the Ancients will heal you for 5% of the raw damage dealt.
  3. 3116.png Rylai's Crystal Scepter will apply a 40% slow for 1 second.
  • Magic Damage will be mitigated by Magic Shields, namely 25.png - blackshield.png and 3155.png/3156.png.
  • Spell shields will block the ability, namely 3102.png15.png - spellshield.png and 56.png - nocturneshroudofdarkness.png.

veigareventhorizon.png E: Event Horizon


Description:

Active: After a 0.5 second delay, Veigar twists the edges of space around the target location for 3 seconds, forming a pentagon of walls. Enemies who attempt to pass through the perimeter are stopped and stunned for 1.5/1.75/2/2.25/2.5 seconds.

Cost: 80/85/90/95/100 Mana

Cooldown: 18/17/16/15/14 seconds

Casting Range / The Cage Radius : 700 / 375


Important things to know:

  • veigareventhorizon.png is arguably the most powerful non-ultimate skill in the game. It has the potential of a 5 man 2.5 second lasting stun with decent range on a 8.4 second cooldown with %40 CDR.
  • The zone potential of this skill is limitless, getting even better when combined with veigardarkmatter.png.
  • Most of the time you are going to be using veigareventhorizon.png with veigardarkmatter.png, to land veigardarkmatter.png successfully.
  • When using smartcast effectively, even Rank 1 veigareventhorizon.png is enough to hit veigardarkmatter.png.
  • veigareventhorizon.png deals 1 point of true damage to all units inside the cage. That means even if you do not hit an enemy with any of your skills, you can simply put veigareventhorizon.png around him when your teammates are killing him, you will get an assist and also bonus Ability Power from veigarbalefulstrike.png, regardless if the guy was actually stunned or not. In very rare occasions you might even kill your opponent this way.
  • This skill is the only skill in the game which causes so much fear that when a game drags out too long, you might see 3 3111.png, 2  3102.png, 2 3140.png and 1 3026.png on the enemy team.

Mechanical Information / Interaction with Items, Champion Skills and Gameplay:

  • veigareventhorizon.png does not apply spell effects.
  • veigareventhorizon.png can only affect a single unit once per casting.
  • Spell shields will block the stun and provide immunity to the other stuns from the same instance of veigareventhorizon.png, namely 3102.png15.png - spellshield.png and 56.png - nocturneshroudofdarkness.png.
  • Blink abilities such as 4.png38.png - riftwalk.png81.png - ezrealarcaneshift.png55.png - shadowstep.png will not be inhibited by veigareventhorizon.png.
  • All dashes and forced movement of a unit such as 53.png - rocketgrab.png and 412.png - threshQ.png will be stopped and the target will get stunned by veigareventhorizon.png.

veigarprimordialburst.png R: Primordial Burst

Description:

Active: Veigar blasts the target enemy champion with primordial energy, dealing 250/375/500 (+100% Ability Power) (+80% Ability Power of the target) magic damage.

Cost: 125 Mana

Cooldown: 120/100/80 seconds

Range: 650


Important things to know:

  • veigarprimordialburst.png is a pretty simple spell overall, you press it, the target dies.
  • veigarprimordialburst.png makes the enemy AP carry's life hell, and they will most likely stay in the back in teamfights. However just because the skill scales with enemy Ability Power doesn't mean you should always target champions who have AP, use it simply on the biggest threat of the enemy team if he is in range (unless he is a tank + you do not have any other choice). And also, always use it in a teamfight even if it is on a tank. Why? Here it comes:
  • veigarprimordialburst.png has only a cooldown of 48 seconds with %40 CDR late game, so that means it is available in every single teamfight.
  • veigarprimordialburst.png will completely be nullified by 3157.png10.png - kayleR.png and 157.png - yasuoW.png, so beware of these things.

Mechanical Information / Interaction with Items, Champion Skills and Gameplay:

  • veigarprimordialburst.pngapplies spell effects as a single targeted spell. That means:
3145.png Spell Vamp is fully applied.3152.png Will of the Ancients will heal you for the 15% of the raw damage dealt.3116.png Rylai's Crystal Scepter will apply a 40% slow for 1.5 seconds. Magic Damage will be mitigated by Magic Shields, namely 25.png - blackshield.png and 3155.png/3156.png.Spell shields will block the ability, namely 3102.png15.png - spellshield.png and 56.png - nocturneshroudofdarkness.png.This ability is considered to be a projectile for 201.png - braumE.png and 157.png - yasuoW.png.



Items Back to Top

Starting Items

    Good base stats, the only viable buy right now for the start.
    Ad Mid? this should fit you fine with armor seals

Core Items

    1) Although you do not strictly need it, it gives you enough mana regen to sustain you all day long
    2) With the new buff this is the only item which will allow you to one-shot people, so buy this second
    3) be one fast tiny little master of evil!
    4) Perfect for everything, must have every game. Rush it against zed
    5) Magic resist? What is Magic resist?
    6) having 100+ armor and 100+ mr every game is essential. However, if you are not getting focused a lot you can simply buy a Luden's Echo to further improve your burst.
    Final build, enchant your boots to either Alacrity or to Distortion
    This is an alternate build in a meta full of AD carries and 3-4 AD compositions are popular. It gives insane amounts of AP, tons of mana and a lot of tankiness, so this is viable. The downfall is it is extremely late game oriented, so do not try it if the game seems like it won't last long. You can switch your Zhonya to a Void Staff if they are building tanky for the extra damage. tear -> roa -> frozen heart -> rabadon -> seraph's -> zhonya's

Situational Items

Start:


With your passive buffed and with the existence of a double Q, starting with a mana regen item is not necessary anymore. Therefore you have two choices, pick 1029.png + 4 2003.png against AD midlaners, and 1056.png + 2 2003.png against AP ones. 
  

First Back:

Your first back is the most versatile one. What you are going to buy is up to how well you played your lane up till now. I will clearly state every single situation here:

1) If you sucked really hard against a poke champion + have less than 850 gold -->   1056.png2003.png

2) If you sucked really hard against a poke champion + have more than 850 gold --> ( 3245.png + 1056.png) / 3108.png

3) If you sucked really hard against an All-In champion + have less than 800 gold --> 1056.png + 2003.png

4) If you sucked really hard against an All-In champion + have more than 800 gold --> 1056.png + 1056.png + 2003.png

5) If you are doing fine against a poke champion + have less than 1100 gold --> 1001.png + 1056.png + 2003.png 

6) If you are doing fine against a poke champion + have more than 1100 gold --> 1056.png x2-3

7) If you are doing fine against a poke champion + have more than 1300 gold -->  1001.png + 3028.png

8) If you are against an AD Midlaner, you already have 1029.png, save your gold till you can buy 3070.png and then proceed on getting 3027.png, and afterwards finish your 3157.png.  

9) If you absolutely dominate your lane, buy whichever components of 3165.png you can afford along with 1001.png and, if you have 75 gold buy a 2043.png as well, it comes handy when doing Dragon / provides nice lane of sight in tribushes on the river.


Core

 

3089.png Very huge AP boost, easily gives you almost 300 AP alone with the percentage part and the base 120 AP combined.

3020.png Boots are essential for a champion with no mobility, and +15 magic penetration helps a lot.

3157.png 100 AP, 50 Armor and 2.5 seconds of status? Base stats are too good to pass and the golden shell saves lives, saved mine countless times during teamfights, especially when I blew someone up and the enemy team jumped on me like crazy people.

3135.png Nice AP, and %35 spell penetration??? Well tanks are a big problem for you, and this is a must in the current meta where people tend to get at least 3000 HP and MR on top of it.

3165.png %20 CDR along with nice mana sustain, with your masteries and runes you reach %40 CDR even without blue buff.

3102.png 400 HP and 55 MR with a spell blocking shield. That shield can block a Blitz Grab, a Syndra stun or countless more lethal spells which could mark your death --> team's defeat, so do not even think about passing it out. You might say ''But what if the enemy is 4 AD and I do not need the MR??'' Well to that I say, Just grab a 3110.pngbitch. The build is included above as well.




Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
    Medium
  • Ahri
    Medium
  • Akali
    Medium
  • Alistar
    Medium
  • Amumu
    Hard
  • Anivia
    Medium
  • Annie
    Medium
  • Ashe
    Easy
  • Azir
    Medium
  • Bard
    Medium
  • Blitzcrank
    Medium
  • Brand
    Easy
  • Braum
    Hard
  • Caitlyn
    Easy
  • Cassiopeia
    Medium
  • Cho'Gath
    Hard
  • Corki
    Easy
  • Darius
    Medium
  • Diana
    Hard
  • Dr. Mundo
    Easy
  • Draven
    Easy
  • Ekko
    Medium
  • Elise
    Hard
  • Evelynn
    Medium
  • Ezreal
    Medium
  • Fiddlesticks
    Medium
  • Fiora
    Medium
  • Fizz
    Hard
  • Galio
    Medium
  • Gangplank
    Easy
  • Garen
    Easy
  • Gragas
    Hard
  • Graves
    Easy
  • Hecarim
    Hard
  • Heimerdinger
    Medium
  • Irelia
    Hard
  • Janna
    Easy
  • Jarvan IV
    Hard
  • Jax
    Hard
  • Jayce
    Hard
  • Jinx
    Easy
  • Karma
    Medium
  • Karthus
    Easy
  • Kassadin
    Medium
  • Katarina
    Hard
  • Kayle
    Hard
  • Kennen
    Medium
  • Kha'Zix
    Medium
  • Kog'Maw
    Easy
  • LeBlanc
    Medium
  • Lee Sin
    Hard
  • Leona
    Medium
  • Lissandra
    Medium
  • Lucian
    Easy
  • Lulu
    Medium
  • Lux
    Medium
  • Malphite
    Hard
  • Malzahar
    Medium
  • Maokai
    Easy
  • Master Yi
    Medium
  • Miss Fortune
    Easy
  • Mordekaiser
    Medium
  • Morgana
    Medium
  • Nami
    Easy
  • Nasus
    Medium
  • Nautilus
    Hard
  • Nidalee
    Easy
  • Nocturne
    Hard
  • Nunu
    Easy
  • Olaf
    Hard
  • Orianna
    Hard
  • Pantheon
    Hard
  • Quinn
    Easy
  • Rammus
    Medium
  • Rek'Sai
    Medium
  • Renekton
    Medium
  • Rengar
    Easy
  • Riven
    Medium
  • Rumble
    Medium
  • Ryze
    Medium
  • Sejuani
    Hard
  • Shaco
    Medium
  • Shen
    Medium
  • Singed
    Medium
  • Sion
    Medium
  • Sivir
    Easy
  • Skarner
    Easy
  • Sona
    Easy
  • Soraka
    Easy
  • Swain
    Hard
  • Syndra
    Medium
  • Talon
    Medium
  • Taric
    Easy
  • Teemo
    Easy
  • Thresh
    Medium
  • Tristana
    Medium
  • Trundle
    Medium
  • Tryndamere
    Medium
  • Twisted Fate
    Easy
  • Twitch
    Easy
  • Udyr
    Medium
  • Urgot
    Easy
  • Varus
    Easy
  • Vayne
    Easy
  • Veigar
    Medium
  • Vel'Koz
    Medium
  • Vi
    Hard
  • Viktor
    Medium
  • Vladimir
    Medium
  • Volibear
    Easy
  • Warwick
    Easy
  • Wukong
    Hard
  • Xerath
    Medium
  • Xin Zhao
    Hard
  • Yasuo
    Hard
  • Yorick
    Medium
  • Zac
    Hard
  • Zed
    Medium
  • Ziggs
    Medium
  • Zilean
    Medium
  • Zyra
    Medium

VS

Aatrox

Medium

Important things to know:

  • aatroxQ.png is a strong Crowd Control effect and a huge knockup which can set up for 157.png or other initiations. You can stop his dash mid-air with veigareventhorizon.png, but because of the delay it is almost impossible, you have to predict beforehand.
  • aatroxW.png is a strong sustain tool and also a great damage tool as well. You can see if it is toggled on or off. When the sword is glowing, the damage part is up and be wary of an all-in. If he attacks twice and then switches to Blood Price (damage) mode, be cautious.
  • aatroxE.png is easy to dodge, but if you get caught you are gonna be slowed for a long time, so... do not get caught in it.
  • aatroxR.png When this is activated, either burst him down, or if you can not, drop your veigareventhorizon.png and disengage till the buff ends.
  • In a 0.01% scenerio, if you face him in mid lane, harass him often and deny him farm + sustain.

VS

Ahri

Medium

Type: Harass pre-6, All-In at lvl 6, 14.png

In Lane:

Ahri has long range on two of her spells(one being her main dmg tool), so its usually inevidable to get harassed in the first lvls. Stay behind your minions to dodge her charms, and also pay attention to her orb, if it is green then it means that her next spell will have spell vamp and she will usually use her q to get max efficiency from her passive, dodging it will make her get less spell vamp as well as you getting no damage. At lvl 5 you can start harassing her with q s.  Post-6 she can set up some nice ganks with her jungler with r+e(it is usually inevidable because she will do it fast.) so be careful. If your gut instinct says that enemy jungler is nearby in this situation don't hesitate to flash, this might save your life. If you harassed Ahri with 1-2 Baleful Strikes and she is at like %70 hp then you can use your combo to kill her.

Start 1004_32.png2044_32.png+42003_32.png22004_32.png Laning Difficulty: 5/10 You'll get harassed early, so use pots to stay in lane.

Late Game/Teamfights

Before teamfights start always ward the area. Charm taunts you 2 seconds at rank 5, and if you get hit by it (usually from bushes which aren't warded so that you can't see them)that 2 seconds will be your last 2 seconds alive. 

Ahri will mostly stay in the back and use her q's in the first seconds to poke people down. But she needs to be in close range to deal most damage, and thats where you want her to be. When she goes in just do your combo and most likely she will die.

Most of the AP mages should have a zhonya at this point(some of them will even buy a banshees veil if you are fed and scary) so try to bait these items actives so that you won't be surprised when your ult does 0 dmg. 

Late Game Difficulty 3/10 All you have to do is to dodge Charm.

VS

Akali

Medium

Type: Farm pre-6, All-In at lvl 6, 14.png

In Lane:

Akali is really weak early game, and you should abuse that. You should play hyper-aggressive against her pre-6, otherwise she will become 6, wait 30 secs to reach 3 stacks of her ultimate and rape you down. Always harass her with autos and Baleful Strikes, your main goal is to harass her pre-6. You will miss some q farm but thats OK. Eating some q damage is OK, but don't let her proc the mark.(Stay out of 325 range, thats her e range.) 
Post-6 play according to her health bar. If she has above %75 play very safely and passively, otherwise you can go in for the kill.  

TIP: IF you have fast reactions, you can put your stun in between you and her, and your W on top of your head while she jumps, this will make her stunned upon arrival, which lets for an easy successful W. You can also use your combo if you think she will die.

Start with 1056_32.png+22003_32.png. Also buy a pink ward on your first back. Laning Difficulty: 2/10 pre-6, 6/10 post-6


Late Game/Teamfights

If they have an Akali always have your stun up. If you don't have it you can watch your own murder in 5 secs. If you can stun her she will most likely die with your whole combo.(Failing the stun costs your life, even Barrier+Flash won't save you.)If Akali focuses your ADC instead of you peel for your ADC and launch your combo upon her. 3165_32.png is highly recommended here to slow her OP spell vamp.

Late Game Difficulty: correct stun=0/10 (she is dead) fail stun= 20/10 (you are dead.)

VS

Alistar

Medium

Type: Tank + All-In/Peeling Support, 14.png

  • Mana costly knock-up/knock back combo,
  • Mana costly sustain for lane if maxed first,
  • A strong ultimate which will remove CC on him and reduce all damage, leaving very little chance to kill him,
  • Strong peel.
Alistar is tough to deal with as Support Veigar. Harassing or zoning the enemy lane is beneficial pre-6, but make sure that Alistar can't get a knock-up on you anytime during the game, you will most likely die even before you land. A good Alistar can interrupt your combo when you try to burst the enemy down, so make sure he uses his Q+W before you use your own combo.

Laning Difficulty: 7/10

In Teamfights:

He can easily be kited and you can stun him while he uses Headbutt to stop him comboing his Pulverize. You can just stay a little away and ignore this cow during teamfights. Care for his 'Flash+Pulverize+Headbutt into his team' combo though.

Teamfight Difficulty: 2/10

VS

Amumu

Hard

In Jungle:

This guy is among my top 3 most hated jungle list for veigar. He has a HUGE gapcloser and its hard to dodge unless he throws it outside of a bush(which no pro amumu would do) and getting hit by it can mean your life if enemy mid laner follows quickly. Your stun won't help much unless you can stun both of your enemies. Ward one side of the mid lane and hug that side. If you dodge the bandage you won't have a problem. Post-6 this guy becomes deadly because that stun+1.5 sec snare will end up in a kill or a flash burn %95 of the time.

Jungle Difficulty: 7/10 pre-6, 9/10 post-6

Teamfights:

Amumu has one of the best ultimates in the game which can change the fate of a game. If you get hit by it (you can't dodge it %95 of the time) and he has a Rylai you can see yourself as a dead Veigar. You will get permaslowed and eventually his team will catch you and burst you. Just avoid this matchup.

Teamfight difficulty: 10/10


VS

Anivia

Medium

Type: Harass/Farm pre-6, All-In at lvl 6, 14.png/21.png

In Lane: 

Anivia and Veigar have a similarity: They both only farm till their blue buffs and ultimates. And this is exactly what Veigar wants. Not much to say here. Dodge his q, which moves relatively slow and expect an r+e combo from her post-6. Care for early ganks though, her wall and q can block your escape path.

Start 1004_32.png2044_32.png+32003_32.png+32004_32.png for some early pressure on her. Laning Difficulty 5/10

Teamfights:

There isn't much Anivia can do to you in teamfights, just avoid being splitted by her wall and dodge her q's. Another bad thing is she counters your high burst with her passive unless you and your team can burst her down before she rebirths.

Late Game Difficulty: 5/10

VS

Annie

Medium

Type: Harass pre-6, All-In(Fast Burst) at lvl 6, 21.png

In Lane:

Annie has a very long AA range, so expect to eat some of these during the first levels. Your e+w+q skill combo outranges hers, use that to your advantage. Be careful when she has her stun up, she might use flash+stun for an easy gank with the jungler. Post-6 both of you have kill potential, but yours is more skillshot based so this lane can be a pain if you don't react fast enough. If Annie uses her combo and you have still around 300 hp then you can return her some damage with your own full combo. Most Annies will start Dorans+2 pots, so don't be afraid to trade because you will have much more sustain than she does.
Start 1004_32.png2044_32.png+4 2003_32.png+22004_32.png Laning Difficulty 5/10

Teamfights:

You don't have to be afraid of Annie unless she is close to you. She might try to Flash+Tibbers some of your team, so when the stun ends immediately follow up with your own full combo. She probably won't die, but will be less than %30 hp so she will play more passively and won't scare your team that much.

Late Game difficulty: 6/10

VS

Ashe

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Azir

Medium

In progress.

VS

Bard

Medium

In progress.

VS

Blitzcrank

Medium

During the game:

Never get grabbed. NO MATTER WHAT. Don't hesitate to flash if you have to. A grab can cost you your life, and dat silence and cc screws you up. If you still keep getting grabbed buy a 3102_32.png.

Difficulty: 5/10

VS

Brand

Easy

Harass pre-6, All-In at lvl 6, 14.png

In Lane:

This matchup depends on the skill of Brand and your ability to dodge skillshots. His main damaging tool is his W, and if you can dodge it you can safely farm your q, start harassing around lvl 5 and go in for the kill at lvl 6. Although his skillshots are easy to dodge, if you can't dodge them he will zone you hard and make you miss a lot of cs and force you back. At lvl 6 try not to stay too close to your minions because his ult will hit you multiple times and you will likely die.

Start 1004_32.png2044_32.png+52003_32.png+12004_32.png or 1001_32.png+42003_32.png if you have trouble dodging skillshots.
Laning Difficulty: Depends on the skill of both players, if both of you are nearly same, 3/10.

Teamfights:

Your stun+combo range is longer than his, so you can combo him without getting damage back 1v1.(Make sure that no enemy is nearby, because you will be useless for the next 10 seconds.) In teamfights try not to group together, split up a bit to reduce his damage output significantly.

Late Game Difficulty: 4/10

VS

Braum

Hard

Type: Peeling Tank + CC Support, 14.png/3.png

In Lane:

This matchup is completely based on the skill of the Braum player. His kit is meant to counter you and your burst, however timing his Unbreakable isn't that easy. If he is good he will shield his carry and absorb the damage of your Q and R. In lane there isn't much he can do to engage and any engagement attempts will easily be blocked with your stun, unless you are slowed by his Q. This lane is a farm lane for the carries without jungle attention.

Laning Difficulty: 5/10

In Teamfights:

Just pray that the player is bad. Even with a full damage build including Deathfire Grasp and Ignite it's still extremely hard to kill that carry you want dead. %40 damage reduction is insane, and most damage will be dealt by your W since it is unblockable by his shield. Moreover, his CC is nothing to laugh at, the slow is devastating and his ultimate is scary. Try to stay away from him, but that's pretty unlikely. Facing a good Braum is one of your biggest nightmares.

Teamfight Difficulty: 9/10

VS

Caitlyn

Easy

In Lane:

It's very rare, but you can face a Caitlyn mid sometimes. It's not hard if you can dodge q's, which is relatively easy because of its cast time. You will get harassed a bit from AAs because of her long range, but you should be able to farm peacefully in lane and heal the harass you take from her with potions.

Start 1004_32.png2044_32.png+52003_32.png+2004_32.png.   2041_32.png+2044_32.png+12003_32.png is viable too. Laning Difficulty: 3/10.

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Cassiopeia

Medium

Type: (Very Strong) Harass pre-6, All-In at lvl 6, 14.png

In Lane:

After her rework, facing a Cassiopeia became extremely much easier. With the new passive oriented for the late game, she can't spam skills at you as before. You will deal more damage than her in short trades, so trade with her! However, don't stay too long because the Twin Fangs spam will wreck you. But that will also finish her mana extremely quickly, so not a big problem. This lane has become a deadly lane, therefore not losing CS whilst trading back with Cassio will be a nice challenge for testing your skill in playing Veigar. Enjoy, as this might be one of the few matchups where the lane is extremely even and skill-based. 

Start with 1004_32.png + 42003_32.png +22004_32.png +3340_32.png. Laning Difficulty: 5/10

Teamfights:

The new Cassiopeia is a monster like you in late game, however you have one big advantage which you must abuse: Range! Not letting Cassio getting near your team will be your main priority as otherwise she will wreck havoc. Also be careful while trying to burst her, if she doesn't die before the stun duration ends, you are in serious trouble, try to Zhonya immediately as %100 of the time Cassio will turn back with her ultimate at you.

Teamfight Difficulty: 5/10

VS

Cho'Gath

Hard

Type: Farm pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Cho is annoying. There is one simple explanation for that: You can't kill him, he can kill you. Always dodge ruptures or you will get zoned by a melee champ who has infinite sustain and you will rage more than Tryndamere in lane. If you dodge them this is a passive farm lane. Don't try to harass him, he will just heal it back up while you lose precious mana. If you get hit by his q after 6(and if he hasn't used feast yet), then congrats! You are in his stomach.

Start 1001_32.png+32003_32.png+12004_32.png to dodge skillshots. Laning Difficulty: 7/10

In Jungle:

The main point is to dodge ruptures. If you get hit by it enemy mid laner will kill you or force you back. Always have one ward with you because a rupture from the bush signals your death. And also silence is your worst enemy.

Jungle Difficulty: 8/10

In Teamfights:

This guy will have 4500 hp, a gigantic body and also some nice magic+true damage by late game.In teamfights stay away from him, because he will be searching for you or your adc. His weak point is his lack of gapcloser, so try to kite him if he comes to get you. And as always, dodge ruptures.

Teamfight Difficulty: 7/10 

VS

Corki

Easy
As AP Corki,

Type: Harass pre-6, harass post-6, 14.png/12.png

In Lane:

Corki has become popular with the new patches, and you might see some in lane as AP Corki. He has a nice harass tool, his Q, but you should be able to trade with him. The one problem you will have is you should be placing the stun perfectly on top of his head, otherwise he will W away, he will get stunned but he will be far away from you. He deals sustained DPS, so you shouldn't die in an all-in unless you get ganked. If he engages on you with W, just kite. His W has more cooldown than your stun, you can abuse it. After 6 he will use rockets a lot, try not to get hit by many of them.

Start with 1004_32.png+2044_32.png+42003_32.png+22004_32.png. Laning Difficulty:  3/10.

In Teamfights: 

If you see him in range, kill him. He will need to be a little closer to your front line to shred your front line's armor, so it's likely. If he stays far away focus ADC/Bruiser instead.

Teamfight Difficulty: 4/10

As normal ADC,

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

Note: Corki is a hybrid carry and most of his spells deal magic damage, so rush an Athene's unless they are 4 AD + support.

VS

Darius

Medium

In Jungle: 

This guy will never be able to gank you if you place your stun correctly. But don't rely on that and keep warding, because he can always flash+e and you will get stomped. If he flashes flash immediately after you get grabbed to survive the gank alive.

Jungle Difficulty: 1/10, can't gank if he doesn't flash+e.

In Teamfights:

Always check his build, if he has a Frozen Mallet stay very far away from him. Even if you get hit only one time this guy will stick on you and dunk you. In that case hope that your team keep this guy away from you. He lacks a gapcloser and he is kiteable, abuse that if you can.

Note: If you get caught by Darius 1v1 and you don't have any teammates near you don't waste flash unless you are sure that you can place your stun correctly right after you flash. His w slow is devastating , so you can keep this precious spell to run from someone else.

After his rework the Note section doesn't apply anymore, use Flash and he won't be able to catch you anymore. 

Late Game Difficulty: 8/10

VS

Diana

Hard

Avoid this matchup.


Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

This lane is hell. She has poke, shield, pull back+slow, and a spammable dash if she hits her Q post-6. Always run to the left from her Q because it comes from the right. Don't bother harassing her, her shield will mitigate much of your damage. Post-6 play extremely cautious and don't go far away from your tower to lasthit a minion. It's better to  lose one minion instead of dying and losing an entire wave. If the enemy top laner doesn't have a gapcloser and is melee switch with top lane.

I used to start 102003_32.png+32004_32.png against her, but you can't do that anymore, so stick with the normal start of 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 9/10

In Teamfights:

This girl is still your nightmare in teamfights. She is durable enough to survive your burst, and she will burst you. 3001_32.png+3174_32.png highly recommended here.


VS

Dr. Mundo

Easy

In Jungle:

Although his cleavers are really hard to dodge, a good placed stun will stop him in his tracks. If you are a good Veigar you don't have to worry a lot about Mundo jungle.

Jungle Difficulty: 2/10

In Teamfights:

Although he will have tons of hp late game, this champ can't do much in teamfights except spamming cleavers and run like a madman. If you see him charging to you immediately drop your stun and kite him. He has no gapclosers but insane speed, so 3116.png might help you, however your full build should not be changed IMO, 

Teamfight Difficulty: 3/10

VS

Draven

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

Note: Draven has a global ultimate, so if you are going to b with low hp stay a little more behind your tower so it won't hit you.

VS

Ekko

Medium

Type: Harass pre-6/ All-In post-6, 14.png/21.png

In Lane: 

Ekko is probably one of the most skill requiring matchups you will ever get. It is not because he is a counter, (that doesn't actually exist) however, despite the recent nerfs to his damage he is pretty annoying and hard to deal with. He deals crazy damage even without his ultimate, and when he hits 6 he becomes deadly. The main stuff you should care about, are following:

  • Position yourself aside to your minion wave, do not stand between your minions. Doing so will allow Ekko to harass you and farm at the same time. 
  • Try to use your Q so, that it farms one minion and harasses him. If that is going to put you in a bad spot, try to autoattack different minions constantly and Q to get double stacks. 
  • Always play according to how he plays, because holding the lane in the middle is essential in this matchup. If Ekko starts using his Q to deal damage to your minion wave, autoattack the wave all the time to not get pushed to tower. Getting pushed to tower is extremely dangerous after 6 because Ekko can easily dive you with his jungler as you become a sitting duck watching him escape with his ultimate.  However do not push too much, his W can shock you when you are far away from your turret.
  • Whenever he uses his Q for minions try to punish him with an E+W+Q combo. But make sure that you do not fail it as mana is precious, and retreat ASAP, do not even move in for an autoattack. If he gets the chance to dash towards you you will get chunked hard.
Start with 1056_32.png + 22003_32.png + 3340_32.png to keep your mana high while taking some health to not get chunked early. Laning Difficulty: 6/10

In Teamfights: 

He will must likely go for 3285_32.png + 3100_32.png + 3089_32.png, so whenever he gets close just kill him with your Q and R. If he buys 3157_32.png, be careful and keep track of it's cooldown. If he uses it to negate your Ultimate once, the next time your Ult comes off CD his Zhonya's will still be off for a while. (80 seconds - 90 seconds)

Teamfight Difficulty: 6/10

VS

Elise

Hard

Type: Harass+All-In pre-6, Harass+All-In post-6, 14.png/21.png

In Lane: 

Elise will mostly try to play aggressive in first levels to push you under tower and harass you there. She is relatively safe from ganks with her rappel so you can't rely on a jungle gank unless they have a guaranteed cc after rappel(maokai, warwick ult etc.). Simply you are left alone in the first 5 levels, just try not to die and feed her. She can also rappel your ultimate.

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 7/10.

In Jungle:

Elise is still pretty hard in the jungle because of her huge gapcloser and damage. Even wards won't help you much, so place wards in banana bushes and wraiths for advanced warning. If you see her immediately run to your tower.

Jungle Difficulty: 9/10

In Teamfights:

Elise has lots of tanky+mr pen items right now. You can't burst her, she can burst you. If she jumps on you pop zhonya and pray to god your team handles her while you are golden. There isn't much you can do here. 3001_32.png+3174_32.png highly recommended.

Late Game Difficulty: 10/10

VS

Evelynn

Medium

Type: Farm pre-6, All-In at lvl 6, 14.png

In Lane:

If you are facing an Evelynn mid you are going to have an easy time in first levels and farm your q very safely. She needs to be close range to deal her maximum damage, and you won't allow her to come that much close. Post-6 she can use the 'leave the mid to gank the mid' tactic with her ultimate so be careful. 

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 3/10

In Jungle:

You can't afford a pink ward in the start, so play passively and only use your autoattacks and q's to farm, only lasthit minions. Drop your stun immediately you see her and she can't do much from there. You can start 2041_32.png+2043_32.png maybe, but i never used it and i don't recommend it either.

After the preseason patch she became very popular because of the pink ward nerf and you'll see her way more often. Don't overextend because you won't see her coming.

Jungle Difficulty: 6/10

In Teamfights:

Pretty easy. Even her shield from her ultimate won't save her from your combo. Unleash your evil side upon her you see her and she will die.

Teamfight Difficulty: 2/10

VS

Ezreal

Medium

If Ap in mid lane,

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Ezreal is a scary ap midlaner, due to his ability to blink over your stun wall and harass you among your creep wave with his w. But this shall be a lot easier if you are able to place your stun right on top of his head. Post 6 he might go into a brush to ult you make sure to dodge that.If you can't dodge his ult stun him in the middle of his combo and use your own combo.

Start with 1004_32.png+12044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 5/10.

In Teamfight:

If he uses his e to initiate or engage punish him by using your combo on him. He should die with this. Also split a little bit so his ult doesn't hit all members of your team.

Teamfight Difficulty: 4/10

If he is ADC in midlane,

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane: 

ADC's are rare in midlane, but if you ever face one, it is a high possibility that it is an Ezreal (or maybe Caitlin/Draven). The key to winning this lane is actually simple, stay with your fellow minions. Your poke can get through one minion, his' can't, so abuse it to the best advantage. Rush a 3191_32.png, this will help you survive his All-Ins and get the upper hand in trades. Early, the only thing you should care about is his Q, because you shouldn't be in his AA range anyway as you outrange him. Try to trade often to not let him be a monster late game, but still try to conserve your mana. 

Lane Difficulty: 4/10  

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

Note: Ezreal has a global ultimate, so if you are going to b with low hp stay a little more behind your tower so it won't hit you.


VS

Fiddlesticks

Medium

Type: Farm/Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Fiddlesticks isn't too hard. His Dark Winds will be annoying but he can't do anything to prevent you from farming your Q. Post-6 he can use the 'leave the mid to gank the mid' tactic, so be careful. Both 14.png/21.png viable, Ignite if you want the healing reduction against him, Barrier if you wan't to mitigate has some lvl 6 burst damage(with his ultimate).

Start 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 4/10.

In Jungle:

Your stun range is higher than his fear range, so he shouldn't be a problem in the jungle pre-6.(Assuming you can place your stun correctly of course) At lvl 6 buy 2 wards and place them in the midlane bushes to prevent him ganking from the bush.

Jungle Difficulty: 3/10.

In Teamfights:

Late game if a teamfight occurs save your combo to Fiddlesticks unless you get focused in a teamfight. Wait him to use his ulti+zhonya, and then burst him down. 3102_32.pngis a must against his 3 second fear.

Teamfight Difficulty: 4/10

VS

Fiora

Medium

In Teamfights:

Burst this girl if she savagely jumps on you. If there is no one to protect you in the team use your whole combo(including your ulti)to kill her before she kills you. 3110.png is recommended here.

Teamfight Difficulty: 6/10

VS

Fizz

Hard

Harass pre-6, All-In at lvl 6, 21.png

In Lane:

Fizz. AKA Anti-Veigar. His E is the most annoying second skill in game(First one being teemo shrooms ofc) and can escape your stun easily, can start harassing you at lvl 3 with you returning no damage to him. Your only hope is to play hyper aggressive early, abusing the fact he is melee. He will probably Q+AA then E out. Stun him right after he uses his combo and return some damage to him back with W+Q. Post-6 both of you have kill potential so play careful and try to dodge his shark. If he lands it actvate barrier right before the shark erupts for maximum damage mitigation. But seriously if he is a good Fizz you won't stand a chance in lane.

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png Laning Difficulty 9/10

In Teamfights:

Don't waste your combo unless this guy shows up. He will probably focus and try to burst you, so if you can stun him combo him to death. If you fail the stun use zhonya to mitigate his burst.

Teamfight Difficulty: 8/10

VS

Galio

Medium

Type: Harass pre-6, Harass/All-In post-6, 14.png

In Lane:

Most people say Galio counters Veigar. I think otherwise. You won't kill Galio, but he won't kill you either and can't zone well which allows you to farm Q peacefully. he is melee, so you can try harassing him, but it's useless because his w will heal the damage he took. 

Start 1004_32.png+2044_32.png+52003_32.png+12004_32.png Laning Difficulty: 6/10

In Teamfights:

Avoid his ultimate. You won't kill him with your burst, so target the enemy ADC instead.

Teamfight Difficulty: 6/10

VS

Gangplank

Easy

In Jungle:

A Gangplank jungle won't be able to gank you. It is simple as that. 

Jungle Difficulty: 1/10

In Teamfights:

He can't bother you, you can't bother him because oranges OP. Just don't target him in teamfights.

Teamfight Difficulty: 3/10


VS

Garen

Easy

In Teamfights:

Doesn't have a gapcloser, is easily kiteable, he can run fast but a good stun will stop him in his tracks. 3143_32.pngor 3116_32.png recommended to kite easier.
Teamfight Difficulty: 3/10

VS

Gragas

Hard

Type: Harass pre-6, All-In(Fast Burst) at lvl 6, 21.png

In Lane:

Gragas is a tanky,fat, melee AP midlaner. The only thing you should focus on is to dodge his barrels, because it is the only spell he can hurt you. Harass him with AAs and Baleful Strikes. Be careful post-6, as a good ultimate can draw you far away from safety. 

Recently he is mostly being played in the jungle, so this is good news for you.

Start 1001_32.png + 4 2003_32.png to dodge skillshots easier. Laning Difficulty: 7/10

In Teamfights:

You probably won't be able to kill gragas at this point unless he is building pure AP items, so you can focus the enemy ADC instead. Care about his ultimate as it can seperate your team a lot.

Teamfight Difficulty: 6/10 

VS

Graves

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Hecarim

Hard

In Jungle:

Hecarim is a pain in the jungle. He clears jungle fast and he has very good ganks. Although a good stun can stop him in his tracks most people(including me) will panic when a wild huge pony appears from the bush charging at them and fail their stuns. He can't gank if you land a good stun. After 6 he can make great ganks with his ultimate so be careful. 

Jungle Difficulty: 7/10

In Teamfights:

The scary thing about Hecarim is his late game teamfight potential. He has a great ultimate and he can easily stick to high priority targets while providing huge DPS. Just pray to God that the huge pony doesn't come after you.

Teamfight Difficulty: 10/10 

VS

Heimerdinger

Medium

Harass pre-6, Harass post-6, 14.png

In Lane:

Heimerdinger got pretty buffed with the recent rework. He can place 3 turrets now, and they have extremely high zone potential. I actually don't buy any wards except for the warding trinket in the laning phase because you are going to be nearly under tower, always. His rockets are now skillshots, so starting with boots might actually help if you are struggling against them. Take care for his ultimate, it has different utilities and might surprise you, so try to burst him away from his turrets. He is easy to kill, and unless he gets 21.png, he will die after E+W+Q --> E+W+R+Q+14.png.

Start 1004_32.png+52003_32.png+32004_32.png. Laning Difficulty: 4/10.

In Teamfights:

With the recent rework Heimer got a nice bursty combo, so burst him down if you are in range. If not, peel for your ADC. 

Teamfight Difficulty: 3/10.

VS

Irelia

Hard

In Teamfights:

A damn bruiser which you won't want to see in a teamfight. She has reduced tenacity during teamfights, when stacked with Mercury Treads its nearly impossible to land a W on her. Hope your team peels for you and shuts her down otherwise she can kill you easily.

Teamfight Difficulty: 8/10

VS

Janna

Easy

In Teamfights:

Janna doesn't mess with you, and you won't mess with her. Just care about her ultimate, it can put you in some bad situations. Her shield can be annoying too.

Teamfight Difficulty: 3/10

VS

Jarvan IV

Hard

In Jungle: 

J4 is a very good ganker early game, so always have wards in one side and hug that side.
You can stop him making a successful gank with your stun pre-6. Post 6 he becomes a deadly ganker, his arena will feel like Colesseum full of gladiators wanting to kill you.

Jungle Difficulty: 5/10 pre-6, 10/10 post-6

In Teamfights:

Always save your flash for his Colesseum or you will die. You can't stay away from him anyway, so be extremely careful about your positioning and hope your team peels for you.

Teamfight Difficulty: 10/10.

VS

Jax

Hard

In Jungle:

Another jungler with gapcloser+stun early game.Always ward one side of the map and hug that side. If you get stunned you are dead. Don't play aggressive without knowing his whereabouts.

Jungle Difficulty: 8/10

In Teamfights:

Jax is a hypercarry right now, and if you don't burst him down he will rape your team. Unless your enemy APC has some resetting abilities which let them spam their skills all day long(55_64.png18_64.png etc.) use your whole combo to shut him down. Don't forget your zhonya+seraph actives if you couldn't burst him down.

Teamfight Difficulty: 8/10

VS

Jayce

Hard

Type: Harass/All-In pre-6, Harass/All-In post-6, 14.png/21.png

In Lane:

This lane is hard, but not as much as when he was OP as hell. The main points to consider are:

  • Start 1029.png + 4 2003.png + 1 2004.png and upgrade your 1029.png to 3191.png as soon as you can.
  • Do not stand between your minions, stand parallel to the minion wave so that he must choose how to use his E + Q combo, either trying to harass you or farm and push the lane.
  • Do not trade Auto Attacks when he is in cannon form, his W deals nice damage.
  • Keep your distance when he is in hammer form, try poking with long range Q's.
  • Even if he is in hammer form, if you have minion advantage (at least 5-6 more minions on your side or a cannon minion along caster minions) let him jump on you if you are at even health and if he does so immediately place the stun on top of your head and give him a nice E + W + Q combo, maybe even 14.png. He should lose the trade by a large margin and should think twice before jumping on you with your fellow minions for the rest of the laning phase.
Laning Difficulty: 6/10

In Teamfights:

If you managed to keep up till late game you can one shot Jayce because he will build glass cannon. If he sticks to you build 3110.png to stay alive a bit longer, but with your insane damage he should be dead anyway.

Teamfight Difficulty: 7/10.

VS

Jinx

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Karma

Medium

Type: Harass pre-6, Harass post-6, 14.png

In Lane:

Karma is pretty strong right now. She has everything a team or champion needs, ms boost, shield, self-heal, and a low CD poke ability. She can actually nearly spam her skills and still never get out of mana. You will have to get your E to lvl 3 - 4 before maxing W, because otherwise she will have time to shield herself before your combo hits, draining your own mana pretty quickly. However, she doesn't have very much all-in or damage potential. (unless you are in very extended skirmishes, in which if you are Veigar you shouldn't be) I would pretty much farm and wait for the mid-late game, because this lane is a lane you can't win, but can't lose if you are playing well.
Start 1004_32.png+2044_32.png+52003_32.png+12004_32.png Laning Difficulty: 5/10

In Teamfights:

Her skills benefit her team a lot so shut  her down quickly with your burst. Make sure she doesn't tether you for long or you will get caught and die.

Teamfight Difficulty: 5/10

VS

Karthus

Easy

Type: Harass pre-6, Harass post-6, 14.png/21.png

In Lane:

Farm lane. You can try to put some pressure on him early on, that will be fine. Write to your team that he has ult in chat when he becomes 6. You can start harassing from lvl 5 and kill him at lvl 6. Take 14.png if you want more killing potential, 21.png if you want to avoid his ultimate.

Start 1004_32.png+2044_32.png+52003_32.png+12004_32.png or 1056_32.png+22003_32.png if you think you will have an easy lane. Laning Difficulty: 1-2/10

In Teamfights:

You counter Karthus in teamfights. He needs to be in your team and die there to deal most damage, but he will die the moment he comes close. Burst him down ASAP. If you are low and he uses Requiem don't forget your zhonya+seraph actives!

Teamfight Difficulty: 2/10

VS

Kassadin

Medium

Type: Farm/Harass pre-6, All-In at lvl 6, 14.png/12.png

In Lane:

After the 4.5 patch this lane is still hard, but not the hardest. Your biggest threat, silence is removed, therefore you can play this lane more aggressively before he roams out of control. Use E+W+Q combos and autoattacks to wear him off so that he thinks a second time before roaming. His damage output is still strong, but you can trade with him. After a while, with Deathcap + Zhonya you will be eventually able to take him down.

Laning Difficulty: 7/10. Start with 1004_32.png + 1 2044_32.png + 4 2003_32.png + 22004_32.png + 3340_32.png. Starting with Doran's Blade is also effective.

In Teamfights: 

Because silence has been removed, if you had a fine early-mid game you can burst him down anytime he pops his face out of a brush. He still has extremely high damage, so be careful yourself to not get one-shotted. Take care if he has Mercury Treads, he will be able to dodge your Dark Matter easily if he has his Riftwalk available.

Teamfight Difficulty: 6/10

VS

Katarina

Hard

Type: Farm/Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Some guides say that Kata is easy, and becomes hard post-6. That is not true if you are skilled in placing your stun. This beauty can't do anything to stop you from farming, she can only spam you her Qs. Start harassing around lvl 5 and go in for the kill at lvl 6. Be careful though, if you fail your stun she can shunpo to you and you will eat tons of damage from her ultimate. If you are not confident about your stun just wait for her to engage, and always have your stun up to stop her ultimate. Then you can spam laugh in her face like a boss.

Start 1004_32.png+2044_32.png+42003_32.png+22004_32.png. Laning Difficulty: 8/10

In Teamfights:

Unless you are getting focused by a bruiser or tank save your combo for this girl. It's pretty easy, if she uses her ultimate and doesn't stop it early your W will land easily on her.(Even if you don't use your stun) Then use R+Q to see her fall. Just care that she doesn't get a reset, then your team can get aced in seconds.

Teamfight Difficulty: 9/10

VS

Kayle

Hard
You can go support/jungle if this OP guy comes mid.

Type: Harass pre-6, Harass post-6, 14.png

In Lane:

You are relatively safe till lvl 3, because Kayle won't want to take minion aggro at first levels, but then she will start zoning you. She has an empowered ranged autoattack(Her AA range is shorter than yours, abuse this fact if you can.) which will hurt much with her passive/Q skill. All you can do is to rely on an early jungle gank or you are screwed a lot throughout the game.

Start 1004_32.png+2044_32.png+52003_32.png+2004_32.png Laning Difficulty: 9/10

In Teamfights:

F*ck that OP ultimate. If the player even has very slight knowledge about Veigar he will know that he must use her ultimate to mitigate your burst. If you see her using her ultimate on the initiator tank/bruiser combo her to death because she must come close to deal damage.

Teamfight Difficulty: 10/10

VS

Kennen

Medium

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Kennen won't bother with your farm much pre-6 if she doesn't play hyper aggressive. Stay behind your minions to dodge her shurikens. You can start harassing her at lvl 5 and go in for the kill at lvl 6. If you are at like %60 hp go base, because a Flash+ulti will kill you. If you see her charging at you with her e immediately drop your stun and use your W+Q to deal some damage.

Start 1004_32.png+2044_32.png+42003_32.png+22004_32.png Laning Difficulty: 5/10

In Teamfights:

Don't stay too close to your teammates, a well used Kennen ultimate will often lose you the teamfight and mostly the game. If she ultis don't use your R+Q without your stun because she will most likely pop Zhonya to send your ulti to hell. You can combo her to death after she is golden.

Teamfight Difficulty: 7/10

VS

Kha'Zix

Medium

Type: All-In pre-6, All-In post-6, 14.png/21.png

In Lane:

An AD based midlaner. Kha'zix isn't much hard for you because he can't zone/stop you from farming your Q. Don't stay too far away from your minions as this will increase his damage output significantly, and if he jumps on you don't escape if you have minions near you. Most people underestimate the power of minions, but minions can deal 100-150 damage in a small skirmish to your enemy which is great damage in laning phase. You can start harassing him from lvl 5 and kill him at lvl 6 if he has around %55 hp.  

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png or 1029_32.png+52003_32.png. Laning Difficulty: 6/10.

In Teamfights:

Bugs like to eat yordles as dinner, so expect this guy to jump over you. Fortunately for you, you can burst him with your combo unless he builds 3139_32.png+3156_32.png. If he has these just pop your Zhonya and hope your team will come to help you. 

Teamfight Difficulty: 7/10

VS

Kog'Maw

Easy

As an AP midlaner,

Type: Farm pre-6, Harass post-6, 14.png

In Lane:

If you face this ugly creature in your lane you can be happy because this guy has an even weaker early game than you do. Just farm your Q. At lvl 5 you can start harassing him with Qs and kill him at lvl 6. When he becomes 6 expect some annoying poke from him.

Start 1004_32.png+2044_32.png+42003_32.png+22004_32.png. Laning Difficulty: 3/10

In Teamfights:

Don't bother with this guy in teamfights because he will stay far back and spam R. Use your combo on the ADC/bruiser instead, you can handle with this guy later in the teamfight. Just don't eat lots of Rs.

Teamfight Difficulty: 4/10

As an ADC,

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.



VS

LeBlanc

Medium

Type: Harass/All-In pre-6, All-In(Fast Burst) at lvl 6, 21.png/12.png

In Lane:

Ah, LeBlanc. You will get tons of harass from her and probably miss some cs in the laning phase, the only thing you should do is farm as well as you can under your turret and patiently wait for the late-game, as you will scale much harder than she does. But still expect lots of pain in lane. If you are under half hp go back, she can burst you down fairly quickly.
With her silence gone, it is now possible to trade back with her. If she combos you, don't run, as she gets in melee range to combo you and if you stun her quickly enough, you are able to use your combo with the help of your minions, winning the trade by a large margin. However, you have to check your mana bar quite often, because this is a deadly lane and iy you can't use your skills because of no mana you are probably dead. If you have enough, than she is.

Start 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 6/10.

In Teamfights:

Both you and LeBlanc are trying to do the same thing: Assassinate one high priority target ASAP. She does that much easier than you becuase she can easily use W to reach her target, but you deal more damage overall. If she targets your ADC use your combo and kill her. If she comes to you use your zhonya right before you get silenced. If you see her overextend punish her without giving her the chance to react. And for God's sake don't use your ultimate on her passive clone!.

Teamfight Difficulty: 7/10

VS

Lee Sin

Hard

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png/12.png

In Lane:

This guy is a pain in the ass. He is so mobile that if he knows what he is doing you won't place even one proper stun. He is also AD, making the 0.8 enemy AP Ratio stacking useless. Just farm your q, and don't get harassed too much by his Q+E+W or W+E combos. Don't waste your stun unless you are getting ganked.

Start 1029_32.png+52003_32.png. Laning Difficulty: 8/10

In Jungle:


Still a pain in the ass. Ward one side of the map and hug that side. He has great early ganks so let your enemy laner push the lane without you getting harassed. Care that he can close large gaps with Ward+W+Q+Q combo, play defensively. Post-6 he can push you away from your tower by Ward+W+R or Flash+R, so place your stun accordingly and position yourself well. Flash before he knocks you back, not after, because if you get knocked back you won't have a chance with the enemy midlaner following.

Jungle Difficulty: 9/10.

In Teamfights: 

STILL a pain in the ass! He is very mobile, so kiting him is impossible, so just burst him down quickly with your team. He can make great ultimate combos to send one member of your team to hell, so be careful. If you are the target pop Zhonya just in time he ultis so that the ulti goes to hell.

Teamfight Difficulty: 8/10

VS

Leona

Medium

In Teamfights:

She is a great support with tons of CC. She will be either the initiator or the peeler, and if the enemy ADC is peeled by Leona don't bother with the ADC, because Leona has too much cc for you to handle. Stay away from her, and don't get caught by her E.

Teamfight Difficulty: 6/10

VS

Lissandra

Medium

Harass pre-6, All-In at lvl 6, 14.png

In Lane: 

You will get harassed behind minions and will be pushed to your tower, but she can't harass you there so even if you lose some CS you shouldn't have a problem farming your Q. You can start harassing her at lvl 5 but don't think you can kill her easily at lvl 6 because a good Lissandra will negate your ult with hers.

Start 1004_32.png+2044_32.png+42003_32.png+22004_32.png Laning Difficulty: 7/10

In Teamfights:

Lissandra is a champion made for teamfights. She has a huge gapcloser which is guaranteed unlike Amumu's Bandage Toss and a large AOE ultimate which can change the fate of a teamfight. You can still combo her to death though.

Teamfight Difficulty: 6/10

VS

Lucian

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.


VS

Lulu

Medium

Type: Harass pre-6, Harass post-6, 14.png

In Lane:

Lulu, your opposite faerie, if you face her in mid she will beat you in trades but she won't stop you from farming. Just be patient and wait for the mid-late game to come.

Start with 1004_32.png+2044_32.png+42003_32.png+22004_32.png. Laning Difficulty: 6/10.

In Teamfights:

She will try to poke beore a teamfight emerges. If she uses her ultimate on the initiator go in for the kill if she is in range. Her kit is designed for teamfights, so try to burst her quickly.

Teamfight Difficulty: 6/10.

VS

Lux

Medium

Type: Harass pre-6, Harass/All-In at lvl 6, 21.png/12.png

In Lane:

Unless you are far more skilled than her she will abuse her superior range to beat you down. Her E has a very long range and it's nearly impossible to dodge it. She will run OOM if she doesn't get blue, so be patient for her to go OOM and then harass and go in for the kill. Try to push a bit so that you don't go under tower, because it's very easy for Lux to harass you there.

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 7/10.

In Teamfights:

You won't be in range to burst her, target the ADC instead. Dodge her snare or otherwise you will get stomped in less than 1 second. If you still get caught use your Zhonya. She won't kill you without her teams asset as a well played Zhonya active will send her combo to nowhere.

Teamfight Difficulty: 6/10.

VS

Malphite

Hard

In Teamfights:

Well that ultimate is your hell and you will be 'rocked like a hurricane'. Just hope that this guy doesn't target you after the ultimate or you have no chance of survival. You won't even deal his half hp with your combo because of his insane tankiness. Maybe you can hope that he builds armor but still very hard to kill or escape from him.

Teamfight Difficulty: 10/10

VS

Malzahar

Medium

Type: Harass pre-6, All-In(Fast Burst) at lvl 6, 21.png

In Lane:

Malzahar has the greatest wave clear potential in game and you will be pushed under your tower and forced to farm there. You will miss CS but you should farm your Q like before. Care at lvl-6, his ult makes room for great ganks with jungler.

Start 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 6/10

In Teamfights:

Your stun range is higher than his, so you can combo him to death before he combos you to death. 3102_32.png recommended here so that you don't get caught by his OP ultimate.

Teamfight Difficulty: 5/10.

VS

Maokai

Easy

In Jungle:

Maokai is a great jungler who has very nice early ganks, so always put a ward in one of the mid bushes and hug that side. Your stun range is higher, so a well placed stun can render Maokai's ganks useless. 
Tip: If Maokai uses his snare on you, you can flash to your turret. This way he will come to your turret range and he will eat some nice damage and can also give you a free kill.

Jungle Difficulty: 4/10


In Teamfights:

Maokai will always be the initiator or the peeler of a teamfight. He has a directed snareand a slow right after it so its important to position yourself carefully. His ulti reduces the damage taken by his allies, so don't be surprised if your combo deals less damage than expected.

Teamfight Difficulty: 4/10

VS

Master Yi

Medium

In Jungle:

Same as Maokai. He has a gapcloser early but a good stun will render his gank useless. Also you can use the tip stated on Maokai for his Alpha Strike for some nice damage.

Jungle Difficulty: 4/10.

In Teamfights:

If this guy bought at least 3 major items then it's a good idea to burst him down, because his crit+attack speed+movement speed just becomes ridiculous with his ultimate. Don't use your stun before he uses his Alpha Strike, because a good Yi will blink over the Event Horizon wall with his Q. After he engages on someone burst him to death. Make sure that all your skills hit before stun duration ends because his meditate will reduce his damage taken a lot.

Teamfight Difficulty: 5/10

VS

Miss Fortune

Easy

If Magefortune,

Type: Harass pre-6, Harass post-6, 14.png

In Lane:

So easy. I haven't came up against a Magefortune yet, but looking at her skills it should be very easy for you. She has no escape, no hard cc, nothing special in her skills. Start harassing from lvl 5 and kill her at lvl 6. She got nothing to stop you and will watch you carrying your team to victory.

Start with 1004_32.png+2044_32.png+32003_32.png+32004_32.png or 1056_32.png+22003_32.png if you aren't afraid of the enemy jungler. Laning Difficulty: 1/10

In Teamfights: 

She won't be much of a threat to you with her long cooldowns, if the enemy bruiser or ADC is fed focus him instead.

Teamfight Difficulty: 2/10

As normal ADC,

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.


VS

Mordekaiser

Medium

Type: Harass pre-6, All-In at lvl 6, 14.png

In Lane:

Morde is tough. He won't kill you in lane unless you are stupid enough to come close to him, but killing him is pretty difficult too. Don't try to trade much because even if his E and your Q deal similar damage he will gain a shield because his E doesn't have a travel time, losing you the trade. Farm well and wait for the mid-late game to come. 

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 6/10

In Teamfights:

This guy will build tanky AP items such as Rylai/Liandry, so killing him will be pretty difficult. You won't burst him alone if he has his shield up, so either chain cc on him so that he don't get your ADC as a ghost, or one shot the enemy ADC instead(If he is in range).

Teamfight Difficulty: 6/10

VS

Morgana

Medium

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Although Morgana is a counter to Veigar, I don't put her under the hard category because although you won't kill her in laning phase neither she will you. She doesn't have anything to stop your Q farm, so patiently farm and wait for mid game to come. Don't roam much in this matchup, because she shoves the lane and can take your tower quite easily. And also dodge her Qs by staying behind your minions.

Start 1004_32.png+2044_32.png+42003_32.png+22004_32.png. Laning Difficulty: 6/10.

In Teamfights:

Morgana is scary in teamfights because of her ultimate+zhonya combo. Use flash or your Zhonya if your going to be stunned because of her ultimate because it will be so easy for the enemy team to burst you down while you are stunned. Burst her right after her zhonya if you can. 

Teamfight Difficulty: 7/10.

VS

Nami

Easy

Type: Harass pre-6, Harass post-6, 14.png

In Lane:

Nami mid is strong, but she isn't a nice pick against Veigar. She can't zone and deny you from farm, so farm your Q as much as you can. Dodge her bubbles if you can, because they open great gank possibilites for their jungler. You can start harassing from lvl 5 and go in for the kill at lvl 6. Also you will have much more effect than her in teamfights(She buffs her team and debuffs yours a little, but you erase one of their team members in 1 second)
so survive the laning phase and you will get going.

Start with 1004_32.png+2044_32.png+42003_32.png+22004_32.png. Laning Difficulty: 4/10.

In Teamfights:

Nami's kit is designed around buffing her team and debuffing yours, so it is a good idea to burst her quickly. Don't get caught by her bubble when you stun the enemies as you won't use your combo while they are stunned.

Teamfight Difficulty: 5/10.

VS

Nasus

Medium

In Teamfights:

This doggy is scary, and scales as well as you do throughout the game. His teamfight potential is very high, and his wither is a nightmare for everyone, especially your ADC. If Nasus withers your ADC peel for him and stun whoever comes close. 3102_32.png recommended here because if he withers you you are probably dead.

Teamfight Difficulty: 7/10.

VS

Nautilus

Hard

In Jungle:

I think this guy is really strong but people don't play him much for some reason. He has 4 CC abilities which is devastating. Always ward one side of the map and hug that side. If you get hooked you are most likely dead.

Jungle Difficulty: 8/10.

In Teamfights: 

Stay away from him. He has too much CC for you to handle. If he targets you with his ultimate use zhonya at the right time to avoid getting knocked up, but even after zhonya you will be an easy target for his hook. Just hope your team can peel well or you will die.

Teamfight Difficulty: 9/10.

VS

Nidalee

Easy

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

You have two priorities here. Farm and dodging spears. This matchups difficulty depends on your ability to dodge spears. If you can dodge them you can spam laugh at her face, if you can't you will be forced to back a lot. You will outscale her late, so patiently wait for mid game to come.

Start 1004_32.png+2044_32.png+52003_32.png+12004_32.png or 1001_32.png+32003_32.png+12004_32.png if you have trouble dodging spears. Laning Difficulty: 1/10 if you are dodging spears, 10/10 if you don't.

In Teamfights:

Nidalee will spam spears before a teamfight breaks out, always dodge these. If she participates in the teamfight with her cougar form it's easy for you to burst her down.

Teamfight Difficulty: 3/10.

VS

Nocturne

Hard

In Jungle:

F*ck, f*ck, f*ck, f*ck. Never EVER pick Veigar even if they have a Karthus or Twisted Fate mid when they have Nocturne. He has OP sustain, OP damage, OP fear, OP clearing times and most importantly, OP SPELL SHIELD. You won't have much trouble pre-6 due to his lack of gapcloser, he moves faster with his Q but he won't gank easy if you have wards. Post-6 he is literally your nightmare, never leave your turret if you know his ultimate is up. 

Jungle Difficulty: 6/10 pre-6, 10/10 post-6.

In Teamfights:

Still your nightmare. This guy will fly over your team and savagely jump on you and rape you while your team is blinded with darkness. Buy Zhonya as your first item and use the active before you get feared to have a slight chance of survival.

Teamfight Difficulty: 10/10.

VS

Nunu

Easy

In Jungle:

Same as Darius and Mundo, even if he is a great jungler a well placed stun will render his ganks useless. But still ward up, because you won't want to walk straight into a fully charged absolute zero.

Jungle Difficulty: 4/10.

In Teamfights:

Nunu will mostly target your ADC with his ice balls, so peel for your ADC in this matchup. Don't run for kills and target the enemy bruiser who focuses you or your ADC.

Teamfight Difficulty: 5/10.

VS

Olaf

Hard

In Teamfights:

This guy will shout DEMACIIIAAAAAAAAAAAA! and come for you or your ADC while giving no sh*t about CC. Just pop your Zhonya and leave Olaf with your team. If he is still sticking to you and you know you will die deal your whole damage upon him before dying.

Teamfight Difficulty: 8/10.

VS

Orianna

Hard

Type: Harass pre-6, All-In at lvl 6, 14.png/12.png

In Lane:

This lane will hurt a lot. Orianna is one of the few champions which can zone from range and deny you farm. You will get too much harass so always have some potions with you. And seriously, if she is a good Orianna you won't have a chance in this lane.

Start 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 8/10. 

In Teamfights: 

Care for her ultimate. If she overextends(which no pro Orianna would do) punish her for her carelessness. But she won't be in range %95 of the time, so target the ADC/Bruiser instead. 

Teamfight Difficulty: 8/10.

VS

Pantheon

Hard

Type: Harass/All-In pre-6, All-In at lvl 6, 14.png/21.png/12.png

In Lane:

Most annoying AD mid ever. He will spam spears all day, and will zone you a bit. Your combo range is higher than his, so maybe you can use some E+W+Q combos to harass. Don't stay in lane with under %50 hp, as he can kill you very easily with his combo due to his E passive. Run flat armor runes. 

Start with 1029_32.png+52003_32.png. Laning Difficulty: 10/10.

In Teamfights:

Don't let him come close to you. If he builds AD and doesn't be much tanky burst him down with your combo. Care for his ultimate, it can put you in some bad situations.

Teamfight Difficulty: 7/10.

VS

Quinn

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Rammus

Medium

In Jungle:

Rammus is an excellent early game jungler, his ganks are powerful because of his MS modifier Q skill but a good stun will stop him in his tracks and guarantee your safety. Ward one side and hug that side of the map.

Jungle Difficulty: 5/10.

In Teamfights:

Rammus provides sustained DPS and a deadly 3 second taunt on someone in a teamfight with innate tankiness. Stay away from him and don't get taunted. 3102_32.png recommended here.

Teamfight Difficulty:  7/10.

VS

Rek'Sai

Medium

In progress.

VS

Renekton

Medium

In Teamfights:

Keep your distance from him. If he dashes to you stun and kite him. 3143_32.png recommended for slow and better kiting. If you get caught, you are dead.

Teamfight Difficulty: 6/10.

VS

Rengar

Easy

In Jungle: 

Not a scary ganker for you. He doesn't have a gapcloser unless you are staying near bushes pre-6, and he can't gank because your stun range is higher than his slow range. Post-6 play carefully, he can jump onto you with his ultimate.

Jungle Difficulty: 3/10.

In Teamfights:

He is a scary assassin who will likely jump on you. But must Rengars build glass cannon, and he should die to your combo. You will die if you fail your stun though.

Teamfight Difficulty: 4/10

VS

Riven

Medium

In Teamfights:

A highly mobile bruiser, but was nerfed to the ground. She will likely come to you, 3143_32.png+3116_32.png are a must for better kiting. If she builds glass cannon you can burst her but be very careful about your stun, she is very mobile. You must take care of her as a team before she shuts your carries down. Has become easier as lots of her stats were lowered.

Teamfight Difficulty: 6/10.

VS

Rumble

Medium

In Teamfights:

Care for his ultimate, it can deal tons of damage if you stand in it for too long. You can use your ultimate on him because he is an AP Caster but he won't likely die if you don't get help from your team. Dodge the harpoons and don't get burned.

Teamfight Difficulty: 6/10.

VS

Ryze

Medium

Type: Harass pre-6, Harass/All-In post-6, 14.png

In Lane:

The annoying thing about Ryze is he deals a lot of magic damage without stacking AP. You must apply some pressure on him by doing some E+W+Q combos and deny him some farm before he gets to his late game powerhouse mode. You must decide to farm your Q or harass Ryze, they are both optional.

Start with 1004_32.png+2044_32.png+42003_32.png+22004_32.png or 1056_32.png+22003_32.png if you think you won't be harassed a lot. Laning Difficulty: 5/10.

In Teamfights:

Ryze will %80 have a 3102_32.png in this point(not necessarily because the mana was removed, but any mid champion should buy this against Veigar) and you won't combo him to death. If an ability pops it immediately kill him so he doesn't rollover and wreck his keyboard.

Teamfight Difficulty: 6/10.

VS

Sejuani

Hard

In Jungle:

A scary jungler which became popular with the remake. Always ward one side and hug that side. She has a gapcloser and slow so stay away from her.

Jungle Difficulty: 7/10

In Teamfights:

She is a great initiator, never stay too close as a team to avoid 4-5 people ultimates. If she comes for you try to kite as well as you can. She is a great chaser and might be hard for you to get rid of her. 

Teamfight Difficulty: 7/10.

VS

Shaco

Medium

In Jungle:

The king of early ganks, play passively if you don't know where he is, it might be a good idea to place a ward in their wraiths to see him more often. Don't go far from your tower unless you know where shaco is. 

Jungle Difficulty: 9/10.

In Teamfights:

Shaco gets weaker late game, you get stronger late game. If this guy tries to assassinate you just combo him to death. If he goes for your ADC peel for him. But simply, late game Veigar vs Shaco is 'One Combo One Kill' if you don't get feared. 

Teamfight Difficulty: 3/10.

VS

Shen

Medium

In Lane:

Don't get ulti baited, he can also mitigate your burst with his ultimate on your victim.

In Teamfights:

Don't get taunted. 3102_32.png recommended here. He has a 850 damage shield on his ultimate, so your target can be saved by a great Shen ulti. If he comes for you, he can't do much, he can easily be kited.

Teamfight Difficulty: 5/10.

VS

Singed

Medium

In Teamfights:

He will run around like a madman and fling someone to his team, don't let that person be you. If you see him charging at you drop your stun and kite. If you let him catch you you will be drowned from poison while he spams laugh. He is also nearly impossible to kill.

Teamfight Difficulty: 7/10.

VS

Sion

Medium

In Teamfights:

He will mostly build glass cannon, so one combo should be enough to kill him, but if you let him catch you you will die. Hope that your team can peel well and don't forget your Zhonya!

Teamfight Difficulty: 7/10.

VS

Sivir

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

Note: Sivir is a little more problematic because of her spell shield, but its really easy to bait it out. Then you can use the combo for the kill.

VS

Skarner

Easy

In Jungle:

Easy, no gapclosers, no good ganks without ultimate and a well placed stun won't let him come that close. Just don't overextend a lot and you won't probably see Skarner near mid.

Jungle Difficulty: 1/10.

In Teamfights:

Same tactic, he is easily kiteable and you are fine if you don't let him come close to you. If he manages to come near you a lot buy a 3102_32.png.

Teamfight Difficulty: 2/10.

VS

Sona

Easy

In Teamfight:

So easy, your skills outrange her, she can't even ulti you if you know how to position and use your stun. If you are a little fed she can also die to a E+W+DFG+Q combo.

Teamfight Difficulty: 2/10.

VS

Soraka

Easy

In Teamfight:

Same as Sona, so squishy, and she can't silence you because of its short range. Just care, she can walk up and silence you while you are comboing someone.

Teamfight Difficulty: 4/10.

VS

Swain

Hard

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Swain is a pain for you. He can zone well with Decrepify/Torment, and you will likely miss some farm. He is also hard to kill after Catalyst/RoA, and your only hope is to balance farm and wait for late game, you will be more effective in teamfights if you burst him quickly.

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 9/10.

In Teamfights:

Swain needs to be in close range to deal his maximum damage, and its your job to stop him from doing that by bursting him when he moves in. Don't get hit by Nevermove, that could end your life.

Teamfight Difficulty: 7/10.

VS

Syndra

Medium

Type: Harass pre-6, All-In (Fast Burst) at lvl 6, 21.png

In Lane:

So long range. Just farm and wait for mid-game to come, your single target burst is higher than hers. It is okay to eat some harass, heal them up with potions.

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 7/10.

In Teamfights:

Both of you will try to burst someone, and most likely you will be searching for each other. You have a slight advantage because your stun range is higher and shorter to land. If she catches you first use your zhonya right when she uses her ultimate.

Teamfight Difficulty: 6/10.

VS

Talon

Medium

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Now with his silence gone, the early game has just become a breeze. Unless he is an idiot he won't jump in on you in lane till mid game, as you can just stun him and combo him with the help of your minions, winning the trade by a large margin. Try to be aggressive and deny him farm, because even without the silence if he keeps up till late game surviving his burst will be a tough thing to do.

 Laning Difficulty: 3/10.

In Teamfights:

Talon might try to assasinate you at this point, however a well played Zhonya will stop him in his tracks as you can sit in your golden shell as the damage amplification from E goes to nowhere. As long as he is revealed bursting him will still be easy. Beware though, his ultimate cooldown is relatively short.

Teamfight Difficulty: 5/10.

VS

Taric

Easy

In Teamfights:

Don't be stunned and you are fine. If he keeps stunning you buy a 3102_32.png.

Teamfight Difficulty: 3/10.

VS

Teemo

Easy

Type: Harass pre-6, Harass(With poison) post-6, 14.png/21.png

In Lane:

Hihiiiii, Teemo :D Very Easy lane, just don't trade autoattacks and harass with E+W+Q combos and kill him at lvl 6.

Start with 1004_32.png+2044_32.png+32003_32.png+32004_32.png. Laning Difficulty: 1/10.

In Teamfights:

Your combo = dead Teemo

With Season 4 No Oracle = useful dead Teemo

Useful dead Teemo = not so good Teemo :D

Bursting him or not will depend on how fed he is. (If he was against you he shouldn't be). His real damage comes from shrooms, so decide spontenously during teamfights

Teamfight Difficulty: 4/10.

VS

Thresh

Medium

In Teamfights:

Don't get grabbed like Blitz. If you can't dodge them buy a 3102_32.png.

Teamfight Difficulty: 5/10.

VS

Tristana

Medium

As an APC,

Type: Harass pre-6, All-In (Fast Burst) at lvl 6, 21.png

In Lane:

She will push the lane because of her E passive, and you will farm under your tower. You will get some E harass, heal them up with potions (Don't use pots when the healing reduction effect is still applied.)

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 6/10.

In Teamfights:

You are both burst, but you have an advantage because you have a stun which allows you to burst her without taking any damage. Burst her quickly, if she gets a reset she can ace your team easily.

Teamfight Difficulty: 5/10.

As an ADC,

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Trundle

Medium

In Jungle: 

Trundle is a strong ganker, and that pillar is annoying but a good stun will reduce his ganking potential. Don't get stuck between a wall and his pillar and you should be fine.

Jungle Difficulty: 5/10.

In Teamfights:

Stay away from him, as he can bite you to death. Pop Zhonya when he focuses you and then burst him down if he sticks to you. If he is still alive prepare to die.

Teamfight Difficulty: 7/10.

VS

Tryndamere

Medium

In Jungle:

He is an average ganker, and your stun may not be enough to escape, so always have wards in one side and hug that side. Get 2-3 points in your stun early to avoid ganks.

Jungle Difficulty: 6/10

In Teamfights:

You can burst him to make him live his last 5 seconds, and pop Zhonya if he comes for you while your team handles him. Still don't get caught in a 1v1 late game against him.

Late Game Difficulty: 6/10.

VS

Twisted Fate

Easy

Type: Harass/Farm pre-6, Roam at lvl 6, 14.png/12.png

In Lane:

Easy target. His wild cards are easy to dodge, and your stun range is higher. Wait him to use his Pick A Card and engage while it is on cooldown. Start harassing him from lvl 5 and go in for the kill at lvl 6. Post-6 Always put a ward in the middle of the lane so even if he roams you can still see where he is ganking.

Start with 1004_32.png+2044_32.png+32003_32.png+32004_32.png. Laning Difficulty: 3/10.

In Teamfights:

Still easy. His range is low and one combo will kill him easily. Just care about his gold card. 

Teamfight Difficulty: 3/10

Note: If he uses his ultimate place your W just on top of the place he is teleporting to make some easy free harass.

VS

Twitch

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Udyr

Medium

In Jungle:

He is a great jungler overall, but his lack of gapcloser makes it nearly impossible for him to gank you. If you can place your stun well and don't overextend you win't see Udyr around mid.

Jungle Difficulty: 3/10.

In Teamfights:

Udyr is a highly mobile champion which is naturally tanky. If he is focusing you drop a E+W+Q and start kiting him. 3143_32.png/3116_32.png recommended here.

Teamfight Difficulty: 5/10.

VS

Urgot

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Varus

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Vayne

Easy

In Teamfights:

All ADCs are really similar. Most of them will have a GA at this point, but if you are able to stun them and can't reach the AP Carry you can use your combo to pop their GA, which will reduce the enemy teams damage output for 2.5 secs and your bruisers can probably handle the job after they rebirth.

VS

Veigar

Medium

Type: Harass/Farm pre-6, All-In(Fast Burst) at lvl 6, 21.png

In Lane:

Just farm more than him. That is your primary goal. If he starts going aggressive using E+W+Q respond with the same.

Start with 1004_32.png+2044_32.png+42003_32.png+22004_32.png. Laning Difficulty: 5/10.

In Teamfights:

Whoever stuns first wins. No jokes here.

Teamfight Difficulty: 5/10.

VS

Vel'Koz

Medium

Type: Harass pre-6, All-In(Fast Burst) at 6, 14.png/21.png

In Lane:

Vel'Koz is another kind of Xerath with shorter range but shorter cooldowns and higher damage. Dodging skillshots and keeping up with CS will be your main goal pre-6, as a good Vel'Koz will never let you come close to combo him, or will punish you with his skillshot based combo which sadly deals absurd damage because of Riot's ''Let's make an overpowered champion with absurd damage and short cooldowns so everybody buys him, then we will nerf him to the ground.'' thinking style. He will get nerfed soon, but till then don't fight with him till you get your DFG and start one-shotting him.

Start with 1001_32.png + 32003_32.png + 2004_32.png + 3340_32.png. Starting with boots is essential in this matchup otherwise you will get bullied out of lane. Laning Difficulty: 7/10

In Teamfights:

Just with every other long ranged AP champion, punish him if he gets too close, otherwise peel for your ADC or burst their bruiser/ADC down. Be careful, Vel'Koz might interrupt your combo with his knock-up, so make sure that it's on cooldown before attempting something.

Teamfight Difficulty: 7/10

VS

Vi

Hard

In Jungle:

Vi is one of the scariest junglers for Veigar. She has a nice gapcloser which makes warding a must. As always against junglers with gapclosers ward one side of the map and hug that side. Post-6 play extremely carefully because her Q+R has an amazing 1525 range which is out of vision range.

Jungle Difficulty: 8/10.

In Teamfights:

This girl has an OP ultimate and she will use it to reach either you or your ADC. If she goes for you ADC peel for him, if she comes for you hope that you ADC will attack her. If he doesn't you are in big trouble. 3143_32.png/3110_32.png recommended for more survivability.

Teamfight Difficulty: 9/10.


VS

Viktor

Medium

Harass pre-6, Harass/All-In at lvl 6, 14.png

In Lane:

Viktor has great poke and great trading potential, so don't try to trade much, farm as much as you can and dodge his E. If you can do these you will have a fairly safe laning phase. At 6 be careful, his combo hurts a lot more than you would think and silences you.

Start with 1004_32.png+2044_32.png+52003_32.png12004_32.png. Laning Difficulty: 6/10.

In Teamfights:

Viktor has some nice AOE abilities, so it might be useful to burst him down quickly. His skill range isn't high, so abuse that and combo him to death.(avoid his silence)

Teamfight Difficulty: 5/10.

VS

Vladimir

Medium

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Vladimir is annoying. Although he is pretty weak early game like you, killing him will be a nuisance. He just has his pool. Your W will only have an effect like which is just throwing a ball into a lake. He also has sustain, so just turn it into a farm lane and try not to get pushed under the tower by trying to even the lane in the middle with autoattacks and maybe with your W if you have some mana to spend.

Start 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 4/10.

In Teamfights:

Try not to focus him as you most likely won't kill him. Target the enemy ADC/Bruiser instead, and use your stun to keep Vlad out of the middle of your team as he wrecks havoc there.

Teamfight Difficulty: 6/10.

VS

Volibear

Easy

In Jungle:

He is a very good jungler and tank overall, but his lack of gapcloser makes it nearly impossible for him to gank you if you place your stun correctly. Don't overextend and you have nothing to fear from him then.

Jungle Difficulty: 4/10.

In Teamfights:

He is a tank who deals sustained DPS right now. If you see him charging at you immediately drop your stun and use W+Q, then start kiting. If he reaches you you are dead, so pick up 3143_32.png/3116_32.png.

Teamfight Difficulty: 4/10.

VS

Warwick

Easy

In Jungle:

No problem till 6. At 6 his ganks become scary so play carefully. Know that he is near when you see the wolf icon on top of your head when you are low.

Jungle Difficulty: 3/10.

In Teamfights:

Easily kitable unless someone is low. If someone is low than this is hard, but you should manage it. He will most likely use his ult on your ADC, so stun him while he channels the ultimate to stop him. 

Teamfight Difficulty: 6/10.

VS

Wukong

Hard

In Teamfights:

This monkey is pain because his gapclosing ability is on a short cooldown because of 3071_32.png. His ultimate is also bad, if he charges at you use your Zhonya and try to burst him down with your team. 3143_32.png/3110_32.png recommended.

Late Game Difficulty: 8/10.

VS

Xerath

Medium

Type: Harass pre-6, All-In at lvl 6, 14.png/21.png

In Lane:

Very long range prevents you from harassing effectively, but he can't zone hard to prevent you from farming your Q. You will eat some W+Q harass, so take potions.

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning Difficulty: 7/10.

In Teamfights:

He will be so far away from you so don't bother to reach him, target the enemy ADC/Bruiser instead. Try to dodge his ultimates because they will hurt. If you won the teamfight you can take care of him later. 

Teamfight Difficulty: 7/10.

VS

Xin Zhao

Hard

In Jungle:

Very strong champion, you will feel his spear in your ass if he manages to charge at you. Always ward one side of the map and hug that side. Taking a lvl 2 stun at 4-5 levels can be a good idea here.

Jungle Difficulty: 8/10

In Teamfights:

This guy becomes easier in teamfight stage because you have your bros with you and kite him. He can still reach you and knock the others back with his ultimate, so 3075_32.png/3143_32.pngrecommended here.

Teamfight Difficulty: 7/10.

VS

Yasuo

Hard

Type: Harass+All-In pre-6, Harass+All-In post-6, 14.png/21.png

In Lane:

Yasuo is tough. Not because he is AD. Not because his ultimate. It's because of that wall. F**king wall :( Even if you try to bait it out, a good Yasuo will never use it to block your Q, he will block your ultimate and then kill you. There is nothing much to say, farm as well as you can, dodge the tornado, dont get in range for his Q, if he charges at you with E kite him. Thats all.

Or you can play extremely aggressive to put him in a defensive situation. For this you need a Doran's Ring start (because of the extremely high mana cost of your E+W+Q combo), then you must make sure that you won't get ganked or get harassed too much.

If I face a Yasuo again I will try a Doran's Blade start like Kassadin. I will update here when I get the chance. 

Start with 1029_32.png +42003_32.png+12004_32.png or 1004_32.png +12044_32.png +42003_32.png +22004_32.png. Laning Difficulty: 9/10

In Jungle:

His gapcloser is short ranged, and you've got nothing to fear pre-6. Post-6 he might try a full range tornado + his ultimate from brush, so if you can dodge it you will do fine.

Jungle Difficulty: 4/10

In Teamfights:

If you are going to use your combo make sure that his wall is down. That wall will block R+Q, so if you get baited the teamfight might be lost.

Teamfight Difficulty: 8/10

VS

Yorick

Medium

In Teamfights:

Yorick is annoying in the laning phase, but he will be less effective in teamfights. He can't engage on you, he will just spam ghouls. The only hard part here is the guy you just bursted in the teamfight will likely return from the grave to drag you with him.

Teamfight Difficulty: 5/10.

VS

Zac

Hard

In Jungle:

This guy is OP. He has good sustain, good ganks and nice clearing speed, everything a jungler needs. You will need wards in wraiths/banana bushes for advanced warning of his ganks.

Jungle Difficulty: 9/10.

In Teamfights:

This guy can find you from so far range, and if he sticks to you you can't do much to escape. Hope that your team can hold him off you.

Teamfight Difficulty: 9/10.

VS

Zed

Medium

Type: Harass pre-6, All-In at lvl 6, 21.png

In Lane:

Although Zed is pretty hard, I put him in the medium category because he doesn't counter you directly, there is room for outplays. Pre-6 you will eat some nice harass, to mitigate some of it run flat armor seals. Post-6 save your stun for when he ults so you mitigate a nice portion of his damage. Rush 3157_32.png immediately as this counters him a lot.

Start with 1029_32.png+52003_32.png Laning Difficulty: 7-8/10.

In Teamfights:

This guy will almost always try to assassinate your ADC because you got Zhonya which will make it impossible for him to kill you, so peel for your ADC and stun him and burst him right after he ults. This way he won't be able to deal much damage. 

Teamfight Difficulty: 5-6/10

VS

Ziggs

Medium

Type: Harass pre-6, All-In at lvl 6, 14.png

In Lane: 

This matchup can be easy or hard depending on your ability to dodge skillshots. He has long range so you might eat harass while farming, but you will outscale him late-game, so be patient and farm as much as you can.

Start with 1001_32.png+42003_32.png. Laning Difficulty: 5/10.

In Teamfights:

If he overextends and you see him range punish him and kill him. But if he is good you won't be able to come close, so target the ADC/Bruiser instead. Care for his ult, it can put you in a bad situation. If you aren't able to dodge it don't forget your Zhonya+Seraph actives!

Teamfight Difficulty: 5/10.

VS

Zilean

Medium

Type: Harass pre-6, Harass post-6, 14.png/21.png

In Lane:

He can only put bombs on your head to deal damage, but your stun range is higher so don't let him get free harass upon you. The bad thing is he counters your burst with his ultimate.

Start with 1004_32.png+2044_32.png+52003_32.png+12004_32.png. Laning difficulty: 4/10.

In Teamfights:

He himself isn't a huge threat unless his bombs hit 2-3 people at the same time, but you will feel useless the whole fight because a good Zilean will ulti the guy you are bursting, which means that your whole burst just went to nothing.

Teamfight Difficulty: 7/10.

VS

Zyra

Medium

Type: Harass pre-6, All-In at lvl 6, 14.png
See Ziggs, they are pretty same. One Small Note, if you kill her don't run in a straight line, as she can avenge her death with her passive.

IMPORTANT NOTE ABOUT MATCHUPS Back to Top

All of these matchups were written almost 3 seasons ago, except the ones which were released recently. So, as I looked at the guide now, it seems pretty much outdated. I will try to update them and give a new format. Look for it! 

Season 5 - First Wreckage, Then Top Tier Back to Top

As of Patch 5.4, Veigar received a significant rework. With DFG gone, Riot said that they were going to compensate for it, and did it by removing Veigar completely from the game. Literally. It was so sad seeing the work of one whole summer go for nothing. I actually do not have a freaking idea how I should change the guide from now on. It requires immense time, and it probably won't be worth it. Until Riot see their mistake and update him in a better way, Veigar simply does not have a place in the game right now. I just went against a Zed in a normal match, and although laning phase was not a disaster, the 10 minute mark was the last time I enjoyed the game. They had a composition of Irelia-Jarvan-Zed-Ezreal-Karma, and I couldn't even place one proper stun. Irelia bladesurged her way through minions, Jarvan jumped to his flag, Zed slipped into the shadows and then killed me most of the time, Ezreal just blinked out and spammed laugh, but the worst part was: Karma JUST WALKED AWAY. Even without her speed boost.   

As with Patch 5.5, the stun delay was reduced to 0.5 seconds. It is not much, but it still helps. It is still considered impossible to land in a 1v1 situation, however in the teamfight stage you can still blow someone up.  

Patch 5.6: Well, well. I actually liked this patch. Now with your E interrupting dashes, as well as with 100 more range on your Q and also more passive mana regen, Veigar is like back in the game. However he is still weaker than he once was, despite the new AP item which fits him perfectly. Now I will consider changing Athene, if the passive will be enough to sustain and also how well Veigar will be without the %20 CDR. Because obviously, in high elo you must buy at least one defense item to survive those assassins, and you swapped Rabadon with one. Hopefully we won't have to say goodbye to the precious %30 AP from now on, because it is most ironical when you have to swap it, when Veigar is the best champion to benefit from it's massive AP boost.

Patch 5.18 was incredible for Veigar. Now assists granting Ability Power, and veigardarkmatter.png landing sooner made Veigar a top pick. It was also played in the LCS and Worlds.

Patch 5.21 was expected as Veigar's ban rate hit 56%, but the nerfs are not too big, the base damages have gotten a little lower only, he is still very strong in the current meta.



Season 6 - Downfall of AD Assassins, Rise of AP Mages Back to Top

Season 6 changes hit AP Casters hard, especially the ones with low mobility. Despite the new Mastery system which had gone better for Veigar, the increased cost of almost every item nerfed him hard, especially that now 3156.png is a very powerful first item option, his ability to one-shot people has been wrecked in gold or higher, because any AD assassin who opts for midlane goes for this item first against Veigar, and it is really hard to win lane / shove and roam right now. To conclude, as the meta shifts, Veigar is a mediocre pick right now.

And a day after I write this last paragraph, Riot decides to release another OVERPOWERED Item in PBE server, which will soon go live. The Name is Duskblade Of Draktharr, and it gives 75 AD, %5 movement speed, 10 Armor Penetration and a Nightfall passive for the cost of 3250 gold.

Nightfall: Hitting an enemy with an auto attack will mark the target. After 2 seconds, the mark will detonate, dealing 90 + %25 of enemy missing health physical damage. (120 second cooldown) If the target dies before the mark detonates, the cooldown is refunded.

I guess I do not have to explain this myself. AD Assassins are getting stronger and stronger, while mages cry even more, day by day. In season 1-2, Veigar was a unique champion with his own AP Scaling, and the ability to one shot people, which also inspired me the name of this guide, but it seems in season 6, every single assassin can do that, safer, faster, and more reliable than Veigar, not to mention they also have MOBILITY. I simply can't answer 'Why Pick Veigar?' question myself anymore, because except for Event Horizon, Veigar doesn't seem to excel at anything. 

Patch 6.9 turned the tables by quite a lot.

Warding Spots Back to Top

Taken from Yulia's Ahri Guide. 
  • 1 and 2 are symmetrical spots I consider to be good to ward regardless of which side you're on. They both give advance warning of junglers coming from out of their own jungle, coming from the river, or entering your own jungle.
  • 3 and 4, being farther in, don't give you as much advance warning as 1 and 2. They also don't give you as good coverage of the entrance to your own jungle. However, they make up for the weakness of 1 and 2, which is that once a jungler enters those bushes, you can't tell if he has recalled or if he is camping for 5 minutes straight. 
  • Any combination of 1, 2, 3, and 4 should provide good ward coverage.
 
  • 5 and 6 are more aggressive ward locations for their respective sides. You can use these to spot the enemy jungler at his wraiths and possibly ambush him, or you can use them to steal the wraith camps.
  • 7 and 8 are safeguards for their respective sides against high level gankers like 4_icon_64.png Twisted Fate, who will shove the lane and gank through his own jungle. Wards at these positions will give you continuous sight even if he pushes.
  • 9 and 10 are counter-jungle wards for their respective sides. You can use these to steal and deny the enemy their blue buff.
wardspots.png

Those Damn AD Mids Back to Top

Let's say you are playing blind pick, you called mid, picked Veigar, and now looking to the loading page where you see enemy champions. And what do you see? OMG 4 AD+Support I'm screwed QQ.    

Shut up. Shut up before you embarass yourself. It doesn't matter if they have an AD Mid, or even 4 AD. Nothing will change for your laning phase. You will farm, farm, farm, and stop them from all-inning you with your stun. And guess what? When you come to mid/late game with a fairly good creep score you will be rolling. If you played decently, and got your Zhonya's+some AP, you can kill every assassin/carry/squishy on the enemy team(Unless they are clever and bought that evil boots of Mercury), you won't need that tiny bit of damage coming from the 0.8 enemy AP ratio. And when you get your Rabadon's Deathcap, now it's their turn to QQ hard. Sometimes only Q-->R will kill the enemy carries because of the Rabadon % buff.  

There is also another good thing for you. Nobody plays Veigar at the moment, nearly nobody. That greedy and confident AD Mid picker fuckabish probably doesn't know that you can kill him after 1-2 Baleful Strikes with your combo at lvl 6. He probably doesn't know that your lvl 6 burst deals only 30 damage less to non-AP champions. He will play aggressive, he will look to kill you often, but also HE WILL PUSH THE LANE. I've played against AD Mids countless times, and %90 of people play extremely careless. They simply shout to your jungler 'Come and kill me!' And unless your jungler is deaf he comes to mid and you kill that greedy fuckabish together. And that kill is the key to snowballing and rolling throughout the game.

Shortly, don't be upset when you face an AD Mid. Play normally as usual, and abuse their mistakes. Who knows, maybe facing a careless AD Mid might be better than having a tough AP matchup.

Edit : Due to new 3156.png and season 6 changes, this section is old and for historical purposes, because facing an AD Mid is 10 times harder for you, even when against LeBlanc or Kassadin.

The 'Level 6 Burst' myth... Is it actually real? Back to Top

Now, most of the LoL community thinks that Veigar gains kill potential when he reaches 6, even from 100 to 0. I noticed that most guides talk about this lvl 6 burst in their Veigar matchup, and I decided to check if it was real. I will talk about this burst damage in this section, and with calculations we will see if this burst damage really exists or not. All stats you will see here are taken and calculated from LoL Wiki)

 
Let's take Lux, Orianna, Ahri and Zyra to consideration, as these are among the most played mid champions right now. Let's check their HP and Mr at level 6:

Ahri: 380 + 6x80 = 860 hp
Lux:  345 + 6x79 = 819 hp
Orianna: 385 + 6x79 = 859 hp
Zyra: 355 + 6x74 = 799 hp

And they all have 30 mr. (Every ranged midlaner has 30 base mr during the game.)

We will assume that they run 21/0/9 masteries, which means they have no extra hp / mr.
We will also assume that they start a 1056_32.png+22003_32.png(People mostly don't take sustain against Veigar, thinking they won't eat much harass), which means 60 more hp for them all. So:

Ahri: 920 hp
Lux:  879 hp
Orianna: 919 hp
Zyra: 859 hp

Now let's calculate: 

Each champion begins with 30 mr. Most AP Carries start with 9 mr glyphs, so they have 30 + 9x1.34 = 42 mr.

42 mr - %6mr = 39.48 mr (Masteries)

39.48 mr - (9x0.87 + 3x2.01) = 25.62 mr (Runes, assuming mr penetration quints and marks)


Damage Reduction = Total Magic Resistance/100 + Total Magic Resistance

25.62/125.62= x/100 -> 25.62x100/125.62 = %20.39 Damage Reduction

Now we calculate our damage. We start with no AP Runes, lets get to Masteries:

(5 AP (Mental Force) + 6 AP (Arcane Mastery) + (Assuming) 20 Ap from Q Farm)+ %5 of the AP (Archmage) = 32.55 -> 33 AP

We have level 3 Q, level 1 W, level 1 E and level 1 R.

Combo -> E + W + Q + AA + R

E: no damage
W: (120 +1.0 AP) + %4.5 = 159.885 dmg
Q: (170 +0.6 AP) + %4.5 = 198.341 dmg
R: (250 +1.2 AP+0.8 enemy AP ( lets consider enemy's Ap as 50 with the Doran's start at lvl 6)) + %5.5 = 347.728 dmg
Total: 705.954 dmg

Here comes damage reduction from mr:

705.954 - %20.39x705.954 = 562.009 damage

Ignite: 170 true damage

You land an autoattack in between:

like 50 damage with spellsword

Total Damage:

562.009 + 170 + 50 = 782.009 damage

If you run AP quintessences the total damage would be 807.508 damage. (There is no difference at all, how good :D. BTW i calculated at home and didn't write all the steps of this one because %99.9 of you didn't even check the math part :)

For the ones who aren't interested in math here is it in short: If you are running MR Penetration marks and quints, mana regen seals and mr glyphs, against a normal squishy AP Carry who starts Doran's Ring and runs 21/0/9 masteries you will do a total of 782.009 damage. This calculation doesn't take shields, summoner spell barrier into consideration and assumes that your W lands successfully. 



For the ones who aren't even interested in texts, this is for you:

Magic Penetration Quintessences = 782.009 Damage

Ability Power Quintessences = 807.508 Damage

Edit : After the recent changes to the meta we are using 12.png instead of 14.pngtherefore the damage is 170 less for now.

What to do throughout the game Back to Top

Very Early Game(0.00-1.55)     

So the game began, what should you do? Buy your items according to the enemy midlaner and rush to your banana bush if you jungler starts blue or your wraiths if he starts red. Don't use your skill point yet! If you decide to invade then follow your team and open your E skill. If you are in your banana bush, and suddenly see 3-4 members invading open+drop your stun immediately and run. If they have some very high First Blood potential champs(53_64.png57_64.png64_64.png etc.) don't hesitate to flash over the blue wall/ wraith wall to save your life. If no invades happen  return to your lane.    

Early Game(1.55-Time till teams group and some 1st Tier Towers are taken.)

Early game you will be playing depending on the enemy champion. You have 2 choices: 
1. Be aggressive early and harass your opponent and sacrifice some Q stacks 
2. Be passive and farm your Q, you will be doing this if you need to play passive because of very risky trades.

Which option to take is up to you. I will try to explain my thoughts abut this in the matchups soon, but feel free to do how you feel about the champion, it depends on your playstyle. Your objectives:

1. Farm as well as you can
2. Avoid harass as much as you can
3. Don't overextend and ward properly against scary junglers 
4. Avoid/Force trades depending on the enemy champion and playstyle
5. Don't hesitate to recall if you think the enemy can tower dive.

If you have an enemy who you can't handle even with potions(Mostly the matchups stated with 8 or higher difficulty in the matchups section) just do your best to farm under tower and go back the time you are low if you feel the enemy can tower dive. You can also request a lane swap with your top lane. 

Mid Game:(Time when teams are pushing objectives like Dragon and Tier 2 Towers.)

Mid Game is where Veigar shines. By this time you should have one of the cores stated above and maybe one major item(3089_32.png or 3157_32.png) if you managed to get a few kills. At level 10 you can also strengthen your W for better wave clear(Caster minions will die with a single W if you have one major item + lvl 2 Dark Matter) and roaming potential, because Veigar is a great ganker and kill anybody with the whole combo at this stage. Ganking bot is always better because if you managed to kill at least one of them this will lead to an early Dragon secure. If your lanes are pushing and you aren't sure about the enemy's whereabouts(You think you can get ganked and die) farm your Q from your jungle. This will provide you with bonus EXP and gold which will set you ahead.  

Always join the small 3v3 or 4v4 fights, because your insane burst at this stage will turn the fight into a 4v3 or 3v2 for your team in 1.2 seconds. Your AOE stun is devastating if you can stun 2-3 people at the same time.  You don't always have to focus the enemy APC, you can kill the enemy ADC too(Even though they aren't AP they don't have any survivability to survive your burst) to set them behind and give you an advantage for late game.

Better ADC >>Better damage output>>More chance to win the teamfight>>More chance to win the game.


Late Game:(Baron fights and 5v5 fights happen now, nobody goes nowhere alone)

If you had a fine or an OK early-mid game the enemy team should have realized that you are a big threat to them right now. You have to be very careful about your wherabouts and your positioning in teamfights, because even one CC can mean the end of your life. In Teamfights you have 2 objectives according to the enemy team:
  1. Peel for your ADC, bursting the enemy bruiser focusing on your ADC.
  2. Burst the enemy ADC/APC if you see them in range for your combo, as this will reduce the enemy teams damage output significantly.
Always stay near your support/tank, because you have no durability against bruisers except your 2.5 second golden shell and barrier(If you took it). If you still have a bruiser that doesn't leave you(Mostly the ones stated red in matchups section) and you are sure you will die, use your whole combo on the squishiest target in range to deal your most damage and maybe drag one opponent to hell with you :D

Another Note: If the game dragged too long (at least 35 minutes) and you farmed your Q well(Around 750+ AP), your W will deal more damage than 11.png. You can use this to steal Baron/Dragon from the enemy team from the other side of the wall without being in danger. (Mostly the enemy team won't notice your W unless they have a ward on the other side of the wall) Use your W when Baron has around 1500 hp for maximum stealing chance.

Remember your Jungler! Back to Top

Now, you are Veigar. That means you SUCK early game(at least till level 6). That also means you have a high chance to lose your lane. At those times remember that you belong in a TEAM, and you have a JUNGLER. Call him/her/it depending on the jungle champion! That guy isn't there to farm the jungle all day, he is there to relieve some pressure on the lanes by ganking them. So if you see a chance to get a kill in your lane with the help of your jungler, write in chat, spam in minimap, use detailed pings, do whatever you want but get him in your lane(Unless he is in trouble or a lane needs his help more than you). Most mid laners don't buy a ward at start, abuse it. If you land your stun its mostly a kill or burnt flash. If you can put pressure on your opponent it will reduce YOUR own pressure which makes it much easier for you to pass early game. 


To sum it up, your jungler is your angel early game. Call him if you are getting zoned or harassed under tower. An early successful gank is all you need.

Pro's & Con's Back to Top

Pro's

  • Very high single target burst(Highest if you use it on the enemy AP Carry)    
  • An amazing AOE stun if placed properly, which has only 10-15 second cd late game. 
  • One of the three best scaling champions in game( together with 75_64.pngand14_64.png), which is limitless stacking.
  • You can have a very defensive build and and still deal damage because of his Q passive. (The Alternate Path)
  • Has the ability to steal objectives late game. 
  • Even if he falls back early game he can return to game easily because of the 0.8 enemy AP ratio on his ultimate.
  • Great ganker.
  • Snowballs extremely hard if he gets the chance to 100-0 the enemy laner.   

Con's 

  • No escape mechanism except stun.
  • Very squishy.
  • Mana dependent early game.
  • Will be focused first in almost every teamfight.
  • Weak wave clear till mid game, can't shove the lane easily to roam.
  • Useless for like 10 seconds after using his combo.
  • Enemy laner may abuse your weak laning phase and snowball out of control.

What seperates a good Veigar from a bad one? Back to Top

For me, you can decide a players Veigar skill level by judging 5 important abilities a Veigar must have:

  1. Farming Ability (For everyone, not just Veigar)
  2. Farming your Q, or knowing when to farm Q, or use it to harass. (To play defensive or offensive)
  3. Placing your stun correctly, and how fast you can use the whole combo (E+W+R+Q, requires finger practice and smartcast.)
  4. Map Awareness (For everyone, not just Veigar)  
  5. Who to Focus (For everyone, but more important on Veigar because all your damage skills are mostly gonna be used for a single target) 
1. Farming. Farming is your main gold source and its always the most important thing to focus. Always remember that you can get a kills worth gold from only 20 minions. If you read the match statistics after the game you can clearly see that a 3/5/10 guy has more gold than a 10/3/5 guy if he has like 100 more creep score than him. Never underestimate this and farm whenever you can.

2.Farming your Q. This is your number 2 priority on Veigar. You should also know when to use it to harass or when to farm. This isn't something you can 'learn from someone', you must try and experience it. As you play more and more matches against a certain champion you will learn his strengths and weaknesses, his playstyle and will develop a playstyle of your own against that champion. For example, I was playing very passive against a Fizz early on, and looked at my own farm, but not denying him farm either. And of course he was wrecking me at lvl 6. As time passed I realized that I should abuse my range and started to play more aggressive against him, I used my Q mostly to harass him so that he couldn't farm and all in me that easily. This is a thing you will learn by practicing and knowing your enemy.

3. Your Combo. Unless you are insanely fed, if you can't place your stun correctly you won't have that much damage output and you will be useless because everything will be on cooldown, which lets your opponent to easily counterattack. How do you learn to put your stun? Well, you practice. Whether its against bots or in custom games, if you want to enjoy playing Veigar to his full potential you MUST learn this. And you also need to learn to use SMARTCAST. You can land your W on a tenacity-less enemy even with lvl 1 Event Horizon if you use smartcast effectively. But if you don't use it you will need 2-3 lvl Event Horizon to successfully land Dark Matter. Even champions who have %50 tenacity (3111_32.png+ masteries) can't escape a lvl 4-5 Event Horizon easily if you place  Dark Matter just after 0.1-0.2 seconds than Event Horizon. If you can place your stun you must use your all combo (3 skills, and your W must be cast in less than 0.5 seconds after Event Horizon for successful landing) in 1.5-2.0 seconds, or the enemies can use their instant escape/shielding moves (3157_32.png,3040_32.png etc.) without dying. Again, practice with bots or in custom games to reach Veigar's full potential by not allowing them to react and make them watch their deaths while being able to do nothing about it :)

4. Map Awareness. This is a must for every player of LoL. Very basic example, you shouldn't cross the river to take a turret/counter jungle when 4 enemies are missing from the map. Or you must predict that they are doing Baron when its 40 minutes in the game and no enemy is to be seen. Or you can play aggressively for like 2 minutes in top lane(purple side) when you see the enemy jungler clearing his razorbeaks and then going deeper in his jungle. There are thousand scenerios, and you must always check your minimap to see what your enemies are doing and act accordingly.

5.Who to Focus. This one is easy to say and hard to pull off. If you ask a LoL player who to focus in a teamfight he will obviously say ADC and APC. But what if your enemy midlaner is 99.png, who spams her skills from far away that you can't get in range to kill her? Then you can't obviously walk there because you are squishy and will likely die trying to get her. So check their team composition using the TAB key and make a list of 'Who to Focus' from 1 to 5. If you can reach your number 1 target kill her. If you can't, look if your 2nd priority target is in range or not. If he isn't in range look for the number 3 etc. If there is no one near you except for their number 5 priority (often tanks) and you know that they won't come in range use your combo. Never save skills late game if you know you can't use them at high priority targets, because if you die in a late game teamfight even your ulti will be off cooldown when you respawn. Always deal your damage before you die.

One Small Exception: If you are in a teamfight and your number 1 priority isn't in range, but you know that she will come sooner or later save your combo for her. A very nice example is 55_64.png. Katarina will stay in the back line till someone is low, then jump in, kill the target, reset her Cooldowns and unleash destruction upon your team. 


Supporting With Veigar Back to Top

After Annie became a very popular support in S4 as a stunning burst mage, some people including me started to think about other bursty stunning supports. Yeah you guessed it right... Veigar Support!


Supporting with Veigar is pretty decent and viable. Before we move on with the playstyle of it here is a comparison between Veigar and Annie to give you an idea.



Pro's of both champions when supporting:

  • High Damage Output
  • Ability to stun multiple people
  • Great Harass/Trade Potential

Con's of both champions when supporting:

  • No mobility
  • Squishy
  • No sustain for themselves and their ADC

Annie is better than Veigar at... :

  • Autoattack and skill harass ( Longer range )
  • A little bit more tankier because of her E
  • Stun is more reliable/ It is instant
  • Stun can be used more often 
  • Higher AoE Damage
  • Stunning multiple adjacent targets

Veigar is better than Annie at... :

  • Better trading potential
  • Higher single target damage output (Unless Tibbers deals damage to champions more than 7-8 seconds)
  • Longer stun duration
  • Stunning multiple seperate targets (Can also stun multiple adjacent targets if you have mastered Event Horizon, depending on player skill.)

As you can see there isn't much difference at all. Let's move on.

After Patch 5.4 where Veigar's stun has a delay time, his viability as a support has faded a bit, but still it is not trash. Right now you have to play mind games with the enemy bot lane because you are going to put your stun where they are going to be, not where they are at the moment.


Summoner Spells:

14.png +  4.png. Pretty self explanatory.

3.png +  4.png. Also pretty good.

Between Exhaust and Ignite I'm struggling. Both are short ranged but extremely powerful spells to use. Ignite is for better damage output and lane dominance early game. Exhaust is for shutting down hyper carries late game. Pick whichever you want.

Runes:

9 x Magic Penetration Marks

9 x Armor  or   9 x Mana Regenaration per 5 seconds Seals

9 x Magic Resist per level Glyphs

3 x Ability Power  or    Magic Penetration Quintessences.

Masteries:

9/0/21

1 Double-Edged Sword
4 Sorcery
3 Mental Force
1 Arcane Mastery 

in Offense.

1 Phasewalker
3 Fleet of Foot
3 Meditation
3 Greed
1 Scavanger
1 Wanderer
1 Bandit
3 Intelligence
1 Alchemist
1 Culinary Master
2 Inspiration
1 Strength of Spirit

in Utility.

Abilities:

Skill leveling order:

Q + E + W + Q + Q + R + Q + E + E + Q + R + E + E + W + W + R + W + W

Items:

Start: 3303_32.png + 2044_32.png + 2003_32.png + 2004_32.png + 3340_32.png

First Back:  3098_32.png + 2044_32.png + 2003_32.png + 2004_32.png

Second Back: 3070_32.png + 2044_32.png + 2003_32.png

and then -->  2049_32.png  -->  1001_32.png  -->  3285_32.png   -->  3003_32.png

Full Build:  3020_32.png3285_32.png3135_32.png2045_32.png3190_32.png3040_32.png  (Using my Active for the win!!!)


Or you can pick 'The Roaming Build' if you have won the lane quite early and took the bot lane 1st tier tower. The items go like this:

Start: 3303_32.png + 2044_32.png + 2003_32.png + 2004_32.png

First Back:  3098_32.png + 2044_32.png + 2003_32.png + 2004_32.png

Second Back: 3117_32.png + 2044_32.png + 2043_32.png (Pink Ward for Dragon)

and then  -->  2049_32.png  -->  3285_32.png  -->  2045_32.png  -->  3089_32.png

Full Build:  3020_32.png3174_32.png2045_32.png3089_32.png3285_32.png3135_32.png

This build uses a simple '4 Steps to win the Game' strategy. They are:

1. Win the lane and take the tower/push the enemy bot lane hard that they have to towersit or lose precious farm.
2. After getting 3117_32.png, roam and gank the enemy midlaner. This should result in a kill, burned flash or recall.
3. Just after ganking mid head to Dragon and take it. (The enemy laners shouldn't be in a position to follow you most of the time.) Inform your jungler about your plan before you go gank the enemy midlaner so that he's ready to secure Dragon right after.

4. Siege the enemy mid tower and take it down. (If the enemy bot lane don't come to help their midlaner and push to take your bottom tower, ignore them and continue sieging the 2nd mid lane tower. You should be able to take it faster than them.)

If you succeed in these 4 steps you should have incredible map control at the moment. You play like a 3rd carry in these type of games, move together with your team and take objectives to quickly expand to advantage of the strong laning phase you just had. If the enemy doesn't have an epic teamfight advantage and makes a great comeback the game should be over in like 25-30 minutes.


Matchups:


I will update the matchup section for Support Veigar against ADC's and supports. It will take a long time, but with your support it can be done.


Synergy with ADC's:

67_64.png Definitely the best ADC to lane with. Vayne and Veigar are actually pretty weak in the laning phase when they are alone, but when they are together in the bot lane they form a deadly team. Their kit work especially well together. They can kite extremely well with Vayne's Condemn into Veigar's stun. Have you seen the crazy 3rd level burst of these two?

Veigar E+W+Q+Ignite --> Vayne's Condemn + Tumble + AA combo can get you one of the easiest First Bloods you can imagine.

Also as Veigar you don't have to use all your stuns perfectly, if you fail Vayne's Condemn is there to save the day.

If this lane survives laning phase they become monsters mid and late game, therefore this lane should be tried a few times to see the potential.

51_64.png Second best ADC to lane with. With your amazing stun duration it's a piece of cake for Caitlyn to aim her Piltover Peacemaker which deals crazy damage. Also if she sets up her Yordle Snap Trap you will have a CC of 4 seconds post lvl 9 which is INSANE. The damage output these two can give is unmatched too!

104_64.png Bursty ADC with burst support? Another lane with great synergy and potential. Post-6 it's definitely a kill if you place your stun correctly with Graves' huge damage output from Q and R which are easy skillshots when the targets are stunned. 

222_64.png Very similar to Caitlyn, Jinx will enjoy autohit skillshots with your Event Horizon. Her Flame Chompers will CC lock the enemy lane for longer, and you two will deal extremely high amounts of damage.

236_64.png Veigar synergizes very well with Lucian. Lucian does best in short skirmishes with his Q+Double AA+E+Double AA combo, and Veigar sets up the table for him pretty easily. Post-6 if you can catch the enemy ADC with no minions blocking him, it's pretty much a kill or flash because no ADC can survive the whole damage of Lucian's Ultimate for at least 2.5 seconds.

21_64.png Although this lane lacks mobility, it has crazy damage potential. If you can stun both laners during a fight post-6 both of them will eat a whole load of Miss Fortune's Ultimate, which has a high probability of resulting with a double kill for bot lane. The trading potential with your own combo + Miss Fortune's AA + Q + AA will ensure lane dominance pre-6 as well. 
 
110_64.png Another great lane bully duo. Just like Caitlyn, Varus deals significant damage when he hits his skillshots, and Veigar has everything for him to do everything. His ult and damage are extremely good, therefore just combo someone and see him drop in few seconds or maybe even take a double kill!






The Alternate Playstyles Back to Top

Because Veigar is an unique champion with his Q-Farming ability and high single target damaging based kit, he is a versatile champion which can be built in different ways. Sometimes you might think that going full AP is a little bit overkill and therefore focus more on your weaknesses. His high base damages, the AP gained from his Q-Passive and the %80 enemy AP ratio on his ultimate makes killing squishy targets, especially the enemy AP carry very easy with only 1-2 AP items, which allow for different playstyles and builds.


1) The Alternate Tanky Path


Mostly used core build: 2041_32.png --> 3070_32.png --> 3157_32.png --> 3111_32.png --> 3110_32.png --> 3048_32.png --> 3065_32.png --> 3083_32.png 

Full build example: 3111_32.png3048_32.png3157_32.png3110_32.png3065_32.png3083_32.png

Against mostly AD team: 3047_32.png3048_32.png3135_32.png3110_32.png3157_32.png3065_32.png

Against mostly AP team: 3111_32.png3048_32.png3001_32.png3110_32.png3065_32.png3027_32.png


Due to trends of health stacking and the fact that deathfire's grasp deals a flat 15% of max hp, it is perfectly normal for a full build Veigar to be unable to one-combo an enemy front line bruiser.  As such, people like Olaf and Xin Zhao and Vi and Zed can just run right to the back line and cause you pain.  Even if you build a warmogs, they can still sometimes dispatch you before you can lay out the full burst onto the enemy ap or ad carry.


Because a lot of teams run very tanky champions, sometimes you will be forced to take what I call "The Alternate Tanky Path."  On this path, you keep the same start just to farm your Q and get as much AP on it as you can.  Turning it into a tear allows you to never run out of mana even if you skip the Chalice.  Furthermore, late game you can turn it into a Seraphs Embrace which grants you a nice shield that can amount to roughly 300 health.

Now every other item you build should offer survivability.  Warmogs, Randuins, Banshees, etc.  Against a heavy AP team (example: Rumble, Morgana, Twisted Fate, Kogmaw, Jarvan) you can build an Abyssal Scepter, but focus primarily on the survivability.  Even with only the Q Farm, Seraphs, Runes and Masteries, you should be able to deal close to if not fatal damage to their AP or AD carry, whomever you deem necessary to kill first.  The only issue is getting to that back line, which is what the survivability is for.  You can tank up a lot of damage for your team and still dish it out.

If BOTH the enemy AD and AP carries build two primary survivability items, you can build a Rabadons just for the extra damage, because that's damage they do not have to kill you.

Your aim is to kill or force someone out of the fight and live to fire off a few more Baleful Strikes at the enemy front line to peel a little for your ad carry.  Force the enemy team to focus you.  You use your stun to initiate the fights.

DO NOT build the Archangel's Staff until you are at least past two tank items.  It is for late game.  Once you get your shoes, tear, and giant's belt (or just the Ruby Crystal), you should be able to win trades in laning phase easily as well as escape most ganks.

This build was inspired in a game that took place on 2/23/2013 going mid against an AP Nunu.  I had to counter the ice balls with heat.  It took a warm item, two suns, and one fire.
WARMogs, RAbadons, RAndruins, Zhonyas, and SUNFIRE.

 Lastly I realized I could skip all of the AP and build just the warmogs first and forgot about the AP.  There was still the issue of Mana Regen, as Athene's Unholy Grail doesn't offer much to this, so I swapped that out for a tear, which is
1. Cheaper than Chalice and
2. Builds into Seraphs which gives a sizable shield (and gives more AP then Athene's).

Veigar is a bruiser.

2) The movement speed based path

This playstyle was once pretty fun and also decent, however with Luden's Echo now granting %10 movement speed it is not too much different from the main build. The difference is you get 3009_32.png instead of 3020_32.png and then buying Luden's right away. This will let you have around 430-440 movement speed (do not forget to take movement speed Quintessences and 3 points in Fleet of Foot in Utility tree) and still have some damage in the early mid game, then you buy your core items within the main build. Here it follows: 

1056_32.png --> 3113_32.png --> 3009_32.png --> 3285_32.png --> 3089_32.png --> 3157_32.png --> 3135_32.png --> 3102_32.png

Event Horizon Back to Top

Veigar is known for 3 things:


  1. AP Farming  
  2. Scaling off of enemy AP
  3. His stun cage(Event Horizon)
The first two are great, but the last one, Event Horizon, deserves its own section. No offense, but this skill is arguably the best non-ultimate skill in game. A skill which can stun 5 people for 2.5 seconds at max rank. That's  longer than Amumu's Ultimate with only 20-10 cooldown! Also if you mastered his stun well enough, you can easily stun multiple enemies while getting ganked, you can stun both carries if you get in range in a teamfight, when then the teamfight should be over, and much more. 

There are people saying '3111_32.png counter him so hard.' Yes that's true. But did you hear anyone saying the same thing for another champion? No. This is another thing I like about Veigar, you literally force them to buy this item, because they know if they don't buy it they will get stomped. Every single AP Mage will go for Sorcerer's Shoes, unless you have Veigar. Even the tanks get this item and some Magic Resist, and this time your AD Carry crushes them with ease. 

All of these happen thanks to your amazing Event Horizon (+Dark Matter). Master this skill, learn how to put this correctly even while using smartcast, and then you can outplay anyone with your kit. 

Good Bans for Veigar Back to Top

1. 38_64.png. If you think about playing Veigar and you are the one banning(it means you will be picking Veigar first), this ban is a MUST. It's like Riot came and said: 'Let's create a champion which f*cks up every single AP burst champion so that they QQ hard.'' ALWAYS ban him.  


2. 254_64.png I hate Vi. An OP ultimate which gets straight to the back line while your front line can't target her? Nope I wouldn't like that.

3. 154_64.png Just like Vi. He flies over your team and sticks to you like a glue (literally) till you are dead.  

4. 60_64.png Very huge gapcloser, deals damage without building damage, can send your ultimate to hell and spam laugh. Whether in top, jungle, mid or even support, an opponent you wouldn't like to face.

5. 32_64.png Great teamfighting potential and has 2 stuns, will try to be friends with you while crying all the time and you can't get rid of him. Sorry Mumu, but I refuse your friendship even before the game starts.

6. 157_64.png One reason is enough: Wall OP!

7. 201_64.png Just like Yasuo, extreme peeling potential for his carry and lots of CC. 

8. 3102_64.png It would be SOOOOO GOOOOD if you could ban items but thats not the case. Every kind of spell shield denies Veigar his burst.

How to play AGAINST Veigar Back to Top

Probably you are asking now why this section is here. Because there are many misunderstandings about Veigar, and people don't know much about him because he is underplayed. Now here is a list of what you should do:


  • Rule number 1: Buy 3102_32.png AND 3111_32.png. This will deny him his burst.
  • Rule number 2: Buy 3102_32.png AND 3111_32.png. This will deny him his burst.
  • Rule number 3: Buy 3102_32.png AND 3111_32.png. This will deny him his burst.
  • Never rush pure AP, buy stuff like 3116_32.png,3001_32.png,3136_32.png. The reason is simple. Veigar has the only skill in game which scales of YOUR AP, so if you are beating him and having better items you are actually helping him in a way.

  • Harass and zone: This is very important. Veigar has a really weak early game, and can't trade well. Even if he uses a E+W+Q combo that means he doesn't have enough mana to use another combo. Do whatever you can, zone him, force him out of lane, deny him CS, make him farm under turret. 

  • Check his mana: Veigar has a very low mana pool, and using his combo eats lots of his mana. He will also spam Qs to farm creeps, which also costs mana. Although he has his passive its not enough, and you can trade with him if he has low mana. Also check if he has 325 mana post-6, it is his full combo mana need. 

  • Learn his stun time: Event Horizon is one of the best non-ultimate abilities in game, and him stunning you or missing it will decide if you live or not. The cooldown is 20/19/18/17/16 (CDR not applied), also calculate his CDR looking if he has Athene/Fiendish/Blue buff and find the approximate cooldown. 

  • Abuse his long cooldowns:  Veigar has very long cooldowns on his spells, so if he misses his E+W combo, the 15 seconds after the mistake is your time to counterattack because he can do literally nothing except for a Q.

  • Use your Flash!: Although a Dark Matter can be chained to a lvl 1 Event Horizon with effective usage of smartcast, you can use your Flash right after the stun duration ends to escape Dark Matter. There had been so many occasions in which my enemy laner escaped with 100 hp after flashing before my W landed.

  • Always call MIA/SS: Veigar is a great ganker, and his ganks secure a kill nearly everytime. Keep sides warded and warn your teammates.

  • Don't stay in lane with under %60 hp!: This is a must too. If Veigar uses a combo and you have %60 hp left you must leave the lane or have your jungler nearby, otherwise a good stun will mark you dead.

  • Never give him an early advantage: If Veigar gets an early kill and in a spot where he can 100-0 you in early-mid game you are doomed. Unless you have a fed top/ADC mid is lost, and Veigar will roam by shoving the lane with W and secure kills on other lanes too.

  • Care when your jungler ganks: If you aren't full hp or near full, always care when your jungler ganks. Veigar can ignore the jungler(Mostly the junglers don't have the damage to kill a laner in a short skirmish) and combo you then flash away to safety. Keep your distance till the jungler scares him enough to waste his skills.

  • Don't 1v1 him mid game if his stun is up: Mid game is Veigar's finest, because mid laners have the highest levels right now and around lvls 11-15 he has the potential the kill anyone. (Unless you have a Tryn or Kayle ult or sth. like that) If he finds free kills he can come to a stage where he can kill your 2 carries with E+W+DFG+Q>>ADC, Q+R+Q>>APC, and believe me you wouldn't like that to happen.

  • Target him first in teamfights: Veigar's main objective in teamfights is to return a 5v5 into a 4v5. So take him down before he does that. Also if you have a targeted stun like Taric's Dazzle use your stun when he stuns his target, this way he can't land his combo because he is stunned too, which will make him nearly useless. 

My thoughts about Veigar Back to Top

I think Veigar is a very underplayed and undervalued champion. He has an AP ratio of 2.6 of your own and 0.8 of your enemy's AP, which is really high. His most damaging spells are single targeted, therefore have high base damages and his Q passive makes him the strongest burst champion if the game drags out too long. 


For me, the reason he is underrated is his playing difficulty. Veigar isn't a champion that you start playing, learn his skills in a few games and start dominating games. It requires practice and finger speed to reach his full potential, and you will enjoy him most when you come at that stage. Many people lose their first few matches and say 'This champ sucks' and never try them again. If you want to master Veigar you need patience and intention, because when you make a mistake you die %90 of the time and its hard to pass that stage. But when you master him you will say 'Worth it!'. Veigar also snowballs VERY HARD if gets the lead because you will have the kill potential on your enemy when you have your ult, which means your opponent won't come in 1025 range (maximum stun range) and they will miss farm and EXP. You can also towerdive with Veigar, because the turret will only attack you when your Q or R hits, at that point the target will already be dead probably and you will only take 1-2 AA from turret.  

Change Log Back to Top

Middle of August 2013: Started writing the guide. 


Beginning of September: Main sections (Summoner Spells, Runes, Masteries, Abilities, Items, Matchups, Warding Spots, Pro's and Con's, What to do throughout the game) finished and I made my guide to public!
 
14/09/2013: ''What seperates a good Veigar from a bad one'' and ''Note About Matchups'' sections added.

21/09/2013: Good Bans for Veigar, How to play against Veigar, My thoughts about Veigar sections added.

23/09/2013: Found the Alternate Path section while roaming through the Veigar guides and attached it here within the knowledge of the sections original author.

29/09/2013: Change Log section added, Lich Bane added to Offensive Situationals, Item Builds for the Zhonya Rush and the Alternate Path added.

04/10/2013: Summoner Spells order changed, Ignite>Barrier in most matchups now. Also changed the explanations for spells. Added 'Types' to champions and how to play against them in general in 'Note About Matchups/Type Explanations' section. Akali matchup expanded. AP Corki matchup added. Gragas moved to 'Hard' from 'Medium'. Malzahar moved to 'Medium' from 'Hard'. Elise matchup difficulty decreased.

07/10/2013: Remember your Jungler! section added.

10/10/2013: The 'Level 6 Burst' myth...  Is it actually real? section added.

19/10/2013: LeBlanc difficulty increased to 10 from 9.

25/10/2013: Guide is approved! Thank you LoLKing!

28/10/2013: Ability leveling order slightly changed, and new explanations added in the notes about them.

29/10/2013: Hit 100 likes! Thank you everyone :D

02/11/2013: I changed the item section quite a bit. Removed tear from core, and did a lot more. Shortly go check it out!

22/11/2013: Mastery section updated to match the new masteries.

24/11/2013: 'Those Damn AD Mids' and 'Event Horizon' sections added.

28/11/2013: 150 likes, 100,000 views! Thank you all Veigar players :):)

02/12/2013: Brand matchup difficulty reduced to Easy from Medium after some experience and feedback from the community.

09/12/2013: The early game part of the 'What to do throughout the game' section changed almost completely after realizing 2 sections were in contradiction with each other. (The other one was the 'What seperates a good Veigar from a bad one?')

31/12/2013: Happy New Year everyone! Evelynn matchup difficulty increased to 'Medium' from 'Easy' after the preseason patch.(No oracles)

08/01/2014: Item section updated again.

19/01/2014: Yasuo matchup added.

06/02/2014: Yasuo added to the 'Good Bans for Veigar' section. Updated Heimerdinger and Karma matchups, both matchup difficulties increased to 'Medium' from 'Easy'.

03/03/2014: Guide name changed, Tear of the Goddess is viable once again after the 4.3 Patch. Updated the Items section accordingly.

04/03/2014: A short explanation added to the 'Abilities' section.

05/03/2014: Updated the ' The level 6 burst myth... Is it actually real?' section with the Season 4 Masteries. 'Supporting with Veigar' section added. Guide name accordingly changed.

10/03/2014: Nearly got 500.000 views! Wow! Updated 'Supporting with Veigar' section with more information and will continue updating it.

08/04/2014: Got over 600.000 views! Added Varus to the Synergize with ADCs part under 'Supporting with Veigar' section.

13/04/2014: Added Vel'Koz matchup after deciding that I've seen enough of them against me to judge them.

21/04/2014: Updated Kassadin matchup after the 4.5 nerfs. Difficulty reduced to 'Medium' from 'Hard'.

07/05/2014: Added Banshee's Veil and Guardian Angel to situational items after playing my single ranked Veigar game in Season 4 against a Syndra.

11/06/2014: Added Braum to matchups and to 'Good Bans for Veigar' section.

13/07/2014: LeBlanc matchup difficulty decreased to 'Medium' from 'Hard' after her nerfs to the silence.

16/07/2014: Reached 1.000.000 views! Thanks guys :)

15/08/2014: Added the 'Finally a legendary skin coming!' section.

21/08/2014: Changed the ability skill order in the 'Supporting with Veigar' section.

01/09/2014: Replaced Rabadon's Deathcap with Void Staff in the item section. 

04/10/2014: Updated Lux, Talon, Cassiopeia, Vladimir matchups. All of their 'Hard' difficulties reduced to 'Medium'.

01/11/2014: Changed Splash Art to Final Boss Veigar skin. Yeah you saw this coming!

05/02/2015: With DFG removed, Rabadon's Deathcap replaced it. Adjusted Items section accordingly and removed DFG from sections where it was mentioned.

14/08/2015: ''Why No Cooldown Reduction/Mana Regen?'' section added.

30/10/2015: ''Why No Cooldown Reduction/Mana Regen?'' section removed. Added 3174.png to the core build again. To the honour of reaching 1000 likes, 99 comments and 3.000.000 views, completely renewed and expanded the abilities section with extremely detailed information.
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