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Veigar Statistics for HDN Black Heart

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

Value
Average
Games Played
67
6
Win %
54
45
Kills
9.3
6.4
Assists
6.4
6.5
Deaths
5.2
5.9
KA:D Ratio
3.1
2.2
Gold Earned
13.4K
11.1K
Creep Score
204.0
159.7
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

The only mandatory spell you should always have is 4.png. Your 2nd spell is based on what you are up against in your lane.


12.png is my default 2nd in order to maintain map control, especially early on in the game.

Between 3.png and 14.png:
3.png helps against matchups that beat you (assassins most likely). It's also better utility with the slow.

14.png gives more damage.

Situational:

1.png is good for weak damage (but long duration) CC.

6.png if you REALLY need survivability.

21.png to block incoming damage. But in most cases, you're probably dead if you are eating the damage anyways.


New Runes Back to Top

Masteries Back to Top

Ferocity:

Sorcery because you are AP (I hope...)

Feast for sustain in lane.

Vampirism for sustain. You could opt for Natural Talent, but it's redundant considering Veigar has an ability that scale AP already.

Double-Edged Sword to bring the pain.

Piercing Thought because you are magic damage.

Deathfire Touch because it's the only practical choice in this tier.

Cunning:

(A lot of the tiers in this tree is personal preference; this is just what I've had the most success with.)

Savagery in order to last hit better.

Runic Affinity since you want to have Golem (Blue) buff as much as possible.

Meditation so you can limit itemizing for mana regen.

Dangerous Game for snowball potential (Bandit is a very close 2nd for farming purposes. But I don't like to use basic attacks for gold generation; puts you in bad spots if you aren't careful.)

Other options:

12/18/0 Masteries:

Precision for bringing pain.

Stormraider's Surge for hit-and-runs. Thunderlord's Decree for more burst damage.


Abilities Back to Top

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

Level 2:

If you are worried (or sure) that jungler will gank you. Get Event Horizon. I usually prefer Dark Matter early on so I can control the waves better.

Leveling Dark Matter vs Event Horizon 2nd:

Max out your Dark Matter for better early game damage.

Max out Event Horizon if you are going to be participating with the team (or if your opponent invests in 3111.png).


Items Back to Top

Starting Items

    Default

Core Items

    Pure damage.

Situational Items

    Armor items
    Health Items.
    GA.
    Magic Resist items.
    Cooldown items.

The only time you would want to build durable is if your team lacks any dedicated tank. Veigar can itemize around durability, but this makes his damage overall weak in the phases where he is supposed to take over the game (mid to mid-late). I would probably invest no more than 3027.png for durability of any form.

TBH, getting 40% max CDR is pretty easy if you go for 3158.png; the reason why I don't like getting it is because rushing CDR should not be your main priority (aside from 3165.png). You want as much damage as possible as the team's primary (hopefully you ARE the primary) magic damage dealer. That, and I do tend to itemize around the durable boots (3047.png and 3111.png)  for easy durability stats.

3040.png along with mana builds can work, but only if you have time to build up for it (in higher ranks of gameplay, I hardly have that luxury....)

Even though 3026.png is now a physical damage item, the 2nd life it offers is still potentially gamebreaking in the right situations (what those situations are, I'll leave that up to you).

Rushing 3135.png isn't the craziest option if your matchup (or enemy team) is going heavy on the Magic Resist.

Matchups Back to Top

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

  • Ahri
    Hard
  • Akali
    Medium
  • Anivia
    Medium
  • Annie
    Hard
  • Aurelion Sol
    Medium
  • Azir
    Hard
  • Brand
    Easy
  • Cassiopeia
    Hard
  • Cho'Gath
    Hard
  • Corki
    Medium
  • Diana
    Hard
  • Ekko
    Medium
  • Fizz
    Hard
  • Jayce
    Hard
  • Karma
    Easy
  • Kassadin
    Hard
  • Katarina
    Hard
  • Kennen
    Easy
  • LeBlanc
    Hard
  • Lissandra
    Medium
  • Lulu
    Easy
  • Lux
    Medium
  • Malphite
    Medium
  • Malzahar
    Medium
  • Master Yi
    Medium
  • Mordekaiser
    Medium
  • Morgana
    Medium
  • Orianna
    Medium
  • Pantheon
    Medium
  • Ryze
    Medium
  • Swain
    Medium
  • Syndra
    Hard
  • Taliyah
    Medium
  • Talon
    Medium
  • Twisted Fate
    Easy
  • Urgot
    Medium
  • Vel'Koz
    Medium
  • Vladimir
    Hard
  • Xerath
    Hard
  • Yasuo
    Hard
  • Zed
    Hard
  • Ziggs
    Medium

VS

Ahri

Hard

She's actually easier to manage than most other assassins, since she has no direct method of getting out of your cage. But she's still difficult because she can force you under your tower on top of her high mobility and sustain. She's still squishy as hell, so your full combo can still kill her.

A winnable lane against your favor.

VS

Akali

Medium

Her sustain is what makes her annoying to kill. But since she isn't really mobile until six, you can poke her out of lane, so long as you don't eat her Q-auto. As long as you don't die to her early on, you can beat her, but only if you constantly put pressure on her. Take 3.png against her.

Winnable lane slightly in your favor.

VS

Anivia

Medium

This matchup teaches you to commit. If at any point she blocks you with any of her abilities, you must retaliate back with a good stun and spell combo. She's really squishy and can't itemize around you too much, but she can control space just as well (if not better) as you.

Winnable lane; even matchup.

VS

Annie

Hard

Controlling space is key to beating her; it's just hard with her being able to sustain mana better than you on top of having a far more reliable stun. Her burst is also on par with yours, so it's all a matter of who gets caught out.

Winnable lane against your favor.

VS

Aurelion Sol

Medium

I haven't been up against Sol too much, but when he goes in on you, it's very telegraphed. He can still control space with his orbiting stars, but he has no immediate way of damaging you aside from his ultimate.

Winnable lane; could be evenly matched?

VS

Azir

Hard

I hate this guy. He can punish you extremely hard if you miss any of your spells or try to go in too aggressively, so don't force anything in this lane if you can help it.

Usually a losing lane just because you can't play aggressive without taking a lot of "guaranteed" sustained damage.

VS

Brand

Easy

If you invested in movement speed, you should be able to easily dodge a majority of his spells. He has no way of getting out of your cage, and your combo is far better than his. He becomes scarier once he hits six, but his damage is overall weaker than yours.

Winnable lane heavily in your favor.

VS

Cassiopeia

Hard

You have the burst to kill this magic duelist, but make sure not to get poked out of lane from her poisons too much or you will have a rough time (especially since you have poor mobility). You may have to commit if you get caught out by her. This is also where 6.png may come in handy...

Winnable lane slightly against your favor.

VS

Cho'Gath

Hard

I haven't seen much of the bug, but when I do, it's usually not pleasant. He does everything better than you in the laning phase: damage, CC, and sustain. The only real advantage you have is your range, so be sure to position well to avoid his spells. Try to poke him out of lane with your Q while still farming somehow....

Generally a losing lane.

VS

Corki

Medium

His waveclear makes it hard for you to commit without losing out on a lot of farm. But he has to respect your damage since he can not commit unless you miss your stun. Play around your cooldowns and you should be fine.

Winnable lane; evenly matched for the most part.

VS

Diana

Hard

(Maybe it's just me, but her Q pokes seem ridiculously high when I play as Veigar...)

She's one of the few matchups where investing in 3001.png is beneficial. She certainly has the burst to kill you like any other assassin, but she's pretty much all-in from the word "go". Take 3.png and retaliate against her with your superior burst.

Winnable lane against your favor.

VS

Ekko

Medium

His movement on you is fairly predictable: E rush, then full combo. He shouldn't be able to stun you easily since you have your cage to discourage him from doing so (your cage is also on a lower cooldown than his Parallel Convergence). Playing around his cooldowns will be key to beating him.

Winnable lane slightly against your favor.

VS

Fizz

Hard

He can dodge your ultimate, but only if you make it too predictable. What's really annoying is his ability to jump around your spells with Playful/Trickster. He should be forcing the aggression on you, but you can still burst him down at any point in the game when his Playful/Trickster is on Cooldown.

Losing lane, but you have kill potential on him at all stages of the game.

VS

Jayce

Hard

You have kill potential on him, but he punishes you very hard for missing your stuns. He's going to play around your cooldowns for your stun, so be sure to have it up whenever you decide to commit to something. He can also waveclear better than you, forcing you to farm under tower while being at risk of getting Shock Blasted.

Winnable lane against your favor.

VS

Karma

Easy

Why she is "easy" is she has no way of getting out of your stun. Basically, you force her to commit. But she's still able to maneuver around the rest of your abilities if you whiff them thanks to her movement speed shield. She can also kite back if your aggression is too telegraphed.

Winnable lane in your favor, but play smart and don't force the aggression.

VS

Kassadin

Hard

Your Q pokes on him are mitigated by his Q pokes on you. Basically, you will be taking the damage and he won't. He's also near impossible to lock down after level 6 on top of his general itemization against you. If you are going to win the lane, it must be before he hits level 6.

Winnable lane before six. Losing lane after six.

VS

Katarina

Hard

Her mobility is what makes her hard to beat. She can avoid a lot of your damage if you try to force it. Just play back and punish her on mistakes. You have kill potential on her at all stages of the game, so long as you don't let her get out of control. Take3.png to survive her burst.

Winnable lane against your favor.

VS

Kennen

Easy

His movement is very telegraphed and he's squishy. He has better pokes and resources, but your stun should just be in range to trap him if he gets overzealous. Don't force aggression and just harass him in between farming.

Winnable lane in your favor.

VS

LeBlanc

Hard

Her mobility makes it hard for you to land a full combo, but her movement on you can be somewhat telegraphed. Still, you want to play back and harass her whenever you can to at least discourage her from committing too hard on you. You have kill potential on her at all stages, but only if you commit to them.

Winnable lane against your favor.

VS

Lissandra

Medium

Her waveclear is really the big factor that you will have trouble dealing with. Her movement on you should be telegraphed, since she will mostly likely use her E to approach you. A simple stun right on the end of her E should be enough to stop her (your cage is also on a lower cooldown than her E, so feel free to save your stun whenever she tries to approach you with it).

Winnable lane; even matchup.

VS

Lulu

Easy

Waveclear will be an issue, but her damage is weaker than yours by a big margin. You can punish her aggression with a well-placed stun. Her ultimate doesn't do too much to help her, as you deal damage based on % missing health.

Winnable lane in your favor.

VS

Lux

Medium

Reaching her will be the problem. She has tons of ways to kite you off her, but if you trap her in the cage, she will be forced to commit. As long as you don't eat too much poke, you should be content on farming against her. Both of you have burst to kill each other; it's all a matter of who gets caught out.

Winnable lane slightly in your favor.

VS

Malphite

Medium

I've actually been up against him a few times and they weren't too bad.

He has mana issues, so force out as much of it as you can and poke him out of lane with Qs. You need to constantly put pressure on him to keep his passive on cooldown. You still need to be careful at level six, as his ultimate range is pretty long and hard (dirty pun) to predict. He can still invest in MR against you, so building 3027.png may be necessary to sustain against him.

Winnable lane slightly in your favor.

VS

Malzahar

Medium

Haven't seen him too much.

He waveclears like a boss, but he has no real way to harass you under tower efficiently (his Q, but he generally doesn't max this). Just remember to remove his passive first before you commit to anything. 3140.png makes him cry (and me as well, since it slows down your item progression), but it may be necessary just to insure your survivability.

Winnable lane; evenly matched until you get 3140.png. Then it's in your favor.

VS

Master Yi

Medium

Still see him mid from time to time.

He can Alpha Strike through your stun, so save it until just after he uses it to insure that you can stun him. Once he gets the proper items against you, he becomes impossible to kill, so be sure to shut him down so he can't reach that point.

Winnable lane in your favor, but you must be pressuring him at all times.

VS

Mordekaiser

Medium

Push, push, push. That's what he will be doing to you. Thankfully, he doesn't have a lot of ways to get you off tower unless you've really fed him. He does poke better than you, so just don't let him do that to you and try to Q him when he has weak shields (granted, this may not be too often depending on how hard he's pushing on you).

Winning lane; evenly matched. Maybe slightly against your favor since he can, somewhat, itemize against you.

VS

Morgana

Medium

Black shield for your stun on top of her pushing on you with endless black pools. You certainly have your work cut out for you. But even with her spells, you can still poke her out and eventually burst her down. Just be sure to maneuver around her abilities and don't force anything.

Winnable lane; even matchup.

VS

Orianna

Medium

What makes this lane tricky is that her zoning is also her damage. Avoiding her ball alleviates both of these problems. Whoever controls space the most efficiently wins, but she has lower cooldowns to do so.

Winnable lane slightly against your favor.

VS

Pantheon

Medium

His movement on you is pretty telegraphed: he will try to walk in on you to harass you out of lane. Use your superior range to "Q" poke him out of the lane if he tries to play overly aggressive on you. His ultimate (in theory) shouldn't get the jump on you if you plant your stun properly.

Winnable lane slightly against your favor.

VS

Ryze

Medium

He punishes hard for over-aggression.You may want 6.png to insure he can't chase you down. You have better immediate burst than he does, but as long as you don't force anything, he shouldn't really be allowed to reach you.

Winnable lane slightly against your favor.

VS

Swain

Medium

His zoning on you is pretty good, but your burst should be enough to match his sustained damage. 14.png is a must to reduce his sustainability on you in engages.

Winnable lane; even matchup

VS

Syndra

Hard

I cry whenever I'm up against her.

Her damage is too reliable against you: her range on her spells is long enough to avoid most of your abilities, as well as her ultimate being a more reliable burst than your full combo. She waveclears AND she forces you off tower. Definitely not a matchup I like.

Generally a losing lane, but both of you have kill potentials on each other at any point in the game.

VS

Taliyah

Medium

She zones and pushes the lane, but you have better burst than she does. She can not reliably setup her combo unless you play overly aggressive, so focus on pokes and burst her when she reaches that point. Her ultimate serves little advantage against you, since you can stun her if she tries to ride on her ultimate (just be sure not to get blocked off of your escape route).

Winnable lane; even matchup.

VS

Talon

Medium

He certainly has the damage and the elusiveness of an assassin, but he still has no way of getting out of your stun with his abilities. He has the edge up on you, but you can still farm and poke him out of range in between cooldowns.

Winnable lane against your favor.

VS

Twisted Fate

Easy

His movement on you is telegraphed. He can push your lane, but he can not really keep you off of your tower if you are smart with controlling the wave (Dark Matter on the wave isn't the craziest idea, so long as you can farm and harass with your Q). The real trouble is warning your allies of TF's ultimate. In which case, you should take 12.png to help your teammates out.

Winnable lane in your favor.

VS

Urgot

Medium

Dodging his AoE is paramount in any matchup against him, and Veigar is no exception. His ultimate is also great for getting out of your cage, as well as setting him up for his spells. His waveclear is decent, but the real trouble is farming under tower.

Winnable lane slightly against your favor.

VS

Vel'Koz

Medium

He's squishy and immobile, meaning if you can catch him out, you can kill him easily. The difficulty is actually having the space to do it with his excellent waveclear and tower harass potential. Regardless, you shouldn't be forcing anything in this matchup and focus on poking for damage.

Winnable lane; even matchup.

VS

Vladimir

Hard

He sustains, waveclears, and harasses you under tower. But the clencher is that his pool can go right under your stun. He's not impossible to win against in lane, it's just difficult with all these factors stacked against you. Take 14.png to mitigate his sustain in engages.

Winnable lane against your favor.

VS

Xerath

Hard

He has waveclear, tower harass, and mana sustain. Yea. Another matchup I absolutely hate. At the very least, you can kill him if you can catch him out; it's just difficult to find those opportunities to do so.

Winnable lane heavily against your favor.

VS

Yasuo

Hard

His wind wall messes up your combo to no end. It is possible to poke him out of lane to force out his wall, but he will be dashing around in order to keep you away from farm. I actually haven't lost in lane against him (granted that I don't see him too much), but this lane is still tricky to play.

Winnable lane against your favor.

VS

Zed

Hard

I ban him whenever I want to play as Veigar.

His W and ultimate are perfect tools to play around your stun. You have absolutely no room to make mistakes against this guy. 3.png is a must whenever I am matched up against him. He waveclears, tower harasses, and roams for kills. Not only will your teammates hate you, but you are stuck under tower with nothing else to do.

Generally a losing lane.

VS

Ziggs

Medium

He has the waveclear and tower harass to keep you pressured. Luckily, his abilities and movement is pretty telegraphed, so you don't have to worry about him outputting reliable damage on you unless you REALLY screw it up. Just poke in between farm and you can kill blow him up.

Winnable lane; even matchup.

Laning Phase Back to Top

Levels 1-5:

Weakest point of Veigar. You want to be farming for gold and exp most of the time during this phase. The problem is: your opponent should be well aware of this. This often means either getting pushed to your tower or getting zoned out of your lane. Don't worry about either of these.

If it does happen, don't be afraid to harass your opponent with veigarbalefulstrike.png. You gain AP off of it as well as it being able to deal decent enough damage to force off any healing items. So you can use it to force out your opponent while you farm gold with your basic attacks.

It is still possible to win lane during this phase of the game, but it's usually not common since you lack your big ultimate ability for burst damage. Speaking of which...

Level 6-8:

With your ultimate online and a few points on your veigarbalefulstrike.png, you are able to bully out the enemy laner a bit easier. The big thing during this phase is judging your damage. Since veigarr.png does damage based on missing health, you want to poke your opponents down enough to reach its maximum damage output (which is when they reach 1/3rd of their maximum health). A majority of champions will die at any point they are below this point.

Level 9-10:

With max level on veigarbalefulstrike.png (and assuming you didn't die too much), your damage should stick well with simple pokes. Don't be afraid to get aggressive at this point of the game.

Level 11-16:

This is Veigar's strongest point in the game. This is also the latest point where you should be more involved with your team (start leveling up veigareventhorizon.png). You should be going for easy kills: this can be killing off the support or killing off lower health enemy champions. Try not to force up your positioning to exclusively shut down "fed carries" (although your main objective should be shutting down big damage threats).

Level 17-18:

Slightly weaker at this point, since enemies will be itemizing Magic Resist and Health against you. But play the same way you've played at your strongest point of the game (shut down big threats and play safe).

Ranting about Veigar Back to Top

- Mastering veigareventhorizon.png is the most critical aspect of picking up Veigar. The ability is quite gamebreaking with proper placement, as it is potentially an AoE stun in team fights. I have no real advice on how to place veigareventhorizon.png besides practice, practice, practice (and also practice placing it using quick casting).

- Veigar generally has losing matchups because his early game is just bad. But that doesn't mean you should be farming all throughout that stage of the game. Remember that your passiveveigarpassive.png grants AP whenever you hit enemy champions with any of your abilities, so you shouldn't be saving your veigarbalefulstrike.png to farm exclusively; start getting into the habit of harassing your opponents with it and farm with your auto attacks in order to alleviate Veigar's poor early game to some degree.

-Veigar carries by shutting down other carries (anti-carry). With his high burst, he can take anybody (yes, even tanks) out of fights with enough damage. He's not the hardest carry by any means, but he's still a big threat to deal with if he gets out of control.

-Have fun playing Veigar. I certainly don't play him because I think he has potential to be "meta". But because of his place in teams and just being the evil anti-carry nuker that he is. The enemy team (and maybe your team) may hate you for picking such a champion, but hey, to each his/her own.

Other things Back to Top

Eventually, I will update this guide to add replays/VOD on matchups, as well as other sections where I see fit. It's all a matter of when and how efficiently these can be done. Until then, stick with the general stuff on this guide.

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