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All Guides Veigar Guides Yoshimigar's Veigar Mid/Supp COMPREHENSIVE
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Veigar Statistics for Yoshimimar

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

Value
Average
Games Played
216
8
Win %
56
44
Kills
7.4
7.1
Assists
7.3
6.9
Deaths
4.4
6.4
KA:D Ratio
3.3
2.2
Gold Earned
11.7K
11.9K
Creep Score
147.0
154.5
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Veigar's largest strength is his versatility. While I always take 4.png for the escape potential and combos it allows, Veigar benefits from a wide range of second summoner spells depending on his situation. While I do my best to explain some situations below, you will develop your own intuitions as you improve.


6.png - Extremely useful for escaping ganks, providing mid-fight repositioning AND making catches. Particularly strong in matches where you'll be looking to initiate fights.

14.png - Take ignite if you have a strong early game jungler and an enemy laner that you feel confident killing with a gank. Ignite is also strong into high regeneration champions such as Vladimir, Swain and Fiddlesticks. On support Veigar, ignite is usually better than exhaust.

3.png - Best on support Veigar if the enemy team has menacing burst champions such as Rengar and Talon that you want to keep off your carry come midgame. If you're not taking ignite as a support, take this. Also viable against similar champions midlane, but I find it's too often redundant with Zhonya's which I'd be rushing anyway. Exhaust can also make it easier to land Dark Matter.

12.png - Almost always take Teleport top. Mid, it's best into champions like Malzahar who are difficult to catch and clear lane very quickly, or champions like Twisted Fate and Taliyah so that you can match their roam. Beware, though, because TP definitely falls off vs Ghost in the midgame as a mid laner since you should be grouped with your team anyway. TP ganks are also difficult to pull off as Veigar. Teleport becomes a stronger option in higher divisions where enemies are better at punishing Veigar's weak early game, as it allows you to back, heal, and return to lane while missing minimal cs.

1.png - Only really viable midlane. I almost never take cleanse unless there are multiple high CC threats on the enemy team, including the enemy laner. Remember that Cleanse does not cure suppressions such as Warwick and Malzahar ults. 

21.png7.png - Weenie Hut Jr's. Heal and barrier can be OK to start if you have spellbook.


IF TAKING UNSEALED SPELLBOOK: Start Flash+Ignite. Switch to teleport or ghost if needbe.

New Runes Back to Top

Veigar's greatest strength and responsibility is his versatility. After extensive research, I find there are 3 particularly strong keystones on him, but don't be afraid to experiment.


Unsealed Spellbook

Unsealed Spellbook: Veigar doesn't win many lanes. Unsealed spellbook allows you to start heal or ignite (so you have kill pressure with your jg) then switch to tp when you inevitably get pushed out of lane. Later on, when teleport and ignite are less useful, it can be switched out for ghost. Also, the CDR on summoner spells is especially strong since Veigar relies heavily on them.

Stopwatch vs Shoes: Judgement call. If you fear being burst, go stopwatch. If you want a gold injection but no boots before 10 minutes, go shoes.

Biscuits vs Dematerializers: A difficult decision, I prefer dematerializers in most cases as they allow you to pressure the lane harder and open up good opportunities for trade. Also, no w that cannons have more health and are more expensive, dematerializing a cannon is a hug pressure advantage.

Cosmic Insight vs Timewarp Tonic: Go tonic for Corrupting Potion start. It's insanely good. else; Cosmic Insight.

Manaflow Band vs Nullifying Orb vs Ultimate Hat: I almost always go Manaflow Band because Veigar experiences an extremely mana hungry laning phase if you are stacking as much as you can. However, cases can be made for nullifying orb in matchups against high burst mages and ultimate hat when you expect to snowball. 

Celerity vs Transcendence: This has now become a judgment call. If you need the movement speed from celerity to dodge skillshots, build it. Otherwise, take Transcendence to hit 40% CDR after you finish your mana item and get blue. If you expect to go over 40% CDR before level 13, though, celerity is probably better.

Gathering Storm: A weak rune on Veigar, but the other options are even worse after nerfs to Scorch.


Fleet Footwork


Fleet Footwork: Strong for not only the heal (which scales on .4 AP against monsters and champions), but the movement speed that allows for rapid positioning to trade, cage and dodge AND the attack speed from the precision tree that allows for easier early game pushing, CSing and trading. I usually start Doran's Blade if I go fleet footwork, as it synergizes well with the attack speed. Fleet footwork is especially strong in melee matchups or against enemies with strong skillshot poke.

The rest of the precision tree choices are obvious.

The weaknesses of Fleet Footwork are that it's very difficult to get auto attacks off midgame as Veigar, and that Precision in general is weak for Veigar, while there are lots of goodies in Insight and Sorcery. 

Arcane Comet


Arcane Comet: Best choice for support Veigar. When playing support, your early game magic damage is more important because you need to do enough damage with your Q to match trades and keep pressure off your adc. Could be decent for midlane, but it's very risky and operates on the assumption that you win lane. 

Predator / Electrocute

In theory very strong on Veigar, but the secondary runes in Domination are lackluster.

Abilities Back to Top

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

Ability Order


This is generally the best path. Take E at level 2/3 if you need it for a gank situation.

Ability Insight

Mechanically, although Veigar is relatively simple, he is incredibly difficult to master. 

Q - "To farm or to trade?" The center of Veigar's laning phase is knowing when to hold Q to maintain trade pressure and when to use it to stack. This is actually an incredibly deep topic rooted in the fundamentals of LoL, but what it boils down to is as follows: 
     By using Q on minions, you lose pressure to respond to enemy aggression. In this time, they can force trades on you or deny you CS. Therefore, if you are going to use your Q on minions, make sure the enemy can't play up on you in the time of its cooldown and try to make sure you're double stacking. Ideally, you stack on a minion and the enemy, but usually that isn't possible. Also, beware of mana costs. Mindlessly stacking will soon leave you with no mana to control the wave nor stack nor return aggression, and you will be punished heavily by an experienced player.
     Apart from this, it's important to learn the hitbox on Q so that you can just barely clip through one minion to hit another target behind it.
     If have reasonable AP, it takes 2 autos and a q to kill casters at level 5, 1 auto and a q at level 7 and just one q at level 9.

W - Because of its delay, Dark Matter is best used as a pushing tool, as a zoning tool, or on already CC'd targets. Dark Matter actually has an impressive range as well. Don't be afraid to try to land it free form in a messy teamfight. Also, it can be used against melee champions in lane to zone off of CS, or positioned against the minions that form a wall for the enemy laner.
Dark Matter usually 1 shots melee creeps once you finish Deathcap+2AP items.


E - Event Horizon is really the center of Veigar's kit. One common misconception is that your primary goal should be to hit the edge on the enemy, but this isn't a guarenteeable mechanic unless the enemy is hard CC'd or absolutely forced to run into it. Oftentimes it's better to just put the horizon around the enemy and and confining them to a smaller space and preventing them from running you down or from running away. 
     To most effectively use Event Horizon, position it so that there is the least room in the direction the enemy wants to go. Let's say your jungler is ganking mid and the enemy midlaner is in the center of the lane. You want to place your event horizon not so that they are in the direct middle of it, but so that if they run away from your jungler they will walk into the wall as it pops up. Also, it is often strong to put your Event Horizon partially into a wall to reduce the amount of space inside of it, making it possible to force your dark matter to connect. 
     Event Horizon is especially good under the enemy's turret while they are CS'ing. If they stand between the turret and wall, placing an edge of the horizon along this path and it is impossible to dodge. Also, use it under turret when you have advantage to zone the enemy off CS. Screwing the enemy out of as much CS with Event Horizon is essential to laning as Veigar. Also note that going for stuns on an enemy who is CSing under turret is made possible because they are much more predictable and constrained. Beware, though, because using E when pushed up is incredibly risky!
     Another use of Event Horizon is to bunch up enemy minions as they walk to lane for faster removal by Dark Matter. Finally, Event Horizon has a long cooldown and high mana cost at early levels, so use it sparingly in lane.

R - Learn how much damage it does. 

Ability Combos

For the sake of this section, F= Flash, AA = auto attack and 1 = GLP active

1. AA-Q: Auto the enemy and use Q to cancel the second half of AA the animation. This is a fast and smooth combo for trades. However, it requires you to come into AA range which often will be punished. Tag another auto on and this will proc TLD.

2. Q-F: You can F in the middle of your Q animation to reposition where your Q will come from. Try this first in a custom game if you are unfamiliar with this type of mechanic. Consider using this combo when you would otherwise flash and then Q: it's smoother and takes enemies off guard. NOTE: Not all Q-Fs are created equal. There are actually a range of times during the Q animation during which you can flash.

3. Q-F-R: In mid-late game, this is often all it takes to delete a squishy. If needbe, you can split an autoattack in to proc TLD if you took it.

3. 1-Q-F-(R): You can chain Q onto the animation of GLP then flash in mid-q animation to cast both instantly at the point you flash to. Hard to pull off, but reasonably strong in many circumstances. 

4.E-(1)-W-(AA)-Q-R: Veigar's main dish. Depending on how many ranks you have in event horizon and how quick on the trigger you are, you can slip in various amount of autos animation canceled by your abilities while still guaranteeing your spells connect if the enemy is stunned. Don't be afraid to perform this combo on targets that are held in place by other effects without Event Horizon. However, if the duration of their CC is short enough that you can't guarantee your W connects, lead with your guarenteed Event Horizon edge instead. This will buy you more time.
Now that Veigar's E isn't instantaneous, it's often too risky to attempt landing the edge on your enemy. Instead, put them in the box and use it to make landing your w-q easier. 
TOP SECRET TECHNOLOGY: If you time it correctly (requires a lot of practice) so that Dark Matter begins falling about .15s before GLP connects, it's extremely difficult to dodge.


5. Some other Veigar guides may offer the cheeky "W-E" combo, whose logic is that you position Event Horizon to prevent the enemy from running out of a Dark Matter in a similar manner to Swain's Q-W's combo. However, I find that in practical use this is impossible.

Items Back to Top

Starting Items

    Mid
    Support
    Option 1 Start
    Option 2 Start

Core Items

Situational Items

MID: The choice between tear-RoA and GLP really comes down to the situation and the player. RoA-Seraphs will eventually give more AP and survivability, but if I know that the enemy can't kill me anyway GLP provides a MUCH earlier spike. GLP, with practice, can be used to force W on characters without mobility options and is just generally useful.  As for core, decide VS vs Deathcap every game. Voidstaff is a faster powerspike, but isn't as useful when your targets on the enemy team have no MR. 



Supp: Tear is good, Spellthief's is good, GLP is good. Old tank Veigar support is deprecated by meta shift and patches.

Situational: 
Shurelya's: Good for making catches and kiting a team that has heavy engage. Good snowball item since cheap.
Banshee's: Especially good against champions with catch potential attached to 1 ability, such as Lux and Fizz. Usually bad against champions that pop it easily, such as J4 and Ezreal. 
Merc Treads: A lot of the time, if Veigar gets CC'd, he will die anyway. However, if you decide that Mercury's Treads will make the difference, buy them. Mercs are especially good when you're building health anyway.
Zhonya's: The seeker's armguard is a good item to sit on against heavy AD poke, and the stopwatch can completely thwart burst AD champions like Zed. Usually you will not have time to build both Zhonyas and Banshee's, so make a wise decision. Consider the fact that preventing an inopportune situation completely with Banshee's is frequently better than triaging a disadvantage with Zhonya's.
Oblivion Orb: Huge damage spike item, but delays build. Buy when snowballing and need the extra damage. 

Don't be afraid to deviate from this list of items: Veigar makes good situational use of a lot of items. Spooky Ghosts can be good to deal with Banshee's, and Randuin's could be a good addition to RoA against Yasuo+Tryndamere.

Matchups Back to Top

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

  • Ahri
    Medium
  • Akali
    Easy
  • Alistar
    Medium
  • Anivia
    Hard
  • Annie
    Medium
  • Aurelion Sol
    Easy
  • Azir
    Easy
  • Bard
    Medium
  • Brand
    Medium
  • Braum
    Medium
  • Cassiopeia
    Hard
  • Cho'Gath
    Hard
  • Corki
    Medium
  • Diana
    Easy
  • Ekko
    Medium
  • Ezreal
    Medium
  • Fiddlesticks
    Medium
  • Fizz
    Hard
  • Galio
    Easy
  • Gangplank
    Hard
  • Garen
    Hard
  • Heimerdinger
    Hard
  • Janna
    Easy
  • Jayce
    Medium
  • Karthus
    Medium
  • Kassadin
    Hard
  • Katarina
    Hard
  • Kayle
    Medium
  • Kennen
    Easy
  • LeBlanc
    Medium
  • Leona
    Medium
  • Lissandra
    Medium
  • Lucian
    Hard
  • Lulu
    Medium
  • Lux
    Medium
  • Malphite
    Medium
  • Malzahar
    Medium
  • Mordekaiser
    Easy
  • Morgana
    Hard
  • Nami
    Medium
  • Nautilus
    Easy
  • Orianna
    Medium
  • Riven
    Easy
  • Sion
    Easy
  • Sona
    Medium
  • Soraka
    Medium
  • Swain
    Medium
  • Syndra
    Medium
  • Tahm Kench
    Medium
  • Taliyah
    Medium
  • Talon
    Medium
  • Taric
    Easy
  • Teemo
    Easy
  • Thresh
    Hard
  • Trundle
    Easy
  • Twisted Fate
    Medium
  • Vel'Koz
    Easy
  • Viktor
    Medium
  • Vladimir
    Medium
  • Wukong
    Medium
  • Xerath
    Medium
  • Yasuo
    Easy
  • Zed
    Medium
  • Ziggs
    Hard
  • Zilean
    Medium
  • Zyra
    Medium

VS

Ahri

Medium

VS

Akali

Easy

VS

Alistar

Medium

VS

Anivia

Hard

VS

Annie

Medium

VS

Aurelion Sol

Easy

VS

Azir

Easy

VS

Bard

Medium

VS

Brand

Medium

VS

Braum

Medium

VS

Cassiopeia

Hard

VS

Cho'Gath

Hard

VS

Corki

Medium

VS

Diana

Easy

VS

Ekko

Medium

VS

Ezreal

Medium

VS

Fiddlesticks

Medium

VS

Fizz

Hard

VS

Galio

Easy

VS

Gangplank

Hard

VS

Garen

Hard

VS

Heimerdinger

Hard

VS

Janna

Easy

VS

Jayce

Medium

VS

Karthus

Medium

VS

Kassadin

Hard

VS

Katarina

Hard

VS

Kayle

Medium

VS

Kennen

Easy

VS

LeBlanc

Medium

VS

Leona

Medium

VS

Lissandra

Medium

VS

Lucian

Hard

VS

Lulu

Medium

VS

Lux

Medium

VS

Malphite

Medium

VS

Malzahar

Medium

VS

Mordekaiser

Easy

VS

Morgana

Hard

VS

Nami

Medium

VS

Nautilus

Easy

VS

Orianna

Medium

VS

Riven

Easy

VS

Sion

Easy

VS

Sona

Medium

VS

Soraka

Medium

VS

Swain

Medium

VS

Syndra

Medium

VS

Tahm Kench

Medium

VS

Taliyah

Medium

VS

Talon

Medium

VS

Taric

Easy

VS

Teemo

Easy

VS

Thresh

Hard

VS

Trundle

Easy

VS

Twisted Fate

Medium

VS

Vel'Koz

Easy

VS

Viktor

Medium

VS

Vladimir

Medium

VS

Wukong

Medium

VS

Xerath

Medium

VS

Yasuo

Easy

VS

Zed

Medium

VS

Ziggs

Hard

VS

Zilean

Medium

VS

Zyra

Medium

Stream+Youtube Back to Top

Come check me out at https://www.twitch.tv/yoshimigar

I try to make my stream as informational as possible. Follow to see when I'm streaming!



My YouTube channel is: https://www.youtube.com/channel/UCwXmXNYLxpU4-5G0y34Nutg
Although my YouTube is empty, I hope to make content for it in the future.

I also offer coaching through GamingSensei: https://www.gamersensei.com/r/c5f3f0
Search for me as Yoshimimar

Note on Matchups Back to Top

Veigar doesn't do well in most lanes. Play him for his midgame utility. The scariest matchups are the champions that can bully you and then transition into usefulness mid-late game, or push lane and roam hard.

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