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All Guides Vel'Koz Guides Diamond Support Vel'Koz (150+ games)
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2 years ago
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Vel'Koz Statistics for Ron Swanson

Author's performance with Vel'Koz compared to the ranked average.

Value
Average
Games Played
3
9
Win %
67
45
Kills
10.3
6.0
Assists
5.7
8.6
Deaths
4.7
6.9
KA:D Ratio
3.4
2.1
Gold Earned
14.1K
11.6K
Creep Score
171.7
122.9
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

You're an aggressive support and you are a kill laner. 99% of the time you want ignite instead of exhaust.

If you're close enough to be using exhaust it's probably because you got caught and you're going to die anyway.  Ignite also semi-counters heal.

I agree that ignite also has a short range but when I'm laning aggressively  I feel like ignite helps to pick up a lot of kills that exhaust wouldn't. Snowballing is really important in solo queue so I prefer ignite.

Also the enemy support 9/10 times exhausts your ADC which is hilarious when you're doing double their damage in lane, allowing you to ignite freely and claim your bounty.

New Runes Back to Top

Masteries Back to Top

Thunderlord's is basically a must this season. It's insane in lane for extra poke and stacks perfectly with your passive. Always take Precision over Intelligence because MPEN> CDR.

Everything else is pretty much a no-brainer. Oppressor/Bounty Hunter is a toss up. However, I prefer Oppressor as both Q and ult slow so it's pretty much always going to be active, especially when you get Rylai's.

Abilities Back to Top

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

Organic Deconstruction

Vel'Koz's passive is Organic Deconstruction. For each hit of Vel'Koz's abilities on a target, a stack of Organic Deconstruction is applied. These stacks may be applied to multiple enemies simultaneously unlike similar abilities such as Vayne's Silver Bolts.

Upon reaching 3 stacks of Organic Deconstruction the stacks detonate dealing 25 + (10 x Vel'Koz's level) as true damage.

This is one of the primary reasons Vel'Koz is viable as a support. Regardless of what items you have and how fed you are, if you can hit your abilities you're going to deal true damage.

It's great for catching enemies off-guard in bot lane as people often underestimate the burst from his passive. The true damage is ever so slightly delayed after an ability hits and often results in a kill as the enemy thinks they're safe and don't bother to heal.

Plasma Fission

Vel'Koz's Plasma Fission is one of the most unique abilities in the game as it fires a bolt which splits into two perpendicular bolts at the end of the range, upon hitting a target or on second activation of the ability. It is this ability which defines a good Vel'Koz player.

You should always max Q on Vel'Koz first as it is his primary ability which may be used to:

  • Harass in lane
  • Poke before starting teamfights
  • Slow enemies to help peel for your ADC both in lane and in fights
  • Catch enemies overextending


The slow duration increases on Vel'Koz's Q as you level it, along with the damage. The cooldown however remains the same at 7 seconds at all levels. It works extremely well with 3151_32.png which does double damage if the target is slowed.


Like any other skillshot you must predict the location of enemies prior to using Vel'Koz's Q. Whilst it is fairly simple to hit a target directly in front of Vel'Koz, hitting an enemy or even two with the perpendicular bolts takes a lot of practice. Mastering this ability is well worth the effort as it allows you to hit targets hiding behind minions, champions or neutral monsters. With practice you will eventually be able to hit both the support and ADC whilst in lane with some of your Qs, putting out a tonne of damage and two slows at a low mana cost.

Plasma Fission also allows you to check bushes without facechecking thanks to 3303_32.png. Yaaay, no more silly facecheck deaths.


Void Rift

Vel'Koz's W is Void Rift. It sends out a sort-of shockwave ability in a straight line which initially deals damage to all targets it hits and applies a stack of Organic Deconstruction. After a short delay of 0.25 seconds the ability deals a second wave of damage, with slightly higher base damage and AP scaling than the first wave, applying another stack  of Organic Deconstruction. Furthermore Vel'Koz can store 2 charges of Void Rift which may be used consecutively after a short 1.5 second cooldown.

Although Void Rift hits harder than Plasma Fission it isn't worth maxing first. This is because it is fairly easy to dodge the second tick of damage unless the target is crowd controlled. The cooldown is also almost double that of Plasma Fission and it costs more mana.

However, Void Rift combos nicely with Vel'Koz's other abilities and should therefore be maxed second to utilise the damage and Organic Deconstruction stacks it applies.


Tectonic Disruption

Vel'Koz's E ability is Tectonic Disruption. Vel'Koz fires a ring at a target location which detonates after 0.75, dealing damage, knocking enemies backwards and interrupting channelled abilities.

Tectonic Disruption radius is comparable to Nami's bubble, if not slightly larger. Although the knockback duration is only brief, it's still an excellent ability and may be used in a variety of situations including:

  • Interrupting 55_64.png or 9_64.png ultimates
  • Preventing an enemy jungler gank bot lane
  • Setting up an engage for a teamfight (rarely but it does combo nicely with things like 59_64.png)
  • Wrecking an enemy team after a 5 man 61_64.png ult
  • Peeling for your team
  • Setting up a full ult combo


Lifeform Disintegration Ray


Vel'Koz's ultimate (R) is Lifeform Disintegration Ray. Upon activation, Vel'Koz roots himself in place and fires a beam in a straight line dealing periodic damage to all enemies every 0.25s over 2.5 seconds. Stacks of Organic Deconstruction are also applied every 0.5 seconds, totalling 5 stacks over the full duration. The beam may be controlled slightly during the duration as it slowly follows the cursor. However, it is extremely slow and allows close up enemies to dodge it easily.

The ultimate may be cancelled by re-activating. Understanding when to cancel your ultimate is important and I can't really explain when you should just carry on YOLO channelling as every situation is different.

Vel'Koz's ultimate has the longest range of all his abilties and has incredibly high base damage (500/700/900 +60% AP). 500 damage at level 6 is more than decent, but when you factor in the true damage from his passive it's absolutely insane.

A well positioned Vel'koz ult can hands down carry a teamfight and win you the game. The hitbox is fairly large, making it particularly useful when fighting in small spaces such as in the jungle, the ramps near baron/dragon and when diving a tower. 


Comboing

To perform a full combo as Vel'Koz it's important to hit Plasma Fission (Q) and Tectonic Disruption (E) as these abilities make it relatively simple to chain your abilities together. 


Prior to going for a kill you must first consider the range of your abilities as Tectonic Disruption (E) has a much shorter range than Plasma Fission (Q) and Void Rift (W). I often Flash in then perform my combo to surprise the enemy (fast with smart cast, see below).

This is how I generally combo if going for a kill:

  1. Plasma Fission (Q) to slow the target(s)
  2. Void Rift (W) immediately in the direction your target(s) are running
  3. Tectonic Disruption (E) to knock your targets backwards to ensure the second hit of your Void Rift 
  4. If required ignite your target
  5. Finish your target off with Lifeform Disintegration Ray (R) if they aren't already dead
  6. Void Rift (W) again if targets are somehow alive and in range, as your ultimate has a huge range they're probably out of range of Void Rift by now

Landing a full QWER combo applies 9 stacks of passive totalling 255 true damage at level 6. Factor in the spells base damage and your AP and there aren't many champions that can survive this burst. You won't hit every ability all the time but it's not that difficult to do so.

Once enemies are slowed it's near impossible to dodge Tectonic Disruption (E) without flashing and it allows you to get some ultimate ticks off whilst they're being knocked backwards. This is another reason to build 3116_32.png as it makes combos hit harder due to Liandry's and the slow makes them harder to dodge.


Smart Casting/Quick Casting

Firstly what is smart casting?

Quick cast automatically casts the selected ability at (or towards) the current mouse cursor position, as if you had first pressed the ability button and then left-clicked at the target position. Quick cast works for self-buff abilities, targeted abilities, ground-targeted abilities and skillshots. Quick casting a support buff ability (an ability that can be cast on yourself e.g. a shield or a heal) when the cursor is on an invalid target will self-cast the ability instead. Note that you can use self-casting to self-cast support buff abilities regardless of cursor location. Using quick cast can be invaluable because it reduces the time delay between activating and casting by cutting the user input in half; activate vs activate and click.

Remember that quick casting means you don't get the targeting graphic, which can make it harder to accurately aim skillshots. They will fire instantly, instead of showing the skillshot for fine tuning the shot. However, there is an option to turn range indicators on, which will show the targeting graphic while the ability key is pressed. This can also be helpful because the ability can then be canceled by right-clicking.

How to enable smart cast:

Simply go to your settings and select the abilities you want to smart cast by clicking the lightning arrow thing below each spell. I recommend using it on QWER and I personally use 1 and 3 so I can smart cast things like Mikael's and other targeted actives (RIP DFG) or pink wards vs stealth champions 84_64.png. I usually keep 2 and 4 as normal cast so I don't misplace my wards.

You can also set smart cast as a shift toggle I believe or set normal cast as shift toggle so you can check the range of spells like 53_64.png grab. I haven't set this up though because I'm lazy.


quickcasting_(1).jpg

So why should you use smart cast?

Smart cast enables you to cast abilities much faster and is often used on champions like Ryze so you can combo faster. Reaction times are important in League and every millisecond saved counts.

As all of Vel'Koz's abilities are skillshots it's almost essential to smart cast if you want to pull off smooth combos. The time saved may be the difference between you landing Tectonic Disruption after your Q+W combo or missing it and losing out on a kill.

Items Back to Top

Starting Items

    Standard start, never really changes.

Core Items

    Last season I'd never fully upgrade Frost Queen's because the active sucked. However, the spooky ghost active is a lot more useful and it seems to be pretty cost effective. I'm still not 100% sure if it's worth it though because it delays how fast you can build MPEN due to the increase in price of Haunting Guise.
    If your game lasts long enough.
    Start out with yellow trinket and switch to red when you buy Sightstone. Upgrade at level 9.
    When you have all your items.
    I don't like this item period. I see people building it all the time as both mid and support and it makes me cry. I rarely have mana problems as Vel'Koz unless I'm playing badly and spamming abilities for no reason. Morello's is better.
    No
    Maybe against Morgana, 1000x better than Athene's
    Mid build 1: I've been testing Luden's echo out and it's probably viable with deathcap but not with Rylai's, build it late, finish upgrading haunting guise last.
    Mid build 2: upgrade haunting guise after Void Staff or Rylai's
    If you're playing Vel'Koz mid or hell any role other than support you should buy this at level 9. It has a huge cast range and there's no ward limit.

Situational Items

Matchups Back to Top

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

  • Alistar
    Hard
  • Annie
    Medium
  • Bard
    Easy
  • Blitzcrank
    Hard
  • Braum
    Easy
  • Janna
    Medium
  • Kalista
    Hard
  • Leona
    Hard
  • Lulu
    Easy
  • Morgana
    Medium
  • Nami
    Medium
  • Sona
    Easy
  • Soraka
    Easy
  • Tahm Kench
    Hard
  • Taric
    Easy
  • Thresh
    Medium
  • Zilean
    Easy

VS

Alistar

Hard

Alistar is similar to Leona/Tahm, he's easy to poke but his heal negates lots of damage. His ult makes him nearly unkillable.

VS

Annie

Medium

Fairly easy pre-6, she has way longer auto range than you so don't try to auto her.

Once she hits 6 she can just flash tibbers you at any time and you can't do anything about it. She dies pretty easily too though and as her spells have a short range you can burst her down easily if her flash is down.

VS

Bard

Easy

I don't think it's possible to lose this lane without getting ganked.

VS

Blitzcrank

Hard

If you get grabbed and the enemy bot lane have some form of brain then you're probably dead. Use your E to try and escape if you get grabbed.

Blitzcrank plays a lot like the Leona match-up.

Learn his grab CD:
COOLDOWN: 20 / 19 / 18 / 17 / 16

Whenever he misses a grab auto attack the hell out of him and abuse him until it's back up. If he tries to W engage you then just knock him up and kite him.

VS

Braum

Easy

He can't get anywhere near you in lane. You can auto him for free when he misses Q.

He can knock you up when he's 6 to stop your ult.

Most Braum players seem to think his shield stops your ult. It doesn't. I'm pretty sure it only blocks 1 tick of damage as I've killed countless enemies behind his shield. It's also a long CD early on as he maxes Q so he can't use it to block your Q spam.

VS

Janna

Medium

This is probably the most boring lane ever. Janna is pretty easy to lane against and this lane depends a lot on her ADC. Don't trade autos with her or her ADC when her shield is up. Her shield has a really short CD but will burn her mana.

Once she hits 6 she can stop your ult pretty easily so don't get too close. Most of the time jungler decides this lane as Janna can protect herself and her ADC from dying easily and she has mobility to dodge your skillshots.

VS

Kalista

Hard

Kalista is literally broken. You will never be able to poke her with your Q as she'll just dash away unless you're close range. If she's laning with a tanky opponent like Leona/Blitz or someone you can't kill easily without ganks (Janna/Morg) then you're screwed.

VS

Leona

Hard

Leona is pretty broken and she can almost solo you or your ADC at any point in lane. The key to laning vs Leona is to constantly poke her with your Q.

If you can keep her at low hp (although it's pretty hard unless your ADC is helping when she's buying pots and you're burning through mana) then she won't be able to engage on you. If Leona jumps in and she's low then you're probably going to get a free kill out of it.

Abuse her when her E is down pre-6:

COOLDOWN: 13 / 12 / 11 / 10 / 9


Once she hits 6 though she doesn't need her E to engage as her ult range is huge.

If the enemy team pick Leona + Graves then they will dive you repeatedly because it's broken as hell right now.

VS

Lulu

Easy

Lulu is pretty easy to lane against if you don't let her spam auto attack you. Once she hits 6 it can be difficult to get kills against her ult heal so don't get baited by it.

VS

Morgana

Medium

Black Shield has a long CD. Play like Blitzcrank and abuse her when her Q is down. It has a fairly short CD though so don't get caught or you're dead.

If she gets in range to ult you at 6 you're probably dead unless you can nuke her before she kills you. If you don't have flash I recommend just trying to burst her as you have way more damage than she does.

VS

Nami

Medium

Her heal is pretty irritating and she can interrupt your ult easily with hers.

However, she's pretty squishy and if you can abuse her early it's not too hard.

VS

Sona

Easy

Squishy as hell, basically a free kill at 6.

Her heals are pretty annoying though.

VS

Soraka

Easy

I don't really understand why people think Soraka's currently OP. Just poke her instead of the ADC and she can't use her heal because it costs HP. She's insanely squishy too so if you can land a knockup combo on her she'll probably die.

VS

Tahm Kench

Hard

Usually banned due to his ridiculous tankyness. Not an unwinnable lane but you're going to struggle to kill anyone.

VS

Taric

Easy

GEMS

VS

Thresh

Medium

Poke him down so he can't engage like you would vs Blitz/Leona.

If you get grabbed you're likely to die. You can knock him up before he grabs to try to stop him engaging but it's kinda hard to do and doesn't always work.

If he grabs my ADC I tend to burst the hell out of the enemy ADC so they back off and leave Thresh to die.

You can abuse him when his Q is down but his autos his pretty hard so be careful.

If you want to set up a kill you can often get a free knock up on him whilst he's collecting souls.

VS

Zilean

Easy

He's squishy as hell.

His auto range is huge don't trade with it.

When he hits 6 you can only secure a kill if you catch both him and his ADC in a knockup combo.

Be careful of ganks, his E slow is huge.

About Me Back to Top

Hey what's up guys, I'm Ron Swanson/Einstein on EUW and I'm a diamond support main. I've been playing League almost every day since season 1. I placed unranked in S1, gold in S2, platinum in S3, diamond in S4 and diamond again in S5.

I mained ADC S1 > mid S2 > support s3-present.

Why did I start playing support?
After maining mid in S2 and playing a tonne of Zyra I switched to support as supports are pretty similar to mid in terms of abilities and I was tired of trying to take mid every ranked game. I also really enjoyed Nami and played her and Zyra a fair amount in S3.

In S4 I managed 60%+ winrates with all of my most played champions. I gained a tonne of Elo playing mainly Vel'Koz and Blitzcrank and got both my accounts to diamond.


Here are some of my top S4 support stats:
ylCliIg.png

My current S5 top stats:
A5ZnZj8.png

Synergy Back to Top

God tier

81_64.png Ezreal Vel'Koz is one of the strongest lanes vs matchups like Leona/Blitz/Thresh with a Graves, particularly if Ezreal builds Iceborn Gauntlet as it makes Vel'Koz's combo super easy to hit and you can poke them out of lane whilst Ezreal can E out of trouble.

222_64.pngShe doesn't have much synergy with Vel'Koz but she's so strong it doesn't really matter. Jinx is super strong right now but she's always extremely vunerable as she has no escape. You don't want to lane with a Jinx if you're playing against Leona/Thresh/Morg/Blitz and maybe even Nami. There's almost nothing you can do to get her out of trouble aside from bursting down the enemy ADC or support if they're low. However, Jinx traps work extremely well with Vel'Koz's E, as Jinx can setup traps so the enemy runs straight into them after being knocked up. It's also easy for Jinx to land her ult with Vel'Koz's slows on Q and R along with his knockup.

236_64.pngThis is probably my favourite partner to lane with. I call this combo "Men in Black Cleave." Lucian is still one of the best ADCs at the moment in my opinion as he has a nice passive, his own escape and his ult is great for finishing opponents at range, just like Vel'Koz. You can do some insane burst with this comp. It's a little harder to coordinate than an Ezreal/Cait lane but when it works it's unstoppable.

Good

42_64.pngCorki is pretty much hidden OP right now. He does insane magical and physical damage making him hard to itemise against, has crazy strong poke and probably has the strongest burst of any ADC. I'd put him in God tier but his escape is easily interrupted making him vulnerable in lane. If you're duo queueing with a friend then definitely try this out along with Lucian.


51_64.pngThis lane doesn't always go so great in soloQ but it can be pretty great if played right. I feel like Caitlyn has a lower kill potential than some others such as Ezreal or Jinx as you tend to just send people back more often than you kill them and Caitlyn's ult is easily blocked. Like Jinx, if Caitlyn lays traps just behind your E then you can make enemies run straight into them as they panic and run back after being knocked up.

22_64.pngPre-6 Ashe is extremely vulnerable, particularly against the usual bs champs like Leona/Blitz/Morg. However, once she hits 6 she can basically just ult someone to hold them still whilst you nuke them with QWER.
15_64.pngSivir doesn't really have any synergy with Vel'Koz but she can basically 2v1 in lane if she can use her spellshield correctly. She can kinda burst with her Q + ricochet AA reset I guess but it's nothing special.

Average

96_64.pngKog'Maw is probably the most vulnerable champion in lane as he has low MS and no escape at all. However, he definitely has his place in the current meta in the correct team comp due to his % hp shred. Lategame he can outrange anyone so if you pick up a Rylai's he should be able to delete any champ without a gap-closer before they get close. Kog'Maw should only be picked when laning against a passive support like Janna or Soraka.

104_64.pngGraves just feels really weak now imo. Although you have high burst combined this lane is kinda hard in soloQ as you aren't coordinated enough. Graves can't poke at range like Cait/Ez/Jinx so he gets harassed a lot. 

110_64.pngVarus rarely gets picked at the moment but his ult works quite nicely with Vel'Koz. He can poke pretty nicely with his Q too. Varus dies almost instantly when jumped on though and he's not really strong enough to justify picking.

67_64.pngNo real synergy here unless Vayne is going to land stuns non-stop. Vayne players in soloQ are usually Gosu/Doublelift fanboys and will follow the FFF strat: flame, feed, forfeit.


Bad

119_64.pngNobody in soloQ can play Draven. The damage you have with a good Draven is insane but they don't exist so it doesn't matter.
21_64.pngAlthough MFs ult and slow work nicely with Vel'Koz she's just weak right now.
18_64.pngWeak.
133_64.pngNo.
29_64.pngToo squishy, never picked and let's face it, nobody but Imp can play him.

Season 6 Back to Top

So there's been some talk of Vel'Koz getting a rework at some point in this season. I honestly don't think he really needs it, perhaps a slight mobility buff would be enough as that's his only real weakness. If he gets a rework it'll probably be an over the top buff and everyone will jump on the bandwagon until he gets nerfed to Urgot tier. ;_;

I don't think Vel'Koz is as strong as he was last season as a support due to the price increases of Haunting Guise and Frost Queen's Claim. It takes much longer to get all your MPEN items and games seem to end much faster.

However, as games are relatively shorter this season you can still carry pretty hard if you can consistently win lane and close the game out.

Also I think it's pretty funny how everyone has suddenly caught on to the Rylai's/Void/Liandry combo this season despite the cost increase.

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