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Ahri Statistics for Ahri

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

Author
Arexjamin
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  • Author Champion Statistics
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Summoner Spells

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Exhaust is definitely preferred as a bottom support - the damage mitigation and the slow can definitely help turn fights in your favor, and the late-game potential is just as important. Take this summoner spell in ~75% of lane matchups.

Heal is definitely a very close second choice for support summoner choice; with the extra heal and speed boost, it definitely can't be ignored as a defensive spell that could potentially save your ADC!

I take ignite if the enemy support is very heal-centric; ex: taric, soraka. Taking ignite will help reduce the healing that they give, and possibly help secure a kill for your ADC!
Read Author Notes

Runes

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Rune Combinations

My standard page for Vel'koz includes 9x Magic Penetration marks, 9x Armor seals, 9x Magic Resist glyphs, 2x GP/10 Quints, and 1x Flat AP Quint. Alternatively, it's perfectly viable to swap out the quints for whatever you prefer (Ex: Flat health for extra early-game beefiness, all flat ability power for better early game damage, etc.)

Magic penetration marks are a requirement for support Ve'lkoz: his high base damage means that it's most efficient to give him penetration and focus on that, rather than building straight ability power. As such, these magic penetration marks will help you have the early game damage and burst that you need to secure kills, and help you scale into the mid-late game.

*OUTDATED* Armor yellows are almost a must for bottom lane: the armor will allow you to trade and get pickpocket procs without suffering a lot of damage. Alternatively, you can run mana regen runes and poke from a distance, but your gold income will suffer since you won't be getting that pickpocket gold.

You can still run armor yellows, or even flat health seals if you like - this is all preference, and I'm just giving my opinion on what is most effective in the most games.

Armor yellows have been nerfed and aren't quite as important any longer: For this reason, I decide to take health per level seals, since they begin paying off at level 4 and greatly increase your late game survivability. 

Magic resist quints will allow you some extra survivability against supports and junglers that do magic damage - the extra MR could mean the difference between life and death in some cases, and it helps make Vel'Koz just a little less squishy in lane and in teamfights. Alternatively, you can use scaling ability power/level - This will help give Vel'Koz some damage later on in the game, and give him some free ability power to do more damage in team fights.

For quints, I personally take a mix of Gold per 10 quints and flat ability power - the gold per 10 helps me buy bigger ticket items throughout the game, and the ability power gives me the extra damage I need in the early game. You can change these out for your preference; especially with the Season 4 changes to supports, the Gold per 10 quints are not as necessary, but they definitely don't hurt.


Read Author Notes

Masteries

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0/1
0/4
4/4
0/1
1/1
0/3
3/3
0/1
0/1
0/1
1/1
0/3
0/1
0/3
0/3
0/1
0/1
0/3
0/1
0/1
Offense: 9
0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 0
0/1
3/3
1/3
0/1
3/3
0/1
1/1
3/3
0/1
0/3
1/1
1/1
1/1
0/3
2/2
1/1
3/3
1/1
Utility: 21

For masteries, I recommend a relatively standard 9/0/21 build:


Offense:


The 9 points in offense gives us some extra cooldown reduction, ability power, and magic penetration: all things that are valuable for an AP-based support.

Utility:


In my opinion, the extra movespeed granted from Wanderer allows you to place wards with slightly less danger, as you'll move faster than anyone trying to chase you. In addition, movespeed is one of the hardest things to itemize for: there are very few items available to us that give extra movespeed, while most other stats have various items at our disposal for purchase. The other points are pretty standard: extra gold income, inspiration for the added experience boost, and bandit for the extra gold on autoattacks. 
Read Author Notes

Abilities

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

TL;DR Version: Max R > Q > W > E


Getting Q level one: Level 1 Q has a 70% slow over 1 second attached, and it also does more damage than W or E. In addition, it can be used to scout over ledges and into bushes, since it automatically explodes on contact with enemy targets. Finally, it can be used for early game harass without pushing the lane: just fire it around the creep wave and at the enemy ADC and support, and you'll either get them to move forward into your ADC's autoattack range, or more likely move backwards and potentially miss a creep kill.

You get W level 2, in order to be able to pull off the passive-proccing combo: hitting with a Q will give the slow needed to hit both damage hits of your W, which will then activate your passive and do bonus damage - this is extremely important, as the true damage will help you win trades and secure kills. We get W level 2 over E for this very reason; W gives two stacks of your passive, while E only gives one.

Once you hit level 3, you'll have multiple ways to proc your passive: either hitting your Q or E on them will give you the CC needed to hit your W, or you can hit with both your E and Q along with one portion of your W in order to get the extra damage. 
 
We max Q over W, because W will give the two charges for your passive no matter what - The only thing that changes is the damage that it deals, and the cooldown. Meanwhile, Q will give you an additional slow and more damage, allowing you to potentially use it to secure a kill for your ADC.

Once you hit level 6, Vel'Koz support really shines - You can almost always secure a kill once you hit 6, by hitting your full combo: hitting them with an E Q W will proc your passive the first time, and the second detonation of your W will put one stack on the enemy. Using your ult while they're still under the effects of the knockup and slow will make sure you don't miss - Your ult will apply a total of 5 stacks, bringing the grand total to 9 stacks of your passive, or 3 full damage procs. Depending on the level, this will be a significant portion of the enemy's health, not even taking into account your actual damage from abilities, and will completely wreck the enemy bot lane.

This combo also applies to teamfights, and can be used to 100-0 anyone who steps too close to your team during a teamfight - simply knock them up and use your abilities on them, using your ult to chase them down if they try to escape. In addition, you can use your ult to get behind the enemy's front lines and deal significant damage to the enemy carries in the back.

For more examples and videos of all of these combos, check out the Basic Skill Combos Sections down below!
Read Author Notes

Items

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Start With
Core
Situational

Build Order

Whoa, whoa, wait. Pink ward? Level 1? WTF


Yes, take a pink ward. Pink wards have a MUCH longer potential warding time, especially if placed defensively, and you most likely won't be ganked until a point when you'll be able to go back and purchase a ward anyway. Take the pink ward, put it in a defensive position that will give you vision over the river area, and enjoy continued vision for around 15-20 minutes. Pink wards win games. 2043_32.png




Early Game:


The very first item I recommend you get is the upgraded GP10 item that you bought (3098_32.png|3096_32.png) in order to increase your passive gold gain. Generally, I will then rush a 2049_32.png and get 1001_32.png as soon as I can, in order to save myself gold from purchasing wards - The extra health and mobility also helps your survivability. After this, you should start building your core items - Either a 3070_32.pngto build into a 3003_32.png, buying the parts to purchase 3151_32.png (which I usually build as my first item) or you can build a 3041_32.png in order to begin snowballing. 

Mid Game:


Once you finish your first major item, make sure you finish your boots, and begin building your second major item - I generally recommend either finishing one of the above items you haven't gotten yet, or getting 3089_32.png|3135_32.png for extra damage or magic penetration, respectively. Alternatively, a 3116_32.png will give you more utility with your slows, and more survivability with the extra health.

Late Game:

Upgrade your sightstone to a 2045_32.png, giving you an extra ward and a little more health to work with. Finishing your GP10 item is optional - I recommend finishing it as one of the last items you get, since it doesn't increase your passive gold gain and only gives you a moderately useful active. Otherwise, you can simply sell it and get another major damage/survivability item.

All Game:

Don't forget to purchase and place 2043_32.png as needed  - I recommend placing them in the bushes near bot lane (The one near dragon or the one near Baron, depending on how late in the game it is), as their utility is truly valuable for the gold cost. Also don't forget to use your sightstone and place wards!


Read Author Notes

Matchups

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2
5 months ago
With the recent changes to Spellthief's Edge, how does Vel'Koz fare against some of the sleeper AP-supports such as Zyra?
1
5 months ago
As a Season 3 Zyra main, I believe that aggressive bot lane supports will be the next meta shift - We've already seen how great supports like Annie can be in the bot lane, and the utility/damage they can bring to teamfights. With the changes to Spellthief's Edge, I believe that these champs can get a lot more gold than previously available to them, allowing them to build even more damage and have even more of a late-game impact.

As for Vel'Koz specifically, he -really- benefits, since he has some great long range poke to get all that free gold from.
1
5 months ago
Thanks, I carried to Diamond 4 with this guide :D
0
5 months ago
I can dig it.
0
5 months ago
Good job there I really like the guide, if I can, I won't build Rylai, I'm also working on a Koz guide (the Lazertag Lazersquid one on the top of the list) and I can say that it is not worth (except if you are building it just for the hp boost to survive the botlane). Really good job btw, keep it up! (I upped the guide ^^)
0
5 months ago
The stats it gives are very beneficial for the mid-late game; Vel'Koz is a very squishy champion, and building Liandrys and Rylais will give him the general survivability he needs to not die to every single aoe skill that comes his way. Rylai's is gold efficient statwise (3073 gold worth of stats with a purchase price of 2900 gold), and adding on the additional slow will help him kite for his ADC, aiding in their survival. Finally, it allows him to hit his other skills with more ease, allowing for greater burst and potential damage.
0
5 months ago
I think I need more explanation on how Leona is an easy matchup. Zenith blade seems quite difficult to interrupt. Leona is reliant to your poke. And at 6, Solar Flare can always hit you unless you flash.
0
5 months ago
Your poke is vastly superior to hers - Her moves are generally telegraphed, even at high elo (95% of the time, they'll use their shield ability before attempting to engage to ensure that the aoe damage goes off in time). The only way Leona will win the engagement is if you let her hit you with one of her major CC abilities: you have to either walk into her melee range or get hit by her dash. Post-6, you should be able to counter engage on her ADC if she does go in on you - If she wastes ult on you, your priority should be launching all your CC and damage at the enemy ADC, and turning the fight. Overall, you have just as much CC potential, but at much higher range and with much less vulnerability while doing so.
0
5 months ago
Personally i prefer just selling the thief later and buying an situational item. i dont feel it really does much late game to keep.
0
5 months ago
Late game definitely - I usually don't upgrade it to Frost Queen's Claim unless my team desperately needs the additional cc.
0
5 months ago
The ult deals A LOT of damage so that could get him the kill... The only real support ability is his e. His other abilities just deal a lot of damage.
0
5 months ago
Dealing damage is one of the new major support metas - With the support changes for S4, it's not just about being able to heal or cc for your support, but it's about being able to scale and be a member of the team with actual damage output.
0
5 months ago
Since I am also use Vel as my main support in plat tier, I would like to discuss some :D
- Is relai surely match for Vel? (I have never tried it.) His Q and R has slow and E has knock back. I think only W can get a merit of slow. It looks not cost effective.
In my opinion, to get Morello for shorter CD to peel, get mickael for remove CCs or just buy Omen look better.
- I suggest to divide final items from core items. (Current one is too hard to get all). Core items should can be get in mid game.
I think sight stone -> Frost queen charm -> Soc boots (or other tier-2 boots) and Haunting Guise are usually we can get in mid game.
- Vel can be good against Heim. His Q plus W can break his turret from out of range (Even though few ppl now pick Heim after he got nerf...)
- I disagree about the match up for Zed. Vel's E is a counter part of Zed's R. You can stand behind the team and land your E after Zed use R for someone.
0
5 months ago
- Rylais is more for the core stats it gives in addition to the additional utility: that extra health will help him survive the burst that threatens him most, and the slow can help him kite anyone who tries to chase him down. It's more of a situational item, since good positioning means you won't need these things most likely.

-Sure, I can make that change with the next update.

0
5 months ago

-While technically true, killing Heimer's turrets can be a challenge - His turrets cost very little mana, and Vel'Koz's skills cost significantly more - Using abilities to try to only target his turrets means you'll run out of mana quicker than he will, and you'll also lose out on the ability to poke down the enemy laners.

-While true if he's not focusing you, I'm talking about more in a 1v1 situation or a sitatuon where he focuses you in particular: if zed ults you, he'll most likely use his Blade of the Ruined King, E/Q you, and then attempt to blink out. Especially at higher levels, this can all be done in a fraction of a second, and you might not have time to react with your own CC. Ideally, however, you can outplay Zed through use of your own CC and damage and hopefully eliminate him if he attempts to dive your carry.
0
4 months ago
I was curious of a few more matchups, Taric, Jana, and Lucien. If I could get ur suggestions about facin those three I'd appreciate it! Also awesome guide lookin to pick him up :)
0
4 months ago
Added, thanks!
0
4 months ago
Nice guide but I have to disagree on the seals. You choose health per level. But in s4 you got alot of tanky cc supports ( Leona,Thresh) that kill you instantly when get caught. Thats why I think flat health is better then health per level.
0
4 months ago
The reason health per level is better, is because it pays off at about level 4 - That means while you'll technically be weaker from levels 1 to 3 than if you used flat health seals, it quickly begins to pay off. Still, runes can always be preference, so use what you're comfortable with!
0
4 months ago
Good guide!

In your lane synergy section, you forgot the most awesome Marksman to go with Vel'Koz: Twitch.

Their ultimate synergy is out of this world, their passives add a hefty amount of true damage, Twitch's W (slow) makes landing Vel'Koz' E a piece of cake... Seriously, think about it : )