Alistar poses a huge threat in the current meta, being one of the strongest supports. Alistar typically will take hexflash and try to use it while in bushes to engage on you. However, despite being a tank, your blight will be able to give you potential to shred him down. You need to be very careful of your positioning and punish his mistakes in order to win lane
Aphelios
Aphelios has been nerfed a ton, and isn't as big as a threat as he used to be. A lot of countering him is knowing what he can do with his combos. With Calibrum he outranges you and can poke you down. Gravitum he has a strong engage, and Infernum makes him deal a ton of AOE Damage. Don't let him get near you with Crescendum, as that's his highest DPS possible if he has stacked chakrams. Severum will let him kite and heal a bunch, but overall doesn't deal too much.
Ashe
Ashe is one of the only champions that out ranges you, meanwhile she also has solid poke with volley and can't be kited very easily due to her auto attacks slowing you. However, without her R, you can slowly poke her down with Q without her having the chance to engage on you. Once she's low enough you can all-in and win. It's often worth to flash her ultimate if it's going to hit you, especially from a close distance because you can get closer while dodging and not give her the chance to escape since you tend to deal more DPS overall.
Bard
Bard can deal a lot of burst to you with electrocute, however his guardian build is meta. This guardian has a high cooldown and can be activated easily by poking. If you engage while it is down, you can deal quite a bit of damage. However, if he stuns you with Q hitting you and another target, you can lose. Overall, you need to stay at an angle where he can't. He often roams a lot too, and you can engage on the enemy ADC with your R when he does so, as long as you have vision on him and his jungler.
Blitzcrank
Blitz is really hard to deal with, due to the fact that if he lands his hook you are most likely dead. You are also immobile, so it can be hard to get used to sidestepping it. However, once you manage to learn to sidestep it, he becomes a lot easier to deal with due to the fact of him being very weak while it's on its long cooldown.
Brand
Brand can deal a ton of damage to you, and you need to be careful of his poke. However, you also got a lot of range on him with your Q, so you can tend to poke him down with that to ensure you're in a decent position before engaging.
Braum
Braum isn't that great into you. While his shield does block some of your damage, a lot of your shred towards him comes from your blight which he can't really stop. Lethality vs Braum is going to be a bit tougher, but still manageable as he won't have the chance to engage on you. Be careful of combos with champions like Lucians, who can quickly proc his passive.
Caitlyn
Caitlyn is one of the few champions that outranges you, however she's very weak right now. However, be careful if she is paired with something like a Morgana where if Morg lands her root, she will follow with a trap.
Draven
Draven can be a tough matchup due to his large amount of damage per auto with his axes. However, you have some counter play against him. First, if he doesn't have his axes up you out damage him. Additionally, his pathing is very predictable due to him wanting to pick up his axes, so you can either Q or E to poke or force him to drop an axe. Additionally, you can R to engage on him which will root him and stop him from catching any axes and letting you out damage him. He also relies heavily on lifesteal, and since your E applies grievous wounds, you can drop it on him and to get that healing reduction.
Ezreal
In season 10, Ezreal didn't have the same strength early game he does now. He outputs a lot more damage due to item changes and Essence Reaver giving spellblade. Additionally, he can disengage and kite back due to his E. However, once his E is down, he can be punished really hard due to him losing his mobility that makes him hard to catch. This can be in form of an R engage where you can stack blight and use E and Q to proc it, bursting him down before he can escape. Be careful though, as his burst is a lot higher than most ADCs early game.
Janna
Janna herself can't do much to you, however with her ADC she can be really annoying. She can negate a lot of your poke due to her shield. She can disengage easily as well. Additionally, she has decent poke. To win this, you need to play around cooldowns and try to get an engage with her ultimate and/or tornado are down.
Jhin
Jhin is quite strong right now. Despite this, Varus can manage him surprisingly well from my experience. You can poke him down with Q in lane to win. Additionally, if he doesn't have all 4 shots up, early he can't burst you alone without having to reload which leaves him open to your high DPS as crit, or to your burst as lethality or APC.
Jinx
Jinx scales really hard and becomes a late game hyper carry. However, in lane, she's fairly weak and will lose most 2v2s until she picks up at least a full item. Overall, no matter what playstyle you choose, she isn't a huge threat early but can become one late game if fed.
Kai'Sa
Kai'sa is one of the strongest and most overtuned ADCs. She has a lot of mobility with her E which can let her dodge your E and reposition in team fights. Additionally, her ulti will make it really hard to burst her in all-ins, which makes her win most 1v1s if she uses it properly, especially since she can react while you're charging an arrow. There's no easy way to play into Kai'sa as Varus and it comes down to punishing mistakes and catching her out with your R when she is positioned poorly.
Kalista
Kalista isn't in a great spot right now, and while she can be really annoying to catch with abilities, she also gets bursted super hard. Additionally, your E will hinder her auto attack jump and the path she can take, and you can use this to make your ultimate easier to hit, which is basically a death sentence to her.
Kog'Maw
A good Kog'Maw has some counter play into Varus, but usually isn't a big issue. He has little mobility and will struggle to dodge your poke consistently, while also being super squishy. The key to winning this lane though is going to be playing around his W cooldown, as that is going to be his main key to winning a trade, so baiting it and then punishing while it's on cooldown can destroy him. He's especially strong with Lulu, who can provide him survivability and shields while buffing his damage overall.
Leona
Varus can struggle a lot into Leona for a few reasons. Her R has a ton of range and can be nearly impossible to dodge on Varus without having to flash. Additionally, she's great at punishing small mistakes in positioning and has a lot of built in armor and magic resist with her W. Cleanse is great into Leona to deal with her R so long as you can react before she chain CCs you. Additionally, you have some percent max health damage that gives you some shred against her. Overall, she's a really tough matchup that can be annoying to play against where you need to play very well to win lane.
Lucian
Lucian is somewhat weak to Varus due to his low range in comparison. You should be able to zone him. However, if he gains a lead he can burst you fairly hard due to his synergy with Kraken Slayer. Overall though, he shouldn't be a huge threat unless fed.
Lulu
Lulu can be combo'd with a lot and can be very tough. She can polymorph you before you have the chance to charge your Q, leaving you with a high cooldown and no damage. Additionally, she can shield a lot of your poke and her ultimate can be really hard to kill enemies through. However, your damage to her in most builds is typically enough to kill and you have percent max health damage which can be helpful with her ultimate. You also have a lot of range for an ADC and decent poke, and can catch her out fairly well with your ultimate so long as your support can follow up due to her polymorph only being able to help her with one person. She's especially strong with high attack speed and range champions like Twitch with his ultimate and Kog'Maw with his W.
Lux
Lux can burst you down really hard if she goes full AP, but if she misses her abilities she becomes very weak and immobile. Additionally, she can't easily dodge your R and if she steps up while its up after landing a Q on you to punish, you can sometimes turn it on her and win. It's good to shut her down early as many support Lux players go full AP and when she's far behind, she will be very weak due to the items being expensive for a support.
Miss Fortune
MF can be very tough to deal with due to her high burst while having decent mobility. She often takes Galeforce, which adds to this burst while giving her even more mobility. However, you have some things in your kit to punish her. If she ultis, she can't move without cancelling her ult, which can be used to hit your abilities easily, especially your R which is great for catching her out. You typically win all-ins if she can't burst you down, but she will normally win short trades.
Morgana
Morgana can be somewhat difficult to deal with when you first face her. Her Q can be instant death for Varus and with your immobility it can sometimes be tough to dodge it. However, it has a cooldown that can be punished and if she misses then you can win trades and possibly kill her. Additionally, her spellshield has a very long cooldown giving you a lot of time to catch her out post-6 with your ultimate. She's also quite squishy and won't want to be within range of you long enough for her to ultimate to bind you.
Nami
Nami can be tough to deal with as Varus. Her bubble and ultimate can be instant death for ADCs. She also has a ton of healing for your poke. On the other hand, if you land your ultimate on her and she can't CC you back, you will almost always kill her. You also have grievous wounds to set on her after doing so, preventing her escape and healing. Be careful of her and Lucian, as her E will let Lucian quickly combo all stacks and burst you extremely hard!
Nautilus
Varus has a surprisingly easy time with Nautilus, however getting caught by his hook can often be death still. However, if he can't land that, he becomes much weaker because Varus has a lot of range to poke him down while also having a lot of percent max health damage which is great to deal with him in all-ins.
Pantheon
Pantheon is one of the most annoying matchups to deal with. He has point and click CC on you and if he lands it, he bursts you extremely hard even without an ADC. Additionally, he also has his shield to stop all your damage. The best way to deal with him is abusing your longer range to poke him down and not give him the chance to all in. If you can catch him out, even if he shields, you can pop blight the second it ends and start stacking it again, which is often enough to burst him. So long as you don't get caught out with poor positioning, laning against him is manageable.
Pyke
Pyke tends to be a really easy matchup for Varus due to Varus having a ton of range to poke him down while also having a stronger all-in. His hook has a charge which makes it easier to predict than something like Blitzcrank. If he goes all-in on you post 6, you can sidestep(or flash if you must) his follow up stun. This leaves him mispositioned with his dash gone. He'll often be very close to you, making it easy for you to land your ultimate and kite back while bursting him with autos and abilities since he is very squishy.
Rakan
Rakan is best at engaging and CCing you. However, you can often dodge his grand entrance and punish him for missing it by autoing him and activating blight before he disengages. However, if he catches you out, then it can often lead to death so long as his ADC is ready to follow up.
Rell
Rell can be tough to deal with due to her insane amount of tankiness and her crowd control engage. However, a big issue for Rell is that one she is in she cannot disengage easily. Since Varus has percent max health damage with blight, you can shred her down fairly well by abusing blight by stacking it 3 times and activating with an ability then switching. However, this doesn't mean it is instantly won as if she gets a good follow up, it can be instant death. This makes positioning and punishing bad engages key to winning a lane against her.
Samira
Samira has a couple things in her kit to counter you, such as something to block projectiles. However, the duration this is up is very low, so the second it goes down you can engage on her with R and kite back to kill her. She's also shorter range than you, so she will struggle to actually trade in lane and deal with your poke. If she gains a lead though, she can burst you extremely hard and be difficult to kill.
Senna
Senna is one of the easiest ADCs to deal with currently, as once you hit level 6 she can't easily dodge your ultimate and you deal a lot more damage than her early game. However, she does have a decent escape with her cloak as well as having a strong late game.
Seraphine
Seraphine can be really annoying to deal with in lane due to her long range poke. Additionally, she has an AOE charm Ultimate that is super long range, which if you get caught out by, can be instant death if she has a follow up. On the other hand, landing your R on her can often be instant death for her due to her being extremely squishy. She lacks any dash, and is somewhat immobile with her only speed up being her W, which has a long cooldown, which can make it easy to catch her out.
Sett
Sett is all about cheesing you in lane by taking hexflash and a bunch of mobility runes. However, you are long range and can poke him down. Additionally, you shred him fairly well and his range to grab you is pretty low. So long as you keep your distance from bushes and keep track of where he is, he won't be able to catch you out easily. Be careful of level 2 flash engage from him though.
Sivir
Sivir can be very difficult to deal. Her Q is long range poke and she has a spell shield. This gives her time to react when you're charging your arrow. However, I often find Sivir players will use this early while you are charging, and it only is up for a couple seconds, so you can often wait it out. It also has a long cooldown, which gives you a bunch of time to engage and poke her down after she uses it.
Sona
Sona isn't that great right now. She's very simple and lacks much mobility. Be careful of her burst with her passive Q AA combo. Her R is also pretty short range in comparison to you, so she won't be able to use it easily without flashing. You have a strong engage on her with your ultimate that can often end up killing her due to her being pretty squishy.
Soraka
Soraka is really annoying to deal with as Varus, as she will heal off a lot of your poke. Additionally, she can silence your Q as you're charging it which will cancel it and put it on full cooldown. Luckily, she will often lose all-ins so long as she is targeted first, especially if you R her as it'll let you E her escape path while procing blight and leaving her in a bad position.
Swain
Swain isn't too difficult to deal with as Varus due to his slightly longer range than most. If he grabs you and pulls you in, then you will likely get bursted pretty hard, which can be difficult to deal with. However, you can deal significant damage to him, even in his ultimate. One thing that makes Swain support as strong as it is is because his ultimate makes him very tanky by giving him extra health and a bunch of healing, however blight does percent max health damage, which helps counter this. You also have your E to apply grievous wounds and lower that healing. He can be caught out very easily with your R due to your blight and E countering a lot of his kit, but you need to position correctly to avoid him grabbing you in lane, which is his best chance at winning.
Tahm Kench
This matchup can be a lot harder if you decide to go lethality, but even then you have the ability to poke him down. With Crit and AP however, you will be able to shred him despite his tankiness due to blight doing percent max health magic damage, and he can't easily build both. He is often good for saving his ADC, but this leaves him in a bad position to be targeting and caught out himself, as if you R him while he is carrying his ADC, the ADC will be dropped and instantly rooted by blight spreading.
Taric
Taric can be annoying to deal with due to his crowd control, healing, and AOE invulnerability. However, Varus can shred him and squishies pretty hard, often killing before invulnerability kicks in. On the other hand, if he does it too early, you can simply back off and he wastes it. You have grievous which can be helpful in dealing with him, as well as percent health which can deal with his tankiness. His stun is also somewhat low range, leaving you able to kite back before he can use it.
Thresh
Thresh can be really hard to deal with because of his CC potential. His Q has a long cooldown if he misses that can be punished. However, be careful of him walking up and flaying you, as it can make it very easy for him to hit his hook and then leave you with no escape without having to walk through his R which will slow and deal damage. Keep your distance and read his animations to learn how to avoid him engaging with Q first rather than E. This takes some practice to beat a good Thresh, but eventually he becomes a manageable lane.
Tristana
Tristana's strength lies in her burst and hard engage and mobility. She can jump in and burst you down with her bomb and hail of blades. Whenever she gets a kill or a fully stacked bomb blows up, her jump will be reset, leaving her with more mobility. This means you need to know when she has the ability to engage and be prepared to not let her burst you down. This can often be by baiting her jump but not letting her keep her engage to fully stack a bomb, leaving her jump on a long cooldown, which will let you catch her out either through your ultimate. Additionally, you have much more range to poke her down in lane. Be careful of standing in waves when she is clearing them, as she does AOE damage whenever she kills a minon. Overall, a pretty tough matchup but you can go even if you play well
Twitch
Twitch has 2 playstyles, AD and AP. They both are heavily reliant on bursting you down, AD through shredding with autos and AP through stacking his passive and bursting you with his E. Once he comes out of his invisibility, her will often use R to try to shred you. However, without the element of surprise on his side, he becomes a lot weaker, as you can simply ult him and he can't really escape. You shred him down quickly, but he can to. He relies on playing around his invisibility to win lane to scale though, so just be careful of it and be constantly aware of when he goes out of vision.
Vayne
Vayne can be really annoying to deal with. Early game is her weakest point, as you have a large range advantage on her that you can abuse, as well as poking down with Q's. However, she has invisibility and tumble which lets her reposition well in a team fight and kill you late game. This means you need to catch her out with your R as soon as you can in fights because it stops her from tumbling and lets you shred her down quickly rather than giving her the chance to shred you down. Be careful of tumble's low cooldown though, as that can cause you to miss your R and cost you the fight. Playing this lane relies a bit more on practice than other match ups from my experience.
Vel'Koz
Vel'Koz has a lot of poke and burst with decent range. In exchange for his, he is immobile and squishy. Pre-6 you both have the poke to deal with each other. However, once you hit 6, the best way to deal with him is bait his knock up and flash or sidestep it then engage with your R. This leaves him vulnerable as he is an ability down and has no hard crowd control, and since he is squishy you can usually burst him down quicker. Of course, this can only be done at certain times, as his ADC might be able to deal with you engaging on him.
Xayah
The best way to deal with Xayah is to bait her W that gives her a stat advantage and then punish the cooldown. Additionally, you need to be aware of the locations of her feathers, as a lot of her burst can come from those, so you need to kite around and not chase when she has a bunch behind you. She also has invulnerability, so make sure you save your burst until she uses it unless you have no option, which in case you can use it but there is a chance she will dodge it. This is especially true with your Q, as charging it while she is low will give her a lot of time to react with her ultimate.
Xerath
Xerath plays a lot like lethality Varus actually. His Q is a long range charged poke and he has an AOE stun. His R gives him the advantage of trading and leaving his enemies low, as he can often follow up from a distance. However, he is very squishy himself, leaving him open to punishment if he misses his abilities. He is a very skillshot reliant champ.
Yuumi
Yuumi is a weird case for matchups, as it is completely dependent on what champion she is on. However, you have a lot of single target DPS and not having to worry about a support following up on engages means you win a lot of fights. Additionally, if you land your R on an ally she is on, she can't get off without getting rooted herself, and that ally will often die leaving her defenseless, especially since you can follow up your R with your E, which applies grievous wounds and counters her healing.
Zilean
Zilean can be a tough matchup if the player is good. He can't easily one shot you alone, but his R can be annoying to deal with. If he Rs someone, don't kill them but rather run back. Alternatively, if you're strong enough you can switch targets and kill the one without his R then go back to the low HP target he did ulti, as it is likely off them by then. Be careful of his double time bomb as it can stun you, which he can land somewhat easily while you're charging your Q since you're slowed. Additionally, he can speed up himself or allies to chase you down. I
Zyra
Zyra is really tough to deal with, as even if she misses abilities, she often will deal damage to you. This is because of her plants. She is really strong in team fights, dealing a lot of damage and having crowd control with her E and R. If she catches you out with her E, it'll often mean she gets a free Q that spawns plants and bursts you down. While this won't usually kill you in 1 combo early game, it does leave you low. This means you need to play safe and keep your range while abusing your own Q range to poke her down. She is squishy and can be shredded very easily if caught out. This means that if she wastes her E, it leaves her open for you to R her and burst her down, which can often result in a kill, a flash, or at least a forced back. Do not try to engage while her root is up however, as it makes it a lot easier for her to land and turn the fight.
Hello, I'm Synnoh! I'm a Varus One Trick who loves testing and playing a variety of builds on Varus. I'm not the highest ranked or most played Varus, but I think I have a decent amount of experience and success with him.
Having said that, these are common ways that I play Varus, as well as some of the most popular builds for him! This guide is meant to help you start playing the champion. Remember that Varus is very versatile and can be built many ways, so you should test your own builds and see what works best for you!
Why Varus?
Varus is a champion that, right now, has a very low pick rate. Additionally, his win rate is also below 50% right now. Despite this, I almost only play Varus. What is the reason for this? Well, mostly it's because I have fun playing him. His playstyle fits me very well and I find success with him. I actively play many of his builds and am testing new ones. Despite his play rate and win rate, I do think he is viable. He is an occasional pick in high elo, both with his lethality build and his critical build. While he may not be as strong or flashy as new champions, he can be successful and is, in my opinion, just as fun if not more.
Cons
- Immobile and can be easily caught out if you position poorly
- Very squishy, like most ADCs.
- If another lane loses, it can be hard to carry as Varus
- Building lethality into multiple tanks can be hard
- Suffers a little from being outdated as a champion.
A Short History of Varus in the Meta
Despite not being meta currently, he has had his time in the meta with a few different playstyles.
One popular way to play Varus in the past was using Guinsoo's Rageblade and building him on-hit. However, this was nerfed after and Varus's play rate fell with it. After new items were introduced in season 11, this build is a ghost of it former self. Guinsoo's Rageblade lost its scaling attack speed and armor and magic penetration, making it a bad item on most champions. If you want to go for the attack speed Varus now, critical seems to be the way to go. This is why this guide does not feature an on-hit build despite it being meta at one point.
Another playstyle that became popular in the meta was lethality. This was a bit more popular in recent times as an ADC, but was also played mid-lane. The mid-lane playstyle was popularized by pro-player PowerOfEvil. This build is still more than viable today, taking items like Duskblade of Draktharr and Muramana. This playstyle abuses your range on Piercing Arrow to deal damage from afar rather than your damage mainly coming from auto attacks.
How Varus Is Played Now
Varus is sitting with a low 2% play rate and 0.1% ban rate right now. While he is not meta, he is plenty viable to climb with. He still a few different builds that are fine to play him with.
This is my favorite build to play. Build crit maximizes your consistent damage in team fights. This usually involves building items like Kraken Slayer, Runaan's Hurricane, and Infinity Edge, however some can be swapped out, especially depending on the situation. For example, sometimes it will be better to build Galeforce instead of Kraken Slayer into squishies, or Phantom Dancer instead of Runaan's Hurricane if you need to go front to back in team fights and can't shred threw everyone at once. After these, you just build more critical strike, or sometimes a defensive item like Guardian Angel. Additionally, you normally take Lethal Tempo, however, I personally love taking Press the Attack. This build is good in most situations, as it can shred down tanks but still deal a lot of damage to squishy champions.
The most popular build with Varus right now is going to be his lethality build. This was meta at one point in season 10 and is the most recent build Varus was meta with. This playstyle involves poking enemies down with Piercing Arrow. You typically take Arcane Comet with this to poke even more, especially with the slow from Hail of Arrows. You will often build Duskblade of Draktharr, Ionian Boots of Lucidity, and Muramana when going lethality. However, you don't actually need to build Muramana if you aren't struggling with mana, but it's still a good option due to the extra burst and poke it provides. As such, I'd still recommend it and it's what I normally do personally. I recommend this build when they have a lot of squishy champions and when you can't get can't get close to use auto attacks without being punished. The range of this build works well into champions like Caitlyn.
AP Varus has been around for a long time. It hasn't been meta the same way lethality and on-hit builds are, but it has been a common niche pick. When going APC Varus, I think his more consistent damage build is better than his burst AP build. This means you go Nashor's Tooth first into Riftmaker and Rabadon's Deathcap. You should also take Press the Attack when going this build for the extra burst on your 3 blight stack combo. This build is best when you have little AP on your team, and it can be very effective into tanks since Blighted Quiver's AP scaling does percent max health damage.
Varus in season 11 has a lot of versatility with a lot of playstyles. While there is the standard picks of Critical and Lethality, there is more, such as that AP build. I'd like to say that playing Varus is all about finding how you enjoy playing him. This guide is supposed to give you a general direction to finding how you like to play. There are more items and combinations you can use, such as Galeforce, The Collector, and Infinity Edge. I encourage you to try these alternative styles that are not meta and play what works for you and what you find fun.
Runes
Keystones
This is the go to keystone for Varus's attack speed build. It worked especially well with his on-hit build on the past, and it is now the most common option for the critical build. Lethal Tempo's bonus attack speed helps with stacking Blighted Quiver and should let you get 2 fully stack blight procs win a fight. This also works really well with Kraken Slayer, as the extra attack speed will let you get the extra true damage more often.
This is the standard option for Lethality Varus now. It provides a lot of burst for Varus for a few reasons. Duskblade of Draktharr is the most common mythic for Varus and you will want to auto attack to use it, and Hail of Blades will make it so when you do so you will also be able to get multiple autos off. Since you're building a lot of AD and Lethality with this build, you will deal a lot of damage with those 3 autos. It also lets you apply blight very quickly, meaning your next ability will deal even more damage as well. This rune has replaced Arcane Comet earlier on in Season 11.
Press the Attack serves as an alternative for Lethal Tempo in Varus's critical build, as well as the standard for APC Varus. It is my personal favorite rune for Varus's critical build. The benefit of Press the Attack over Lethal Tempo is you have a bit higher burst with a little less shred. It excels more in early game, especially at level 2 where you can get 3 stacked of Blighted Quiver and then use it's active and fully charge Piercing Arrow to deal a ton of damage. Almost no other champion can deal this much damage at level 2, which makes you a huge threat at level 2 with Press the Attack. Additionally, you take this with AP Varus's build in order to maximize your blight damage. The vulnerability combined with the fact 3 hits is enough to fully stack blight means this synergizes well.
This is an old alternative rune that can still find some success on lethality Varus, as it increases your poke damage and synergizes well with Hail of Arrows. I would advise against using it however, as Hail of Blades has been found to be much better than Arcane Comet, but if you want a slightly higher poke playstyle, it can still work. It gives you access to the sorcery tree which has some nice things for Varus, but it's sub-optimal overall.
Summoner Spells
Flash is non-negotiable on Varus. You are low mobility and you need it to reposition. Most champions take this no matter what, and Varus is one of those. The ability to dodge skill shots and position yourself better in the middle of a team fight can be huge to whether or not you win fights or just get one shot.
Heal is going to be your go-to summoner spell most of the time. This is standard for ADCs as it gives you and your support health and movement speed. This is standard and recommended. There alternatives, but if you're new to Varus or ADC, this is probably going to be what you want.
Cleanse is a normal alternative option for ADCs into team comps with a lot of crowd control or undodgeable(or nearly undodgeable) crowd control. This can include something like Leona's ultimate Solar Flare, which is really hard to dodge and can be deadly when it lands. It's also fairly common for your support to take heal when you take cleanse.
Teleport is specifically an option meant for lethality Varus. The reason is doesn't work well on his other options have to do with his range. Lethality Varus is able to poke down enemies rather than trading and needing to take damage. While heal is still normal for lethality, teleport is a viable alternative.
Exhaust is a viable option for ADCs who want to stop burst from assassins or strong all-in champions, such as Tristana. It's not going to be something you take every game, but can be a viable alternative, especially if your support takes heal instead of you leaving you open to exhaust who you want when they target you rather than relying on your support to do it.
Ignite is something you can only ever really take if you have a Yuumi who takes Exhaust and Heal. It basically lets you get the damage while your support can heal you and use the defensive summoner spells, and since she'll normally be on you, you don't need to worry about her being too far for heal to work and it leaves her open to not needing Flash.
Items
Abilities
Living Vengence
Varus's passive is Living Vengeance. Whenever you kill a unit, you gain 20% (+20% bonus attack speed) attack speed for 5-11 seconds based on level. The passive attack speed is doubled for champion kills or assists for a total of 40% (+40% bonus attack speed). Due to Varus having a low pick rate and not being very popular, many people might not even consider Varus passive when they are choosing a fight. Despite this, Varus is really hard to beat while his passive is active, especially right after a champion kill or assist. After 4 seconds of charging, the ability will cancel and refund 50% of the mana cooldown. Note that if Varus is crowd controlled while charging his arrow, it will cancel the charge and put the ability on full cooldown.
Attack Speed on Unit Kill: 10%/15%/20%(+20% Bonus Attack Speed) at Levels 1/7/13 Attack speed on Champion Takedown: 40%(+40% Bonus Attack Speed) Duration: 5/7/9/11 seconds at levels 1, 6, 11, and 16.
Piercing Arrow
Varus's Q is Piercing Arrow. It's a long range arrow thats range and damage goes up with its charge. While you're charging, you have 20% reduced movement speed. Additionally, Blighted Quiver's passive stacks are activated by Piercing Arrow, the blight damage increasing between 0-80% depending on the arrow charge.
Maximum Damage: 15/70/125/180/235 physical damage Cooldown: 16/15/14/13/12 seconds Mana cost: 65/70/75/80/85 Total AD Ratio(when fully charged): 125%/130%/135%/140%/145%
Blighted Quiver
Blighted Quiver is Varus's W. The most simple part of it is a passive that makes you deal bonus magic damage on-hit equal to 7/8/9/10/11(+25% AP). Additionally, every auto attack will apply 1 stack of blight to your target. Any enemy can have up to 3 stacks of blight at once, and activating by hitting Piercing Arrow or Hail of Arrows it will deal % max health magic damage. When Piercing Arrow activates this, this damage will do 0-80% extra based on the charge of Piercing Arrow. Whenever you proc your blight stacks on an enemy champion or epic monster, your Piercing Arrow, Blighted Quiver's active, and Hail of Arrows cooldowns will be reduced by 12% of their maximum cooldown per stack of blight.
Varus's Blighted Quiver also has an active, which a lot of people seem to overlook and not even know he has! This active enhanced Varus's next Piercing Arrowto deal 9-21% percent missing health magic damage based on arrow charge and the level of Varus.
Damage on Attack: 7/10.5/14/17.5/21(+30% AP) magic damage Damage from Blight: 3%/3.5%/4%/4.5%/5%(+2.5% per 100 AP) max health magic damage per stack Cooldown: 40 seconds Active Damage: 9% to 21% missing health magic damage based on Q charge and champion level.
Hail of Arrows
Varus shoots arrows in a circle on the ground, dealing physical damage and leaving a circle on the ground that will slow enemies and apply 40% grievous wounds to those in it.
Varus shoots a tendril of corruption, dealing magic damage and rooting the first enemy hit for 2 seconds. It adds 3 stacks of blight to the target over the course of the 2 seconds of the root. Additionally, the root and magic damage will spread after the first target's end, dealing the same damage and root duration and also applying 3 blight stacks over the root duration. Enemies cannot be hit by the same Chain of Corruption twice. This can be used to hit an enemy and let you start charging Piercing Arrow with Blighted Quiver's active to burst down an enemy. This combo does a ton of damage when building AP as well.
Varus's early game depends on which build you choose. You'll often need to leash your jungler and head bot. Once you get bot, the first challenge is hitting level 2 first, which can be done by killing the first wave as well as the 3 melee minions of the second wave(assuming both you and your support are in lane). If you take Piercing Arrow level 1, try to enter lane by hitting the enemy through the wave of minions, thinning the wave while dealing damage. If you took Hail of Arrows, you will need to play a bit safer. If you have comet, it will likely be worth to try to poke enemies with it.
If you took Piercing Arrow level 1, once you hit level 2 you can put a point into Blighted Quiver and so long as the enemy is level 1, you can try to hit the enemy 3 times before using your Blighted Quiver active and hitting the enemy with a fully charged Piercing Arrow. This is especially effective if you have Press the Attack, however it can also be easier to do if you have Lethal Tempo or Hail of Blades to stack quickly. This combo does a lot early on, and so long as your support can be part of the trade, you should usually win the trade or possibly even get a kill.
After this, you can play lane like most other ADCs. Try to farm and not get caught out. Try to keep track of the enemy jungler and keep the river warded a little deep in order for you to have time to react to ganks. If you have a good engage support, try to follow up on any engage they do as it will often let you get blight stacks easily. Depending on your playstyle, you can look to either all in or just poke down enemies, however overall they're fairly similar.
If you get a kill, try to hard push the wave and back so the enemy misses experience and gold while you get to back and spend your gold. Alternatively, if your jungler is bot and you have priority and the lane is in a good state, you can go and take drake. This is really easy to do with Varus so long as you have some mana, since your Blighted Quiver Piercing Arrow combo on a dragon with 3 stacks of blight deals more damage than smite, so if you time it correctly you won't have to worry about the enemy jungler stealing it.
If you gain a lead and take turret, you can try to swap lanes with your mid or top. It's often optimal to be in a solo lane with a lead if you don't need to worry about 1v2ing due to the fact to get solo experience rather than sharing it with a support. This will help you not fall behind against the solo laners of mid and top that may be fed while also having the experience lead on you.
Mid-Late Game
During mid-late game, your job varies greatly depending on your build. The common idea is you're going to want to be in team fights and to help your team get objectives, whether it be dragons, barons, or turrets. Varus is great in team fights with most builds.
With critical, you will usually want Runaan's Hurricane usually to deal damage and shred through multiple target. This also applies blight to many targets at once. Your job here is to stay alive and deal as much damage as possible.
With lethality, your job becomes to poke rather than deal consistent damage. You will want to land Piercing Arrows and Hail of Arrows when you can, and possibly catch someone out with Chain of Corruption
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