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Runes: Uber Single Target Elimination
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Ignite
Items
Ability Order
Phenomenal Evil Power (PASSIVE)
Veigar Passive Ability
Threats & Synergies
Blitzcrank
Very scarry to play against.
He's deceptively tanky with is passive so it can be hard to finish him off.
If he pulls you you're dying or flashing.
He can pull you through your stun so be careful.
Caitlyn
If you land your stun she can follow up with her traps, which makes your chain CC potential very strong. (or if she lands a trap you can follow up with your stun)
Caitlyn
If you land your stun she can follow up with her traps, which makes your chain CC potential very strong. (or if she lands a trap you can follow up with your stun)
My in-game name is snu***z and I've been playing league since season 2. I'm currently in Platinum Elo on the NA server, but I will be in Diamond very soon ;)
I've played a decent amount of

Veigar is a great support champion because his stun cage is one of the best forms of CC in the game, and because his burst is absolutely insane once he scales up into the mid & late game.
My mission with this guide is to cover the most important bits of information that will help you succeed when playing Veigar support. The early, mid, and late game sections will tell you exactly what you should be doing at all points during the game in order to win.
Let's get on with the rest of the guide!
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Lore continued...
Pros
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+ Gets free AP from landing abilities (potentially infinite AP) + One of the highest damage champions in the game + Stun cage can trap and/or stun multiple enemies at a time + Can single handedly delete enemy carrys, and drop massive damage on tanks + Cute because he's a yordle, but also dark & mysterious |
Cons
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- Weak poke relative to Zyra/Xerath/etc - Can be hard to land stun when enemy plays safe - Very weak early game, he needs time to scale his passive and get items - If he uses stun he is very susceptible to getting killed - Bad against assassins and high damage champs with gap closers |
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BALEFUL STRIKE (Q): Baleful Strike is Veigar's main poking ability. It has a somewhat short range so be careful not to get CC'd or harassed when using this ability. This ability can hit up to two targets. If Veigar kills a melee/mage minion he will get one free AP, and if he kills a cannon or large monster (they're the big jungle minions) with this ability he will get 2 free AP. If your matchup isn't too tough, look to harass the enemy with your Q often and build up free stacks of AP. This ability does the least amount of damage of Veigar's damaging abilities and the damage scales based on the ability's level and on 60% of your total AP. |
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DARK MATTER (W): Dark Matter is Veigar's highest damaging ability (not counting his ultimate). After 1.2 seconds Dark Matter falls at a location and does a bunch of AoE damage (the area of effect is small though). This ability's damage scales off the ability's level & 100% of your total AP. The best way to ensure you land this ability is to use it on an enemy that has been stunned by your Event Horizon. Every 50 stacks of your passive will reduce the cooldown of Dark Matter by 10%, which stacks multiplicatively with your normal cooldown reduction. To explain that would be kinda mathy but basically more stacks ='s less cooldown on your Dark Matter (indefinitely). |
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EVENT HORIZON (E): Event Horizon is Veigar's only form of CC. After a .5 second delay Veigar creates a large ring that will stun anyone that comes into contact with it. If anyone tries to dash, jump, or leap out of or into the ring they will get stunned against the walls of the ring. I believe blinks and flashes are not affected by the ring. This is Veigars main way of landing his combo, and also his only form of escape. Be careful after using this ability as it has a fairly long cooldown and you will be very vulnerable until it gets back up. This ability is one of the best forms of CC in the entire game and can lock down multiple opponents at once. |
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PRIMORDIAL BURST (R): Primordial Burst is Veigar's most powerful ability and is an execute. Depending on the enemy's missing health Veigar will do a ton of extra damage (damage is maxed out at the enemy being below 33% (repeating of course) health). Veigar has pretty low kill potential in lane until he gets this ability, once he gets this ability, ping your ADC to help you as you start to look for kills. |
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*Note, Veigar support is quite weak early, so don't expect to blow anyone up that has full HP until you reach level 6*
When trying to land your

Try not to use your other abilities like




Landing your









Level 6 is a big power spike for Veigar support and the bottom lane because it nearly guarantees you or your ADC will secure a kill on a low HP enemy. Ping that your ultimate is ready, and do an assist ping to let your ADC know that you're going to try to try to set up a kill with your

Don't be afraid to leave bot and roam mid, assuming they have a slow, easy to gank mid champ like



Make sure you always have vision of Tri-Bush if you're blue side (blue side is the team that spawns on the bottom side of the map), or vision of the river bush if you're red side (red side is the team that spawns on the top side of the map).
Ping your ADC to ward river bush if you are out of wards. Always get at least 1 control ward on your first back and every time you back after that.
So in summary, early game for




Now let's go onto the Mid-Game.
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In the Mid-Game

One tactic you can use when looking to get a pick is to use your sweeper to clear a bush, place a ward over a wall (to give you vision of anyone coming near your bush), and wait for a champion to come along and fall into your trap. (obviously this works best in highly contested areas like river, or within the enemy's jungle)
You can even place a

*You should always have a control ward up somewhere on the map.*
(if the game is going well your control ward should be in river or in their jungle, if the game is even your control ward should be in river or in your jungle, and if the game is going poorly your control ward should be in your jungle)
Get your team good vision control with your





If your team is seiging their turrets look to get wards into good positions in the enemy's jungle so that your team can more effectively take towers and know the enemy's movements. If you know their top laner is rotating to mid because of a ward you placed in top side jungle your team will have the time it needs to fall back, and thus not die when trying to push and take turrets. (but be very careful when placing wards in the enemy jungle)
*Again, you should always use your


Stick with your team if they're trying to siege towers. Your


Be wary of assassins now that you are roaming around the map, they will be looking to wet their appetites with a small snack like you.
(Yes, that was a short joke)
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Your goals in the late game are to not get picked off, maintain good vision control, get picks on the enemy, take objectives, and win the game.
Since your ability to get picks relies heavily on your vision around the map you're going to want to maintain good vision control. (especially around Baron, as Baron will be highly contested and often times will be the decider of who wins or loses the game)
Past staying safe, maintaining good vision, and getting picks, you're going to want to stick with your team as your team and their team have large team fights.
In team fights you'll want to try to use your

If the enemy engages on your team, you can always use your

Stick with your team, take the objectives without getting picked off, and win some games, gg ez! :)
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Try out

If you have any additional questions, or want to see me play live, then come join us on the stream.
That's it guys, peace!
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