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Recommended Items
Spells:
Barrier
Flash
Items
Ability Order
Living Vengeance (PASSIVE)
Varus Passive Ability


Hello MOBAFire! I'm OTGBionicArm, and I'm finally back from my break from guide-writing! Having lost motivation to write I did some soul searching and decided I'd have more fun doing something different. Something from the heart <3. This is a special guide because it's a re-creation of one of the first guides I ever wrote, and it's for Mage


OTGBionicArm does not endorse playing Mage





Mage



Varus's
Blighted Quiver can deal can deal 45% of someone's health in magic damage with around 500 AP by proccing three stacks. Big numbers are fun. He shreds tanks like no one's business.
Chain of Corruption has a massive 1.0 AP Ratio and overall,
Varus has amazing utility.
- I find the technical prowess of mastering this play style to be far more fun than the standard Marksman
Varus build.
- Despite me classifying this build as a "Burst Mage"
Varus still plays like a Marksman even building AP, and still deals respectable magical DPS through
Blighted Quiver and
Nashor's Tooth.
- Riot officially classifies
Varus as a "Mage". It is now fact!
This guide will cover everything you need to know about playing


Pros+ Very Strong Harass+ Shreds Tanks + High Burst + AoE Snare/Nuke + High Utility + Long Ranged AA + Surprise Factor |
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Cons- Low Mobility- Relies On AAs - Poor Early Game - Assassin Food - Awkward To Use - Mediocre Roaming - You Will be Flamed |
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For my masteries I use a somewhat Hybrid page, akin to something you'd see on


- Tier 1: 4 Points are put into
Sorcery simply for the 5% CDR. Every little bit helps, and with a
Nashor's Tooth and
Deathfire Grasp you'll be almost capped out on it.
Varus needs his abilities to come off cooldown as fast as possible to function as a mage.
- Tier 2: All 3 points are taken in
Mental Force to increase AP per level, as
Varus's strength lies in the mid and late game as AP.
Expose Weakness is take for some added focus fire damage from allies, and because there's not much else to use this point on to get to the next tier.
- Tier 3:
Arcane Mastery is a free 8 AP. What's not to love? This isn't very helpful early on, but might as well have it later for multiplicative purposes. 3 points are taken in
Executioner to burst low health targets even hard. This is very helpful because
Varus's main targets are tanks who are harder to kill and will likely be lower on health anyway. Lastly,
Spell Weaving gives you spell damage rewards for auto attacking people, which you have to do anyway. Win-Win.
- Tier 4: This build uses very high AP items like
Rabadon's Deathcap and
Zhonya's Hourglass, making the 3 points in
Archmage very helpful for multiplying
Varus's damage.
- Tier 5:
Arcane Blade synergizes 100% with
Varus's
Blighted Quiver for added magical auto attack damage. 3 points in
Devastating Strikes is taken for the duel physical and magical penetration, both of which benefit Mage
Varus greatly.
- Tier 6:
Havoc is just a big chunk of extra damage in general. No reason not to take it really.

- Tier 1: 2 points in
Block are taken to reduce auto attack harass from your mid laner.
Recovery is just some sustain padding and filler points to the next tier.
- Tier 2:
Unyielding may not seem like much, but slightly reduced damage from ALL sources will add up over the coarse of the game.
Veteran's Scars is just for a bigger health pool at start to not get bursted down as easily.
- Tier 3:
Juggernaut gives you +3% maximum health. This isn't exactly helpful because
Varus doesn't stack any health, but it's something... and there's literally nothing else you can take that's worthwhile. Running 9 down utility tree is even less helpful.

- Greater Mark of hybrid penetration:
Varus will end up dealing about 50% magical and physical damage by the end of any game as a Mage.
Greater Seal of Armor:
Varus has low mobility and is a likely target for ganks from the enemy jungler. Having no armor would make him even easier prety to junglers like
Vi. They also help to mitigate any auto attack harass damage you will receive.
Greater Glyph of Magic Resist: Helps mitigate damage from enemy mages and any random magical damage in general. Against AD heavy teams these may not be necessary. If not using these, I would suggest
Greater Glyph of Scaling Ability Power to add some oomph to your late game.
- Greater quintessence of hybrid penetration: Same reasoning as the Marks.
















If you're looking to snowball and secure kills, look no further! Added damage onto your full combos never hurts. This works amazingly well if you have a very aggressive ganking jungler.


This spell is a more team oriented choice. Ask your team mates to ward the bushes behind their enemies in top or bottom lane, then show up for a surprise gank with











- As Mage
Varus, it's better to just fire the arrow immediately to trigger
Blighted Quiver, since this move scales off AD, which you don't have. Only charge it if you absolutely have to hit something farther away that has stacks on it. Don't even bother wasting mana on this ability unless the target has
Blighted Quiver stacks.
- Remember that you can
Flash while charging this ability to close the distance and get a VERY far away kill.
- If you cannot reach the target even at max range, just let the charge go all the way through without firing. It will refund half the mana you just wasted.
- If you're being zoned, you can use this ability to last hit creeps that are very far away.



- If you can do it safely, always poke your opponent with auto attacks when they go in for last hits, and trigger the stacks if you have 2 or more.
- It is generally ideal to always wait for 3 stacks to trigger them. If you don't have time to do 3 before they get away, trigger any stacks you have.
- You can actually proc 4 stacks of
Blighted Quiver at once by immediately firing
Piercing Arrow or
Hail of Arrows as the 4th auto attack is in flight. This will lead to even more destructive burst combos.
- If going for a kill on a single enemy, triggering 3-4
Blighted Quiver stacks with
Chain of Corruption is a very fast and insane burst, that also practically assures your kill.




- In team fights, try to land this ability on top of as many enemies that are close to the target of your
Chain of Corruption you can to ensure they all get snared.
- Don't be hesitant to lay this down when fleeing. The slow can cut off pursuers and buy you more time to get away. Alternatively you can use this to block escape routes and choke points in the jungle.
- If going for a kill, use this ability to lead to make sure you land 3
Blighted Quiver stacks and immediately fire
Piercing Arrow or
Chain of Corruption to close the kill.





- This skill can absolutely punish teams for attempting to fight in the jungle. If they funnel into a jungle path, use it immediately to trap them all there for an AoE onslaught. It's also amazing to destroy teams with 3 or more melee characters.
- Don't just throw this ability out, try to land it on the target that will most likely spread the corruption to the most other enemies. Generally someone in the middle of the fight.
- This ability can be used to initiate team fights for your team,
Flash can help to make this initiation very surprising.

Hail of Arrows is maxed first because early on,
Blighted Quiver will not deal very much damage at all, even with 3 stacks. Maxing E allows
Varus to at least harass enemies easily. It also allows you to clear minion waves better.
Blighted Quiver is maxed second. Around mid game junglers and other bulky characters will likely start having a lot of health, making
Blighted Quiver shred them very hard.
Piercing Arrow is obviously maxed last, and
Chain of Corruption is taken at levels 6, 11, and 16.


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As this build is primarily designed to deal magical damage, you need some early magic penetration, granted through ![]() ![]() ![]() ![]() ![]() |
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After your core items are finished, you can start building some more offensive choices. ![]() ![]() ![]() ![]() ![]() ![]() |
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These items are to be built as needed to survive. ![]() ![]() ![]() ![]() ![]() ![]() |
Niche Items:
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These items will be seldom built. I'm only explaing why you would want to use them due to popular demand so here goes; ![]() ![]() ![]() ![]() ![]() ![]() ![]() |


- Blue: These wards are to protect you from ganks from the side brushes at mid.
Varus has no true escape abilities besides
Flash, so it's important that you get to safety before a gank happens.
- Yellow: These wards are to proect your jungles buff camps. Ideally your jungler should be warding these themselves if they are getting counterjungled.
- Red: These wards are to monitor objectives. Early on Supports will usually cover Dragon, but if you walk by and there isn't already a ward, place one. Always help your support cover these objectives if their hands are tied. From mid, you need to work together with your jungler and Bot lane to secure dragons early on, and later on, everyone must work together to secure/deny Baron.
- Orange: Least concern to you. These are counterjungling wards and your jungler can worry about these if his intent is to steal buffs. You can follow and help him secure enemy buffs if he asks you to, however.







Also, you should attempt to keep your minions near the center of the lane.








If you're doing well, and you've killed your laner, shove the lane to their turret and start roaming to other lanes. If either you or an ally gets a kill out of a gank, you're that much more ahead. Around this time is also when the first towers will fall, and if an enemy tower falls, that enemy will start roaming and helping other lanes, be aware of this so you don't get caught and killed.

By now you should have your






You should be roaming around with your team and gathering objectives (Dragon, and possibly Baron Nashor, if your team feels confident doing it early, and turrets.) Just remember to stay behind the relative safety of your teams tanks and bruisers, and watch out for assassins that may attack you suddenly from a brush if you are alone. If you don't have your core items by now; keep farming as much as you can!

By now, you should have your first 5 items done. If you're doing well enough, you will be targeted first or second, and without proper positioning or proper tanks and bruisers protecting you, you WILL be insta-gibbed. Use your

This is the stage of the game where teams will commonly "force" fights near Baron Nashor, either to take the buff, or to hopefully win a team fight and end the game. Make sure at this point you are helping your team keep Baron Nashor and Dragon secure with


If your team coordinates well and follows up with the window of immobilization from your ultimate, team fights should be easy and you'll ace them. If they insta-gib you, you'll probably lose. Be aware of that because if one team gets aced, it can easily be GG.


Thank you for reading my guide about Mage

If you liked my guide, shoot me a comment! If you have a problem with something, please comment me first before voting, please! :D
Cheers,
~OTGBionicArm

- 10/22/2013: Guide Published, covers build, items, runes, masteries, summoner spells, ability explanations and how to lane with Mage
Varus.
- 11/7/2013: Removed spoiler tags, changed AD runes to hybrid pen, altered masteries, added the 4 blight proc trick to the
Blighted Quiver tips, added explanations for niche items, added
Ignite and
Teleport as optional summoner spells, expanded the disclaimer about playing the build competitively.

- JhoiJhoi: For teaching me how to code guides with her amazing Guide to Making a Guide.
- Hogopogo: For making the super epic chapter banners and dividers.
- GrandmasterD: For proofreading, and advising on runes and masteries.

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