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Recommended Items
Runes: For Best CDR/Poking
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Barrier
Flash
Items
Ability Order
Organic Deconstruction (PASSIVE)
Vel'Koz Passive Ability
Threats & Synergies
Blitzcrank
If you get pulled you're either burning flash or you die, as Vel'Koz is very squish and can't dash away.
If he runs within your range use your Q and run away until Q comes back up.
Once you get 6 try not to use your ult unless you have allied minions in front of you as Blitz can disable your ult by pulling you.
Blitz is deceptively tanky and his mana shield passive can make you miss quite a few kills.
Jhin
Your pop-up and Jhin's snare means you both have a lot of CC together. Your slows also allow him to land his snare easily.
Once you both hit 6 you both have high range, high damage ults that work really well together.
Jhin
Your pop-up and Jhin's snare means you both have a lot of CC together. Your slows also allow him to land his snare easily. Once you both hit 6 you both have high range, high damage ults that work really well together.

*Wiggles tentacles in a wave-like fashion*
Welcome to my Vel'koz support guide!
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 few hundred

The reason I love Vel'Koz support is because he does absolutely insane damage (once he gets a few levels and items), and from a safe distance. He's super annoying to play against (dodging his Q's is mentally taxing) and he can carry games as a support!
My mission with this guide is to cover the most important bits of information that will help you succeed when playing Vel'Koz 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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"His insatiable hunger for knowledge has led Vel’Koz across the world, to its highest peaks and darkest depths. Cunning and methodical, he has quietly watched entire civilizations rise, stagnate and decay, spent centuries combing the ocean floor for its secrets, even scrying the movements of the stars in the heavens above him."
"He carries all of this knowledge back to the great rifts in the fabric of Runeterra—so that the Watchers might know what he knows—and will annihilate, without hesitation, any mortal who stands in his path."
"For the Void is eternal, and it will consume us all."
https://lol.gamepedia.com/Vel%27Koz
Pros
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+ Absurd poke with Q (High damage, low cooldown, & low mana cost) + Ridiculous range and kill potential with Q and Ult + Super high damage (can melt tanks with passive true damage) + Super annoying to play against! + Good CC, if you land skill shots + Can go ![]() |
Cons
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- SUPER squishy - Weakish pre-level 6 - No heals - Unreliable pop-up (less peal for ADC than other supports) - Runs out of mana early if you use all of your abilities - Bad against assassins and high damage champs with gap closers |
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*


*Take

*You can take


*



*I typically take




*Take



*You may want to try out the



*Another benefit of this path is that you can get boots before 12ish minutes, which in my opinion is huge, as this will let you outmaneuver your opponents and land skills shots (most importantly your knockup) if they don't rush boots as well (which they often won't)
**Try each out for yourselves and decide which you like best :)
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PLASMA FISSION (Q): Plasma Fission is Vel'Koz's main poking and damage ability. It has very long range and you're able to recast it while it's in mid flight to change change its trajectory (shooting at a 45 degree angle will give you maximum range from this ability, and often times makes it much harder for the enemy to dodge). The recast portion of this ability is much faster than the original cast, you can use this to your advantage and it makes dodging this ability much harder. This ability has the capability to hit 3 enemy champions, or minions, as once it hits a target 2 additional Plasma Fission's will spawn and fly off in opposite directions. Each unit killed by Plasma Fission will refund 50% of it's mana cost, which means, if you kill 2 units with it you'll get all your mana back, and if you kill 3 units with it this ability actually lets you regen mana! |
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VOID RIFT (W): Void Rift is a relatively speaking low damage ability, but one cast of Void Rift can potentially yield two stacks of your passive. This is because Void Rift has an initial damage portion when it's cast, and then an additional damage portion after a delay. There are two ways to help ensure you land both portions of its damage. #1 is to land your knock up and then immediately use your Void Rift, this is the most guaranteed way to land both of the damage portions and ensure you proc your passive true damage. Way #2 is to land your Plasma Fission and then immediately use your Void Rift. This way is less reliable since the enemy will just be slowed and not knocked up but it can & does still work. In summary, the main function of this ability is to get stacks of your passive, and not necessarily do damage by itself. |
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TECTONIC DISRUPTION (E): Tectonic Disruption is Vel'Koz's only form of hard CC and it's very important you get good at landing it. This ability is often the difference between life & death for you &/or your ADC. The reason this ability can be difficult to land is because there is a delay between the time it is cast and when it actually lands. With practice you will get the hang of it though. Most of your kills in the bot lane will come because you've landed this ability, which allows you to land your combo, and for your ADC to do their damage and/or land their CC. |
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LIFE FORM DISINTEGRATION RAY (R): Life Form Disintegration Ray is Vel'Koz's most powerful ability and is possibly the longest named ability in the game xD. This ability does a ton of magic damage and is what gives Vel'Koz a ton of kill pressure once he reaches level 6, and beyond. The beauty of this ult, and a lot of people don't know this, is that once you proc your passive one time your ult will do entirely TRUE DAMAGE instead of magic damage. For this reason you'll want to try to proc your passive at least once before using your ultimate. (This ability makes melting tanks much easier due to all the true damage you can do with it). Your ult by itself can apply three stacks of your passive, so even if it only does magic damage, at the end of its cast it will apply a proc of your true damage passive. (Be careful when using your ultimate as you can be disrupted by CC after using it, so try to position somewhat far away from the enemy before using, one thing you can do after landing your knock up and other abilities is to take a quick step backward and then use your ult so that they can't retaliate with CC and stop your ultimate). The last tip about your ultimate is that you're able to move up to 90 degrees after casting your ultimate (90 degrees is 1/4th of a full circle for you non-geometryers). |
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*If you're close enough, and quick enough after landing a Q, you can follow up with a quick W and proc your passive for a burst of true damage (this is hard to do though). Generally speaking you only want to be using your Q to poke and not use your W, but if the opportunity arises you can use your W to proc your passive and hit them with a burst of true damage.
*Vel'Koz doesn't really have good combos until level 4 because his pop-up makes proc'ing his passive much easier. Also, because of how mana hungry Vel'Koz is I don't recommend using W/E very often until you get

*This is my personal favorite. This combo is easiest to land when the enemy ADC is going for a last hit, or if the enemy support is getting too aggressive.
*This version works well (if they aren't too far away when you land your Q) because the enemy hit by your Q will be slowed so landing your pop-up is much easier.
*Use E when the enemy ADC is going for a last hit. If looks like your E will land then use W, then Q (angle it if minions are in the way), then drop your ultimate to kill them or burn their flash. If they enemy is low then often times your Q doesn't need to land to kill them. You can even not re-active your Q since the enemy might flash into it as they try to flash away from your ultimate.
*Be mindful of the enemy's CC before using your ultimate because their CC can stop your ultimate before you can do all of your damage. Sometimes it's best to take a quick step back before casting your ultimate to ensure you are out of range of their CC.
*After landing a Q, you can land your E much more easily, then use W, and then use your ultimate, this will often kill them or make them use their flash.
*You can even use your Q as a decoy to make the enemy ADC run closer to his minion wave so that you can land your E + W and then ult him.
*This combo is great for surprising an enemy squishy champion and getting a free kill.
*Shoot a Q at a roughly 45 degree angle and instantly fire off your ult (straight ahead is 0 degress, to your left is 90 degrees, so right in the middle of that is 45 degrees, and that's where you want to shoot your Q). Often times as the enemy flees your ult they will accidentally walk/flash right into your Q, and it feels damn good when that happens
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I recommend using your Q often as you can pretty much indefinitely spam your Q during the laning phase without running out of mana. That said, I also recommend to not use your Q unless you think there is a good chance of it landing (don't be afraid to hold it until you have a good shot). Also, try not to use your


Save your pop-up until you've landed a Q so that you can be pretty sure you'll be able to land it (often times you're too far away to follow-up with E, after landing Q). Otherwise, save your pop-up so that you can save yourself or your ADC if the enemy tries to engage a fight onto you (especially during a gank). Hold your pop-up as long as you can until you're damn sure you'll be able to land it (like right after/as someone uses their gap closer to get on top of you). Landing or missing your pop-up is often the difference between life and death of you &/or your ADC.
Another good time to try for a pop-up is to wait until the enemy ADC goes to last hit a minion, especially a cannon minion, as they will almost certainty try to last hit the cannon minion, which makes predicting their movements and landing your pop-up much easier. This is one of the most guaranteed ways to get kills in lane, be sure to try to use and abuse this strategy (landing abilities/CC when the enemy goes for last hits) to win your lane. When Vel'Koz lands his pop-up his combo will disintegrate the enemy. (You can also abuse the support if they have targons, take note of when the support has stacks of targons and is going for a last hit)
The last tip I have for landing your pop-up is that you can use your


Vel'Koz has pretty low kill potential (if they have full HP) until level 6 and get

Warding: 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 Vel'Koz support is about poking the enemy laners low, looking for opportunities to set up plays with your pop-up (usually based around the enemy last hitting), keeping good vision to avoid ganks, and then looking for kills once you and your ADC get level 6.
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Get your team good vision with your


You should always have a control ward up somewhere on the map. Also,


Always be looking to get wards into good positions in the enemy's jungle so that your team can more effectively take towers. 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.
Siege towers with your team and poke out the enemy as they hopelessly try to defend without taking tons of poke damage. Don't be afraid to use your ult to force back enemies so that your teammates can take the turret, not getting the kill is fine as long as your team is able to get the turret. In the mid-game your ult's cooldown will be around 1 minute, use liberally. (Also, don't be afraid to use your ult on Dragon to secure the Dragon kill, or on the enemy to scare them away from your team as they are getting the Dragon)
Be wary of assassins now that you are roaming around the map, they will be eyeing you (no pun intended) like a snack.
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It's very easy to get caught/flanked by an assassin once a big team fight starts and pulls all of your attention, so try to always keep an eye on your mini-map and play very very safe if you don't see the champions that can dive and 100-0 you in .32 seconds (Rengar/Evelyn/Talon/etc).
Don't be afraid to ult Baron/Dragon as your ult will have a very low cooldown at this point, and does tons of damage. Make sure you apply 3 stacks of your passive before using your ult on Baron/Dragon, as this will cause your entire ult to do true damage! Also, Vel'Koz is quite good at stealing Baron/Dragons, from a safe distance, due to his very long ult range, so don't be afraid to go for a steal when you can, you'll have your ult back in ~45 seconds.
Stick with your team as they push turrets, continue to poke down the enemy with your

Stay safe, do tons of poke damage as your team sieges, take the objectives (Barons/Dragons/Towers/Inhibs), and win.
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*Your E grants vision in bushes and over walls so you can use it to check bushes before entering them, or hit blasting cones/vision orbs.
*Your ult does the same damage, even if you hit multiple targets, so try to hit more than one person with it when you can. This is why it's so powerful in team fights.
*Use your W against enemy's that are chasing you, either to discourage them from chasing you, or to do damage and get stacks of your passive. Your W has no casting animation, which means you won't slow down when you use the ability, so there's no reason not to use it when you are running away from someone. Often times people will angle away from your W to not take damage, which allows you or your ADC to get a bit farther away and get to safety.
*If an enemy uses Zhonya's, and you get the timing correctly, you can cast a Q and re-active it right as their Zhonya's wears off. This allows you secure a kill from very far away, and makes it practically impossible for them to dodge it.
*You can shoot Q's into/over the terrain and make it very hard for the enemy to dodge them.
Don't forget to hit that like button at the top of the page if you learned some useful information here :)
Try out

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