TABLE OF CONTENTS
Hi! I'm
ifound1dollar, a
Diamond Emerald
Vayne main in North America (spoiler: this isn't a
Vayne guide).
Varus is one of my favorite marksmen to play, so I decided to write an in-depth guide for him.
This is my in-depth
Varus guide, but many of the concepts here can be translated to other champions as well!
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PROS
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+Good early/mid game
+Very strong ultimate
+Long range
+%max Health damage
+Multiple viable builds
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 Notes
Varus can efficiently deal hybrid damage, which allows him to fit into basically any composition. He's also pretty consistent, as he's useful in all stages of the game; he can fend for himself in lane, and with the on-hit build, he's very useful mid to late game. His ultimate, Chain of Corruption, is a great utility because of it's ability to effect so many enemy champions from a long range. On top of that, he has % max Health damage that's easy to proc, as well as built-in Grievous Wounds.
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CONS
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-Weak pre-level 6
-Very squishy
-Immobile
-Cooldown reliant
-Skillshot reliant
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 Notes
Varus' main weakness is that he's highly immobile; if he gets caught without an escape, he's probably dead. He also has very little presence early game, as Chain of Corruption is a major part of his kit. His kit relies on his abilities to detonate Blight, so when he has no abilities up, his damage can be quite underwhelming in a fight. Another possible negative is that he's skillshot reliant - his Q, E, and ult are all skillshots that can be easily dodged.
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AD: Piercing Arrow -> Hail of Arrows -> Blighted Quiver
AP: Blighted Quiver -> Hail of Arrows -> Piercing Arrow
This is the standard ability sequence for
Varus. Starting off with a point in
Hail of Arrows for the easy-to-land Grievous Wounds and slow effect is typically the best choice. At level 2, a point in either
Piercing Arrow or
Blighted Quiver should be taken depending on whether building AD or AP, respectively. The third and final ability should be taken at level 3.
If building AD,
Piercing Arrow should be maxed first; if building AP,
Blighted Quiver should be maxed first for the increased %max
Health damage.
Hail of Arrows should be the second ability maxed regardless of whether building AD or AP because the damage and slow increases and the cooldown decreases.
Blighted Quiver should be maxed last if building AD, otherwise
Piercing Arrow should be maxed last if building AP. A point in
Chain of Corruption should always be taken at levels 6, 11, and 16.
Passive: Living Vengeance
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Cost: None
Cooldown: None
Range: Self
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On champion kill or assist, Varus gains 30% bonus Attack Speed for 5 seconds.
On minion or monster kill, Varus gains 15% Attack Speed for 5 seconds.
 Notes
This ability plays a significant role in Varus' kit when building on-hit; it's what allows him to DPS as much as possible and pop off in a teamfight after getting just one kill or assist. That said, it's not very useful when building Lethality or AP burst.
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Q: Piercing Arrow
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Cost: 65 / 70 / 75 / 80 / 85 Mana
Cooldown: 16 / 15 / 14 / 13 / 12s
Range: 925-1625
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Begin Charging: Varus draws back his next shot, slowing himself by 20%. After 4 seconds, if not fired, Varus will cancel the ability and refund 50% of its Mana cost.
Release: Varus releases the arrow, dealing [VALUE] Physical Damage, reduced by 0-67% per enemy hit. Damage and Blight detonation effects are increased by up to 0-50% based on charge time.
 Notes
Piercing Arrow is Varus' long-ranged poke/execute ability that also acts as a tool to farm from a distance. It's important to land at all stages of the game whether building AD or AP because it detonates Blight even when not charged up to max. It's also a great poke tool when building AD - if an enemy takes a direct hit during the laning phase, it'll deal significant damage.
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W: Blighted Quiver
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Cost: None
Cooldown: 40s
Range: Self
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Passive: Varus' attacks deal 7/13/19/25/31 (+35% Ability Power) bonus Magic Damage and apply Blight for 6 seconds (stacks 3 times). Varus's other abilities detonate Blight stacks dealing 3 / 3.5 / 4 / 4.5 / 5% (+1.5% Ability Power) of the target's maximum Health as Magic Damage per stack. Detonating Blight on champions and epic monsters also reduces his basic abilities' cooldowns by 12% of their maximum per stack.
Active: Varus next Piercing Arrow deals an additional 6 - 14% of the target's missing Health as Magic Damage, increased up to 80% depending on charge time. The damage is capped at 360 against monsters.
 Notes
Blighted Quiver is the most important part of Varus' kit when building AP thanks to its immense %max Health damage per Blight stack. This is highly effective even when building on-hit because the base damage is high enough. Additionally, the execute active is extremely useful regardless of build (it does not have an AD or AP ratio).
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E: Hail of Arrows
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Cost: 80 Mana
Cooldown: 18 / 16 / 14 / 12 / 10s
Range: 925
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Varus fires a hail of arrows that deals 60 / 100 / 140 / 180 / 220 (+90% bonus Attack Damage) Physical Damage and desecrate the ground. Desecrated ground slows enemies' Movement Speed by 30 / 35 / 40 / 45 / 50% for .25 seconds and reduces their healing and regeneration by 40%. The slow duration is refreshed if enemies stay within the zone.
 Notes
This ability is Varus' most reliable way to detonate Blight. It has a decently sized hitbox and a pretty quick travel time, making it difficult for enemies to dodge without using a dash or blink. It's also his source of Grievous Wounds, which can mean the difference between winning or losing a 2v2 in lane.
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R: Chain of Corruption
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Cost: 100 Mana
Cooldown: 100 / 80 / 60s
Range: 1075
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Varus flings out a tendril of corruption, rooting the first champion hit for 2 seconds and dealing 150 / 250 / 350 (+100% Ability Power). Rooted enemies gain max blight stacks over the duration. The corruption spreads from its target to uninfected enemy champions at the end of the duration, dealing the same damage and rooting for the same duration.
 Notes
Chain of Corruption is Varus' hard CC Ability and the reason he's so great at teamfighting. This ability has the potential to root all 5 enemy champions, and is a great zoning tool. Late game, when building AP, this ability will deal immense damage thanks to its 100% AP ratio.
Tip: After hitting an enemy champion with this ability, the rest of the enemy team will usually try to move away from the target to avoid the spread. This can act as an important tool to break up the enemy team during a fight.
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RUNE STATS
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OFFENSE
+10%
Attack Speed
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FLEX
+9 Adaptive
(5.4 AD) |
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DEFENSE
+10-180 Health
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Most of the time, Attack Speed and Adaptive Force should be taken on Varus, even if building AP burst. However, really any of the defense options are viable. Flat bonus Health can be beneficial when dealing with very weak early levels, Tenacity and Slow Resist can be useful against champions like Ashe, and level-scaling bonus Health can be a great option for late-game survivability.
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PRIMARY TREE: PRECISION
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Lethal Tempo
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Both Lethal Tempo and Press the Attack are generally the best options for on-hit Varus. Lethal Tempo is a powerful DPS tool (especially later in the game) because it simply makes it easier to deal damage. That said, Press the Attack can be highly useful (especially early-game) as a single-target DPS steroid; its requirement of three separate attacks also complements Blighted Quiver quite well. Generally, Fleet Footwork is not very useful on many marksmen because its healing from minions is dramatically reduced; it is best taken by poke champions like Caitlyn who can frequently attack enemy Champions. Lastly, Conqueror can be viable on some marksmen, but Varus simply isn't one of them.
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Presence of Mind is a must-have for an ability-heavy marksman like Varus; it makes a huge difference especially in early levels. Triumph can be a good option sometimes as well, but Presence of Mind is more consistent. Overheal is generally underwhelming and should not be taken.
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Triumph
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When running the on-hit build, Varus will benefit most from Legend: Alacrity. Its bonus Attack Speed is quite impactful after reaching max stacks, and Attack Speed is generally more useful than the bonus Life Steal that would come from Legend: Bloodline. That said, Legend: Bloodline may be useful in some cases like when facing heavy poke lanes and team compositions. Legend: Tenacity is generally sub-optimal for any marksman.
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Legend: Alacrity
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Coup de Grace is a very consistent rune that will be useful every game, as enemy champions will frequently be below 40% Health. Alternatively, Cut Down is a great option when facing tank-heavy compositions. Last Stand, however, is generally a poor option because marksmen should not rely on being low Health to deal more damage.
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Coup de Grace
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SECONDARY TREE: RESOLVE
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All three options in the middle row of the secondary Resolve tree are viable in different situations. That said, Second Wind is often the best option when facing poke-heavy lanes. On the other hand, Bone Plating is a useful survival tool in lane against heavy burst or all-in enemies. Conditioning can also be a good option, but note that it does nothing pre-10 minutes before the bonus Armor and Magic Resist activate.
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Second Wind
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Unlike the middle row, the bottom row has only one ( maybe two) decent options for Vayne. The best option is typically Overgrowth; it has little effect very early in the game, but grants quite a bit of bonus Health as the game progresses. That said, Unflinching can situationally be useful when facing heavy- CC lanes and compositions. Revitalize is rarely a viable option, as it is best equipped on Champions that provide healing.
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Overgrowth
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STANDARD BUILD (ON-HIT)
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Attack-based builds like on-hit should almost always build Berserker's Greaves. They're incredibly cost efficient at 35% Attack Speed and 45 bonus Movement Speed for only 1100g (800g with Magical Footwear). However, there are some rare situations where defensive boots are a better option. For instance, Plated Steelcaps can be a great option when facing full- AD teams with champions like Yasuo and Lucian. Mercury's Treads may also occasionally be a good choice when facing heavy- Magic Damage teams with a lot of CC.
That said, Berserker's Greaves are usually the best option.
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I'm extremely greatful for jhoijhoi's
Making A Guide, because without it, I wouldn't have been able to create this guide.
If you liked the guide, feel free to vote and/or leave a comment or suggestion!
Feel free to check out my other guides:
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November 27, 2020 (Patch 10.24)

Spoiler: Click to view
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- Updated 'Abilities' chapter (Q and W change)
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November 11, 2020 (Patch 10.23)

Spoiler: Click to view
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- Updated item build (preseason changes)
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September 30, 2020

Spoiler: Click to view
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- Updated 'Abilities' chapter (updated E and R with patch 10.20 buffs)
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July 13, 2020

Spoiler: Click to view
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- Updated 'Abilities' chapter
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April 30, 2020

Spoiler: Click to view
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- Updated 'Pros/Cons' chapter
- Rewrote 'Abilities' chapter
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- Rewrote 'Runes' chapter
- Updated Item build and Runes
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April 15, 2020

Spoiler: Click to view
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- Updated 'Abilities' chapter
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November 20, 2019

Spoiler: Click to view
August 20, 2019

Spoiler: Click to view
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- Updated 'Thanks!' chapter
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- Fixed broken icons in 'Runes'
- Adjusted secondary Runes
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June 4, 2019

Spoiler: Click to view
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- Redesigned 'Abilities' chapter
- Adjusted hyperlinks
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- Redesigned 'Runes' chapter
- Adjusted 'Pros/Cons' chapter
- Updated Rune information
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February 6, 2019

Spoiler: Click to view
January 24, 2019

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January 9, 2019

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December 9, 2018

Spoiler: Click to view
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- Created Guide
- Added 'Introduction' chapter
- Added 'Runes' chapter
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- Added 'Pros/Cons' chapter
- Added 'Abilities' chapter
- Added 'Items' chapter
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