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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Phenomenal Evil Power (PASSIVE)
Veigar Passive Ability
Introduction

Thanks to jhoijhoi for the awesome banner!
Hi, I'm PsiGuard and welcome to my

This is not a short guide, and I don't refrain from describing my reasons and advice in great detail. If you're looking for a way to build Veigar and don't have time to read my guide, simply consult the build above. If you wish to learn more about how to solo mid with Veigar however, or are surprised at my choice of items, runes or masteries, please read on.
Legend
(for any abbreviations you don't understand)Pros/Cons
P
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+One of the best nukers in the game.
+Limitless AP cap. +Built-in hard CC. +Easy last-hitting. +Great mid-game farmer. +Hard-counters squishy carries and mages. +Snowballs naturally with ![]() +He's a little evil Yordle. |
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P
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C
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-Very squishy.
-Weak early game. - ![]() -Mostly single-target focus. -Fairly long cooldowns. |
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C
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This is a standard aggressive page for pretty much any mana-using AP mid laner.













Greater Seal of Scaling Mana Regeneration: If you can live without early armor, you can use these seals to increase your mana regeneration when your blue buff is down later in the game.
Greater Glyph of Scaling Ability Power: If you're against a passive AP without much kill potential or an AD mid, you can swap out your MR glyphs for some more mid-game ability power. These glyphs give you some nice extra burst, but against typical AP mids, you can't afford to lose the MR.
Greater Quintessence of Ability Power: These quints are still strong if you're in an easier matchup in which you want to be more aggressive early game. Most of the time you aren't going to be doing a whole lot of harass early game, so you won't really use the AP boost, but if you're confident in your matchup then you can choose to go for more aggression instead of the utility of MS quints.
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Equilibrium is more effective when combined with other sources of mana regeneration, including runes, masteries, items, and even blue buff.
Equilibrium can allow you to stay low on mana, but make sure you save up enough for your combo if you call for a gank, or you think you can take your opponent head-on.
- Last-hit a lot with
Baleful Strike early game to make the most out of this passive. Staying low on mana means you're spamming your Q as much as possible (just make sure you're actually last-hitting).



- You don't have to last-hit a champion with this spell to get the AP bonus, so don't worry about using this spell as a finisher.
- All the AP bonuses you get from this spell are permanent, with no cap. Maintaining a high creep score and kill count will give you a significant advantage over most other champions. This ability gives a very strong late-game, since Veigar's AP can keep climbing even with a full inventory.
- Leveling up
Baleful Strike will not only make it more effective against champions, it'll allow you to last-hit more easily and often
- The bonuses from this skill allow Veigar to make good use of
Rabadon's Deathcap as your first main item. Normally casters should build some more AP first, but
Baleful Strike lets Veigar get straight to the more powerful items.



- Use
Event Horizon to set up a target for
Dark Matter so your target can't dodge it.
Dark Matter reveals the area where it was cast, so it's a great tool to check bushes or around walls.
- If you can't stun, try to anticipate where your target will move, then place
Dark Matter in their path.
- In team fights, you may not even need to stun in order to land
Dark Matter.
Dark Matter is very predictable. Beware of enemies with shields, especially
Sivir's
Spell Shield and
Nocturne's
Shroud of Darkness. Breaking these shields with a spell will actually give
Sivir mana, or provide
Nocturne with an AS boost.




Spell Shield,
Shroud of Darkness and
Banshee's Veil can be used to absorb the stun, while
Quicksilver Sash,
Mercurial Scimitar,
Cleanse,
Unbreakable Will and
Remove Scurvy can remove the effect of the stun instantly.
Ragnarok, and
Black Shield protect their target from all CC effects.
Flash,
Arcane Shift,
Riftwalk and other blink spells can hop right over the stun wall. Take inventory of each champion on the enemy team that has a way to circumvent your stun so you aren't surprised.
Event Horizon can be used to split up the enemy team if placed correctly. The radius of the ring is quite wide, and can prevent the enemy team from coordinating.
- Dashing or displaced enemies will be stunned upon arrival if they passed through the wall.
- Keep an eye out for tenacity items and abilities like
Mercury's Treads and
Insanity Potion. Tenacity can allow enemies to escape the stun sooner, which may allow them to dodge your
Dark Matter, especiallyt if
Event Horizon is at a low level.
- Try to position this spell so that the edge connects with the target champion. Trapping a ranged champion inside the circle may allow them to escape, or even come after you.


-
- Again, keep an eye out for spell shields. It's a terrible feeling to watch your ult be completely cancelled by
Banshee's Veil,
Spell Shield or
Shroud of Darkness.
Intervention and
Unbreakable Will are also dangers. Some champions can become untargetable with spells like
Sanguine Pool and Playful/Trickster, or they may use
Zhonya's Hourglass to negate your ultimate entirely. Pick your target carefully and keep track of which of their life-saving abilities are available and which are on cooldown.
- Check your enemies' health and AP numbers to see who is the best target for
Primordial Burst. Usually this will be the AP or AD carry.
- Try to use
Primordial Burst at the end of your spell combo when possible, just in case your enemy manages to escape earlier than you expected. That way you won't have wasted your ultimate on a lost kill.
Primordial Burst has a fairly lengthy cooldown, so try to be sure you'll net a kill or assist before firing it.








Keep in mind that other skill orders can also work well. You are perfectly welcome to max W before E if you so desire. You pretty much have to max Q first for the reliable damage and lower cooldown though.
Standard Start:



Flask start:


Against weak ganking jungler:



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1. Last-hit every minion you can. Use

2. Keep the minions in the center of the lane. Do not push the enemy tower, and don't let your opponent reach yours, lest your tower steal all the minion kills.
3. Don't take so much harass that you're forced to recall.


If you can perform these three tasks adequately, you'll have farmed up a lot of AP, you'll be at decent health, you'll reach level 6 without a death and you'll probably be fairly low on mana.
Note: If you're not in an unfavorable matchup, you can be aggressive early game with

As you approach level 6, consider your opponent's survivability. Ask yourself these questions before going on the offensive. Press Tab to take a look at their items and summoner spells if you need to.
- How much health do they have left?
- How much mana do they have left (if they use mana)?
- Will they be regenerating their lost health any time soon?
- Do they have defensive summoner spells like
Flash,
Cleanse,
Barrier or
Heal?
- Do they have defensive abilities like
Black Shield or
Sanguine Pool?
- Do they have any CC like
Null Sphere,
Nether Grasp or
Pyromania?
- Can they out-burst you if you attack?

If you decide to attack and are in a good position, use your spells in the following order:






If the enemy isn't dead by the end of that combo, run back to your tower before they can retaliate. If they're almost dead though, you can try to finish them off with a couple autoattacks or another

Remember to call MIA (also known as SS), and let your team know if your opponent is late returning to mid lane. After you kill the enemy mid, you can expect their jungler to either gank or at least cover the lane to hold the tower. Be very careful if you want to push the tower, as their jungler may be ready to gank you with your ult on cooldown.
If you're ever having trouble laning in mid, try to coordinate with your jungler to set up ganks, or ask him to cover mid for you if you need to recall to base. Find out from your jungler if he can give you the next blue buff. Your jungler should be able to afford to give up blue after their initial route.
Don't be afraid to buy some wards as well. Generally warding near the enemy wraith camp is a good spot, but you can also ward in the curved brush leading towards either team's blue buff or the small brush in the middle of the river by baron and dragon.



As the AP carry/nuker, your job is to burst down the squishy enemy carries. For most nukers, this means the ranged DPS, but for Veigar you can also target the enemy AP carry. Since

Once the team fight starts, choose your target and execute the following string of abilities:






Obviously don't overdo it. If you know the enemy is going to die from your first three spells, don't bother wasting your ult or summoner spells on them.
Whether your combo was successful or not, you're going to have an enemy team out for your blood. It's a good idea to back off behind the safety of your teammates (especially if you initiated). Use


After you've disengaged from the fight and allowed your spells to come off cooldown, jump back in and use whatever you have to finish off weak or dangerous enemies. Use

After a successful team fight, you may choose to grab jungle buffs, take dragon or baron, push a tower, or just recall to base to shop and recover. Be sure to make good use of the enemies' death timers and keep an eye on them if you're pushing.
If you lost the team fight, just do whatever you can to escape. Use



I look forward to reading your comments, and good luck in your future

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