This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes:
Spells:
Teleport
Flash
Items
Ability Order
Phenomenal Evil Power (PASSIVE)
Veigar Passive Ability
Threats & Synergies
Zed
READ THIS, IT'S IMPORTANT! I'll use Zed for the poster child of what it's like to play against EVERY assassin as Veigar: it sucks and you'll have a bad time. What sucks about most assassins is their blinks; they render your Event Horizon both hard to land and useless if it doesn't stun them. Dashes are easier to deal with, since they can't get through the Event Horizon perimeter. Blinks can, so beware. Play and farm safe and get your hands on a Zhonya's Hourglass as soon as physically possible. Every assassin has some kind of indication as to where they're going to be in the next couple of seconds, which gives YOU a tool to play against them. In Zed's case, keep track of where his shadows are, because those are where he can blink to. Placing an Event Horizon perimeter on one of his shadows (or two if you can manage it) reduces his mobility considerably. Secondly, whenever Zed ults you and the giant X appears over your champion model, he leaves a shadow where he was when he hit his ult button. At that point he completely disappears and you cannot target him, but this ability is coded to ALWAYS LAND ZED DIRECTLY BEHIND HIS ULT TARGET IN RELATION TO THE ULT SHADOW. This means that as soon as Zed ults you, it's possible to position your Event Horizon to stun him RIGHT when he comes out of his ult since you know he'll be RIGHT behind you, enabling you to land your full combo on him and negating almost all of his damage. This is a high-skill play though, so practice up and you'll be Zed-bane before you know it :D
Introduction and Veigar's Strengths and Weaknesses
WELCOME, one and all, to the best guide available to the most overpowered champion in the entirety of the League of Legends. If you're wondering why you should listen to anything I of all people have to say, then let me first say: I am frankly surprised you haven't heard the name Ramian before. I have played near the top of the Challenger list since Season 0, won several regional championships (and one World Championship), and played in three different professional teams, all while playing exclusively Veigar. As a personal bragging right, I am also the only person to ever beat Faker in a duel as Veigar.
If you're thinking, "This guy is totally s****ing me. I've never heard of you; there's no way you could have done all that stuff," to that I simply say "haters gonna hate." After all, I am the world's best Veigar player. Who else has won a world championship by playing literally nothing but Veigar in professional play? No one. That's who. So sit down, kids, so we can start talking about the man of the hour:


Veigar's Strengths +Mid- to Late-game damage is off the charts +Fairly straightforward to learn and conceptualize +Powerful zone control with a long-duration AoE stun +Infinite scaling into the late late game +Even now, the enemy's loved ones suffer. |
Veigar's Weaknesses -Super weak early game and huge reliance on farm -Few advantageous matchups -Not particularly self-sufficient, needs help from team to really succeed -Gets killed just as quickly as he gets kills -Very short |

Veigar is the quintessential burst mage, able to obliterate a squishy target from the face of Summoner's Rift so fast they type "wat" into All-chat, and they'll actually have to use the death recap during their death screen because they didn't even register what the hell just happened. Veigar also excels in mid-game skirmishes, where his E,





But all of his damage and crowd control comes at an unfortunate cost. Veigar is glass-fragile, and as fast as he can kill people, other people can probably kill him faster. This wouldn't be as big of a problem if Veigar had more mobility in his kit, but, well... he doesn't. Consequently, Veigar needs his team to succeed. He also needs a summoner who knows what the hell they're doing with him, which, obviously, is why you're reading this guide, right? |


Red=Absolutely essential. Taking this summoner spell is required on Veigar, and I don't think there are many players who would seriously disagree.
Blue=Personally recommended over other summoner spells
Green=Usable on Veigar, but there are likely better options that accomplish similar goals, or it is a niche summoner spell
Look, Veigar has no mobility inherent to his ability kit, meaning you absolutely need something to make up for it, which is where Flash comes in. Additionally, it might be hard to see for a newer player, but the ability to instantaneously reposition your champion--no matter the distance--is a powerful, powerful ability that should not be underestimated. These two things make Flash an indispensable tool in your arsenal, so much so that even when you switch out summoner spells with ![]() |

This is my second primary summoner spell after Flash. It is invaluable when it comes time to buy your ![]() ![]() |
Barrier is my favorite summoner spell for Veigar after ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Ghost is great when you want to make up for Veigar's immobility with more tools than just ![]() ![]() ![]() |
It's really easy to forget about Clarity, because no one EVER loads into the game with it, and neither should you. However, if you find yourself in a situation wherein you've been spam-casting your Q and need lots of mana like NOW (say, in the middle of the laning phase and you can't afford to recall yet), then Clarity can be a godsend. Veigar has huge mana problems after all, so carefully consider how much you need mana, switch it out, use it immediately, and get your Teleport back just like that :D |
Exhaust is definitely your go-to summoner spell against high damage carries who would be able to obliterate you. Do remember though that Exhaust is most effective when it is used directly before the enemy champion in question deals their damage, which means it takes practice to get the most out of this spell. Against someone like ![]() ![]() ![]() |
The appeal for Heal might seem greater than ![]() ![]() ![]() |
Despite Ignite's innate kill pressure, I rarely take it on Veigar for reasons echoed in my Keystone Rune spiel. Veigar's kit's damage tends to render more damage redundant, and Ignite is no exception. I would simply rather take something to prop up Veigar's poor defenses. That being said, I won't recommend you not take Ignite, but I think that even among aggressive Summoner Spells, there are better options. |
Cleanse, like ![]() |
Smite is something you should really only switch to late in the game if your team wants to contest ![]() ![]() ![]() ![]() |
|
So here's the thing. As a squishy, late-game oriented burst mage, you absolutely need tools to keep yourself safe and healthy in the laning phase, and Inspiration accomplishes this far better than Sorcery. Besides, Veigar does not need help to deal damage. Taking ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

|
Instead of turning to Sorcery for your keystone, consider the fact that you get everything you need out of it from just ![]() ![]() ![]() ![]() ![]() |
A good Veigar player is constantly ravenous for passive stacks, because it is a significant portion of your overall damage. Remember, you aren't just stacking damage for ![]() Phenomenal Evil Power has nifty, indirect synergies with a few game mechanics, such as cooldown reduction. The more cooldown reduction you have, more often you have your ![]() ![]() Since numbers make the world go 'round, let's look at what this ability is actually capable of, shall we? If you kill 70 small minions with your Q alone and have 3 kills an 3 assists, then you will have gained 100 AP from your passive. Now think about that. A finished ![]() Phenomenal Evil Power also gives ![]() ![]() |

This is a mid-range, fast traveling, straight line skillshot, used primarily to gain stacks of your passive by killing minions. That doesn't mean it isn't capable of dealing quite a bit of its own damage though, especially after sinking a few dozen passive stacks and maxing out your Q rank, which means you'll eventually be able to harass your lane opponent with it in addition to hoarding farm. Its damage means you also shouldn't discount it as part of your primary skill combo. In fact, you probably will not be able to kill someone from full health in the mid-game without landing damage from at least one or two Qs along with the rest of your combo. It might be tempting to max your W first, but remember that Baleful Strike's cooldown is reduced for every point you have towards maxing it. The lower its cooldown is, the more often you can use it, the more AP you'll end up getting out of your passive. Your W does end up having quite a bit of damage by the time it is maxed out, but the sooner you put Baleful Strike on a ~3 second cooldown, the sooner you can build damage for all of your abilities, not just your W. |

Dark Matter is capable of unbelievable amounts of damage. As in, when I first saw it I literally didn't believe it. I thought it was a bug. But it isn't. You really can do 1,000 magic damage in one strike. But don't assume it will be able to insta-gib someone at rank 1. In fact, your W isn't going to be doing all that much damage until you have 3-4 points invested in it and you've farmed up some items and stacks of ![]() Unfortunately, Dark Matter's damage is offset by its long delay time and consequent difficulty in landing. The good news is that a stun from ![]() ![]() ![]() Your W also provides vision to the area it strikes during its 1.2 second delay, so if you don't have a ward, there is no need to face check a bush ;) |

Ah yes, Veigar's most iconic ability. Honestly, I think Event Horizon is so strong it could be an ultimate due to its huge area of effect and resulting zone control, as well as its long-duration AoE stun, 2.5 seconds!! If that doesn't sound like a long time, then you need to get better acquainted with League of Legends time. 2.5 seconds is an eternity, and it would be one thing if only Veigar could follow up on it, but the nice thing about crowd control is that it helps your whole team. Landing an Event Horizon on just one or two people during a teamfight could mean the difference between winning and losing that fight, even if you don't kill one of the people you stun. Another thing to remember about where to place your Event Horizon is that doesn't just stun. It essentially creates a wall, meaning you can block off areas of the map you don't want enemies to go. "YOU... SHALL NOT... PASS!" - ![]() ![]() Trust me: good use of Event Horizon is what separates experienced Veigar players from beginners. Practice makes perfect. |


People on the receiving end of this ability shouldn't underestimate its damage, but as the Veigar player, you shouldn't overestimate its damage. It deals the maximum amount of damage when the enemy is at 33% health, but that doesn't mean it will surely execute them there. If they are a tank building magic resistance, Primordial Burst is going to be doing less damage, so take into consideration your opponent's items and total magic resistance, your own farm, and Primordial Burst's rank before you mindlessly press R. Still, this thing kills. Let's look at some numbers, shall we? At max rank (since those numbers are most fun to do) Primordial Burst's base damage, before AP scaling, is already 650 magic damage. That is like 33% of a squishy's health just on its own, which means you don't even really need the AP scaling to execute someone. Add that to the fact that it can scale with up to 150% of your ability power means, well.... If you have 1,000 total AP by the time you hit lvl 16 (and max rank on your ult), that means 1000 x 1.50 + 650 --> you can end up dealing a whopping 2,150 magic damage before magic resistance to a champion with 33% health. 100 magic resistance negates 50% of all magic damage, so even if the enemy champion has 100 MR (your magic penetration notwithstanding) and they are at 33% health, you can still deal 1,075 magic damage to them. That is roughly half of a squishy's health, and if it doesn't kill a tank, they are definitely going to be hurting and unable to fight if you ult them at 33%. Primordial Burst is clearly designed to do damage, but let's look at it another way. What if I ult someone who has full health?? Well, at max rank we're looking at a base of 325 magic damage with an AP scaling of 75%, not 150%. That means with 1,000 total AP I would deal a total of 1,075 magic damage before magic resistance, and only 537 magic damage if the enemy has 100 MR. For context, ![]() What does this all mean? Wait. to. ult. Wait to ult until the enemy you want to kill is down to at least half health, if not lower, because the difference in damage from your ultimate is hugely different depending on how much health the enemy has. (If the victim is at 67% health under the same conditions, then Primordial Burst will deal 744 magic damage, just FYI :D) Just be patient and wait until you're sure you can execute them. |
> = more or less instant-cast after the ability before it
... = There is an indeterminate amount of time between the ability casts for one reason or another, whether that be for optimization or the necessity of waiting for a cooldown before casting the ability in question. (case-by-case explained in the blurb)
![]() |
This is your bread-and-butter skill combo, the one most of your kills will probably result from. At first glance it is pretty self explanatory, but it is more nuanced than you might think. After landing a stun, it is obvious that you want to place your W on your target as soon as possible to guarantee it will deal its damage. During your W's delay, send out your Q for the bonus damage since it is just a fast-casting ability, followed by your ultimate. But here is the tricky part: you want to kill someone as fast as possible, but you need your W to land before your ult in order to ensure maximum damage from your ultimate, meaning your ult's damage needs to come through at LEAST 1.2 seconds after you cast your W. However, if you wait that entire 1.2 seconds before casting your ultimate--before actually pressing the button--they might have had the time to sense to smash their summoner spells and avoid the execution. To prevent this, learn to time your ultimate after you cast your Q but before your W deals its damage. You see, ![]() |
Here is the clearest example I could find from my match history. Pay attention to me and to Warwick, who is about to get obliterated. First is a slow motion view of the combo with pauses at each part of the combo: E, WQ, then R, and then the whole thing at full speed. Note that if I hadn't pressed R early, before my W actually landed its damage, then Warwick would have leaped away before I could press the button.
Imagine you're in a lane against a Lucian or an Ahri. Every time you try to trap them in your

In the late game, this combo is particularly difficult to pull off. It requires you to repeatedly wait for your Q cooldown, and you often don't have time to whittle away at your opponent's health when there are teamfights happening all the time. Rather, this combo is for the laning phase, when your opponent is more likely to stick around and eat more Qs to the face.
As far as determining just how many Qs you'll need before executing someone, it depends on the game and your opponent. The squishier the target, the fewer the Qs it will require. Who knows? You might get fed enough that one Q+R combo will be enough to kill them.
In this example, I'm against a more or less full health

This combo is for stealing away or securing either Baron Nashor or the Dragon. The idea is that since these two abilities do so much damage in conjunction with each other, they can rival the enemy jungler's ![]() The trick is that you time your W for 1.2 seconds before the target is low enough on health for W+Q damage to kill it, then firing off your Q so it and your W deal damage at the same time. Step 1: set up your W with good timing to steal the objective. Step 2: time your Q to hit simultaneously with your W. (Step 3: ![]() ![]() I also call this combo the Wave-clear combo because there are two specific points in the game when a W+Q will kill minions instantly. It first happens around lvl 4 or 5 with caster minions, then again around lvl 9 or 10 with melee minions, depending on how responsibly you've been farming. This little trick stops working for both kinds of minions once ![]() |
![]() |
In this example, it's crucial to realize that I managed (somehow) to stun the enemy Nidalee, who would have been able to compete with my combo's damage with her smite, but as is, that damage threat was eliminated, guaranteeing that my combo's damage would be the most damage going down on the dragon, thus guaranteeing the steal.
The only difference between this and the Full Combo is circumstance. When going in for a kill on a squishy target, your W and your Q will likely do enough damage to guarantee an execute with your ult, but in the heat of a teamfight, you don't always have the luxury of wailing away on an enemy carry. Their tanks will be protecting them, just like your tanks will be protecting you. This means that during a 5v5 teamfight, your only targets are often just tanks, which are harder to kill and definitely might not go down with one rotation of abilities. Your play pattern becomes playing around these three abilities until someone is low enough to ult. Use the abilities, back off until they are off cooldown, rinse and repeat.

I know this one seems redundant next to the Full Combo and the Teamfight Combo, but it is a little different, so bear with me. You see, it's often the case that when you land a stun on someone, there are two or more units between you and the champion you stunned (probably minions). This means your Q cannot possibly hit the one you stunned. Sometimes you can easily reposition to fire off your Q from a direction with only one or fewer minions there, but other times you'll have to rely on exclusively your W and R for damage. Luckily, if you have been farming decently well and it's far enough into the game, this combo will probably kill them anyway, no

The explanation for taking


*Total

1000 total AP + max rank + enemy at 33% health and ~100 MR = 1,075 total magic damage
Total


1000 total AP + max ranks + each ability hits two enemies who have ~100 MR each = 2,130 total magic damage, split between the two enemies you hit.
Veigar's early game is almost comically bad. His base stats are abysmal, he is super squishy, and his starting ability, ![]() "But, Ramian, what am I supposed to do with information like that? You're supposed to tell me how to succeed with Veigar, not how terrible he is." Well, in order to really succeed with any champion, you need to know their strengths AND their weaknesses, and unfortunately, you've chosen a champion with quite a few weaknesses. It is why Veigar isn't ever seen in professional play or in higher ranks; he just has too many weaknesses to exploit. However, in lower elo, where players have a hard time capitalizing on opponents' weaknesses, Veigar winds up being more powerful. |

Laning Phase Tips: Minions and CS


Finally, it does no one any favors to miss both the ability power and gold just because you were waiting for your Q to come off cooldown to kill a minion with it. Whenever your Q isn't available, last-hit minions with basic attacks. The only problem with that is that Veigar's auto-attacks are

Laning Phase Tips: Trading with Your Lane Opponent





Laning Phase Tips: Warding


![]() |
the top side river brush, I'm safer hanging out around that side of the lane because my vision is extended into the river on that side, and if the enemy jungler wants to gank from the other side of the lane, it becomes easier to escape them by bolting for my turret or by entering the river on my 'safe' side, since I'm already farther away from the side they're ganking. The reason this side is safer than the side with my warding totem is that the control ward will last as long as you need it to, whereas the warding totem must be refreshed, leaving time where you are blind without it. |
If your lane opponent or enemy jungler discovers your control ward, DO NOT PANIC. Remember, if they place a ward in that bush that reveals your control ward, it's called a control ward for a reason. Until your ward is destroyed, it will disable whatever ward the enemy placed in the bush. If you get a free chance, destroy their ward, but only if you get a free chance. Otherwise, size up your lane opponent to see if you could win a duel if it came to fighting over wards. If you don't think you can fight them, then don't! Just let them destroy your control ward, ping that they have vision in the brush where it was, and buy a new control ward the next time you recall.
"But Ramian, I don't wanna spend precious gold on another contr--"
Stop. Just stop. I don't care. Buy the f***ing wards, and don't tell me you don't have enough money. It costs 75 stupid gold, so suck it up. It's worth it to save your life. Besides,


Items for the Early Game
I start the game with a Doran's Ring, Warding Totem, and 2 potions literally every single game. I have never bought ![]() ![]() |
As soon as you hit 850 gold, ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
The mid-game is when you'll finally sow the fruits of your farming labor. You'll find that ![]() It's easy to love Veigar for his infinitely scaling damage, but at the same time, it's important to understand that Veigar's biggest strength lies more in the mid-game than the late game. This is not to say that Veigar becomes irrelevant in the late game, far from it. Rather, by the time the late game rolls around, the enemy tanks have built up more magic resist, making it difficult to burst through them. In the mid-game, however, tanks have yet to stack a substantial enough amount of MR, and your ![]() |

Farming and CS Tips for the Mid-Game
Luckily your Q keeps doing more and more damage, enabling you to clear minion waves fairly quickly. There are two places in the game when one W-Q combo will kill minions: lvl 4-5 for caster minions, and again at lvl 10-11 for melee minions. In other words, you can gain two passive stacks almost instantly at these points in the game. However, killing minions like this push the lane pretty hard, meaning that if you follow this farming pattern constantly (W-Q, W-Q, W-Q...), your minions will continually push all the way to the opponent's turret since you're killing all the enemy minions so quickly. Consequently, this means you'll be playing farther up in the lane, closer to the opponent's turret, which puts you in prime position for the enemy jungler to come and kill you.
Therefore, I do not always advise you to use these farming strategies. If you need to play safe (i.e. they have a ![]() ![]() ![]() ![]() |
![]() |

Dueling Tips for the Mid-Game
+Try to build an intuition over time concerning how much damage you'll be doing at any given point in the game. Until you hit what I call the Full Combo break point (likely your ![]() |
+Keep farming with your Q! Not having enough AP on Veigar feels worse than wet socks. Still, this is the point in the game were there is value in clearing waves quickly, meaning that using ![]() ![]() |
+The mid-game is the time to make the most out of ![]() ![]() ![]() ![]() ![]() |
+Learn and practice dodging skillshots! Defenses are hard to come by as an offensive burst mage, and you can't buy it until later. Besides, no amount of MR or armor will ever reduce an enemy's damage to zero like dodging can. With some champion skills, you're out of luck here, like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |

Roaming Tips for the Mid-Game
But there is more to League of Legends than dueling your lane opponent. Rift-wide fights will start breaking out more and more often, and the more fights you can be present for, the better the late game will go for both yourself and your team. Whenever you see a fight brewing and you know you can be there soon, cast ![]() |
![]() |
Okay hold on. I can practically hear you typing: "Ramian, this guide is terrible. Veigar's strength is TOTALLY in the late game. That's the only time you have enough damage to even be relevant." Imma take a moment to call BS there. If you are not strong in the mid-game as Veigar, then you haven't farmed well. Git good; you should aim for a solid 70 CS per ten minutes of game time, unless you're pro, then go for 100 per ten minutes. Until you have numbers like that, shut your mouth and follow the guide. (Unless you weren't furiously typing, then as you were.)

Items for the Mid-Game
|
Buy an ![]() ![]() ![]() Once you finish you Rabadon's Deathcap and an Archangel's Staff, you have some item decisions to make. Both a ![]() ![]() ![]() ![]() |
The most important thing to remember about the late game is that while Veigar's damage scales infinitely, allowing you to deal obscene amounts of burst damage, his defenses continue to leave much to be desired. You absolutely need your team in order to succeed in the late game, as Veigar is insanely squishy, even with both a ![]() ![]() That being said, you really do scale well into the late game in terms of damage, and to more than just champions. You see, League of Legends has a cool mechanic which makes a champion's basic attacks deal bonus damage to turrets, scaling with your AP, if your AP is a certain percentage higher than your AD. As Veigar, you hit this threshold pretty early on, and the later the game goes on, the more damage you're going to be able to deal to turrets, which just feels good :D However, don't take this as a license to split push. Effective split pushing involves being able to duel an enemy opponent who comes to stop you, and dueling is not Veigar's forte. It is much more useful to group with your team in order to get bonus damage onto turrets rather than splitting off to do it. |
![]() |
Okay so I understand the hypocrisy in this video. My team isn't there. I know. But I'm showing it to you so you can see how much damage Veigar can do to turrets later in the game.
Speaking of grouping up with your team, I already mentioned this in my blurb about your E ability,


But let me reiterate. Your ![]() |

But what if I suck and I'm woefully behind my lane opponent??
That said, playing from behind on any champion is tough. On Veigar, it's basically a death sentence. Well... I say that. The point is, playing from behind on Veigar is particularly difficult. Your damage won't come online for MUCH longer because you're likely not going to buy a



Also, if you are behind, PLAY SAFE. This means not overextending in your lane, being wary of the enemy's damage and jungler presence, and buying the right items. Also being tilt-proof; keep a cool head, everything will be fine. Also don't be a dumbass. You don't have to be the one to make big-d*** plays. Let




Items for the Late-Game
If you ever find yourself in a game against a particularly squishy team (i.e. something like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() By the time you've finished (1) your ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
By the time you've finished all six of your major items, the game will transition to be less about gaining strength and more about how you use the strength you've built up. After all, gold is meaningless if you have nothing to buy with it. That's where an Elixir of Sorcery comes in. It gives you bonus stats for just 500 gold and you don't even need an open item slot to purchase one. It just gets consumed as soon as you buy it, which is super convenient :D So don't forget about Elixirs when you run out of room for items. Secondly, just because you're done building items doesn't mean the vision game is any less important; in fact it means the vision game becomes even more important. In some games, holding on to your ![]() ![]() |
Veigar hates short jokes.
![]()
History lesson!! Before Veigar's rework (in season 5 I think?) Primordial Burst's damage used to scale with the opponent's ability power, rather than their missing health. That meant Veigar was a fairly heavy counter to other champions who built lots of AP... You see where this is going? Before his rework, two Veigars facing off against each other would eventually get to a point where they would literally be able to press R on each other at the same time and one-shot each other. One time I even had someone who challenged me to see how many times we could mutually eliminate each other from fights, just for s**** and giggles lmao :D Good times...
![]()
There is a fan theory (that I do buy in to) that Veigar is a caster minion who gained consciousness and finally understood his true power. He saw his kind being slaughtered indiscriminately, and that day vowed to bring as much destruction to whoever sets foot on Summoner's Rift as they do to his people. I mean, that's a backstory that would make me evil, that's for sure.
![]()
The best Veigar skin is
![]() ![]()
Another history lesson!! Before Veigar's rework, his
![]() ![]()
![]()
This is Veigar's original splash art:
![]() |

Secondly, this is my first of hopefully many Mobafire guides. That means that when I set out, I had no idea how anything about Mobafire's coding system works. Jhoijhoi, a Mobafire member, created an awesome "How to Make a Guide Guide" which was the only way this guide ever even came to be, so thank you first to jhoijhoi :D and secondly to every other Mobafire member who contributed to that guide. I got a lot of great ideas from them.
Lastly, I'd like to thank the employees at the coffee shop I do all my work at. I've spent countless hours there working on this as well as several other writing projects; I go there so often several of the baristas give me free refills if I end up staying all day (like I sometimes do).
You must be logged in to comment. Please login or register.