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Recommended Items
Spells:
Flash
Ghost
Items
Ability Order
Phenomenal Evil Power (PASSIVE)
Veigar Passive Ability
What's so special about this guide?
(aka summary)
NOTE: the example clickbait build is an example. DO NOT blindly follow it. The actual recommendation is in the "other items" section.
The is an advanced guide that explains how you abuse the unique base stats (read:


In this guide, it is assumed that you are familiar enough with Veigar to play decently at your elo(read: you get at least 250 stacks of passive at 25 mins into the game most of the time). The specifics on things like how to lane, how to farm, teamfight positionings, roam timings, combos and such are covered in multiple other guides here on mobafire, so I won't be going into that.
Skip to "The Philosophy Behind Veigar" and "Other Items" if you're fed up with the obligatory exposition of basic

Play as a normal
Veigar would. Getting the same core build means you do damage similar to a full AP
Veigar regardless of what you build next.
Is this a short joke?!?
I'm skipping this part. It's done before, and done better than what I can do.
If you're new to
Veigar and is looking for guides that elaborate on this section, I recommend Veigar for Noobs by Ramian. It's a guide that covers just about anything you want to look for when you're new to
Veigar.


Is this a short joke?!?
I'm skipping this part. It's done before, and done better than what I can do.
If you're new to




You get 9~12 AP per minute on your passive. At 30 minutes you'll have around 320 base AP from your passive alone, ~300 base AP from your build if you build



What's another 135 AP from


Your skill are balanced around having a cr*p ton of AP, AND you already have a cr*p ton of AP from your passive. The marginal benefit of more AP from items is much less than what a normal AP champion would get.
Imagine, if you will, you have 50000AP, 2000 health, 50 armor and 50 magic resist, 40% CDR, limitless mana, and 350 movespeed. What will you value more, 60 extra AP or 475 extra health?(both cost 1250g based on needlessly large rod and giants belt) In

As much as it sounds insane, what I'm getting at is that AP from items doesn't matter much to

With that in mind, not limiting yourself to items with high AP after your core build open up SO many opportunities.
Flat AP
Never take flat AP runes unless you're comfortable enough to go for early lane dominance, or you're opponent is at the level that they will ruthlessly bully you out of lane if you can't fight back. They fall off for
Veigar even faster than normal AP mids. To quote a long forgotten souce*,
Veigar's early game is a joke. You're better off avoiding trades altogether early game most of the time.
CDR
After some testing, flat CDR and scaling CDR both work wonders on
Veigar. As long as you limit yourself to mostly using
Baleful Strike in lane, you will be able to stack up a lot more than 15 extra AP than what you would if you took flat AP, most of the times. Refer to Math section for more detailed effect of how much CDR helps.
Magic Pen
The other multiplier to your damage that is scarce on items. With my sample rune page, you get 14 magic pen. Thats nearly an additional
Haunting Guise worth of penetration. You can see in the Other items:
Liandry's Torment damage calculation section how much it benefits you.
*please link me to it in the comments if anyone know which mobafire guide it came from, I'd like to pay my respects.
Never take flat AP runes unless you're comfortable enough to go for early lane dominance, or you're opponent is at the level that they will ruthlessly bully you out of lane if you can't fight back. They fall off for


CDR
After some testing, flat CDR and scaling CDR both work wonders on


Magic Pen
The other multiplier to your damage that is scarce on items. With my sample rune page, you get 14 magic pen. Thats nearly an additional


*please link me to it in the comments if anyone know which mobafire guide it came from, I'd like to pay my respects.
These are the first thing you get every game. Everyone builds these items for a reason.
Morellonomicon
Your first love, it is pretty self explanatory. 20% CDR, mana sustain, and 100 AP for a kickoff. This is the item that helps you stack best, and the 100 AP early when you don't have that much AP is vital to you're relevance early game.
P.S. If you don't know why you should take this item first in most circumstances, you'll probably need more
Veigar games before this guide starts making sense.
Rabadon's Deathcap
Also pretty self explanatory. 35% buff to your passive on top of all the other cr*p ton of AP. If you're not thinking of getting this item, you shouldn't really be playing
Veigar in the first place. Even support
Veigar builds this as a third item.
Void Staff
Again, pretty self explanatory. You do magic damage. You can already *100-0 squishies
Twitch. What's next? Putting the hurt on tanks
Galio and off-tanks
Jax, of course.
*defenition of 100-0: Killing a target from full health with your burst in an instance.
The common factor here is you get items that multiplicatively augments your damage. 300 base AP is enough for a
Veigar




Your first love, it is pretty self explanatory. 20% CDR, mana sustain, and 100 AP for a kickoff. This is the item that helps you stack best, and the 100 AP early when you don't have that much AP is vital to you're relevance early game.
P.S. If you don't know why you should take this item first in most circumstances, you'll probably need more


Also pretty self explanatory. 35% buff to your passive on top of all the other cr*p ton of AP. If you're not thinking of getting this item, you shouldn't really be playing



Again, pretty self explanatory. You do magic damage. You can already *100-0 squishies



*defenition of 100-0: Killing a target from full health with your burst in an instance.
The common factor here is you get items that multiplicatively augments your damage. 300 base AP is enough for a

This is just proof I'm not sprouting the numbers from nowhere. TL;DR.
edit: it turned into some illustrative points of my reasoning all on its own. Read at your own peril. It's mostly basic math though.
AP marginal effect
At 800 AP, damage increase per 100 AP
Baleful Strike
230+0.6 AP at 800 AP=710
230+0.6 AP at 900 AP=770
8.5% increase
Dark Matter
300+1 AP at 800 AP=1100
300+1 AP at 900 AP=1200
9% increase
Primordial Burst
325+0.75 AP at 800 AP=925
325+0.75 AP at 900 AP=1000
8% increase
At 0 AP, 100 more AP gives around a 27% increase in damage.
At 10000000 AP, 100 more AP gives around a 0.01% increase in damage.
See the difference?
This means that any AP you get from items after the first few is just plain less effective than any other AP champion, since you a lot more AP from passive stacks.
CDR effect
The number of times you can cast spells in a set amount of time increases your passive stacking rate AND the actual amount of damage you do why you're casting spells on enemy champions. So in truth, the damage you do is more than just linear to your cast per unit time. With the base damage of spells and the stack before more CDR is built not increasing after you bought them, I recon your actual damage output is about the 1.3th power to your cast per unit time. However, since those are shaky grounds, I'll just go over the cast per unit time calculations.
If we set cast per unit time on 0% CDR to 1, abbreviated C/t
On 5% CDR we get ~1.05 C/t
On 10% CDR we get ~1.11 C/t
On 15% CDR we get ~1.18 C/t
On 20% CDR we get ~1.25 C/t
On 25% CDR we get ~1.33 C/t
On 30% CDR we get ~1.43 C/t
On 35% CDR we get ~1.54 C/t
On 40% CDR we get ~1.67 C/t
On 45% CDR we get ~1.81 C/t
The C/t increase you get for the same amount of CDR increases.
Using the example rune/mastery page, on level 9 with a finished
Morellonomicon, you get 35% CDR instead of the usual 20% CDR. That's 1.54 C/t to 1.25 C/t. You get more C/t from the runes and masteries than the
Morellonomicon itself. You can also achieve the same without the CDR runes with a
Ionian Boots of Lucidity.
Magic penetration effect
The percent stuff below is Damage Effectiveness. It means the ratio of the magic damage you'll deal to a target with that much MR with that much penetration in comparison to a 0 MR guy.
Against 50 MR
nothing: 66.5%
14 penetration: 73.5%
29 penetration: 83.5%
29 + 35% penetration: 96%
44 + 35% penetration: 100%
Against 100 MR
nothing: 50%
14 penetration: 54%
29 penetration: 58.5%
29 + 35% penetration: 79%
44 + 35% penetration: 90%
Against 200 MR
nothing: 33%
14 penetration: 35%
29 penetration: 37%
29 + 35% penetration: 50%
44 + 35% penetration: 54%
The actual effectiveness of flat magic penetration depends on your target's MR, being the most effective the lower the MR the target has, until you reach 0 MR after penetration. After that the penetration is wasted.
(Yes, you cannot penetrate to negative MR. It only works when you decrease the MR by a flat amount, of which most of the ways to do are removed in recent seasons. e.g.
Amumu's passive, the old
Black Cleaver,
Nasus's E for armor,
Fiddlesticks passive,
Ryze's E,
baron nashor's aura,
Rammus's E for armor,
Abyssal Mask's aura, etc.)
The n% damage increase I'll use later in the guide means the damage after the change is 100+n% the amount of damage before the change.
e.g.
On a 100 MR target, Garen's ult does 100% increased damage if it deals true damage instead of magic damage. The damage type from magic with 50% damage effectiveness to true damage with 100% damage effectiveness. (disregarding damage modifiers from masteries)
edit: it turned into some illustrative points of my reasoning all on its own. Read at your own peril. It's mostly basic math though.
AP marginal effect
At 800 AP, damage increase per 100 AP

230+0.6 AP at 800 AP=710
230+0.6 AP at 900 AP=770
8.5% increase

300+1 AP at 800 AP=1100
300+1 AP at 900 AP=1200
9% increase

325+0.75 AP at 800 AP=925
325+0.75 AP at 900 AP=1000
8% increase
At 0 AP, 100 more AP gives around a 27% increase in damage.
At 10000000 AP, 100 more AP gives around a 0.01% increase in damage.
See the difference?
This means that any AP you get from items after the first few is just plain less effective than any other AP champion, since you a lot more AP from passive stacks.
CDR effect
The number of times you can cast spells in a set amount of time increases your passive stacking rate AND the actual amount of damage you do why you're casting spells on enemy champions. So in truth, the damage you do is more than just linear to your cast per unit time. With the base damage of spells and the stack before more CDR is built not increasing after you bought them, I recon your actual damage output is about the 1.3th power to your cast per unit time. However, since those are shaky grounds, I'll just go over the cast per unit time calculations.
If we set cast per unit time on 0% CDR to 1, abbreviated C/t
On 5% CDR we get ~1.05 C/t
On 10% CDR we get ~1.11 C/t
On 15% CDR we get ~1.18 C/t
On 20% CDR we get ~1.25 C/t
On 25% CDR we get ~1.33 C/t
On 30% CDR we get ~1.43 C/t
On 35% CDR we get ~1.54 C/t
On 40% CDR we get ~1.67 C/t
On 45% CDR we get ~1.81 C/t
The C/t increase you get for the same amount of CDR increases.
Using the example rune/mastery page, on level 9 with a finished



Magic penetration effect
The percent stuff below is Damage Effectiveness. It means the ratio of the magic damage you'll deal to a target with that much MR with that much penetration in comparison to a 0 MR guy.
Against 50 MR
nothing: 66.5%
14 penetration: 73.5%
29 penetration: 83.5%
29 + 35% penetration: 96%
44 + 35% penetration: 100%
Against 100 MR
nothing: 50%
14 penetration: 54%
29 penetration: 58.5%
29 + 35% penetration: 79%
44 + 35% penetration: 90%
Against 200 MR
nothing: 33%
14 penetration: 35%
29 penetration: 37%
29 + 35% penetration: 50%
44 + 35% penetration: 54%
The actual effectiveness of flat magic penetration depends on your target's MR, being the most effective the lower the MR the target has, until you reach 0 MR after penetration. After that the penetration is wasted.
(Yes, you cannot penetrate to negative MR. It only works when you decrease the MR by a flat amount, of which most of the ways to do are removed in recent seasons. e.g.








The n% damage increase I'll use later in the guide means the damage after the change is 100+n% the amount of damage before the change.
e.g.
On a 100 MR target, Garen's ult does 100% increased damage if it deals true damage instead of magic damage. The damage type from magic with 50% damage effectiveness to true damage with 100% damage effectiveness. (disregarding damage modifiers from masteries)
1. This is not theory crafting.
I have personally tried every single item I listed below (and some others that didn't work so well)on my plat account. All the item breakdown below is an analysis from the actual games I've played, if generalized. They most definitely won't work 100% of the time, hence the "when to get" at the bottom of each item. One of the unsaid condition that for me to be sure the items work is that your game is somewhere around silver to diamond elo. I have no idea what master+ or bronze game feels like if I'm the one playing, so I'm not covering those parts.
2. This is NOT a troll guide or fun build guide.
I know the whole thing looks strange, as in not many people build some of the items I listed, but that is precisely the reason I listed them. Also the reason why I didn't spend much space explaining the core build and boots, because people know that already. The ones that doesn't work much, I'll state it pretty clearly in the "when to get" section after each item.
There's a reason the core build looks so similar to most other guides: they work on
Veigar.
3. The next section is all built upon the fact that you already have or are planning to build the core build of
Morellonomicon,
Rabadon's Deathcap and
Void Staff.
4. All item analysis below are generalized. If for example there's a
Yasuo that for some reason went triple
Negatron Cloak and always survives your full combo with 100 health after your core build, it IS worth getting the extra AP from a
Needlessly Large Rod that you have no choice but to build into a
Luden's Tempest later. You adapt to specific scenarios like this. You don't have to buy an
Infinity Edge just to prove me wrong.
5. I will not recommend you to build this and that except the core build, which everyone builds anyways. What This guide is about is explaining WHEN and WHY which items are built, or avoided.
Without further ado, let's get into the breakdown of items other than your core build.
I have personally tried every single item I listed below (and some others that didn't work so well)on my plat account. All the item breakdown below is an analysis from the actual games I've played, if generalized. They most definitely won't work 100% of the time, hence the "when to get" at the bottom of each item. One of the unsaid condition that for me to be sure the items work is that your game is somewhere around silver to diamond elo. I have no idea what master+ or bronze game feels like if I'm the one playing, so I'm not covering those parts.
2. This is NOT a troll guide or fun build guide.
I know the whole thing looks strange, as in not many people build some of the items I listed, but that is precisely the reason I listed them. Also the reason why I didn't spend much space explaining the core build and boots, because people know that already. The ones that doesn't work much, I'll state it pretty clearly in the "when to get" section after each item.
There's a reason the core build looks so similar to most other guides: they work on

3. The next section is all built upon the fact that you already have or are planning to build the core build of



4. All item analysis below are generalized. If for example there's a





5. I will not recommend you to build this and that except the core build, which everyone builds anyways. What This guide is about is explaining WHEN and WHY which items are built, or avoided.
Without further ado, let's get into the breakdown of items other than your core build.

Luden's echo is one of the more popular

It can also be a very powerful second item, giving you enough damage to start bursting down squishies at 70~100% health, depending on how early you finished this item.
At 800 AP (~35 minutes into the game where you finished your core), additional 135 AP gives you
a 11% increase in Q damage,
a 12% increase in W damage and
a 11% increase in R damage.
The passive gives a around 3% increase in a QWR combo damage.
Conclusion: late game it gives 14% damage increase + 10% movement speed for 3200g, early game it gives decent damage with 10% movement speed
When to get: Just after



I'm just going to state that the buring passive is USELESS on


80 AP, 300 health, 15 magic penetration. The true attraction of this item comes from the flat magic penetration.
You'll probably never build this item early game. It is expensive, you don't really have the high AP for the penetration to really kick in, and the 80 AP for 3100g just isn't enough for

On the other hand, assuming you build this after your core build of




At 800 AP, an additional 108 AP gives you
a 9.5% increase in Q damage,
a 10% increase in W damage and
a 9% increase in R damage.
And the 15 penetration gives you
a 4% increase to 50 MR targets
a 14% increase to 100 MR targets
a 8% increase to 200 MR targets
If you take the AP benefit to be 9.5% for all skills,
The item on a whole gives you
a 14% increase to 50 MR targets
a 25% increase to 100 MR targets
a 18% increase to 200 MR targets
Conclusion: late game 14%~25% damage increase depending on target MR + 300 health for 3100g
When to get: You're needed to kill the offtanks. Though, most of the time you're better off with a


One of the signiture items that signifies a serious AP monster.
You'll have 2000 mana if took tear first, then




It also gives you infinite mana(as in you won't ever run out), but that is already the case if you took the meditation mastery and

The gigantic shield (600~750) it gives is also a pretty big survivability boost.
However, this is only that good for



Conclusion: Powerful if you can get it working, but otherwise screws up your build timing.
When to get: When you're actually going for a fun build. Doesn't work well most of the time.

This was actually one of my favorite 1st item on


Anyways!
300+200 health, 300+100 mana, 60+40 AP, a powerful sustain passive. This is one of the best all round items for any mage.
Any mage that didn't already build

60+40 AP is also a ridiculous amount for such a tanky item, but

300+200 health and the Mana health perpetual machine is the only true attraction left on this item for



In the end, what kills it is the same reason as how


Conclusion: Screws up your timing, but makes laning phase a breeze.
When to get: when you're gettnig destroyed in lane by a hybrid damage champion like


The ultimate AP carry survival item. 70 AP, 45 armor, 10% CDR with one of the best active in the game.
This is the defensive item that you can afford early game while still not doing 0 damage.
10% CDR is a huge boon early game after your



See math section for exactly how awesome the extra 10% CDR is.
70AP is a bit meh, but doesn't matter much in the late game. Its also enough to make enemies at least respect your damage somewhat if you bought it as the first/second item.
45 armor is awesome against ad assassin midlanes, since they normally go heavy flat armor penetration, that's around 33% physical damage reduction (refer to MATH section for 29 pen, 50MR vs 100MR calculation).
The active is just flat out awesome. Makes you nearly undivable either in the middle of your team or under a turret, and hard counters



Conclusion:Some AP and a gigantic survivability boost against burst and physical damage for 2900g. Opens up aggressive plays when your team is somewhat coordinated.
When to build:build when there are enemy champion(s) that can sometimes kill you even if you're in the safest position you can find, like





70 AP, 10% CDR, 60 MR, and a bubble of OPness passive.
This is another one of the best defensive item you can get while still not sacraficing all your damage early game.
70AP is a bit meh, but doesn't matter much in the late game.
If built early, 70 AP is enough to make enemies at least respect your damage somewhat, especially since you're most likely to get this only against squishy AP mid carries.
60 MR is the difference between a 100-0 by

10% CDR is a huge boon early game after your



Finally, the bubble of OPness. This is the ultimate counter to


Conclusion:Decent stats while providing you with some allowance for mistakes in positioning late game, and keeps you from feeding the enemy burst mage, all for 3000 gold
When to get: when you're getting your sorry behind kicked (or about to) by a AP midlaner or if you get picked off a lot out of teamfights due to some CC engage like


The ultimate item for

80AP, 10% CDR, 7% MS, 250 mana, and the notoriously controvertial passive.
Assuming you bought this after your core build since its just a

You'll not benefit from the CDR much, since you'll probably have maxed CDR by the time you have the AP to make your enhanced AA hurt. Otherwise, it's a awesome stat.
From earlier calculations, 80 AP gives around 9.5% damage increase across the board at 800 AP before this item.
250 mana isn't much when you're that late into the game, especially if you have a

Finally, the passive. At 900 AP, a enhanced AA deals around 90 physical+520 magical damage. Thats arond the damage of 2/3 of a





Sound great right?
YOU WILL NOT GET THAT CHANCE TO AA THAT OFTEN. You'll probably benefit more from getting to a better position to fire off your next round of skills, or to aim your W better to hit without stunning with E(what with extra short cooldown on W once you have passive stacks), or running around to just plain not die. More likely, you'll get off maybe 3 hits in a team fight where you fire off a total of 6 casts of Q and W each and an R, if you're lucky. That's less than 12% increased damage that only applies to the enemy frontline that doesn't threaten you much AND its only single target, for a total of around 23% single target damage increase for the whole item if you still hit as many Q and W's as you should without hampered by the need to AA
Or more even realistically a net decrease in damage output if you really tried to AA since you either die more easily or miss loads of Q W opportunities.
Conclusion: Below average stats with a passive you can't really use much. 3200 gold down the sink. It only works on paper, or when you're a god that somehow makes it work. If you're that good, I recommend a



When to get: Don't.
In all seriousness, the stats a




My personal favorite. 60 Armor, 425 health, and 60 movement speed until you AA.
Consider this. Your Q does 700 damage. Your W does 1100 damage. Your ult does around 9001 damage. Why the hell would you even auto attack for 80 damage that gets reduced even harder by enemy armor as you have no armor penetration?
(No,



It's easy. You just don't.
Slows and stun decreases the charge VERY slowly, mostly designed to prevent the 100 stack AA slow/damage bonus, but that doesn't matter to you much since you're just here for the MS.
Together, this means



Being a full tank item, it basically makes sure that whatever diver will NEVER be able to assassinate you as long as you don't misposition too badly.
Conclusion: The single best item in terms of opening up aggressive plays, with a whopping 0% increase in damage. All for 2900 gold.
When to get: When divers like



This is pretty much just a reminder that you can get this item.
If you need an explanation for this, you shouldn't buy it anyway.
Treasure your life. You only live (insert however many times you died) times. And remember to report that



800 health, 10% CDR, 200% health regen, and a strange regenerative passive.
First of all, you need more health than your base amount to make the passive work unless you took scaling health AND reached lvl 18. So don't count on this item alone to get to 2750 health.


The passive gives you a get out of poke free card. Any random damage you take is regenerated unless you're in the middle of a fight, or that "random damage" came from


The 800 health makes you nearly impossible to burst down, be it with magic or physical damage. This is one of the alternative ways to deal with that pesky

Conclusion:For 2850 gold ,you'll never need to worry about sustain, or being low on health after a skirmish and your team wants to go pressure

When to get: If you're expecting a long siege of the enemy base, pressuring for your



A super minion on demand, 60 armor, 30 MR, 10% CDR, 125% hp5
This is one of the WTF items I expect a lot of controversy to come from.
This item is ONLY built as a 6th item.
At that late into the game, an ADC and frontline will suffer a huge penalty in teamfight for building something like the

You do too, but look at it this way. Your CDR is maxed, magic penetration from



You are practically more like a support than a AP carry when it comes to the last two item's effectiveness, not because you don't scale scale hard off of AP, but because you already broke the scale with with your passive.
The super cannon minion is powerful enough that one alone is enough to push a lane all the way into a turret if you just W once before running off to whereever you're needed. It is also immune to magic damage, so many split pushing tanks will take a long time killing it.
It is also cheap enough that you can just use it as a place holder before you get the 6th item you were originally aiming for.
Conclusion:A surprising item which is less disadvantageous on

When to get:When you really need side lane pressure very late game, and your team lacks a split pusher. Works a lot better against a AP heavy enemy team.

Basically the more generalized version of

55 armor, 55 MR, 125% hp5, loads of movement speed around turrets
And, of course, the active.
The reason




The movement speed near turrets also makes long retreats after a failed seige safer for

Conclusion: A surprising item which is less disadvantageous on

When to get:When you really need side lane pressure very late game, and your team lacks a split pusher. Works a lot better when your team has good vision so you're safe enough to place a portal at a side lane.

60 AP, 10% CDR, 50% mp5, Icy Ghosts, and a speedup that you'll probably never see.
The stats are very lackluster for this item, but the cheap 10% CDR can be used to shore up your build if you don't have scaling CDR runes.
The Icy Ghosts or


At close range, it is a guaranteed W or E hit if your target is out of mobility skills.
In skirmishes, it is free vision of your target and an early warning to potential counter ganks.
It can also spell the difference between a close escape and a messy death, both when you're the hunter or the victim.
You get a mini-

Conclusion: A very niche item that makes gameplay a lot safer.
When to get: when you're banking a lot on the next fight, or when your team doesn't like to ward the map. Usually not worth buying if you're a mid laner.


Objective before first back: survive, stay in lane, farm with Q.
Not Objective: survive, stay in lane, farm with only auto attack as you're quickly out of mana with the

Objective early game: survive, stay in lane, farm even more with Q.
Not Objective: survive, stay in lane, farm with auto attacks as your Q is on cooldown and a not as severe but still glaring lack of mana from your delayed


Suppose you're aiming to stay in lane before backing the first time from 2:00 game time to around 6:00. A


Compared to


The


Doran's ring gives 50% mp5, translated to your 10.5 mp5 from 2 minutes to 6 minutes with an extra 4 mp per minion kill, assuming you have 35, it gives a total of 392 mp. That's 8 casts of

Conclusion: Doran's ring gives around 392 more extra mp and an extra 15 AP for easier stacking while doran's shield gives around 325 more extra health.
When to get: Get Doran's ring. Always.


The numbers of

Despite it's sustainability, the





412.5 health and 247.5 mana if you have the



The only thing going for


Conclusion: Doran's ring gives better everything but the 352.5 free health sustain every back.
When to get:Basically Doran's ring. Unless you are certain you will be suffering so much in lane that whatever happens mid-game you'll be irrelevant to the game anyways, in which case it doesn't matter what you get.



-300 health
-25% tenacity
-Path of help meeeeeeeee
-no longer a short joke
Though intended as a initiator/tank item, on the whole it gives so much more survivability to carries than tanks especially against divers. That tenacity is boarderline OP.
The path of iron passive also helps your teamate peel for you better. If they care to, that is.
The ascension from midgethood also makes you a bigger target. Global taunt aquired.
When to get:You're already the target in teamfights.

-50 AP
-25 bonus true damage on a 5 second per target cooldown
-15 mp5
The 50 AP is a huge buff......on any AP carry but


The 25 true damage is negligible.
(trivia: once upon a time, the 25 true damage can be triggered by



The 15 mp5 is reundant with the meditation mastery and

When to get:You're too big to fail.

This is one of the more important items a

The difference is how you use them. As


It actually works more often than I expected.
It also discourages ganks in solo queue. Consider it an investment like

This is some next level psychological bullsh*t that will result in more pressure on your sidelane as the enemy midlaner might roam more and the enemy jungler will have more time to go to other lanes, but it IS an option. You control which game it happens, so how much it actually benefits your w/l ratio is up to how well you read the game and players.
Conclusion:The ultimate selfish buy. I love it. Works on other champions too, but benefits

When to get: In games where you think you can do a lot more good if you farmed up, and might suffer otherwise, and your other lanes can hopefully survive the enemy attention.
Don't buy
Lich Bane. I get triggered HARD every time I see one on
Veigar. Let's spread the love to the league community together!
(no, this isn't the sole reason for me making this guide.)
I learned a lot from jhoijhoi's Making a Guide guide that guides prospective guidemaker to making guides. Thank jhoijhoi for preventing this guide from taking the form of a huge wall of text.
I welcome constructive criticism, ESPECIALLY on why I should also include such and such items and attacks on my reasonings, but a flat "lich bane is sh-=*t on veigar" without an explanation will be ignored even if I agree with the statement.
Try to keep it logical, so I can better understand your point.
Anyway, thanks for reading this
Veigar item guide. Do try different items out sometimes!


(no, this isn't the sole reason for me making this guide.)
I learned a lot from jhoijhoi's Making a Guide guide that guides prospective guidemaker to making guides. Thank jhoijhoi for preventing this guide from taking the form of a huge wall of text.
I welcome constructive criticism, ESPECIALLY on why I should also include such and such items and attacks on my reasonings, but a flat "lich bane is sh-=*t on veigar" without an explanation will be ignored even if I agree with the statement.
Try to keep it logical, so I can better understand your point.
Anyway, thanks for reading this

10/16/2017- Expanded Math section. It now contains more information than just proof of numbers i'll Fixed some more typos.
10/13/2017- Added recommendation of flat CDR runes (ft. Raiman), expanded philosophy section. Added starting items doran's ring, doran's shield, corrupting potion for completeness sake.
10/6/2017- Added even more emphasize on how the example build is an EXAMPLE.
10/4/2017- Added RoA, Archangels, Health Potion. Generally smoothed out wordings.
10/3/2017- Created guide.
10/13/2017- Added recommendation of flat CDR runes (ft. Raiman), expanded philosophy section. Added starting items doran's ring, doran's shield, corrupting potion for completeness sake.
10/6/2017- Added even more emphasize on how the example build is an EXAMPLE.
10/4/2017- Added RoA, Archangels, Health Potion. Generally smoothed out wordings.
10/3/2017- Created guide.
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