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Choose Champion Build:
-
vs AP (standard build)
-
vs strong AD/AP bullies
-
Movespeed Vel'Koz
Recommended Items
Spells:
Heal
Flash
Items
Ability Order
Organic Deconstruction (PASSIVE)
Vel'Koz Passive Ability
Introduction
Over time I'll be adding new sections such as how to play

I hope you find my guide helpful (and please don't forget to hit that UPVOTE button)!
*And if you're going to downvote, please, PLEASE drop me a comment saying why you disagree with what I've written!
Pros
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+ Very high base damage values + Extremely strong kiter + Almost every ability applies CC + Can turn teamfights with ease + Insanely strong in the midgame + High base damages and true damage from ![]() |
Vel'koz is one of those champions that really starts to shine when you master him. Being able to combo his spells and constantly proc ![]() ![]() ![]() |
Cons
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- Relatively immobile - Vulnerable to large scale CC/initiation - Generally squishy - Entirely skillshot based - Is more of a situational pick as his power is a little limited against extremely hard initiation |
Vel'Koz is at his best in the midgame and maintains this strength into the lategame. As such, his weaknesses come in the laning phase where his immobility can lead him to being an easy gank target should you not maintain strong vision control. Large amounts of hard CC counter him strongly in teamfights if you can't avoid the initiation and he is generally weak to assassins in lane. As a general rule, Vel'Koz is strongest against anything that can't deal with him immediately. |



Ability Sequence Order
You're going to want to max your W (![]() ![]() ![]() ![]() |













You're going to want to max out



Tips and Tricks
- Use this to creatively harrass your enemy and keep them on their toes.
- This applies a large slow and a lot of damage once you've got some items.
- Has one of
Vel'Koz's better AP scalings.
- Extremely useful in sieging objectives, allowing you to poke more than one enemy at once.
Vel'Koz's best kiting ability. This has a very short cooldown in the mid/lategame.
- By using geometry you can increase the reach of
Plasma Fission by firing it to the side at its maximum range.









You're going to want to max out



Tips and Tricks
- Combo this ability in every single combo. It's instant cast so there's no reason not to.
- For fast waveclearing, fire off both charges at the oncoming minion wave BEFORE it meets your own.
- Even at level 2 your EW combo will wipe the caster minions. This can be costly to do often though.










You're going to want to max out



Tips and Tricks
- Land this combo'd with your W for very strong harrass.
- Follow up any initiation CC on your team with this, into the rest of your combo.
- When kiting, landing this on 2-3 people can lead to the perfect moment to turn with your ult and win a critical fight.





Take this ability whenever it's available.
Tips and Tricks
- Follow up your combos and your team's CC with this ability.
- Try and wait for the enemy team to blow their CC before firing tha lazor beam.
- Getting this interupted at a bad time can throw a fight, but getting a full channel off can win you 2-4v5s.
- The sheer amount of damage
Life Form Disintegration Ray puts out can make securing important barons easier.
- For team comps that don't have a lot of siege potential, or when you simply can't break their defense, channeling an ult on their waveclear can provide the opening to grab an inhibitor turret.
I tend to take one of two rune pages depending on if my lane matchup is a more passive AP laner or an AD/AP bully lane. Since in the midgame you're going to ideally be in the back of fights away from most of their damage, surviving to farm up through laning phase is the priority.
Precision
Fleet Footwork
Dark Harvest
Phase Rush
Precision
Fleet Footwork
Dark Harvest
Phase Rush
These are my second iteration of runes, having moved away from a set focused on providing as much AP as possible into a slightly more defensive option with more utility from the CDR.
Precision
Fleet Footwork
Dark Harvest
Phase Rush
This rune set is tailored to working with a specific build path with Alactrity enchantment,
Luden's Tempest and
Twin Shadows. The end result is very high mobility with extreme damage and poke potential. While glass cannon at virtually all stages of the game, when played right you should easily be able to maintain a safe position. This build tends to be able to pull out slightly higher damage than builds that get a bit more defensive.
VS AP
Runes





Greater Quintessence of Ability Power: Standard. Gives a huge amount of ability power.
Greater Mark of Magic Penetration: Magic penetration is the single most important stat on
Vel'Koz due to his very high base damage values.
Greater Glyph of Cooldown Reduction: Gives us 5% CDR that makes it easier to hit the CDR cap once we get some items. Helps you poke more and have your ult more often early on too.
Greater Glyph of Magic Resist: Gives us a bit of tank to get us through the laning phase.
Greater Seal of Scaling Health: We're not taking Armour so the HP from these runes will help us survive through lane. We're not in a bully matchup so can sacrifice some health up front in levels 1-6 for more later in the game.
VS AD/strong AP
Runes





Greater Quintessence of Ability Power: Standard. Gives a huge amount of ability power.
Greater Mark of Magic Penetration: Magic penetration is the single most important stat on
Vel'Koz due to his very high base damage values.
Greater Glyph of Cooldown Reduction: Gives us 5% CDR that makes it easier to hit the CDR cap once we get some items. Helps you poke more and have your ult more often early on too.
Greater Glyph of Magic Resist: Gives us a bit of tank to get us through the laning phase.
Greater Seal of Health: Gives us a bit of tank to get us through the laning phase. I prefer health over armour as we don't have a whole lot of innate sustain.
These are my second iteration of runes, having moved away from a set focused on providing as much AP as possible into a slightly more defensive option with more utility from the CDR.
Movespeed'Koz
Runes





Greater Quintessence of Movement Speed: Gives that extra mobility for kiting around the map and dodging skillshots.
Greater Mark of Magic Penetration: Magic penetration is the single most important stat on
Vel'Koz due to his very high base damage values.
Greater Glyph of Cooldown Reduction: Gives us 5% CDR that makes it easier to hit the CDR cap once we get some items. Helps you poke more and have your ult more often early on too.
Greater Glyph of Magic Resist: Gives us a bit of tank to get us through the laning phase.
Greater Seal of Scaling Health: We're relying on our movespeed to stay out of trouble in lane such that our mid/lategame is stronger as
Luden's Tempest is completed and we start to scale.
This rune set is tailored to working with a specific build path with Alactrity enchantment,


21 OFFENSE 9 Utility
V E L ' K O Z |
sp |
M A S T E R I E S |
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// The 21 offence points are basically your standard AP carry masteries, making sure to take any CDR masteries and all the AP ones.
In utility, I take all 3 ![]() ![]() ![]() ![]() ![]() ![]() |
Here I'll detail the item choices you should be considering. Note that a lot of these vary depending on the teamcomp you're facing.
There are many examples of final builds in both the cheat sheet at the top and also the selection of match histories I've posted below.
Starting items vs AP
![]() |
Standard opening. Gives health, mana regen and a nice chunk of AP. |
![]() |
Keeps you sustained until you have about 1200-1300g for your first back. |
Starting items vs strong early AD
![]() |
Against champions like ![]() ![]() ![]() |
![]() |
Keeps you sustained until you have about 1200-1300g for your first back. |
CORE
![]() |
Magic pen is the go to stat on your boots. The only time I don't get these is if I'm laning against something like a ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
Magic penetration is the single most important stat on ![]() ![]() ![]() |
![]() |
Magic penetration is the single most important stat on ![]() ![]() ![]() ![]() ![]() |
Situational
![]() |
This doesn't seem like the most ideal choice on ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Gives a fair amount of MR, a bit more mana regen than ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
What not to buy
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() TL;DR - If you're ahead and the enemy has built no MR and you think you can stay safe, it can be a good pickup, but these situations are few and far between. For my playstyle, unless the enemy team is just bad/has no way of getting to you, it's better to go for kiting, utlilty, and MPen. |
![]() |
![]() ![]() ![]() |
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![]() ![]() |
Example final builds
There are many examples of final builds in both the cheat sheet at the top and also the selection of match histories I've posted below.
![]() |
![]() ![]() |
![]() |
![]() |
![]() |
![]() ![]() |
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![]() ![]() ![]() ![]() ![]() |
Laning phase and the earlygame


More generally, however, you wait for your jungler to hit 6 (or be ready with their chosen initiation) **I'll go into



The idea behind killing your midlaner in this way is to either take the outer mid tower or force a dragon fight in conjunction with your bot lane. (Although it's best to have your





Another perk of



Prove them otherwise.
The midgame and objective control



Try and maintain vision control using pink wards in the bottom deathbrush. Keeping wards on dragon, the enemy blue buff and banana brush nearby will also provide a large amount of vision control as well as enemy buff timers (a well placed



In teamfights at this stage you're going to want to try and focus down the champions that most prove a threat to you and your team. Since you have a lot of true damage from


Lategame and wrecking everyone

If this happens a lot (the enemy team has a










Combos

This is your bread and butter farming combination. Using two

Your EW combo is one you'll probably use the most. This combination is one of

- Harrassment: Landing an EW combo, especially pre6, is a free passive proc and a hefty chunk of magic damage on top of that (since you're maxing
Void Rift). It's slightly harder to land on ranged champions, but vs melee, you can predict their last hitting pattern and nail them with the combo when they walk up to farm. This is a very efficient harrassment combo but is very dependent on you hitting it, so use it sparingly before you get
Chalice of Harmony.
- Farming: From as early as level 2 onwards, an EW combo across the back line of caster minions will oneshot them. This can be useful if forced to farm under tower or if your lane matchup benefits from you pushing hard.
- Buff/dragon/baron securing:
Organic Deconstruction is practically a mini smite and can make claming blue buff when your jungler offers it very fast. When competing over a buff and a
Smite is not present, your EW combo will often be able to secure the buff for yourself. I often try to coincide this combo with my jungler's
Smite during fights at dragon and baron as it makes it much more difficult for the enemy jungler to steal away.
Your QEW combo is very similar to your EW combo except it's more catered to landing an EW in a 1v1 scenario. Using the slow from



You can also use the Q to manoeuvre your opponent into running into your EW. Controlling your opponent in such a way is vital to coming out on top in some matchups.
Your QWER combo is your kill combo when following up from CC provided from a ganking teammate or from initiation at the start of a teamfight. Opening with QW gets early damage down and doesn't interupt your teammate's CC early, before the E and immediate


This combo can also be used effectively when kiting backwards, using your Q to constantly slow and your W for free passive procs as they chase. When you determine the timing is right (ie you have CDs ready, have their team lined up or have teammates on hand) you can knock up your pursuers with


This combo is the same with or without the Q - it's simply the combo you'll generally be using to all-in an opponent in a 1v1 scenario. This opens the same way you'd be harrassing with an EW or QEW combo, but if you determine your enemy is low enough and is without his summoners - let rip with

This is primarily a kiting combo used against enemies who are chasing you down. Keep them slowed with your


In this section I'm going to list the matchups that Vel'Koz should be able to win or at very least go even against. In these matchups you will definitely have 1v1 kill potential and should transition into a very strong midgame.
![]() |
Although it might not seem like it, for ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Katarina isn't the easiest lane for Vel'Koz but an experienced Vel'Koz player should be able to deal with her. Early on you need to avoid harrass where possible and try to hit 6 before she does (if you don't it's not a big deal but if she tries to all in you before your 6 you won't kill her.) The trick to winning this lane is to avoid her harrass and bait her all in. In order to do the most damage to you she needs to use ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
Swain is a nice matchup for Vel'Koz once you get your ult. He has the potential to bully you pre 6, however if you catch a ![]() ![]() ![]() ![]() |
In this section I'm going to list the matchups that Vel'Koz should have difficulty surviving in a 1v1 scenario or where you may find your power spikes delayed. In these matchups you may well need jungle assistance and should be prepared to play extremely passively to maximuise your midgame impact.
![]() |
Pre 6, Ahri isn't too much of a threat, provided you can maintain positioning advantage on her so as to not catch her ![]() ![]() ![]() |
VS a Katarina
VS a Lux
VS an Orianna
VS a Katarina
VS an AP Tristana
Random support Vel'Koz 1
Random support Vel'Koz 2
I just reached Plat after going on this romp with Vel'Koz (there were some other champions in between but I didn't carry as hard on many of them):
VS a Lux
VS an Orianna
VS a Katarina
VS an AP Tristana
Random support Vel'Koz 1
Random support Vel'Koz 2
I just reached Plat after going on this romp with Vel'Koz (there were some other champions in between but I didn't carry as hard on many of them):

Thanks for reading! I'll add new sections soon~
12/06/2014 - Published; added earlygame phase guide
13/06/2014 - Added midgame phase guide
04/08/2014 - Updated for Patch 4.13, added sample post-game section, added Vel'Koz patch changelog, added combo section, added Winning/Even Matchups section (still WIP)
05/08/2014 - Updated and fixed an error in the skill order
06/08/2014 - Updated the masteries I take in the Utility tree
12/08/2014 - Updated runes and masteries in the quick view section and the main guide. Also cleared up early items vs strong laners. Fixed skill order mistake in main guide. Added a clarification about
Null Sphere
16/08/2014 - Added matchup guide for
Katarina
04/09/2014 - Added matchup guide for
Ahri and
Swain
27/10/2014 - Added a picture of my match history as I reached plat in the last few days
27/01/2015 - Updated for S5 and patch 5.2!
12/03/2015 - Updated for patch 5.5, added information about
Luden's Tempest!
24/05/2015 - Updated for patch 5.9, added cheat sheet and runepage for Movespeed Vel'Koz build and added clarifying info about
Athene's Unholy Grail. Also fixed (removed) bugged final build section. Final builds can be found in the cheat sheets or in the match history.
26/05/2015 - Updated the Deathcap section in the Items chapter.
12/06/2014 - Published; added earlygame phase guide
13/06/2014 - Added midgame phase guide
04/08/2014 - Updated for Patch 4.13, added sample post-game section, added Vel'Koz patch changelog, added combo section, added Winning/Even Matchups section (still WIP)
05/08/2014 - Updated and fixed an error in the skill order
06/08/2014 - Updated the masteries I take in the Utility tree
12/08/2014 - Updated runes and masteries in the quick view section and the main guide. Also cleared up early items vs strong laners. Fixed skill order mistake in main guide. Added a clarification about

16/08/2014 - Added matchup guide for

04/09/2014 - Added matchup guide for


27/10/2014 - Added a picture of my match history as I reached plat in the last few days
27/01/2015 - Updated for S5 and patch 5.2!
12/03/2015 - Updated for patch 5.5, added information about

24/05/2015 - Updated for patch 5.9, added cheat sheet and runepage for Movespeed Vel'Koz build and added clarifying info about

26/05/2015 - Updated the Deathcap section in the Items chapter.
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