Veigar: The Tiny Master of Evil

Veigar is a champion in League of Legends played in the Mid lane, classified as a Burst Mage. He uses Mana (490 – 1001.29) and deals Magic damage. Veigar was released on July 24, 2009, and was last updated in patch V25.20. Store price: 675 Blue Essence / 585 RP.

📊 Base Statistics

StatisticBase ValueMax Value (lvl 18)
HP5802703.82
Mana (MP)4901001.29
Attack Damage (AD)52105.1
Armor (AR)18120.26
Magic Resist (MR)3257.56
Movement Speed (MS)340340 (fixed)
Attack Range550 (Ranged)550 (fixed)
Base AS0.625
Bonus AS0 – 44.05%
Missile Speed1500

⚠️ 18 Base Armor — Lowest in the Game: Veigar’s 18 base armor is the lowest base armor of any champion in League of Legends. Combined with 580 base HP, he is extremely fragile to any physical damage early. This base armor weakness makes Veigar especially vulnerable to AD assassin dives in the mid lane — Talon, Zed, and Kha’Zix can deal disproportionate damage to him simply because his armor provides virtually no mitigation. This fragility is the direct cost of his infinite AP scaling passive, and itemization choices must respect this vulnerability.

🌑 Passive: Phenomenal Evil Power

ParameterValue
Stack Generation — Ability Hit1 stack per enemy champion hit by abilities
Stack Generation — Champion Takedown5 stacks
AP per Stack1 AP (no cap, no maximum)
Stack Interaction with WEach Phenomenal Evil stack reduces Dark Matter cooldown

INNATE: Veigar generates a stack of Phenomenal Evil for each enemy champion hit by his abilities, and 5 stacks whenever he scores an enemy champion takedown. For each stack, Veigar gains 1 ability power. There is no maximum — stacks accumulate indefinitely.

💡 Phenomenal Evil — The Infinite Scaling Loop: Phenomenal Evil is the single most important mechanic Veigar players must optimize. Every ability that hits a champion generates 1 stack, and every champion kill generates 5 stacks. In a full game with disciplined Q farming (3 stacks per large minion kill from Q passive), constant ability poke on the opponent, and kills: Veigar’s AP at 30 minutes commonly reaches 400–600 AP, and at 40+ minutes 800–1200+ AP without needing Rabadon’s Deathcap first. At 1000 AP, Veigar’s W alone deals 305 base + 1100 AP (110% AP) = 1405 magic damage, and his R minimum damage is 325 + 750 AP (75% AP) = 1075 minimum — doubled against a champion at 0% HP. The implication is that Veigar literally becomes more powerful every second he remains alive — there is no item power spike timing for his opponents to exploit; the longer the game runs, the worse the situation becomes for enemies.

💡 Dark Matter Cooldown from Stacks: Dark Matter’s cooldown is listed as 8 – 0 (based on Phenomenal Evil stacks). At sufficient stacks, W’s effective cooldown approaches zero — it becomes an ability that can be cast nearly every auto attack interval. At 500+ AP (roughly 500 stacks), Veigar can fire Dark Matter on cooldown so rapidly that the 1.221-second delay becomes a consistent zone-denial AoE rather than a single-use ability per fight. High-stack Veigar players drop Dark Matter on every Event Horizon cage to guarantee the hit during the stun window, then immediately have it available again for the next fight.

⚡ Q: Baleful Strike

ParameterValue
Cost30 / 35 / 40 / 45 / 50 Mana
Cooldown6 / 5.5 / 5 / 4.5 / 4 seconds
Cast Time0.25 seconds
Target Range1050 / 990
Width140
Speed2200
Magic Damage80 / 120 / 160 / 200 / 240 (+ 50/55/60/65/70% AP)
Targets HitFirst two enemies
Kill: Phenomenal Evil Stacks1 stack (3 stacks vs large minions and monsters)

ACTIVE: Veigar blasts a dark bolt in the target direction that deals magic damage to the first two enemies hit. If this kills an enemy, it generates 1 stack of Phenomenal Evil, tripled (3 stacks) against large minions and monsters.

💡 Q Last-Hit Discipline — The AP Foundation: Baleful Strike’s 3-stack bonus on large minion kills is the primary AP stacking mechanism for the first 20 minutes of the game. Every cannon minion kill with Q grants 3 Phenomenal Evil stacks = 3 AP. Every kill on a lane minion grants 1 stack. A laning phase with 30 last-hit Q kills on cannon minions generates 90+ AP from Q alone — comparable to a full AP item. The discipline required: never auto-kill a cannon minion. Always save Q for the cannon last hit. This means occasionally letting regular minions die to autos to preserve Q for the next cannon. At 4-second cooldown (max rank), Q is available frequently enough to hit the lane opponent for poke AND still have it ready for cannon kills in most waves.

🌑 W: Dark Matter

ParameterValue
Cost60 / 65 / 70 / 75 / 80 Mana
Cooldown8 – 0 (based on Phenomenal Evil stacks)
Cast Time0.25 seconds
Target Range950
Effect Radius240
Impact Delay1.221 seconds after cast
VisionGrants sight of the area during delay and after
Magic Damage85 / 140 / 195 / 250 / 305 (+ 70/80/90/100/110% AP)

ACTIVE: Veigar casts down a mass of dark matter that strikes the target location after a 1.221-second delay, granting sight of the area during the delay and afterwards, dealing magic damage to enemies hit. Dark Matter’s cooldown is reduced based on stacks of Phenomenal Evil

💡 The 1.221-Second Delay — Why W Alone Never Hits: Dark Matter’s delay is long enough for any mobile champion to walk out of its 240 radius before impact. W alone almost never hits a moving opponent. The correct usage is always paired with CC: E cage stun → W during the stun window guarantees the hit since the target cannot move. The combo sequence: E cage → W immediately after (during stun) → Q poke → R execute. The 1.221-second delay lands well within a 2.5-second stun from a max-rank E. Against stationary champions (channeling, casting with cast-lock), W can be thrown directly. In teamfights, W dropped on grouped immobile targets (Amumu ult, Lissandra ult, Twisted Fate Gold Card) guarantees multi-target AoE.

🔒 E: Event Horizon

ParameterValue
Cost70 / 75 / 80 / 85 / 90 Mana
Cooldown20 / 18.5 / 17 / 15.5 / 14 seconds
Cast Time0.25 seconds
Target Range725
Effect Radius411 / 290 / 390 (outer / inner / specific)
Cage Delay0.5 seconds before walls activate
Cage Duration3 seconds
Stun Duration1.5 / 1.75 / 2 / 2.25 / 2.5 seconds
Hit LimitationCan affect each enemy only once per cast

ACTIVE: Veigar forms a cage at the target location that erects after a 0.5-second delay, remaining there for 3 seconds. Enemies that collide with the edges of the cage are knocked down and stunned for up to 2.5 seconds at max rank. Event Horizon can affect enemies only once per cast.

💡 Event Horizon Wall Collision — Placement Precision: The stun triggers only when enemies collide with the cage walls — not by being inside the cage. This means: (1) enemies inside the cage at activation are NOT stunned; (2) enemies entering the cage from outside are stunned when they touch the wall; (3) enemies trying to leave the cage are stunned when they touch the wall from inside. The optimal E placement positions the cage around the target so their natural movement (toward Veigar, away from Veigar, or dodging sideways) causes them to hit a wall. Placing E directly on a stationary target traps them inside with no initial wall hit — they’re only stunned if they then try to move out.

⚠️ E Placement — The Common Misuse: The most common Veigar mistake is placing E exactly on the enemy’s position, intending to cage them. If the enemy is standing still inside the cage when it activates, they take zero stun — they can simply walk out at any time after the cage expires (after 3 seconds) or remain inside and take no stun. Correct placement: cast E slightly in front of the moving enemy’s direction so their momentum carries them into the wall, or cast it to encircle them while they’re already committed to a movement path toward or away from Veigar.

💥 R: Primordial Burst

ParameterValue
Cost100 Mana
Cooldown100 / 80 / 60 seconds
Cast Time0.25 seconds
Target Range650
Minimum Magic Damage175 / 250 / 325 (+ 65/70/75% AP)
Maximum Magic DamageDoubled — at 0% HP: 350 / 500 / 650 (+ 130/140/150% AP)
Scaling0% – 100% increase based on target’s missing health

ACTIVE: Veigar sends a primordial burst at the target enemy champion that deals magic damage, increased by 0%–100% based on target’s missing health

💡 Primordial Burst Damage Calculation at High AP: At 700 AP (achievable mid-to-late game with stacks + items):

Minimum (100% HP): 325 + 525 (75% of 700 AP) = 850 magic damage

Maximum (0% HP): 650 + 1050 (150% of 700 AP) = 1700 magic damage

At 1000 AP (late game with full stacks + Rabadon’s):

Minimum: 325 + 750 = 1075 magic damage

Maximum: 650 + 1500 = 2150 magic damage

Most ADC and mid-lane champions have 1500–2200 HP at level 18. Veigar at 1000 AP can one-shot squishy targets at full HP with just R. After W + Q poke reduces them to 50% HP first, R doubles damage — the burst combo deals more than 200% of R’s minimum damage when targets are already softened. The kill combo: E stun → W (during stun) → Q → R (full missing HP bonus). Against a target below 30% HP, R alone executes regardless of other abilities.

🎯 Strategies and Gameplay Tips

Early Game (Levels 1–6)

  • Q Last-Hit Cannon Minions for 3 Stacks: Every wave has cannon minions (every 3rd wave at lane levels). Never auto-kill a cannon minion — always save Q for the last hit to generate 3 Phenomenal Evil stacks. A single laning phase with consistent cannon Q kills generates 60–90+ AP that no item can replicate at this point in the game. The 4-6 second Q cooldown gives enough time to auto down the wave and have Q ready for the cannon.
  • E Placement Against Aggressive Supports: Against Leona, Nautilus, or Blitzcrank who attempt to engage, place E in their path toward Veigar — not on Veigar’s own position. A Leona attempting a Zenith Blade engage who runs into an E wall is stunned for 2.5 seconds, fully reversing the engage into a Veigar kill opportunity. The 0.5-second cage delay means placing it immediately on the engaging support misses — lead their movement path by 200–300 units.
  • Passive AP Poke with Q: Every Q that hits the opposing mid laner generates 1 Phenomenal Evil stack. Even if Q misses last-hits and deals no meaningful damage in lane, the AP stacking value from consistent champion hits compounds over the laning phase. A Q that hits the opponent for 80–100 magic damage AND grants 1 AP is more valuable than a Q that safely kills a cannon minion but misses the opponent. Optimize for both simultaneously when possible — poke first, cannon last-hit second if the cooldown timing allows.

Mid Game (Levels 7–13)

  • The Full Combo — E → W → Q → R: This is Veigar’s kill sequence at all stages of the game. E cage placed around the target → the moment they touch a wall and stun activates → W drops immediately into the stun (1.221 seconds, completes within 2.5-second stun) → Q poke during stunR fires with full missing HP scaling from W + Q pre-damage. The combo’s damage math: W 305 + 110% AP at max rank + Q 240 + 70% AP + R full missing HP amplification. At 400 AP mid game, the full combo deals approximately 2000+ magic damage against a squishy target who likely has 1600–1800 HP.
  • Dark Matter on Grouped Enemies: In mid-game teamfights around objectives, W dropped on clustered enemies during a teamfight initiation — when enemies are briefly stationary engaging or casting — delivers full AoE damage to multiple targets simultaneously. W’s 240 radius catches 2–5 champions standing close together. The Phenomenal Evil CDR at this stage may already reduce W’s cooldown to 3–4 seconds, enabling multiple W drops per fight
  • E as Defensive Peel: Event Horizon is not exclusively an offensive setup tool. Against a Zed, Talon, or Vi who has engaged on Veigar, E cast on yourself catches the diver who followed Veigar’s position — the stun fires when the diver walks into Veigar to continue their combo. A max-rank E stun for 2.5 seconds mid-combo completely prevents most assassin kill sequences and reverses the fight if Veigar has Zhonya’s or enough HP to survive the pre-stun portion.

Late Game (Level 14+)

  • R as Execute, Not Combo Opener: At high AP stacks, R’s missing HP scaling means it deals highest damage on pre-damaged targets. Optimally, fire R after W + Q have already dealt damage during the E stun window — R lands on a target already at 30–40% HP from the combo, receiving nearly doubled damage from the missing HP amplification. Using R as the first ability in a combo wastes the 0%–100% scaling bonus from missing HP. Save R for the execute, not the opener.
  • W Spam at High Stacks — Near-Zero Cooldown: At 500+ Phenomenal Evil stacks, Dark Matter’s cooldown approaches 0. In practice this means dropping W every few seconds throughout an entire teamfight rather than saving it for specific windows. High-stack Veigar’s W becomes zone denial — any area where Veigar keeps dropping W becomes uninhabitable for grouping enemies. This fundamentally changes W from a CC-dependent setup ability into a continuous AoE pressure tool that forces positional changes even without direct hits.
  • Event Horizon on Multiple Champions: E can stun each enemy only once per cast, but each enemy independently. In a 5v5 where multiple enemies attempt to engage through the cage simultaneously, each one is stunned independently as they hit walls. A well-placed E at a chokepoint approach (Dragon/Baron entrance, jungle narrow path) with multiple enemies walking through it can stun 3–4 champions simultaneously — representing one of the highest single-ability CC values in the game.

❌ Common Mistakes and How to Avoid Them

  • Auto-Killing Cannon Minions: Cannon minions grant 3 Phenomenal Evil stacks — three times the AP of a champion hit. Auto-killing any cannon minion is forfeiting 3 AP permanently. In a 30-minute game with 15 cannon waves, that’s potentially 45 AP thrown away from careless auto-attacks. This is the most impactful mechanical habit for new Veigar players to develop. It requires game sense about Q cooldown timing relative to wave arrival — learn the cannon spawn pattern (every 3rd wave) and pre-track Q availability for that specific wave.
  • E Placement On Target Position (Not Path): Placing E exactly on a stationary enemy’s position puts them inside the cage with no initial wall collision — they take no stun. Correct placement anticipates movement: where is the target heading? Place E along that path. Against enemies running away from Veigar, place E slightly ahead of their retreat direction so they run into the forward wall. Against enemies approaching Veigar, place E between Veigar and the target so they run into the wall on their approach.
  • W Without E Setup: Dark Matter fired without CC setup is a 1.221-second telegraph that any mobile champion trivially sidesteps. Against a skilled opponent, W without E stun is a mana-wasted cooldown. Always combo E → W, never W → E (the cage might not activate before W lands), and never W alone against a moving target unless they are fully committed to a stationary channel themselves.
  • R at Full Enemy HP Without Pre-Damage: Primordial Burst at 100% enemy HP deals minimum damage — the missing HP scaling provides 0% bonus. R fired as the first ability in a combo before W + Q have reduced the target’s HP wastes the execute amplification entirely. Always W + Q during E stun before R fires, ensuring R lands on a target who has already taken 400–800 magic damage and has a meaningful missing HP bonus.
  • Ignoring Phenomenal Evil Stack Milestones: Many Veigar players don’t track their AP growth actively, leading to misjudging burst damage thresholds. At 300 AP: R minimum is 975 magic damage. At 500 AP: R minimum is 1200 magic damage. Knowing these thresholds tells Veigar when the burst combo can one-shot a specific squishy target without requiring pre-damage. Track AP actively and adjust aggression accordingly — at 500 AP, Veigar can be more aggressive because R alone kills most ADCs at half HP.

⚙️ Recommended Build and Itemization

Core Items

  • Luden’s Tempest: Movement speed (compensates Veigar’s positioning vulnerability), magic penetration (ensures spell damage lands through MR), and the burst passive on first ability hit amplifies Q’s poke into a Phenomenal Evil stack generation + significant damage combination. The MS also helps Veigar reposition after E cage placement without being caught by the diver he stunned.
  • Shadowflame: Flat magic penetration + AP scales directly into Veigar’s AP-dependent damage. Shield-shredding passive vs Lulu/Janna support compositions that try to shield carries through Veigar’s combo. Every AP point on Shadowflame benefits both immediate spell damage and Phenomenal Evil’s passive AP contribution to all future ratios.
  • Rabadon’s Deathcap: AP multiplication that amplifies every Phenomenal Evil stack retroactively. At 500 Phenomenal Evil stacks (500 AP), Rabadon’s multiplier converts 500 AP into 650–700 AP depending on other sources. Rabadon’s is Veigar’s highest single-item power spike precisely because it multiplies the AP he has already accumulated passively — it’s not adding AP to zero, it’s multiplying hundreds of passive AP into an even higher total. Third-item Rabadon’s commonly creates a 30% damage increase across the entire kit.

Situational Items

  • Zhonya’s Hourglass: Essential against AD assassin compositions (Zed, Talon, Kha’Zix) that dive Veigar before he can fire the combo. Zhonya’s stasis during Death Mark or mid-Talon combo survives the burst window, giving Veigar a 2.5-second window where his own E stun takes effect — turning Zhonya’s into a combo component rather than just a survival tool.
  • Void Staff: Percent magic penetration for champions who build MR to counter Veigar’s AP damage. At 1000 AP, 40% magic penetration on a 200 MR target reduces effective MR to 120 — meaningful damage difference that prevents tank itemization from neutering Veigar’s burst in late game.
  • Stormsurge: Movespeed + AP + lightning passive on low-HP kills provides post-combo mobility to reposition after the E + full burst sequence. The lightning passive also generates movement speed for repositioning after kills, which compounds with Phenomenal Evil’s 5-stack champion kill bonus to accelerate both AP growth and map movement between fights.

⚔️ Counter Picks & Matchups

✅ Veigar Counters

1. Syndra

Syndra lacks mobility, making E placement reliable against her linear movement pattern. Her Scatter the Weak (E) can interrupt Veigar’s combo but has a 16-second cooldown — if Veigar baits it, the next full E + W + Q + R combo fires freely. Veigar’s AP scaling outpaces Syndra’s raw AP burst in extended games, and Primordial Burst’s missing HP scaling punishes Syndra’s moderately low HP pool (she typically reaches 2200–2500 HP without health items).

2. Orianna

Orianna’s Ball positioning telegraphs her location for E placement. Command: Protect can shield Orianna against Veigar’s burst, but the shield has a 9-second cooldown — Veigar’s full combo takes 2–3 seconds, meaning one combo cycle can deplete the shield and begin dealing HP damage before the next shield is available. Late-game Veigar’s AP differential from Phenomenal Evil stacking commonly exceeds Orianna’s damage ceiling, making the game a time-advantage fight in Veigar’s favor.

3. Viktor

Viktor’s Gravity Field (W) stun requires precise placement and a 2.5-second charge before stunning — giving Veigar time to place E cage reactively against it. Viktor’s Evolution path lacks the mobility to consistently dodge Event Horizon at mid range. Veigar’s increasing AP differential through Phenomenal Evil stacking eventually outpaces Viktor’s item-dependent AP ceiling, making the matchup time-weighted in Veigar’s favor after 30 minutes.

❌ Veigar is Countered By

1. Zed

Zed’s Living Shadow provides a second body to walk into E walls, making stun placement ambiguous — players can’t be certain which Zed to place E around. Death Mark activates and has a 3-second timer that either kills Veigar before he fires the combo or absorbs the burst damage after the combo lands. Shadow Slash’s movement speed makes pre-combo E placement unreliable. Most critically, Veigar’s 18 base armor means Zed’s AD-scaling abilities deal disproportionate early damage that Veigar cannot survive long enough to complete a combo.

2. Kassadin

Kassadin’s Riftwalk provides up to 400-unit repositioning on a 2-second cooldown (late game) — sufficient to escape any Event Horizon cage placement reactively. Every Veigar Q poke generates Phenomenal Evil stacks, but it also generates Kassadin Force Pulse stacks (6 charges = a powerful slow/silence). Kassadin’s null sphere negates one Veigar spell per cast, potentially absorbing the R execution before it lands. Post-6 Kassadin’s mobility makes E + W + Q + R combo timing nearly impossible to execute cleanly.

3. Fizz

Playful/Trickster (E) provides untargetable status that can be activated to dodge Primordial Burst entirely — the most important ability in Veigar’s kit becomes usable only when Fizz hasn’t recently used his E. Against a Fizz who times his E reactively to dodge R, Veigar’s burst combo deals only W + Q damage (no execute) while Fizz’s Chum the Waters provides a setup that doesn’t require precise placement. Fizz’s 18-second E cooldown creates a viable trading window, but inexperienced Veigar players repeatedly waste R into Fizz’s dodge.

FAQ

Q: How much AP can Veigar realistically reach in a full game?

A: In a competitive game where Veigar consistently Q-last-hits cannons (3 stacks per cannon kill), pokes the opponent with Q (1 stack per hit), and scores several champion kills or assists (5 stacks each): 30 minutes: 350–500 AP from stacks alone. With one Rabadon’s Deathcap: 450–650 AP total. In a 45-minute game with 20+ champion takedowns: 600–900+ AP from stacks alone. The only practical ceiling is game duration — theoretically, an infinitely long game produces infinite AP. This is why Veigar players universally consider game length as a win condition: the longer the game runs, the more one-sidedly oppressive he becomes regardless of initial item disadvantage.

Q: Does Event Horizon stun enemies inside the cage?

A: No — enemies inside the cage when it activates are NOT stunned. The stun only triggers when enemies collide with the cage walls — either entering from outside or attempting to leave from inside. An enemy standing still inside the cage takes zero stun for the entire 3-second duration. The practical implication is that correct E placement encircles a moving target so their momentum carries them into a wall, or places the cage in their projected movement path rather than directly on their current position.

Q: Why does Dark Matter have an 8-0 cooldown based on stacks?

A: Dark Matter’s cooldown scales inversely with Phenomenal Evil stacks — each stack reduces the cooldown by a fraction. At low stacks (0–100 AP), W has approximately 6–8 second cooldown. At mid stacks (200–400 AP), 3–5 seconds. At high stacks (500+ AP), approaching 0–1 seconds. This makes W essentially a passive persistent zone-denial ability at maximum stacks — Veigar can drop it every few seconds indefinitely. The exact scaling formula isn’t publicly documented in-game, but observationally, 500+ AP Veigar can fire W every 1–2 seconds, and 1000 AP Veigar fires it nearly on demand.

Q: What is the correct ability leveling order?

A: Max Q (Baleful Strike) first — shortest cooldown (4 seconds), highest poke frequency, and the stack generation that is the entire foundation of the champion. Q at max rank means one Q every 4 seconds on every available target, with 70% AP ratio delivering meaningful damage at high AP. Max E (Event Horizon) second for stun duration scaling (1.5s → 2.5s) and cooldown reduction (20s → 14s). A 2.5-second stun at 14-second cooldown means E is available in every extended fight. Max W (Dark Matter) last — the cooldown reduction from stacks is automatic and the base damage increase per rank is less impactful than Q frequency and E stun duration. R at 6, 11, 16.

Q: Is Veigar viable in the support role?A: Veigar Support is a legitimate strategy at multiple skill levels, particularly because Event Horizon’s cage stun provides reliable engage and peel from the support position. The Phenomenal Evil stacking also works from support — every ability hit on an opponent generates stacks, and the engage-heavy support role frequently hits opponents with E and Q during fights. Veigar support scales harder than any other support — a support Veigar at 40 minutes with 400+ AP from stacks can one-shot the enemy ADC with just E + R, making him a legitimate off-meta pick rather than a troll strategy. The trade-off is very weak early laning phase protection for the ADC before stacks accumulate.

Champions

Hodnocení čtenářů

Zatím bez hodnocení
Ohodnoťte tento obsah:

Vaše emailová adresa nebude zveřejněna.