Normal order: R > Q > W > E
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
N/Aitem
- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
53.33%- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
54.87%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
55.07%- Harga total
- 2,900
- Harga
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
56.61%- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
51.88%- Harga total
- 2,400
- Harga
- 300
+550 Health +500 Mana +15 Ability Haste Awe Gain Health. Manaflow (8s, max 4 charges) Landing Attacks and Abilities grant 3 max Mana (doubled vs. champions). Transforms into Fimbulwinter at 360 max Mana.
57.28%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
49.22%- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
50.21%- Harga total
- 3,200
- Harga
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
44.10%- Harga total
- 2,450
- Harga
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
51.01%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
55.05%- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
53.57%N/A
- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
57.74%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
55.00%- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
55.00%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
52.53%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
52.53%N/A
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 2,900
- Harga
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
- Harga total
- 2,900
- Harga
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
N/Aitem
- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
54.97%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
54.94%- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
53.91%- Harga total
- 2,900
- Harga
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
54.89%- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
52.03%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
55.33%- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
55.98%- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
53.85%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
52.57%- Harga total
- 3,000
- Harga
- 1,050
+95 Ability Power +40% Magic Penetration
46.81%- Harga total
- 2,900
- Harga
- 800
+400 Health +80 Magic Resist 100% Base Health Regen Magebane After not taking magic damage for 15 seconds, gain a magic shield.
51.74%- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
61.07%N/A
- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
55.88%- Harga total
- 850
- Harga
- 850
+45 Ability Power
56.21%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
56.21%- Harga total
- 400
- Harga
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
56.21%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
55.99%- Harga total
- 1,300
- Harga
- 200
+300 Health +375 Mana Eternity: Restores 10% of the damage taken from champions as Mana. Casting an Ability heals for 25% of Mana spent.
55.99%N/A
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
N/Aitem
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
50.17%- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
50.32%- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
49.87%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
51.34%- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
50.65%- Harga total
- 3,000
- Harga
- 1,050
+95 Ability Power +40% Magic Penetration
48.72%- Harga total
- 2,900
- Harga
- 450
+70 Ability Power +600 Mana +25 Ability Haste Awe Gain Ability Power equal to 1% bonus Mana. Manaflow (8s, max 5 charges) Landing Abilities grants 5 max Mana (doubled vs. champions). Transforms into Seraph's Embrace at 360 max Mana.
50.81%- Harga total
- 2,600
- Harga
- 450
+45 Ability Power +350 Health +500 Mana Timeless: This item gains 10 Health, 30 Mana and 3 Ability Power every 60 seconds up to 10 times. Upon reaching max stacks, gain a level. Eternity: Taking damage from champions restores 10% of the damage as Mana. Casting an ability heals for 25% of Mana spent.
49.62%- Harga total
- 3,250
- Harga
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
48.88%- Harga total
- 3,000
- Harga
- 200
+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.
50.96%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
49.70%- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
48.42%N/A
- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
51.22%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
51.22%- Harga total
- 850
- Harga
- 850
+45 Ability Power
50.05%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
50.05%- Harga total
- 400
- Harga
- 400
+240 Mana Manaflow (8s, max 4 charges) Landing Abilities grants 3 max Mana (doubled vs. champions), up to 360. Helping Hand Attacks deal an additional 5 physical damage to minions.
50.05%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
51.48%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Big Brain saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.86% | 10.70% | 3,106 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.01% | 6.80% | 1,975 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.94% | 6.86% | 1,991 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.73% | 7.50% | 2,177 |
Pilih Eureka saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.60% | 17.45% | 5,067 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.00% | 7.31% | 2,123 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.31% | 5.64% | 1,637 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 50.94% | 15.95% | 4,631 |
Pilih Keystone Conjurer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.85% | 6.70% | 1,944 |
Pilih Witchful Thinking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.81% | 13.43% | 3,899 |
Pilih Upgrade Zhonya saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.63% | 5.18% | 1,503 |
Pilih Marksmage saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.63% | 7.88% | 2,287 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.61% | 7.95% | 2,308 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.60% | 7.27% | 2,109 |
Pilih ADAPt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.57% | 10.92% | 3,169 |
Pilih Hat on a Hat saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 49.32% | 8.86% | 2,573 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.30% | 10.56% | 3,065 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.20% | 5.58% | 1,620 |
Pilih Quest: Wooglet's Witchcap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 48.91% | 7.14% | 2,073 |
Pilih Phenomenal Evil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.86% | 18.40% | 5,342 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.77% | 8.85% | 2,569 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.71% | 10.84% | 3,147 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 48.65% | 8.28% | 2,403 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.27% | 14.56% | 4,228 |
Pilih Grandma's Chili Oil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.10% | 9.05% | 2,628 |
Pilih Void Rift saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 47.58% | 5.70% | 1,654 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 46.39% | 5.39% | 1,565 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 54.11% | 2.14% | 621 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.75% | 2.48% | 720 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.18% | 3.58% | 1,038 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.88% | 1.73% | 503 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.74% | 3.15% | 914 |
Pilih Firefox saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.25% | 3.91% | 1,135 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.55% | 2.22% | 644 |
Pilih Cruelty saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.80% | 3.00% | 872 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.75% | 3.43% | 997 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.64% | 2.15% | 624 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.61% | 3.37% | 978 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.59% | 2.65% | 769 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.77% | 3.81% | 1,107 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.66% | 2.03% | 588 |
Pilih Twin Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.60% | 4.26% | 1,238 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.53% | 2.54% | 737 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.29% | 1.69% | 491 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.23% | 4.68% | 1,359 |
Pilih Ominous Pact saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 48.76% | 1.53% | 443 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.73% | 3.25% | 942 |
Pilih Critical Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.63% | 3.02% | 876 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 48.43% | 1.76% | 510 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 48.39% | 1.50% | 436 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.34% | 3.01% | 875 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.13% | 3.04% | 883 |
Pilih Skilled Sniper saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.02% | 1.83% | 531 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.34% | 2.85% | 828 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.92% | 1.51% | 439 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.32% | 2.28% | 662 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 44.42% | 1.57% | 457 |
Pilih Infernal Conduit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 44.08% | 3.78% | 1,098 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 56.33% | 1.09% | 316 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 56.20% | 1.42% | 411 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 55.89% | 0.91% | 263 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 55.07% | 0.78% | 227 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.08% | 1.14% | 331 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.96% | 0.91% | 265 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.97% | 0.70% | 202 |
Pilih Purist - Caster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.69% | 0.64% | 186 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 52.19% | 1.18% | 343 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 51.67% | 1.24% | 360 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.67% | 0.62% | 180 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.65% | 0.83% | 242 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 51.25% | 1.38% | 400 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.16% | 0.59% | 172 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.40% | 0.87% | 252 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.26% | 0.65% | 189 |
Pilih Searing Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.00% | 0.68% | 196 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.45% | 0.63% | 182 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.35% | 1.33% | 385 |
Pilih Juiced saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.30% | 1.22% | 355 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.92% | 1.27% | 370 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.91% | 0.95% | 276 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.72% | 1.07% | 312 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.39% | 1.17% | 341 |
Pilih Light 'em Up! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.18% | 0.85% | 247 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 47.92% | 0.91% | 265 |
Pilih Zealot saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 46.89% | 1.44% | 418 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.79% | 0.74% | 214 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.60% | 0.66% | 193 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.11% | 1.20% | 348 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 44.98% | 0.79% | 229 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.85% | 1.41% | 408 |
Pilih Adamant saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 44.21% | 1.31% | 380 |
Pilih Tormentor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 44.13% | 0.62% | 179 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.52% | 0.66% | 193 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 40.91% | 1.14% | 330 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 62.69% | 0.23% | 67 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 61.25% | 0.55% | 160 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 56.72% | 0.46% | 134 |
Pilih Mountain Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 56.72% | 0.23% | 67 |
Pilih Hand of Baron saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 54.88% | 0.28% | 82 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 54.46% | 0.39% | 112 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 53.54% | 0.44% | 127 |
Pilih Missing Ping Augment saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 53.16% | 0.27% | 79 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.78% | 0.25% | 72 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.50% | 0.55% | 160 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 50.64% | 0.54% | 156 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 50.00% | 0.38% | 110 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 50.00% | 0.32% | 92 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 49.66% | 0.51% | 147 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 49.66% | 0.51% | 147 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 49.61% | 0.44% | 129 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 49.57% | 0.40% | 117 |
Pilih Poltergeist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.89% | 0.31% | 90 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.00% | 0.26% | 75 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 47.90% | 0.58% | 167 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.39% | 0.33% | 97 |
Pilih Feel the Burn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 46.38% | 0.24% | 69 |
Pilih Guilty Pleasure saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.71% | 0.36% | 105 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.45% | 0.23% | 66 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.32% | 0.48% | 139 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 45.22% | 0.54% | 157 |
Pilih Impassable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 45.07% | 0.24% | 71 |
Pilih Crit Ncast saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.00% | 0.34% | 100 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 44.74% | 0.26% | 76 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 42.99% | 0.37% | 107 |
Pilih Trueshot Prodigy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 42.50% | 0.28% | 80 |
Pilih Laser Heal saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 42.03% | 0.24% | 69 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 40.58% | 0.48% | 138 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 37.88% | 0.23% | 66 |
Pilih EscAPADe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 26.87% | 0.23% | 67 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 54.90% | 0.18% | 51 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 54.24% | 0.20% | 59 |
Pilih Don't Blink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 47.27% | 0.19% | 55 |
Pilih Fey Magic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 47.17% | 0.18% | 53 |
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 38.18% | 0.19% | 55 |
Veigar Skill Combos
Extracted from the skill order guide
W-burst setup: R > W > Q > E.
E-control setup: R > Q > E > W or R > E > Q > W.
E-control setup: R > Q > E > W or R > E > Q > W.
Veigar Counters
Counters and threats extracted from the matchup guide
Counters
11Veigar counters these champions in ARAM: Mayhem.
Read counter detailsVeigar Team Comp Highlights
Partner patterns extracted from the team comp guide
Hard engage tanks: Malphite, Amumu, Leona, Nautilus
These champions force enemies to stand still, burn movement tools, or bunch up. That makes Veigar’s cage much harder to dodge and turns his burst from “maybe hits” into “someone dies if they are caught.” They also stand in the space Veigar cannot safely occupy.
Displacement and pick supports: Blitzcrank, Thresh, Pyke, Alistar
Hooks, flays, knockbacks, and pulls drag enemies across Veigar’s cage edge or keep them inside the kill zone. Veigar does not need to start every fight; he can make allied displacement lethal by placing terrain-like control where the target wants to escape.
Zone control and area damage mages: Anivia, Brand, Zyra, Orianna
Veigar’s cage does not just stun; it controls where enemies are allowed to move. Area damage mages punish every bad path created by that control. When layered well, the enemy has to choose between taking damage, stepping into the cage edge, or retreating and giving up the wave.
Enchanters and anti-dive protectors: Lulu, Janna, Milio, Karma
Veigar is deadly when he gets to cast twice in a fight. Enchanters help him survive the first dive, keep spacing after he uses cage, and punish enemies who commit too deep for him. They turn Veigar from a fragile burst mage into a backline anchor.
Reset and execute carries: Jinx, Samira, Katarina, Master Yi
Veigar softens targets, traps escape routes, and forces panic defensive cooldowns. Reset champions love that. They do not always need Veigar to score the kill; they need him to make the first enemy low, trapped, or separated from peel.
Synergy mechanism: These champions force enemies to stand still, burn movement tools, or bunch up. That makes Veigar’s cage much harder to dodge and turns his burst from “maybe hits” into “someone dies if they are caught.” They also stand in the space Veigar cannot safely occupy. Combo: Let the tank start when the enemy carry steps forward or when multiple enemies line up near minions. Veigar should place Event Horizon slightly behind the engage target, not directly on top of them, so the enemy either gets stunned by the edge or is boxed into the tank’s follow-up. After the crowd control lands, Veigar drops his damage into the trapped zone and saves one spell for the target that flashes, dashes, or stasis-es late. Best scenario: This pairing is strongest into squishy poke teams and short-range carries that need to walk through the bridge. If the tank can threaten from fog, brush, or after a Snowball connection, Veigar gets clean angles without exposing himself first. Enemy answer: The enemy will spread out, hold cleanse-style tools, bait the tank engage, or send a diver around the side after Veigar uses cage. Good players will also stop hitting the tank and immediately turn on Veigar once the cage is gone. Failure risk and recovery: The main failure is stacking every major cooldown onto the first target and missing the rest of the fight. If the engage whiffs, Veigar should back up immediately, clear the wave, and hold the next cage for peel instead of trying to force a second play from a bad position. A missed engage is recoverable; a missed engage followed by Veigar walking forward usually is not. 2. Displacement and pick supports: Blitzcrank, Thresh, Pyke, Alistar Synergy mechanism: Hooks, flays, knockbacks, and pulls drag enemies across Veigar’s cage edge or keep them inside the kill zone. Veigar does not need to start every fight; he can make allied displacement lethal by placing terrain-like control where the target wants to escape. Combo: The cleanest play is hook first, cage second. Once the target is pulled, Veigar drops Event Horizon around the landing area so the enemy cannot simply walk out after the initial crowd control. With Alistar or Thresh, Veigar can also cage behind the enemy before the displacement, giving the support a wall to knock or drag them into. If Pyke is hunting a low target, Veigar should not overcommit his full combo too early; hold enough damage to help finish after Pyke forces panic movement. Best scenario: This is best when the enemy team has one high-value carry standing behind a thin frontline. A single grab into Veigar’s cage can remove that carry before the rest of the team can enter. It also works well in ARAM standoffs where both teams are clearing waves and one misstep decides the next push. Enemy answer: Enemies will hide behind minions, send tanks to absorb hooks, or save dashes until after the cage appears. Some will intentionally get pulled if they are durable enough, trying to bait Veigar’s burst before their divers go in. Failure risk and recovery: The danger is over-layering control on a tank and leaving no answer for the real threats. If a hook catches the wrong target, Veigar should use cage as a boundary rather than a commitment tool, then reset behind his frontline. If the enemy carry keeps dodging hooks, Veigar can switch to defensive cages around his own backline and let the pick champion threaten from side angles instead of forcing straight-line grabs. 3. Zone control and area damage mages: Anivia, Brand, Zyra, Orianna Synergy mechanism: Veigar’s cage does not just stun; it controls where enemies are allowed to move. Area damage mages punish every bad path created by that control. When layered well, the enemy has to choose between taking damage, stepping into the cage edge, or retreating and giving up the wave. Combo: Veigar can cage first to trap enemies near Anivia wall zones, Zyra plants, Brand spread damage, or Orianna ball pressure. The allied mage then places their damage where the enemy is forced to wait. If the other mage starts with a slow, wall, or displacement, Veigar should cage the escape route instead of the current position. That small adjustment catches more players than simply dropping everything under their feet. Best scenario: This pairing shines against melee-heavy teams and immobile carries. It is also excellent when your team is defending low health structures, because the enemy must walk into narrow space to finish the push and Veigar can make that space miserable. Enemy answer: The enemy will avoid clumping, use long-range poke to break your health bars before the all-in, or wait until both mages waste zone spells on waveclear. Assassins may also hold flank angles and jump once the control tools are spent. Failure risk and recovery: The failure pattern is obvious: everyone throws spells at the minion wave, then the enemy engages during the empty window. Veigar should communicate through positioning by standing back when cage is not ready to cover space. If the team loses tempo, clear safely with minimum spells, give a few steps of ground, and rebuild the zone around the next wave instead of fighting in open space with no control left. 4. Enchanters and anti-dive protectors: Lulu, Janna, Milio, Karma Synergy mechanism: Veigar is deadly when he gets to cast twice in a fight. Enchanters help him survive the first dive, keep spacing after he uses cage, and punish enemies who commit too deep for him. They turn Veigar from a fragile burst mage into a backline anchor. Combo: Veigar should play close enough to receive shields, speed, knockback, or emergency peel, but not so close that one engage hits both him and the enchanter. When an assassin or bruiser enters, Veigar cages the path behind them or around himself, while the enchanter disrupts the first burst. Once the diver is slowed, knocked away, or forced to hesitate, Veigar can use his damage on a predictable target instead of panic-casting at maximum range. Best scenario: This is highest value against dive comps with champions that must enter Veigar’s range to kill him. It also works when your team already has enough frontline and just needs Veigar to live long enough to finish low targets after the first exchange. Enemy answer: Enemies will try to bait shields with poke, split engage onto both backliners, or send one champion to force Veigar’s cage while another waits to commit. If they can make the enchanter use peel early, Veigar becomes much easier to reach. Failure risk and recovery: The biggest risk is passive spacing. If Veigar and the enchanter stand too far back, the frontline dies before Veigar contributes. The recovery plan is to move up only behind minion waves or after enemy engage tools are shown, then immediately step back once damage is dealt. Veigar should not chase for one more spell if his protector is repositioning; reset together and make the enemy dive through cage again. 5. Reset and execute carries: Jinx, Samira, Katarina, Master Yi Synergy mechanism: Veigar softens targets, traps escape routes, and forces panic defensive cooldowns. Reset champions love that. They do not always need Veigar to score the kill; they need him to make the first enemy low, trapped, or separated from peel. Combo: Veigar should focus the target that is easiest for the reset carry to finish, not always the tankiest champion in front. Cage can isolate one enemy from their support or split the frontline from the backline. Once Veigar lands burst and the target drops low, the reset carry enters after key crowd control is used, not before. If Samira or Katarina goes first, Veigar’s job is to cage the counter-engage path so they are not instantly collapsed on. Best scenario: This works best when the enemy team has multiple medium-health champions and limited instant peel. One clean catch becomes a chain fight, especially after Veigar’s damage forces enemies to scatter instead of protecting the same target. Enemy answer: The enemy will hold hard crowd control for the reset carry, build spacing around the marked low target, or intentionally retreat as a group so Veigar cannot isolate anyone. They may also send a tank forward to absorb Veigar’s burst and deny the first reset. Failure risk and recovery: The failure is impatience. If the reset carry dives before Veigar creates a real health advantage, the team loses its finisher and Veigar is left with no one to capitalize on cage. If that happens, Veigar must stop chasing and return to wave control. The next fight should be slower: poke first, cage the exit, then let the reset champion enter only after the enemy’s main interrupt is visible or spent.
Team functions Veigar needs most: a durable champion to stand in front of him, at least one reliable engage or pick tool, peel against divers, and enough sustained damage to finish fights after his first burst. He also appreciates teammates who can clear or contest waves without forcing him to spend every important spell on minions. If the draft gives him only fragile poke allies, he must play more defensively: cage for disengage, punish oversteps, and wait for enemies to make the first bad move.
Veigar ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role and Gameplan | Veigar wins by playing slow, farming stacks safely, and waiting to delete targets once his AP scaling becomes overwhelming in late game. | He must act as an active fight controller, creating earlier pressure and shaping fights before enemy augments allow them to take over the map. | Shift from patient scaler to active controller to prevent enemy augments from snowballing. |
| Event Horizon Usage | Cage is primarily used to catch enemies who walk into choke points or to punish single bad steps with a stun. | Cage must deny enhanced engage, block retreat paths, and split carries from frontliners rather than just catching targets. | Use cage proactively to control space and deny movement, not just reactively to catch enemies. |
| Ultimate Targeting | Players often save Primordial Burst for clean executes on low-health targets or the carry caught in cage. | Use the ultimate early to remove high-impact targets whose augments are warping the fight, rather than waiting for perfect executes. | Kill empowered threats early to prevent fight resets instead of saving for low-health executes. |
| Scaling Tempo | Veigar can spend the early game farming AP and avoiding deaths, accepting weak early pressure for late-game dominance. | Passive farming allows enemy augments to snowball the map state, potentially leaving Veigar with high AP but no space to cast. | Balance stacking with early fight participation to avoid losing map presence before you scale. |
| Build Flexibility | Veigar often stacks heavy AP and trusts his range, cage, and burst to handle threats regardless of composition. | Pure greed builds fail against dive; items and runes must answer actual problems like durability or repeated spell access. | Adapt items for survival and casting windows instead of defaulting to pure damage scaling. |
Champion Analysis
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Veigar the Tiny Master of Evil stands as the premier late-game mage in ARAM: Mayhem, earning the title "king of late game" through his infinitely scaling ability power and devastating burst potential. His identity centers on exponential growth, transforming from a vulnerable early-game champion into an unstoppable force capable of eliminating key targets with single combos. As a burst mage and control specialist, Veigar thrives on permanent scaling through his passive, Phenomenal Evil Power, which grants ability power every time he hits an enemy champion or kills a minion. This mechanic defines his strategic value in ARAM, where continuous fighting creates abundant opportunities to stack power throughout the match. His damage pattern relies on chaining abilities for maximum impact: Baleful Strike delivers massive magic damage, Dark Matter provides area-of-effect explosions, and Primordial Burst executes targets with damage that scales directly with his accumulated ability power. Event Horizon represents Veigar's defining utility, creating a cage that stuns enemies who touch its edges. This ability ranks among the strongest zone-control tools in ARAM, offering both offensive and defensive applications. The stun triggers reliably at the cage edges rather than the center, making precise placement essential. Skilled Veigar players predict enemy movement patterns and position the cage where opponents will walk, transforming the ability into a devastating initiation or peel tool. Veigar's strategic approach emphasizes patience and positioning. During early game, he must prioritize last-hitting minions with Baleful Strike to accelerate his scaling while avoiding unnecessary risks. His fragility and complete lack of mobility make him vulnerable to dive champions, requiring careful positioning behind teammates. The late game rewards this patience handsomely, as Veigar reaches ability power values that allow him to one-shot squishy targets with his ultimate. The champion's practical value comes with clear limitations. His weak early game demands disciplined play, and his Event Horizon requires prediction rather than reaction. Against aggressive dive compositions, Veigar must maintain strict positioning discipline to survive long enough to contribute his burst damage. His cage becomes both his greatest weapon and his primary defensive tool, making its placement a critical skill that separates effective Veigar players from those who fall behind. Veigar the Tiny Master of Evil embodies the risk-reward dynamic of infinite scaling, offering teams a guaranteed late-game powerhouse that demands protection and patience during his vulnerable early phases.
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Veigar wins Mayhem fights by forcing enemies into bad choices, not by playing as a pure backline artillery mage. The cage is usually the real fight starter, fight stopper, and dive breaker. Spending Event Horizon just to annoy one tank with no follow-up ready gives the enemy a clean window to Snowball, dash, or hard engage before Veigar can protect himself again. Start fights from fog, brush, or behind the frontline. The best engage places Event Horizon so enemies must either stop moving, burn mobility tools, or walk into the stun edge. If the team has poke ready, cage slightly behind the target so retreat becomes dangerous. In the narrow lane, a cage that cuts off two or three enemies is often better than a perfect cage on one carry. Use damage after movement is restricted, since Dark Matter is much easier to land when the target is stunned, slowed, body-blocked, or forced to path along the cage edge. When an ally lands Snowball or crowd control, cage the escape route rather than overlapping control on an already caught target. Hold cage when enemies have obvious dive tools ready. Assassins, bruisers, and Snowball users want Veigar to panic-cast. Stand at a range where they must use a real engage tool to reach him, then punish the landing spot. Cage your own feet when a diver commits, forcing them to choose between stopping their chase or eating the stun edge while the team collapses. Drop Dark Matter on the diver's exit path, since many divers survive by going in, forcing cooldowns, then walking back through the same lane pocket. Do not overchase after a successful counter-engage, as Veigar is strongest when enemies come into him. Keep one safe step behind the strongest peel champion. Respect side-wall traps, since standing too close to a wall makes movement predictable. Use minion waves as soft cover but step to the side after last-hitting so enemies cannot hit wave and champion together. If caught without cage, move toward the team before casting damage. Burst the target the cage actually controls. Save Primordial Burst for targets who are already committed, low enough to finish, or too dangerous to let reset. Against assassins, survival comes first and execution second. Against heavy tanks, hit them when isolated by cage. Take Snowball recast only when cage has made the landing safe. Use Snowball as a threat to force carries to back up, not just as a delivery tool. Never Snowball into a team waiting for cage to be down. Play around augments that reward spell hits by casting after control, not before it. Push when enemies have no engage angle. Pull the wave when cage is down or the team is waiting on respawns. Thin the wave before objectives or health relic fights. Dive only when the enemy escape path is worse than staying, and leave after securing the kill. When behind, stop fishing for hero cages. Farm safely, take guaranteed spell hits, and give ground before giving shutdowns. Look for comeback fights around choke points where narrow movement can be punished. The clean Veigar pattern is simple: control the path first, damage second, execute last.
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Veigar the Tiny Master of Evil plays as a control mage who wins through patience, careful positioning, and decisive cage placement rather than aggressive poke or early skirmishing. His game plan divides into three distinct phases that each require different approaches to positioning, trading, and objective control. During levels 1 through 6, Veigar prioritizes safe stacking, lane control, and setting up his first clean cage. He positions behind his front line and slightly off-center from carries, close enough to threaten with Event Horizon but far enough to avoid enemy engage tools. His early trading pattern is short: Baleful Strike when enemies walk up, Dark Matter on trapped or slowed targets, then disengage. He should not open every trade with cage, and if he misses his setup spell, he stops trading rather than walking forward. Snowball serves as a defensive or finishing tool early, not an engage button. Veigar pushes only when protected, stalls near his turret when weaker, and saves Event Horizon for enemy commits when behind. His goal is reaching level 6 with enough health to threaten a real kill. From levels 7 through 11, Veigar controls the lane, punishes oversteps, and converts catches into structure pressure. He stands one step behind the ally starting fights, allowing him to layer Event Horizon after their engage or cut off counter-engage. His best mid-game trades start when enemies burn movement dodging others, letting him limit their exit with cage and place Dark Matter where they must walk. He should not spend Primordial Burst on half-health targets if a tank blocks follow-up or a healer can save them. When ahead, he shifts from poke mage to zone controller, blocking enemy paths to the wave. When behind, his cage becomes the comeback tool for splitting enemy formation rather than stunning the closest champion. In late game at levels 12 and beyond, Veigar wins through patience and one decisive burst window. He rarely appears first in open space, playing behind tanks, beside enchanters, or near terrain that makes Event Horizon harder to walk around. He stops taking low-value poke trades that cost his main control spell, as a missed cage late can invite instant engage. His burst targets should change the fight: carries, divers after they enter, or low-health frontliners whose death opens structures. When ahead late, he makes every enemy approach feel illegal by holding Event Horizon for chokes. When behind, he plays for enemy mistakes, keeping waves close and avoiding blind brush checks. After every late fight, he immediately chooses between ending, taking the next structure, or resetting formation, as Veigar is strongest when enemies must walk into him again.
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Veigar the Tiny Master of Evil excels when he controls space rather than when he chases kills. His primary strength lies in forcing enemies into narrow zones where Event Horizon becomes a threat they cannot ignore. The cage does not need to stun instantly to be valuable; the wall itself creates pressure by forcing enemies to stop moving, split from their support, or take damage from follow-up attacks. Veigar is strongest when fights happen in front of him, where he can threaten control without face-checking or chasing mobile targets. When ahead, Veigar should tax space rather than fish randomly with his cage. Holding Event Horizon until enemies step forward to clear, start a Snowball engage, or get separated from the minion wave creates real pressure. Throwing the cage just because it is available gives enemies a window to sprint forward before the next control tool is ready. Veigar should control the middle of the lane while staying one step behind his frontline, placing Event Horizon slightly behind the enemy's escape path. Walking past the frontline to land a cleaner combo invites Snowballs and flank angles that can turn a lead into a shutdown. When ahead, Veigar must use augments to remove the weakness that could throw the lead. Defensive, movement, shield, or anti-burst options matter against divers. Range, haste, or zone-control augments help when the team lacks engage. Resource or ability-looping options address mana issues that prevent wave pressure. Guaranteed kills on exposed carries are worth more than greedy stacking when the team is ahead, since leaving enemies alive lets them re-engage with cooldowns ready. When behind, Veigar stops playing like a burst assassin and becomes a punishment mage. The goal is making enemy engage awkward, clearing waves to buy time, and punishing overextensions. Standing where the cage protects the retreat path, using minions and turret space to force predictable approach angles, and placing Event Horizon between enemy frontline and backline all help survival. Clearing from maximum safe range and giving ground early is better than dying for greedy last hits. Event Horizon must be reserved for real threats when behind. A missed cage invites engagement. Holding it until enemies commit, then placing it where they need to exit rather than where they were standing, turns their lead against them. Primordial Burst should target enemies already forced to stay through crowd control or trapped movement, not tanks with support help. Augments should prioritize durability, shields, movement, or anti-dive tools over raw damage when dying before finishing the combo. The common throw pattern in both states is cage used for no reason, Veigar standing too far forward, and the team fighting while his control is unavailable. Ahead, Veigar makes the lane smaller and forces enemies through bad zones. Behind, he makes every engage cost time, health, or positioning. Recovery requires patience: shoving waves, resetting spacing, and tracking enemy engage tools before offering another direct fight.
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Veigar the Tiny Master of Evil defines his ARAM: Mayhem identity through permanent scaling that transforms him from a cautious early contributor into a late-game one-shot threat. His passive rewards every successful spell interaction with enemy champions, making consistent, safe damage more valuable than risky all-ins. A patient Veigar who survives the first engage becomes far scarier than one who steps forward greedily and gets deleted. Q serves as Veigar's safest stacking and poke tool, firing through predictable paths when enemies line up behind minions or retreat from pressure. The spell rewards aim at movement patterns rather than champion models, and becomes far more reliable after cage limits enemy options. Missing Q costs more than damage—it loses stacking tempo, lane pressure, and deterrence against low-health enemies. W delivers heavy delayed area damage but requires setup to land reliably. The spell punishes crowd-controlled targets, trapped enemies, and clustered fights. Smart placement zones enemies even on misses, blocking retreat paths or areas divers must cross. Casting W before E wastes the spell entirely, as good players simply walk away. E defines Veigar's Mayhem presence more than any other ability. The cage controls space, stops engages, punishes Snowball follow-up, and splits enemy teams. A well-placed cage forces enemies to think before diving, while a wasted one grants them permission to engage freely. The spell demands discipline—offensive cages work when teammates are ready to follow, while defensive cages that save allies often outvalue flashy stuns on tanks. R functions as a point-and-click execution seal, not an opener. The ultimate removes the champion who matters most in the current fight, whether that is an enemy carry or a dangerous diver surviving at low health. Target choice and range discipline separate effective Rs from wasted ones. Panicking onto a healthy tank lets enemy carries play without fear, while waiting for defensive tools to be expended makes the spell far more reliable. The strategic core across all abilities emphasizes patience, setup, and respecting punish windows. Veigar must land safe spells early to build threat, use cage as both offense and survival, and time his burst around crowd control rather than forcing it onto alert targets. Enemies counter him by sidestepping Q, refusing cage angles, forcing fights while E is down, and staying healthy enough to survive his rotation. The real punishment for wasted spells is time—every missed ability delays the point where Veigar becomes a map problem that enemies cannot ignore.
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Veigar wins in ARAM: Mayhem when he turns the lane into a small, dangerous room where enemies must walk through his zone to engage. The most critical mistakes come from wasting Event Horizon, standing too far forward for single stacks, or committing burst before a target is actually trapped. Veigar should be played as a punisher who forces enemies into bad positions, not as a front-line mage who chases into enemy territory. Mechanical mistakes often center on Event Horizon placement. Dropping the cage directly on fast-moving targets fails because they can dash or sidestep before the stun zone activates. Instead, the cage should cut off escape paths or cover chokes where enemies are already committed to a direction. After a missed cage, Veigar must back up immediately and play behind his front line rather than walking forward to compensate. Another common error is casting Dark Matter on unstunned targets, which wastes burst potential and signals to enemies that they can pressure freely. Dark Matter should follow crowd control or target enemies trapped by terrain. Baleful Strike angles matter significantly. Casting through the wave without checking champion positions sacrifices free poke and stacking opportunities. Proper alignment can hit both a low-health minion and threaten a nearby champion. Primordial Burst should function as a finisher rather than an opener, saved until targets have already taken damage or cannot safely disengage. Standing still after casting cage leaves Veigar vulnerable to long-range poke and Snowball engages, so repositioning immediately after casting is essential. Decision mistakes include playing Veigar as a constant poke mage who casts every spell on cooldown. This leaves no cage threat and no way to stop divers. Q can be used frequently, but Event Horizon and the ultimate should connect to enemy mistakes, allied crowd control, or clear engage attempts. Conversely, saving Event Horizon forever from fear of missing loses team space and allows enemies to walk up freely. The cage should be used proactively when enemies must cross chokes or when protecting low-health allies. Chasing low-health targets past the wave and away from the team puts Veigar in enemy engage range with poor escape options. Letting targets come through his zone or forcing them to retreat often wins fights more reliably than chasing kills. Ignoring enemy divers to focus the backline leaves Veigar and his carries vulnerable to assassins and bruisers who can reach him. He should identify which champions can touch him before fights and keep cage ready for their entry paths. Fighting in open space allows enemies to spread out and dodge delayed damage, so Veigar should pull fights toward chokes and terrain where Event Horizon controls more movement. Using Snowball or engage tools aggressively puts Veigar in the middle of enemy teams with no reliable escape. Tunnel-focusing enemy carries while front-liners freely attack his team wastes spells on targets that escape while backlines get overrun. Veigar should burst whoever is trapped and valuable in the current fight, even if that means killing a diver instead of a carry.
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Is Veigar a good pick in ARAM: Mayhem? Yes, Veigar is a strong pick when your team can slow the fight down and force enemies through narrow space. Play around your cage threat, stack safely when minions or low-risk targets are available, and look for burst only after someone is trapped or already committed. The tradeoff is that you are fragile and punishable if you walk forward before the enemy engage tools are down. What is Veigar’s main job in a Mayhem fight? Your job is to control space first and kill second. If the enemy has divers, save your cage for the champion coming at you instead of throwing it early for poke. The tradeoff is patience: you may deal less damage at the start of the fight, but you deny the enemy their clean engage. When should I use Veigar’s cage? Use it when an enemy must keep moving forward, retreat through a choke, or follow up on a teammate’s crowd control. Dropping it randomly in open space gives the enemy time to sidestep or wait it out. If you miss it, back up immediately, because that is the window where divers and long-range engage can punish you.
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