Runes
  • 9
    Greater Mark of Attack Damage (+0.95 attack damage)
  • 9
    Greater Seal of Armor (+1 armor)
  • 9
    Greater Glyph of Scaling Magic Resist (+0.16 magic resist per level (+3 at champion level 18))
  • 1
    Greater Quintessence of Attack Damage (+2.25 attack damage)
  • 2
    Greater Quintessence of Life Steal (+1.5% Life Steal.)
Skill Order
Q W E R
1 1 1 1
2 2 2 2
3 3 3 3
4 4 4 4
5 5 5 5
6 6 6 6
7 7 7 7
8 8 8 8
9 9 9 9
10 10 10 10
11 11 11 11
12 12 12 12
13 13 13 13
14 14 14 14
15 15 15 15
16 16 16 16
17 17 17 17
18 18 18 18

Hello, I am [highlight]Xelus Shnider[/highlight] I joined Season 2 two weeks after the release of Graves, which was his free week. Since then like every summoner I climbed up to the highest summoner level, 30. Unlike other players I didn't dive straight into ranked, because I wasn't confident in my skills at the time and felt ill prepared with my small champion pool and lack of runes. I've changed alot since then but still do not choose to play ranked as I don't feel the need to. Instead I've played exclusively normal draft since mid Season 2. [imgext=http://img856.imageshack.us/img856/3120/selfd.jpg] In season 2 and early preseason 3 [number]I mained Top lane[/number] bruisers almost exclusively, I loved champions who could focus a carry and pop them with little resilience and a high escape rate. My main champions were Jarvan IV and Poppy. After League of Warmongs and it's Legion of Giant Belts, I figured my aggressive snowball top lane by building damage slowly plummet, so after watching the streams of [highlight]frommaplestreet[/highlight] I was inspired to go back to playing the role of AD carry, harboring my knowledge of bruisers and how to handle them. [title]Varus and Me[/title] Ever since his skillset was leaked way back when I thought he would be a highly contested ADC but due to his lack of mobility or escapes or on hit utility (Like one similar champion, Ashe) he's seen very little play. Regardless, Varus was my ADC of choice in Season 2 when having to play the role. Since preseason changes and season 3 overall I returned to ADC playing Draven, and once committed to swapping the role, I picked up Varus again to return to my ADC roots. Q: How many Varus games have you played? A: I have no way to prove how many games because I don't have a record like I would playing ranked but I would say around 150~ games season 2 and 100~ games season 3. Q: Why are you writing this guide? A: While I don't think the guide will be popularized it's more about me teaching others about Varus so they can understand how he works and an efficient way to play him. I also want to test my knowledge of Varus so I can find my blind spots and places I need to improve on.

[highlight]WickedAngeal[/highlight] - Shoutout for being my duo queue support player, half of this guide wouldn't be possible without you [highlight]TrailBlazer[/highlight] (DeathNight78) - Supportive friend supporting me to write a guide [highlight]frommaplestreet[/highlight] - Inspiring me with his streaming to play ADC in the preseason and start of Season 3 as well agreeing to review this guide. [highlight]MLB Lolican[/highlight] - For always being there for me [highlight]Team SoloMid [/highlight]and it's community - For providing an amazing place and resource for champion guides. [highlight]Riot[/highlight] - For creating League of Legends [highlight]Dunkey[/highlight] - For inspiring me to Pet the Pizza [highlight]Dyrus[/highlight] - Damn, I'm tired

Varus is a [highlight]medium ranged, very spell dependent,[/highlight] attack damage carry who excels at winning trades in lane and providing plenty of [highlight]crowd control[/highlight] in a teamfight. [center][title]Why Play Varus [img=champ/varus.png][/title][/center] [center][highlight]Pro's[/highlight][/center] [.]Solid Laning [.]Bonus on hit damage makes last hitting easy [.]High crowd control for teamfights [.]Long ranged abilites [.]Trading potential is high [center][highlight]Cons[/highlight][/center] [.][highlight]***No escape mechanism,*** not even a movement speed increase[/highlight] [.]Long cooldowns at early levels [.]Can run into mana problems if forced into multiple trades [.]Attack speed steroid is dependent on killing cs before or during trades, or a champion in a teamfight before taking effect [.]Piercing Arrow[imgsmall=skills/varus/q.png] doesn't allow auto attacks while channeling and slows movement when already having no escapes [.]Reliant on Chains of Corruption[imgsmall=skills/varus/r.png] and flash[imgsmall=summoners/flash.png] to escape ganks [.]Blighted Quiver[imgsmall=skills/varus/w.png] falls off if a majority of enemy players starting picking up magic resist

Presence is basically the fear of what a player can do by moving a certain way, having certain items, being a higher level, etc. etc. If you move up to auto attack the enemy AD, and he backs up, you are exerting presence by hitting him. If the enemy support walks out of the bush after this torwards you, he is now exerting presence for moving at you, with the threat that he could really hurt if not kill you if you keep pursuing the enemy AD. Your support moves forward and pokes the enemy support, now your support is pressuring the enemy support to back away from you. This is the basis of lane presence, how one persons presence can effect everyones standing in the lane. Similarly, presence outside of the lane is much higher than inlane presence. Your lack of vision can force you to play defensively in fear of flanking or assassinations that may happen. Attacking a turret where an enemy team is willing to fight can lead you to fear their engagement and potential burst. So what does this mean for you overall? You must be able to read the threat of the enemy players and the position of your team. If you try and exert pressure while your team is playing passive, it may get a delayed reaction or no reaction at all, but your enemies on the other hand may read this as you doing something stupid and can attempt to pin you down for a kill. [highlight]Be mindful of all players play styles or you may throw the game.[/highlight]

[imgext=http://imageshack.us/a/img12/2350/runes1i.jpg] On my standard page I run: [.]Attack Damage Marks [.]Armor Seals [.]Magic Resist per level Glyphs [.]Lifesteal Quints This provides me with [.]Easier last hitting (This, masteries, and Blighted Quiver[imgsmall=skills/varus/w.png]should allow you to get any last hit) [.]Increased harassment through auto attacks on low armored champions ([imgsmall=champ/janna.png][imgsmall=champ/sona.png]) [.]Increased durability against AD which is the majority of the damage that will end up being dealt against you in lane [.]Magic resist scaling into mid and late game to cushion against magic damage dealers [.]6% Lifesteal with an early Dorans or Vamp can regen anywhere from 10-20+ HP a hit. [imgext=http://imageshack.us/a/img823/6333/runes2.jpg] This rune setup is replacing Lifesteal quints for Movement speed. Use MS quints when skill shots are what make or break your enemy laner, or if they need to get in range to make use of a gap closer ([img=champ/leona.png] Leona needs to land Zenith Blade to go in, while [img=champ/alistar.png]Alistar has to get close to use his combo.) A similar rune setup, for the two above, would replace Attack Damage Marks for Armor Penetration Marks. Which allows you to deal increased damage to naturally tanky laners, and tanks later in the game. Some example of laners are Graves[imgsmall=champ/graves.png], Taric[imgsmall=champ/taric.png] [imgext=http://imageshack.us/a/img845/1521/runes3.jpg] [.]3 Attack Damage Marks [.]6 Armor Pen Marks [.]9 Armor Seals [.]9 Magic Reists pre level glyphs [.]3 Attack Damage Quints These runes are for people who's play style don't like to have live steal or movement speed and look to increase their damage out put for the game all around. [imgext=http://imageshack.us/a/img62/2286/runes4.jpg] AD marks and Quints make this page different from the others, maximizing early game damage and last hitting potential by being behind 15 flat AD at level 1 [title]***Note***[/title] Magic Resist per level Glyphs are preference, if you feel taking flat MR Glyphs is better against heavy AP poke lanes like Sona[imgsmall=champ/sona.png] or Lulu[imgsmall=champ/lulu.png] then go ahead. I just have a limited amount of pages to be doing every possible setup.

[title][img=skills/varus/p.png] Passive: Living Vengeance[/title] [number]On a champion kill or assist, Varus gains 40% attack speed for 6 seconds. On a minion kill, Varus gains 20% attack speed for 3 seconds.[/number] [title]Explanation:[/title] Not a very strong passive. Don't get me wrong it works for what it does but it's condition is very strict and requires snowballing in a teamfight after a kill or assist to clean up teamfights in low creep areas. [title][img=skills/varus/q.png] Q: Piercing Arrow[/title] [number]FIRST CAST: Varus starts drawing back his next shot, gradually increasing its range and damage. Maximum range is achieved in 2 seconds. While preparing to shoot, Varus cannot autoattack or use his other abilities, and his movement speed is slowed by 20%. After 4 seconds, Piercing Arrow is automatically cancelled and half of its mana cost is refunded. SECOND CAST: Varus fires, dealing physical damage to all enemies in the arrow's path, reduced by 15% per enemy hit (down to a minimum of 33%). [.]Range: 850 - 1475 [.]Projectile Speed: 1900 Cooldown: 16 / 14 / 12 / 10 / 8 seconds Cost: 65 / 75 / 85 / 95 / 105 mana Minimum Damage: 10 / 43 / 77 / 110 / 143 (+1.0 per attack damage) Maximum Damage: 15 / 65 / 115 / 165 / 215 (+1.6 per attack damage)[/number] [title]Explanation:[/title] The sniping tool. Can be used to damage waves as they arrive, almost effecitvely clearing waves in a single shot at later ranks. Do not attempt to fully charge this shot unless shooting a fleeing enemy, as if they are in your attack range you are unable to basic attack while channeling. Reaslistic charge times can be around a quarter second to a half second as it will get a moderate range over your attack range to hit targets who will try and avoid getting their Blighted Quiver[imgsmall=skills/varus/w.png]stacks popped. [number]Note:[/number]This ability will refresh reducing cooldown and refreshing mana, but this effect can also be [highlight]triggered by attempting to recall[/highlight]. If you draw an arrow and you can't seem to use it properly you can salvage mana instead of waste an arrow or putting yourself in a bad position by waiting it's full duration. [title][img=skills/varus/w.png] W: Blighted Quiver[/title] [number]Varus' basic attacks deal bonus magic damage. They also apply Blight for 6 seconds, stacking up to 3 times. Varus' other abilities detonate Blight, dealing magic damage equal to a percentage of the target's maximum health per stack. This damage is capped against monsters. On-hit Damage: 10 / 14 / 18 / 22 / 26 (+0.25 per ability power) Blight Damage per Stack: 2 / 2.75 / 3.5 / 4.25 / 5% (+0.02% per ability power)[/number] [title]Explanation:[/title] A strong passive ability that can win auto attack trades except against someone like [number]Corki[/number][imgsmall=champ/corki.png] who has a similar on hit passive. The blights when being detonated often cause a unseen burst that wins trades. Blight stack detonations deal % amount of health, but in magic damage instead of true. Even though that is the case it makes Varus exceptionally fast at killing strong monsters like buffs, dragon, and Baron Nasher. The percent health damage also makes the ability pretty strong in the health stacking meta. [title][img=skills/varus/e.png] E: Hail of Arrows[/title] [number]Varus fires a hail of arrows that deals physical damage and desecrates the ground for 4 seconds. Desecrated Ground reduces healing effects by 50% and slows enemy movement speed. [.]Cost: 80 mana [.]Range: 925 Cooldown: 18 / 16 / 14 / 12 / 10 seconds Physical Damage: 65 / 105 / 145 / 185 / 225 (+0.6 per bonus attack damage) Slow Percentage: 25 / 30 / 35 / 40 / 45 %[/number] [title]Explanation:[/title] This is your main harassing tool, it's quick to cast, long range, and damage is stronger than the minimum value of Piercing Arrow[imgsmall=skills/varus/q.png] making it alot more practical in lane. The slow allows for better follow up and disengage and the grevious wounds can weaken sustain supports and be fatal against laners who run Summoner Heal[imgsmall=summoners/heal.png] [highlight]Tips[/highlight] Tip 1: The ability can proc 4 stacks of blight regardless of 3 stacks being the cap. This is because of the ability proc'ing blight stacks twice due to all arrows from the hail not impacting at once. This means if you send out an auto attack while the hail of arrows is falling it can hit in between the first and second proc's applying one proc in between for a total of 4 procs. Tip 2: The same method can be applied to get better harass in lane with use of minor attack speed tools like upgraded boots and your passive can allow you to place procs in between the two detonations allowing you cast the ability between auto attacks for optimal DPS [title][img=skills/varus/r.png] R: Chain of Corruption[/title] [number]Varus flings out a tendril of corruption that infects the first enemy champion hit, dealing magic damage and immobilizing them for 2 seconds. The corruption then attempts to spread towards nearby enemy champions, applying the same damage and immobilize if they stay in range of the infected champion for 2 seconds. The corruption will continue to spread until there are no further targets in range, but each champion may only be infected once per cast. [.]Cost: 120 mana [.]Range: 1075 [.]Projectile Speed: 2000 Cooldown: 120 / 105 / 90 seconds Magic Damage: 150 / 250 / 350 (+1.0 per ability power) Chain of Corruption will damage Black Shield and the immobilize is negated. [highlight]Chain of Corruption will not creep from targets if the immobilize is negated[/highlight].[/number] [title]Explanation:[/title] This is what makes Varus[imgsmall=champ/varus.png] a terror in teamfights and the bane of tower divers. What makes this ult so strong is that it's bound to spread in a fight if the enemy team commits to a fight or if your team has good AoE CC ([imgsmall=champ/amumu.png][imgsmall=champ/sona.png]) The best use of this ultimate is to wait outside of a fight until the enemy team starts to fully commit to a fight, blowing gapclosers or mobility abilites on other players, making it harder to run from the bind after release, and if they blow other ultimates they will be hesitant to run from a fight they fully commited to. But try to refraim from staying out of fights for too long as your team can get bursted or they can get a pick and run immediately. This is up to your judgement and positioning. [highlight]Note[/highlight] this skill shouldn't be used as a peel unless multiple champs are diving you and the chains can spread, otherwise you should trust your team to help and either shoot it into the enemy team, avoiding the diver, or hold it to deal with the diver as a last resort option similar to flashing over a wall. [highlight]Note:[/highlight] This skill is really hard to see with the [number]Arclight[/number] Varus skin, similarly how Arcades Sona's ult is hard to see. Be mindful that you are communicating properly to alert your team that the enemies are rooted.

[title]Priority Order[/title] [img=skills/varus/r.png]>[img=skills/varus/e.png]>[img=skills/varus/q.png]>[img=skills/varus/w.png] [title]Level order[/title] [imgsmall=skills/varus/e.png][imgsmall=skills/varus/w.png][imgsmall=skills/varus/q.png][imgsmall=skills/varus/e.png][imgsmall=skills/varus/e.png][imgsmall=skills/varus/r.png][imgsmall=skills/varus/e.png][imgsmall=skills/varus/q.png][imgsmall=skills/varus/e.png][imgsmall=skills/varus/q.png][imgsmall=skills/varus/r.png][imgsmall=skills/varus/q.png][imgsmall=skills/varus/q.png][imgsmall=skills/varus/w.png][imgsmall=skills/varus/w.png][imgsmall=skills/varus/r.png][imgsmall=skills/varus/w.png][imgsmall=skills/varus/w.png] [title]Explanation:[/title] I almost always max [number]Hail of Arrows[/number][imgsmall=skills/varus/e.png] because of it's utility and easy to use, hard to see coming power. Where as [number]Piercing Arrow[/number][imgsmall=skills/varus/q.png] puts a big marker over your head that you're charging something strong. As well as being unable to get the full damage without charging it, and you being unable to auto attack during the charge lowers your DPS considerably in trades. I level [number]Piercing Arrow[/number][imgsmall=skills/varus/q.png] second because of it's ability to wave clear with [number]Statikk Shiv[/number][imgsmall=items/statikk-shiv.png] can make heavy sieges in the mid game, where [number]Statikk Shiv[/number][imgsmall=items/statikk-shiv.png] is strong. The immense poke along with Statikk Shiv[imgsmall=items/statikk-shiv.png] and [number]Hail of Arrows[/number][imgsmall=skills/varus/e.png] when you get close, is an insane amount of burst damage come mid game for some loss in other stats. You can level [number]Blighted Quiver[/number][imgsmall=skills/varus/w.png]second if your team lacks AP and the enemy team starts stacking HP. Blight stack procs are most effective when a champions magic resist is low and max health is high, meaning it falls off if they start getting a moderate amount of Magic Resist, which you can't do anything about (Unless you're trolling with a [number]Malady[/number][imgsmall=items/malady.png]) Of course take Chain of Corruption[imgsmall=skills/varus/r.png] when you can. [number]THE ONLY EXCEPTION TO LEVELING PIERCING ARROW[img=skills/varus/q.png] FIRST IS IF YOU'RE PLAYING A SHOVE LANE BOT WHERE YOU JUST WANT TO PUSH PUSH PUSH. MAY WORK IN 2V1 SITUAITONS TO TAKE TURRETS[/number] [title]Levels 1-3[/title] [img=skills/varus/e.png][img=skills/varus/w.png][img=skills/varus/q.png] This skill order allows me to have a utility slow at level 1 to ward off enemy laners if we get level 2 ganked through use of [number]Hail of Arrows[/number][imgsmall=skills/varus/e.png]. Picking up Blighted Quiver[imgsmall=skills/varus/w.png] to start auto attack trading and last hit, and have an ability to trigger the blight stacks. The point in [number]Piercing Arrow[/number][imgsmall=skills/varus/q.png] allows me to pop [number]Blighted Quiver[/number][imgsmall=skills/varus/w.png] when [number]Hail of Arrows[/number][imgsmall=skills/varus/e.png] is on cooldown. This can fake players to think you can't trade because [number]Hail of Arrows[/number][imgsmall=skills/varus/e.png] is on cooldown and you can get and pop another blight stack, but this is not to be used if you're at a disadvantage. [title]Alternatives[/title] [img=skills/varus/e.png][img=skills/varus/q.png][img=skills/varus/w.png] I would personally ONLY ever use this skill order if paired with a balls deep all in support like [number]Leona[/number][imgsmall=champ/leona.png] or [number]Blitzcrank[/number][imgsmall=champ/blitzcrank.png] because they jump on or pull in a champ and lock them down and you can pick up a kill if you burst them down, which [number]Varus[/number][imgsmall=champ/varus.png] has no instant burst as he has to get an auto attack off with [number]Blighted Quiver[/number][imgsmall=skills/varus/w.png] if he takes it level 2. This allows you to throw both skills when a champ is locked to abuse their early game vulnerability. [img=skills/varus/e.png][img=skills/varus/w.png][img=skills/varus/e.png] This is against passive lanes or lanes that drastically outrange you. Allowing you to harass effectively by just using the ability without insisting on getting [number]Blighted Quiver[/number][imgsmall=skills/varus/w.png] stacks all the time, and reducing the effectiveness of sustain supports.

Check the item build at the top before readng [center][title]Starting Items[/title] [img=items/dorans-blade.png]OR[img=items/long-sword.png][img=items/health-potion2.png]OR[img=items/boots-of-speed.png][img=items/health-potion3.png][/center] [title]Explanations[/title] [center][img=items/dorans-blade.png][/center] [title]Explanation:[/title] My most standard start, because I use Lifesteal Quints, Flat AD, and masteries that gives 3 more AD. The 5 HP on hit and the 6% lifesteal can be more than enough to sustain you early in lane, while also making you incredibly durable to survive hard level 2 fights. Not recommended if you have a passive support without sustain (Passivity may depend on enemy match up. Lulu[imgsmall=champ/lulu.png] might poke Taric[imgsmall=champ/taric.png] all day but Leona[imgsmall=champ/leona.png] can snaplock a champ and may force her to play passive) [center][img=items/long-sword.png][img=items/health-potion2.png][/center] [title]Explantion:[/title] My second recommended item start, needed if you need more sustain without giving up damage. Allows to go for an early Vamp Scepter[imgsmall=items/vampiric-scepter.png] [center][img=items/boots-of-speed.png][img=items/health-potion3.png][/center] [title]Explanation:[/title] This is what I normally run when I use movement speed quints, opting for early tier 2 boots for inlane mobility to dodge skillshots that could be potentially fatal like Zyra's[imgsmall=champ/zyra.png] snare or Leona's[imgsmall=champ/leona.png] zenith blade. [highlight]***Note***[/highlight] This is not the most optimal buy against champions like Thresh[imgsmall=champ/thresh.png] or Blitzcrank[imgsmall=champ/blitzcrank.png] because the moves they use to kill are limited by positioning around minions more than slow movement speed/reaction time [center][title]First Back[/title][/center] [center][img=items/bf-sword.png][/center] [title]Explanation:[/title] If you have enough gold for this on your first back chances are you're getting this. Again based on your judgement but 45 damage in place of the utility some boots or health on hit may get is still immense. [center][img=items/dorans-blade.png][img=items/vampiric-scepter.png][img=items/boots-of-speed.png][img=items/health-potion2.png][/center] [title]Explanation:[/title] This is more optimal if you run around 1400 gold and died or forced back. Gives 5 hp and 10% lifesteal, 20 damage, +25 movement speed. And the two potions are important, they are needed to dull out any heavy trade or burst upon returning to lane where the enemy team may unload on you to prevent you from farming a wave they may have pushed to your turret. Not having to go back to base because you're zoned from lifestealing is POWERFUL. [center][img=items/berserkers-greaves.png][img=items/vampiric-scepter.png] / [img=items/dorans-blade.png][img=items/long-sword.png][/center] [title]Explanation:[/title] This is where you go if you started boots3 as this will give you the movement speed to dodge killer skillshots, grabing either a Dorans or Vamp to sustain. Not exactly the most optimal build to trade with so poke from a distance with Hail of Arrows[imgsmall=skills/varus/e.png]

[center][title]Core Items[/title][/center] [center][img=items/berserkers-greaves.png][img=items/the-bloodthirster.png][img=items/zeal.png]/[img=items/recurve-bow.png][/center] [center][img=items/berserkers-greaves.png][/center] Standard on all AD's but Varus is still reliant on auto attacks to deal damage more so by the fact that his utility comes off his spells but his damage is drastically higher with more applied Blighted Quiver[imgsmall=skills/varus/w.png] Stacks. [center][img=items/the-bloodthirster.png][/center] Varus[imgsmall=champ/varus.png] is a very strong laning champ and is very ability focused on rotating between basic attacks and spell usage to maximize damage. Bloodthirster when stacked gives 100 AD to give the best for both worlds, as well as sustain which is better in the Mid Game as you don't have a large amount of crit chance to maximize Infinity Edges[imgsmall=items/infinity-edge.png] damage. Overall the most important pickup [center][img=items/zeal.png][/center] Standard Attack speed item on carries. Better to grab this before Beserker's Greaves if you're laning for a long time after your bloodthirster generally. [img=items/statikk-shiv.png]OR[img=items/phantom-dancer.png][/center] Zeal will be built into either of these as you cannot make any use of Trinity Force[imgsmall=items/trinity-force.png]. Statikk Shiv[imgsmall=items/statikk-shiv.png] is better for mid game due to the burst and wave clear it presents, and with Varus[imgsmall=champ/varus.png] it allows him to clear waves with a charged Piercing Arrow[imgsmall=skills/varus/q.png] and an auto attack. Shiv also presents a lot of burst damage in close range when chained with Varus's other abilities. [highlight]This is my preferred item because of Varus' mid game potential[/highlight] Phantom Dancer[imgsmall=items/phantom-dancer.png] is a better late game item as you will likely have Infinity Edge[imgsmall=items/infinity-edge.png] as well as your Bloodthirster allowing a 55% chance to crit with the 170 bonus damage the items present and the +50% increase in critical strike damage from Infinity Edge. It can be picked up from the core Zeal[imgsmall=items/zeal.png] if the burst/poke is not what you need and you'd rather have more Attack Speed and Crit Chance for sustained damage in the mid game. [center][title]Mid Game[/title] [img=items/boots-of-speed.png][img=items/the-bloodthirster.png][img=items/dorans-blade.png][/center] After getting your BF sword this is the setup you want to have approaching the mid game, rushing BT is very strong as you can start stacking it and use abilites to harass with the large amount of AD it gives. [center][img=items/berserkers-greaves.png][img=items/the-bloodthirster.png][img=items/dorans-blade.png][img=items/dagger.png] --> [img=items/zeal.png][/center] Finishing Beserker Greaves and picking up Dagger into Zeal starts getting the attackspeed needed to gain sustained damage in mid game teamfights, even after you expend your spells. If you can get the zeal after tier one boots in the same buy, then go for the zeal before the greaves unless you feel the need for the Movement Speed increase from the boots more. [center][img=items/statikk-shiv.png]/[img=items/phantom-dancer.png]][/center] Finishing your second core item. Already explained. [center][title]Late Game[/title][/center] [center][img=items/last-whisper.png]OR[img=items/infinity-edge.png][/center] Last Whisper[imgsmall=items/last-whisper.png] is there to deal with teams, namily the high damage bruisers and tanks that will dive you in fights. If they instead stack health and opt for offensive items which means they won't have as much armor, Infinity Edge[imgsmall=items/infinity-edge.png] as it gives more base damage and sustained damage. [number]Regardless you will pick up both items, it just depends on the enemy team which comes first[/number] [center][title]Defensive Item[/title][/center] [center][img=items/warmogs-armor.png]/[img=items/guardian-angel.png]/[img=items/quicksilver-sash.png][img=items/mercurial-scimitar.png][/center] [number]***You do not need to grab a defensive item if your team lacks damage and can protect you safely but it is often recommended to have atleast one defensive item with an end game build.***[/number] [img=items/warmogs-armor.png] Massive health bonus to be able to fight on par with bruisers and out damage/sustain them to death [img=items/guardian-angel.png] Deals with huge burst teams that will go through warmongs as you can die and revive when all their abilites are on cooldown or force them to fight for several seconds without expending abilites which can turn a fight. [img=items/quicksilver-sash.png] Magic Resist and a Cleanse on an item, use if the enemy team is full of heavy cc's that are NOT knock ups or knockbacks or other forms of displacement [img=items/mercurial-scimitar.png] Builds out of QSS, best saved for last due to it's ridiculous cost. [img=items/randuins-omen.png]If I have this as my defensive item and Blade of the Ruined King[imgsmall=items/blade-of-the-ruined-king.png] in my inventory, I can chain the effects together to form an ultimate peel, while getting bonus health and armor and a passive AS/MS slow, and a good damage passive against health stackers that packs great sustain! [center][title]Boot enchancements[/title][/center] [center][img=items/enchantment-furor.png][img=items/enchantment-homeguard.png][/center] [img=items/enchantment-furor.png] Gives you mobility in a teamfight as long as you keep hitting something, well needed as Varus has no mobiltiy. [img=items/enchantment-homeguard.png] To protect the base or rush an objective after backing, quick heal is very strong as well.

Varus is in a very weird spot because he's very ability based but doesn't have the highest range or best cooldowns, and while having an onhit effect doesn't have a very good steroid so building Varus can go in a number of ways because the way you can bend your build to adapt to the situation or fit your playstyle. [title]Alternative Items[/title] [center][img=items/blade-of-the-ruined-king.png] [title]Blade of the Ruined King[/title][/center] This item is great if you're either falling behind or need a item that can peel. If you're doing really bad in lane, get blade for the sustained damage of auto attacks instead of getting BT. If you have your BT and find yourself focused, it has Attack Speed so you can grab it over Shiv. It can be a great third item pickup if you need that active. Great item, but when or if you get it is entirely dependent on how well you can make use of it. Basically said, if you don't need it don't get it, if you need it get it. [center][img=items/zephyr.png] [title]Zephyr[/title][/center] Personally not the best in my opinion as it doesn't really scale your mid game or late game as much as certain bruisers who have good onhit effects or psssives like Jax or Irelia. The only real arguement to get this item is either for the tenacity and CDR and or you've had a 70 minute game which you can sell boots to get for more AS and damage while losing very little movement speed. [center][img=items/nashors-tooth.png] [title]Nashor's Tooth[/title][/center] This has been suggested to me as a replacement for Last Whisper in build. I disagree. I feel this item is more a situational 6th DPS Item as it's not too valuable to trade up Last Whisper because you need armor pen, or your attack speed item because two of the three items I suggested earlier have crit chance and Runaan's has it's passive. In late game scenario, increasing your % damage is nice and the 20% CDR helps with getting multiple casts in a fight, so it makes sense that this could be a late game pickup. [img=items/runaans-hurricane.png] Moved this to situational items. If you're team has initiators that can cluster people or massive abuse a clustered team you can make amazing use of the passive of the item. The passive of the item allows you to get blight stacks on multiple people and you're own cc followed up can lock people into an AoE hell. Works well in tight jungle fights. [title]Bad Items[/title] [center][img=items/sword-of-the-divine.png] [title]Sword of the Divine[/title][/center] Varus needs to have consistant attack speed as he doesn't get any massive burst off his [number]Blighted Quiver[/number][imgsmall=skills/varus/w.png] like [number]Vayne[/number][imgsmall=champ/vayne.png] would off Silver Bolts. Or [number]Twitches[/number][imgsmall=champ/twitch.png] ability to crit entire teams and assassinate key targets with crits from his invis. [center] [img=items/wits-end.png] [title]Wit's End[/title][/center] Some people for some reason may buy this item if they grabbed a [number]Recurve bow[/number][imgsmall=items/recurve-bow.png] because Varus deals magic damage on hit anyways, making his damage Hybrid, and as a defense against AP's. The trade off of stats isn't worth giving up Runaan's unless you made a very grave mistake picking up [number]Recurve Bow[/number][imgsmall=items/recurve-bow.png] [center][img=items/trinity-force.png] [title]Trinity force[/title][/center] 10+ second cooldowns. Cant make use of Sheen. Costs too much for the mix of stats that would be beneficial. No. [center][img=items/the-black-cleaver.png] [title]The Black Cleaver[/title][/center] Yes CDR works with Varus... but this item really doesn't do much for him. It scales really well with AD bruisers like Jarvan or Vi which compliments their bruiser playstyle and built in armor shred and if you grab one when they're going for it, it just doesn't stack out like it use to. It costs a fortune to make and wouldn't be built over Last Whisper Note: I'm also hearing alot about Brutalizer on Varus, yes it makes his damage higher in lane and Varus is a lane bully but if you grab a dorans and a brutalizer you're delaying you're core build by atmost 2000 gold, and as an AD you need to get your core items so you can carry.

[img=champ/ashe.png][title]Ashe[/title] She can poke for days with Volley and the damage adds up very fast but she has as many escapes as you. Doing this matchup forces her to go cleanse or get locked and killed by your ult with coordination between you and your teammates (Including Mid and Jungler if they are ganking). Even without escapes she has a ton of slows and her arrow can secure kills or assure her escape. [img=champ/caitlyn.png][title]Caitlyn[/title] Drastically out ranges you and can limit your mobility as you cannot hop over traps, practically a farm fest lane as you have a hard time locking her up if she see's your ult coming. She doesn't have too much going for her in the mid game where you have alot of teamfight presence so you can be sure to abuse that ontop of her [img=champ/corki.png][title]Corki[/title] Varus is similar to Corki in the regards they trade really well in lane and scale well into the midgame. Varus out ranges most of Corkis kit but requires also using blight stacks to deal significant damage. Corki is very very very mana hungry and his escape is on a 20 second cooldown. Try to make him burn it and force trades and zone while it is down and he is out of mana, maybe even picking a kill with your ult. [img=champ/draven.png][title]Draven[/title] Drastically skill based matchup between all 4 players, Draven can either dominate this lane or be dominated based on how much pressure the supports can place on this lane without being suicidal and how well both carries play. It is said that Varus counters Draven because he can trade well with him by going for an auto trade even if he has a spinning axe and shooting where the axe will land. A good Draven can let an axe go if he can spin another axe which is extremely lethal if he has 2 axes already spinning, as he can avoid getting his blight proc'd and dodge a very long cooldown ability. If the support is good at getting kills post 6, a long range use of [imgsmall=skills/varus/r.png] can allow you to outrange Draven as you will have 25 more range if you go your attack range exclusively. [img=champ/ezreal.png][title]Ezreal[/title] This champ is stupid. Without mobility, Varus has a hard time even landing auto's on Ezreal as he can litterally just sit back and poke all day with Mystic shot and treat it like his auto attacks as he won't run out of mana any time soon. A good Ezreal player can dodge your skillshots and maybe even flash in all in duels to avoid the massive burst that triggers from being hit by Varus' abilites. [img=champ/graves.png][title]Graves[/title] Very tanky low range champ can often find getting an auto or two due to his range. If he quick draws in for a buckshot and you are in a good position away from their support (Which makes all the difference) you can easily retaliate with Hail of Arrows and force him to walk through the slow while continuously pelting him down and proc blight stacks with ult or Piercing Arrow. Beware his all in level 6 burst and be sure to have your hand on Barrier and Flash at all times to either avoid or absorb it. [img=champ/kogmaw.png][title]Kog'Maw[/title] Has a really bad lane game that can be abused due to having no escape. His trail if used right can stop you from getting in range to auto but generally you can get tons of free harass onto Kog and he will have a very hard time answering back. His mid game is also pretty meh so abuse it before he becomes the late game powerhouse that will two shot you from around double your range. [img=champ/missfortune.png][title]Miss Fortune[/title] If you thought Ezreal was stupid then look at this champ. She has passive mobility, wins poke wars, can trade harder, has built in grevious wounds and on hit magic damage to match yours, scales harder with a bloodthirster because of her ult if she positions well in a teamfight, melting your team with black cleavers before you can lock the enemy team up. Not a favorable matchup for Varus so get some ganks in. [img=champ/quinn.png][title]Quinn & Valor[/title] Varus is known for being a strong pick against Quinn. This is because his trading potential in lane is stronger and relies more on spells for harassing and trading than say the auto's of Caitlyn or Vayne. He also brings alot of CC to the table and anyone with CC can stop Valor in his tracks, with Valor being melee attack range only, makes him lose duels he's caught in unless he has cleanse, which then you have barrier to counter the burst damage. Just stay back when Harrier lands onto you, maybe even bait her to proc it so you can snare her or have you're support go for an initiation, be careful if she uses Heighten Senses as she might be checking the nearby areas to make sure a jungler isn't ganking as it might mean her jungler is about to show up. Also, just don't take risks if you're support is out of lane, she'll find out and can abuse you're lack of escapes. [img=champ/sivir.png][title]Sivir[/title] I haven't fought this champ with Varus all that much if at all but I fear a good Sivir is just what can counter Varus. Her trading ability in early mid game is holy shit if she hits you with reset auto attacks from ricochet and two hits from Boomerang Blade, which Varus will have a hard time dodging due to lack of mobility, her spell shield can avoid Hail of Arrows and blight procs entirely as well as block your ult, and if your losing a trade she has a perma ghost passive with her ult to chase you down. But yet her range is really really low so you will have to opt more for auto attack harass than ability harass using those more for the support or having your support force the shield before casting your abilites. [img=champ/tristana.png][title]Tristana[/title] She can outpush you and has a stupid jump that can deal tons of damage if you're getting wittled down by her increasing range, exploding shot, or support poke, as well as a great escape tool. Trades end up being won unless her and her support decide to go all in and their burst is scary so always be hovering over barrier because her ult with explosive shot and an ignite can deal about half your health in an instant. You have to really know her damages to know when to use barrier effectively. [img=champ/twitch.png][title]Twitch[/title] Scary champ if farmed or get's easy kills in lane. The stealth makes it hard to tell if he gets back to lane or ever left lane and if he goes missing you never really know if you're going to be ganked and putting yourself in a bad position. His expunge in full engagments is hella burst and his passive combined with ignite can deal hundreds of true damage effectively killing you even if you flash or kill him first. His ult will allow him to outrange you even if you catch him with your ult, but his mid game teamfights are something to be desired until he get's more items and can effectively melt other memebers of your team [img=champ/vayne.png][title]Vayne[/title] A good Vayne can outplay any champ who relies on skill shots, a bad Vayne gets herself killed. Skill matchup but even how bad a Vayne is, if she gets farmed or fed and gets item's it can be GG in a heartbeat.

[img=champ/alistar.png] [title]Alistar[/title] [highlight]With:[/highlight] Pre-6 Alistar doesn't have much going for you and unless he's a mad cow and force favorable engagements can be kited pretty heavily. Unlike other carries like Graves or Draven, Varus isn't very good at early levels at killing a locked up carry in a burst, if Alistars base damages aren't enough to compensate for Varus' current lack of instant burst. Outside of lane this guy is your most favored ally for he is a peeling god who will tank every skillshot for you and make sure no bruiser makes it to you. Very valuable support for mid game and late game. [highlight]Against:[/highlight] This guy can make it hell if you aren't swift on your feet, and if your support is low presence like Janna or Soraka. He won't be too focused on you mid game but the early game he can force fights while you're trying to cs and without a blink you can find yourself in a world of pain trying to farm. [highlight]Beware of his dives.[/highlight] [img=champ/blitzcrank.png] [title]Blitzrank[/title] [highlight]With:[/highlight] Not a favorable support, but he can lock down a champion close to you allowing you to deal more damage and enemies having to travel a far distance. Post 6 the amount of damage and CC these two can do can make AD's cry. [highlight]Against:[/highlight] If you aren't in a fortress of minions with your support on watch then you can find yourself in Hook City and dying a very painful death. [img=champ/fiddlesticks.png] [title]Fiddlesticks[/title] [highlight]With:[/highlight] Squishy as all can be, CC is very good but Varus' immediate follow up is pretty lack luster. This lane can be a junglers dream on either side taking advantage of your squishy escapeless lane or your jungler abusing your high CC to gank. [highlight]Against:[/highlight] Drain is countered by Hail of Arrows but chances are if he's using it you're already in a world of CC. Just really hard to deal with when he's paired with other AD's due to his cc bot kill potential at level 6. [img=champ/janna.png] [title]Janna[/title] [highlight]With:[/highlight] Very low presence, can be a hell of an early game if against a hyper aggressive lane, which means you can die a lot or be denied a lot. Her peel potential is rather well keeping enemies away in one big push and shielding you for a good 300 hp in every mid game engagement. Great mid game and late game but a really hard to survive lane. [highlight]Against: [/highlight]Can bait you into trades with her AD, where she just has to shields your hail of arrows and she can win her AD a trade, she can peel for her AD if you lock him/her down with your ult. [img=champ/leona.png] [title]Leona[/title] [highlight]With:[/highlight] Surprisingly well with Varus considering her sunlight does alot of damage just for procing it consistently mimicking constant blight stack popping in early fights where you won't get too many of those out. Kill potential post 6 is insanely high making cleanse not even a good thing to take against this lane because there is just too much to get rid of. [number]Her biggest flaw is coming back from a lost lane, if you fall behind early and she gets underleveled she will be useless unless that gap is closed.[/number] [highlight]Against:[/highlight] If you can dodge zenith blade on your own two feet your fine till 6, but after 6 you have to be ready to flash or cleanse or just go all in on the enemy AD, because once the sun sends down it's ray it's fight or flight. [img=champ/lulu.png] [title]Lulu[/title] [highlight]With:[/highlight] My most preferable support, high poke damage compliments Varus' in and out trades, has a powerful shield that boosts your on hit damage and has a speedup to keep you mobile, can be used as a hex to shut down important targets before they become a threat in a fight, and gives you a free giants belt as an ult. The slow aura gives you great ability to chase if you kite near an opponent and great for peeling bruisers who already used their gap closers. Amazing early mid and late game. [highlight]Against:[/highlight] Her poke can be very hard to deal with if you don't have a high sustain support and haven't acquired a Dorans and a Vamperic Scepter. Makes bruisers hell to deal with if they are ulted and can ruin lot of kill potential in lane with her amazing kit. [img=champ/morgana.png] [title]Morgana[/title] [highlight]With:[/highlight] Binding allows for follow up cc and big trades and kill potential, her shield making you immune to CC is a god send. Her ult can peel bruisers and rapidly disrupt a fight, and whlle it seems like a good synergy with your ult, they have to be used separately either while people are already stunned or snared by another ult. [highlight]Against:[/highlight] Get hit by a 3 second binding and you may just be done. It's slow moving and you shouldn't be close enough to be hit by it, but jesus watch out for it. [highlight]As an AP:[/highlight] Still has her support attributes but with much more damage and wasn't laning with you. Most Morgana's are very dive heavy and will more likely use their shield on their selves unless they aren't in danger. Just a nice ally to have. [img=champ/nami.png] [title]Nami[/title] [highlight]With:[/highlight] Haven't played this pairing, but with Nami's on hit slow it can set up good harass potential getting some auto attacks in and shooting out Hail of Arrows on a slowed opponent. Her bubble is hard as hell to land but a really slow target or a target locked in Varus' ult can make for great chain cc. Her ults broken in a big teamfight and has many uses. Also she sustains in lane pretty heavily, which is nice. [highlight]Against:[/highlight] Really depends on her AD but she'll have a hard time locking you up. Her sustain can be countered by Hail of Arrows, her ult travels around 2500~ range so be sure to get out of it's way instead of outrunning it. [img=champ/nunu.png] [title]Nunu[/title] [highlight]With:[/highlight] Snowball, Exhaust, Absolute Zero, this guy can erase peoples movement and buff your own, AND YOUR ATTACK SPEED. Little low presence early but quickly scales in post 6 nearing level 9. Massively controls the battle field and boosts your DPS exponentially. Amazing addition to any team with Varus on it. [highlight]Against:[/highlight] You have no blinks and if you run 300 MS slower while he buffs his AD's movement, you're going to have a world of hurt. Not only will he shred your movement speed, all his slows lower Attack Speed as well, making it almost impossible to auto attack if he stacks or chains them together. [highlight]As a jungler:[/highlight] Still has the blood boil and control over a teamfight, just leaves you with an additional support to help you in a teamfight. [img=champ/sona.png] [title]Sona[/title] [highlight]With:[/highlight] This woman has as many play styles as she does auras. She can aggressive with her Q poke, passive with her W heal, or just focus on your lack of mobility with E's and Shurelyias. You have to find out how your Sona plays before you can understand how to play the lane. Regardless her ult is amazing and can break lanes and teamfights when stacked with yours. [highlight]Against:[/highlight] Low health but high sustain, her poke is pretty nasty and it's up to your support to help you lock her up and punish her hard, either killing her or bringing her low enough to sit in the back and spam heal or back to base. [img=champ/soraka.png] [title]Soraka[/title] [highlight]With:[/highlight] Well.. You can spam spells. And she's decent at keeping you alive when in mid game. But she just doesn't have too much going for you in lane. [highlight]Against:[/highlight] Her AD can spam spells, and her heals strong, If she uses it in a fight, hopefully you had Hail of Arrows around them, and the armor buff either means shift focus or disengage. Can be really annoying to try and kill but she is very squishy despite all of her heals. [img=champ/taric.png] [title]Taric[/title] [highlight]With:[/highlight] Mr perfect here, with about everyone. Reliable stun, makes for good engage/disengage can set up harass and kills in lane with chain cc most reliably. Gives a mass of armor to keep you up to par with the burstiest and most poke heavy of AD's and even offer sustain and free BF swords and blasting wands for his team. [highlight]Against:[/highlight] Get Zoned 101. Hardly takes damage aside from magic damage. Has sustain and can stun you at any given moment, cutting your DPS or outright getting you killed. [img=champ/thresh.png] [title]Thresh[/title] [highlight]With:[/highlight] Much more preferable Blitzcrank, holds people alot longer and offers Varus an escape route if he can click it amongst the clashing steel of the battlefield. Becomes almost impossible to kill and is very mobile with his team. [highlight]Against:[/highlight] If you push up this is the god of inlane ganks, hooks are easier to see due to cast time but if they hit they can be potentially more punishing. If the Box is around you, either have cleanse to remove the slow, take an open path where a walls been broken, or flash over it. 99% Slow is nothing to sneeze at when you have no escape. [img=champ/zyra.png] [title]Zyra[/title] [highlight]With:[/highlight] Squish. But her CC is ridiculous and her plants do ridiculous damage. 1-6 is what makes this lane, if you die 5 times it's gg but if you survive and maybe even get a kill it can be utter hell with a very hard chance to counter. Her control over a teamfight is great and her lashers with her roots can peel extremely hard if she isn't using them offensively. [highlight]Against:[/highlight] Still as squishy, with no sustain. Her roots really long range and against someone like Graves who can capitalize on it, it may be all they need in order to have you dead. She likes to use her roots and ult offensively in fights so you have to make even more caution not to be caught in it.

Blue side Varus can start doubles if his support can deal decent level 1 damage or can tank a decent amount of damage and not lose presence level 1 and level 2. I would get Hail of Arrows in order to damage the small golem, with a hit of your support can really only take as little as two autos to kill and then you can juggle around the big one, kiting or share tanking till you finish it off. If you are on purple side you can try and interrupt the enemy doubles if you know they are going for them and have an aggressive support that would do better at a level 1 skirmish. If you're leashing and damaging wolves and Blue buff you can take a starting point in Blighted Quiver due to the mass of auto attacks rather than spending a hail of arrows or two for EXP you aren't going to get, lowering your mana pool [title]Lane mechanics[/title] Varus is very dependent on vision as I've beaten to death, he has no mobility, and pre-6 is a very easy target to gank if you dont have wards everywhere. Effectively making Varus as good as his support player. This in mind and taken care of allows Varus to focus on lat hitting and trading with the enemy AD and poking the support. [title]Trading/Poking/Harassment[/title] The general idea is at level one to get one use of Hail of Arrows on the enemy AD, trying to hit him and the support in order to get some pressure on the lane while you work for level 2. Once level two you can continue last hitting and try and force trades by moving aggressivly forward to the enemy AD when an allied minion gets low, making them chose to harass you, back off, or go for the CS and take damage. Any way is almost always a win for Varus unless your in a bad position in comparison to the enemy support where their CC or harass can tear you apart. So mind your footing. The general idea about using hail of arrows is if you can get 1-2 blight stacks, and firing Hail of Arrows. You can try and go for a prolonged engagement here as they may stay in and if you're over level 3 you can use Piercing Arrow to proc additional stacks of blight, and because of the grevious wound and slow can put champs in an unfavorable position normally forcing their support to exert more pressure and causing them to use their kit escape (Like Ezreals Arcane Shift) to get out of your slow. That being said, that does not mean overshoot Hail of Arrows to try and land behind them and have them walk into the falling arrows, or try and line the shot so it lands perfectly round the enemy. Many times you will hit them with the edge of the attack just to pop blight stacks. Those tactics are better used when you lock a champ with your ultimate.

This is around when you get your BF sword. Level 8-11 is when this phase begins and when the lanes become alot more aggressive due to new offensive tools be it items or skills, or even a turret being down forcing aggressive farming past river or roaming to mid or enemy jungle. With having your ult at this stage of the game and a damage item or two you can go for your standard harass and with some autos and then you can choose to use your hail of arrows or your ult, being sure to ping for your support or any ganking parties to know you are going all in and you may want to communicate before hand to know what cooldowns they have up as well what the enemy you're trying to pin may have. If you aren't the one engaging then be sure to chain your CC. [number]THIS WILL MEAN YOU MAY BE USING SPELLS BACK TO BACK INSTEAD OF INSISTING ON GETTING MULTIPLE BLIGHT STACKS INBETWEEN.[/number] The reason about this is that there isn't very many champions who have no escapes and the ones that do will most likely take survivability in their summoners over damage, either going for Barrier or Cleanse with their flash, requiring quick execution in order to kill them before they can escape unless you in a position to kill them even if they use it, without using flash. An example would be if you're laning with Sona and she finds an oppurtunity to catch the enemy AD out of position and flash crescendos to lock him up, because she used a gap closing summoner, and you need to follow up on this, you will be forced to attack once, if at all, and then use [imgsmall=skills/varus/r.png] in order to chain the CC so the enemy is unable to flash and use any other escape in their kit. This may be followed by a hail of arrows, getting an auto in as the arrows fall while it only procs one blight stack can add more burst damage without previously setting up the situation with pre applied blight stacks. A piercing arrow quick or charged after that may be all it needs to pick up a kill. Another example is if in a teamfight you're Malphite uses his ult onto two or three people at dragon. This is the one oppurtunity you have to get a clear shot on them with Chain of Corruption[imgsmall=skills/varus/r.png], and even thought you didn't get a single blight stack out, you use it anyways and follow up with an immediate hail of arrows. This now locks multiple players from a knockup to a snare, to a AoE slow. And because it's Malphite, he still has ground slam to deal more AoE damage. These 4 AoE's combine can kill alot of players and others will have no chance to escape at this point. When sieging turrets Varus can start to clear waves and poke with Piercing Arrow and if his team has enough presence the enemy team won't be so directly infront of the turret or trying to instant gib you while attacking the turret. Again this is very mindful of your positioning and if you get caught in a Lux bind you may have lost your team a turret and dragon along with your death.

Varus is probably weakest damage wise coming to late game and several other carries out damage him at this stage of the game if they are well farmed (You're like a Graves but more utiltiy). You're still very relevant due to your control over a fight but it will take longer to start snowballing in a fight unless your team can backup your damage. Typical things, know where the enemy team is don't walk through unwarded jungle if you don't have complete presence over that section of the jungle or know where all players who can potentially kill you are located. Push side lanes and keep your Bloodthirster fully stacked, group with your team and contest over objectives like buffs, dragon and baron, as well as turrets and other structures. A good ult this late in the game with how long it can take to respawn can outright make comebacks and win games, and you're positioning can also make or break the game. Similarly your team is also an uncontrollable force without communication and if they ditch you to dive someone on the side and leave you alone with the enemy bruisers and maybe their AP you can be wrecked. Be sure to communicate often with text and pings in order to get your team to work around protecting you while picking off the best target they can reach. Be sure to grab red elixirs before every major engagement and try and make sure your team doesn't engage unless you have flash, unless someone on either team get's caught and killed. This will maximize your survivability, but you also must keep in mind that maybe because you flashed in your last fight, and three people flashed after you but no one else flashed, your team may be in a favorable position to engage off that alone because the enemies cannot protect against it by flashing or exhausting or whatever their down summoner spell may be. [title]Baron[/title] Don't push bottom unless Baron is down at this phase of the game unless the enemy team is also out of position to kill Baron. The baron dance consists of both teams grouping near baron, one team near the baron pit and one team roaming the nearest jungle and maybe pushing out mid or top. The side that has baron wards clear of the pit and near the general area forces the team with no vision to make bold plays to keep their opponents from doing baron. This gets people caught and killed and you should never be the first person walking into the fog of war, or torwards choke points and areas where enemies can jump the wall and kill you. Examples are between wraiths and the river brush on purple side, brush right of the Ancient Golem on blue side, and the back of the baron pit. The reason you need to avoid these areas if you have no vision is because if the enemy team has vision, they will not hesitate flashing and blowing multiple spells in order to kill you because you are the AD Carry, you're squishy, you're important, you need to survive. With you dead it could cost you the game. [highlight]Stay near your team, but never lead the charge[/highlight] If your team is in a dominate position, either by winning a teamfight or forcing a Baron dance, Varus can be very powerful. His kit works well catching people out of position if they try to check baron. If you are attempting to kill Baron you can kill it fairly quickly with Blight stacks, but that makes you use a spell on baron and may not have it available to use if the enemy team starts to run interference. This means you need to know when you can kill Baron uninterrupted and when you can't and you need to assume your team knows whether to finish the baron or disengage or engage on the enemy team. [title]Sieging[/title] Sieging is basically constantly pressuring a turret in order to force a fight or destroy a turret. The basis is clearing minions in order to advance a full minion wave in forcing the enemy team to stand infront of their turret or next to it in order to clear it, when this happens it leaves them vulnerable to poke and CC skillshots that could open a window of oppurtunity for an engagement under turret. To decide whether you should be charging arrows to poke or clear waves is normally dependent on your mid laners kit. Pushers like Xerath or Twisted Fate can clear the wave as it's coming in, but mid laners normally get blue buff priority and won't lose mana generally to push. While mid laners like Riven or Kassadin who are more champion assassin oriented and can't push well. When actually being able to move into range to attack the turret you should avoid being in range of cc skillshots such as Lux's Light Binding, or the burst of such assassins as LeBlanc. If you are unable to keep pressure on the enemy team in order to attack the turret you may want to signal your team to rotate away from that turret and either push another lane or siege a different turret that has a minion wave advancing to it. This migration is normally in your teams favor because you were the ones making move giving you a head start on the roam from one to the other. This get's less when you get to inhibitor turrets because the enemy turrets are close up. When it gets to this position you want to try and heavily shove top or bottom and focus on the opposite lane with your team. When someone goes to clear the wave of another lane it leaves your team at a 5 versus 4 advantage.

[center][title]Mid Game teamfights[/title][/center] Mid game ends up going on about securing Dragons and Outer turrets and mainly the Inner Middle Turret which people will start grouping up to do. Varus excels at doing this and fighting against this because of his range and crowd control of his abilities. If the enemy team is doing dragon and are fully commiting to killing it and not backing up and neutralizing the attempt, a simple toss of [imgsmall=skills/varus/r.png] onto a backline champion can lock their carries or zone them while the bruisers are diving or in the dragon pit, and someone will tank the dragon. This simple use can split the enemy team or lock them up effectivly putting your team in a good position to fight. [center][title]Late Game Teamfights[/title][/center] Varus' main priority in late game teamfights is to control the fight with his ultimate from a distance, and then focus on positioning while killing bruisers, assassins, and tanks that will go to the ends of the world to kill you, because their anti-carry kits need to remove you to remove sustained damage in a fight. With death timers being as long as they are at this point of the game (approaching and may even go over a minute) and the strength of both AD carries nearing final build, removing one AD Carry will generally win the teamfight. Needless to be said, if you get caught you're going to lose your team a lot of towers and inhibs and maybe even the game. [number]Know your place in reference to the enemies, if you don't know where they are then stay with your team.[/number] [title][center]Teamfight Q&A[/center][/title] [title]Why are you focusing the tanks over the damage dealers?[/title] The tanks are the closest champions (or should be) to be attacking and trying to walk past them allows them free reign to use hard CC on you and because you tryed to run with or pasr your frontline you are exposed to the damage dealing back line of the enemy team. Except your stunned, snared, knocked up. It isn't going to work so you need to balance working through and around the tanks in a way to help your team kill the most players of an enemy team, or put them in a position where they will lose objectives. [title]Since I am hitting multiple players, do I fully charge Piercing Arrow?[/title] No, in most cases no. Unless your poking before a hard engagement you shouldn't be charging you arrow other than to snipe someone running out of the fight, and only if the charge is safe enough that you aren't fully required to be doing basic attacks in that half a second to whole second you spent charging. It might sound small but experience will show when and when not to charge an arrow. [title]Why is it important to lock multiple champions with [img=skills/varus/r.png]?[/title] It allows your team to pick off important targets and hold back the enemy front line from advancing on you. This isn't going to win a teamfight because of it's damage, but it's utility. Even when missing an ult or hitting a single target that isn't going to be focused Varus can steal have good AoE control over a fight as well as single target damage.

[img=champ/vi.png][title]Vi[/title] - Huge damage, high mobility, slam dunks, shields on ability, shreds your pathetic amount of armor with kit and black cleavers and can't be disabled, rendering your ult useless in a teamfight if hits her on her path. [number]"GET DUNKED!!!"[/number] [img=champ/olaf.png][title]Olaf[/title] - Renders your ult 100% useless if he decides to body block it with his ult up, will still branch if it hits before triggering Ragnarok. Still has 4k health, 400 true damage every few seconds, scales with lower health, and has built in sustain to his kit. Olaf players normally take ghost so you can try and escape his wrath by going over terrain and having your team fall back to kill him as his ult wears off. [number]"A worth of a man, is determined by the length of his beard, and his number of Giants Belts"[/number] [img=champ/malphite.png][title]Malphite[/title] - Jumps on you, blocks your ult, slows your attack speed, and wrecks your movement speed. [number]"DIE"[/number] [img=champ/jarvaniv.png][title]Jarvan IV [/title] - Can jump right ontop on you to start a fight or dunk you in the middle of a fight, if he doesn't deal damage his team will and trapping you in his ring is an instant flash every time. [number]"DEMACIAAAA!"[/number] [img=champ/xinzhao.png][title]Xin Zhao[/title] - Can single you out in a team and scatter your teammates away, applying his charge to slow you down considerably. Thankfully unless he specs for damage he will have a hard time soloing you, but you will also have a hard time cutting through his resistances and sustain. [number]"Show me an immovable object, and I will put this question to rest!"[/number] [img=champ/singed.png][title]Singed[/title] - 800 MS and tosses you into the enemy team harder than a Blitzcrank pull, his trail can end up dealing 1000's of damage if you try to solo him, and him running in on you like this to start a teamfight can render your ult useless as hitting him with it only stops him from moving for so long while he isn't close enough to his team to spread it around. Thankfully most Singed players take ghost so you can flash over a wall, but this may zone yourself out of a teamfight. [number]*Singed Laugh x10* [/number] [img=champ/garen.png][title]Garen[/title] - Does this guy even have a death animation? A fed Garen with tank items can take 4-5 champs of all damage types to take him down due to having 4k HP and a 20% damage reduction in kit, AND THEN RESISTANCES. Doesn't really do much other than never die but can zone you from fights and eventually kill you. [number]"DEMACIA!"[/number] [img=champ/akali.png][title]Akali[/title] - Build warmongs and gunblade = profit. Hops on you for days and sustains everything with her burst, kills you and hops away with her new ult stack. [number]"I suggest you run... I want to savor this"[/number] [img=champ/rammus.png][title]Rammus[/title] - Basically the same deal as Singed. If nobody takes the hit from the powerball you'll be locked up for up to 3 seconds, forcing you to buy a Quicksilver Sash from the fear of his taunt, he has a built in Thornmail and his passive scales from armor, so he can buy a Thornmail if you or another AD get's fed. If he's losing and you start sieging his base, mobility boots and homeguard are all he needs to ram into you at the inhib turret in a blink of an eye. If he's winning he can get Alarcity on his boots and champions that can speed him up like Jayce or Orianna make him a force to be reckoned with [number]"OK OK OK OK K-O"[/number] [img=champ/hecarim.png][title]Hecarim[/title] - While not very strong early game, he has mid game teamfight presence and his late game is absurd. His ult plows over your team, CC's you, and renders him immune to CC while breaking any snare on him (Like your ult). Sustains a ridiculous amount in fight even when grievous wounded. [number]"ANOTHER BLUE RIBBON FOR HECARIM" [/number] [img=champ/shaco.png][title]Shaco[/title] - The bane of laning. Even if you have river warded, tri warded, lower lane brush warded, he can still get around your blue and decieve over to stab you in the back, either killing you outright or forcing summoners. Will find you running alone and if you catch him, well it ain't him, and he got away. [number]"For my next trick, I'll make you disappear!" [/number] [img=champ/zed.png][title]Zed[/title] - The ultimate assassin. His kit is made for dismantling AD carries. Atleast AP carries can get Zhonyas to avoid his burst. If you are in range of this guys flash+Living Shadow swap+ult range you may as well be dead because it doesn't seem hard to mash Q and E after ulting, and the resulting explosion and his passive can kill you regardless if you have a randiuns because he scales so hard with Armor pen and armor shreds. If you're against this assassin and he can play him right, I heavily suggest a GA. This makes him less likely to burn flash and ignite for the first gib, but still might take you out of a mobile fight for some time and you may revive in a bad spot. [number]The unseen blade, is the deadliest[/number] [img=champ/kayle.png][title]Kayle[/title] - Kayle's damage is ridiculous, and her utility is high. Her heal when building AP/AS heals quite the big deal reducing a large amount of long range poke off herself and her teammates that lack sustain. Her ult can either save anyone caught, or anyone receiving focus. Regardless to say she's great all around and makes your job of surviving that much harder when your survival depends on if something dies fast enough in a brawl because your chances of escape is slim to none. [number]"Come here!... And I'll show you all about the afterlife"[/number] [highlight]Final Notes:[/highlight] Consider banning or having your team pick various champs that can render your ultimate useless in teamfights or can fully abuse your lack of escapes by being ridiculously tanky and high damaging.

This has been my Varus guide. I throughly enjoy playing Varus regardless of the matchup and writing this guide feels like a great achievement and a great way to give back to the community that made me the player I am today. If you have any questions please post them in the comments section below. Please give me you're opinion and leave a thumbs up if you feel this guide is helpful to Varus players and players who want to play Varus and if you disagree, please tell me why. If you would like to discuss Varus with me in a little more indepth you can add me on League of Legends North American server on the account [highlight]Xelus Shnider[/highlight] Thank you for reading.

Changelog: 2/16/13 - Guide released. 2/23/13 - Notes and tips on Piercing Arrow and Hail of Arrows added. 2/23/13 - Changelog made it's own chapter 2/23/13 - Skill order section being redone mainly in icon size to make it easier to read. 2/23/13 - Took out "-Varus Guide" out of the title due to redundancy. 2/26/13 - Redid summoner spells chapter, also added Exhaust 2/26/13 - Messed with icons here and there, taking some out and adding names to items and champs where they should be. 2/27/13 - Expanded on Blighted Quiver in the skills section. 3/02/13 - Added Nashor's Tooth to Situational Items 3/02/13 - Added Rammus, Shaco, and Hecarim to Champions to look out for. 3/04/13 - Added Randuin's Omen to situational items 3/07/13 - Added Kayle and Zed to champions to look out for. 3/19/13 - Made Omen a defensive item, moved Runaans to situational items, added Quinn, updated Botrk, changed Runes and masteries at the top (Still needing to change it in their chapters with images) To-Do List: [.]Add images or gifs that demonstrate Varus' abilities, more visuals in general. [.]Figure out if it's "Varus'" or "Varus's" or if it's conditional and what those conditions are. Fix accordingly. [.]Replays/Videos of lane harass and teamfights as Varus, showing exactly how his spells affect a fight, a more visual representation on how to use them, and the outcomes. [.]Redo AD matchup section to put more emphasis on a characters abilites in lane and how to work around the enemies lane tools in order to counter them. [.]Sort out icons in text, to keep it consistant with them everywhere or removed entirely. [.]Review the entire guide and then submit for approval [.]Add Quinn and Urgot to AD matchups

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