Velkoz Build Guide

Fabulous Sauron

Uploader Varph
Updated 3 months ago
653,110
94%
Runes
  • 3
    Greater Quintessence of Movement Speed (+1.5% movement speed)
  • 9
    Greater Mark of Magic Penetration (+0.87 magic penetration)
  • 9
    Greater Seal of Scaling Health (+1.33 health per level (+24 at champion level 18))
  • 6
    Greater Glyph of Scaling Cooldown Reduction (-0.09% cooldowns per level (-1.67% at champion level 18))
  • 3
    Greater Glyph of Scaling Ability Power (+0.17 ability power per level (+3.06 at champion level 18))
Masteries
12 Ferocity
0/ 5
5/ 5
1/ 1
0/ 1
0/ 1
0/ 5
5/ 5
0/ 1
1/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
18 Cunning
5/ 5
0/ 5
0/ 1
1/ 1
0/ 1
5/ 5
0/ 5
0/ 1
1/ 1
5/ 5
0/ 5
0/ 1
1/ 1
0/ 1
0 Resolve
0/ 5
0/ 5
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 5
0/ 5
0/ 1
0/ 1
0/ 1
Skill Order
Q W E R
Plasma Fission
Void Rift
Tectonic Disruption
Life Form Disintegration Ray
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

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WWW.TWITCH.TV/JUSTVARPH

Greetings friend! If you are looking for guidance on the closest thing to Hentai in LoL then you have come to the right place!. Vel'Koz is immobile, soft and has 4 skillshots but he dishes out insane AoE damage, both magic and true damage! Vel'Koz lane is a vulnerable one, his is a natural victim and target of mobile assassin style champs(Ahri/Fizz/LeBlanc/Diana). Every jungler in the game will see him as a free gank pretty much all of the time, which is a real bummer but it isn't exactly an accurate way to think of him since he is a very fast and super long ranged mage with fantastic kiting and will typically by quite a fair bit be harder to kill than people would initially expect. Being the kind of mage Vel'Koz is, like the others in his category(Annie., Orianna, Zyra, Viktor) his ult can truly decide how a teamfight goes, it is one of those priority moments that the enemy team want to stop/avoid giving Vel'Koz the ability to have those truly heroic moments in teamfights where his ult wins it.

I'm Varph, I'm a Challenger Vel'Koz only(S5/6) player and well, I'd guess I'm reasonably well known for my Vel'Koz.

http://euw.op.gg/summoner/userName=varph

http://euw.op.gg/summoner/userName=Multiroletalent

Pros

Massive source of true damage

Low mana costs

High base movement speed for a mage(340)

Long range

Massive Laser of death that makes things dead

EWQR combo pretty much kills anyone

Very spammy champion, from the enemy P.O.V. it feels like a never ending onslaught of stuff to dodge.

Amazing and instant autoattack.(bypasses Yasuo's wall!)

Cons

No mobility and unreliable defense makes him a prime target for assassination and focusing.

Ultimate can be interrupted, it must be cast from a safe place.

4 skillshot kit, everything can miss.

His W is completely reliant on CC for it to deal its full damage.

Odd mechanics, his Q/W/R all have unique mechanics that some might find difficult to get used to.

Massive model, as big as Gragas but no where near as tanky.

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Vel'Koz laning is pretty decent to be honest. First thing first, at level 1 Vel'Koz has 2 charges of his W which can be used to bring the first wave of minions very low and allows him to push very fast to make sure he gets level 2 first. This just makes sure they don't try level 2 cheese on you when you are still 1 and it forces them to try counter push which no champion is any good at level 1.

Outside of level 1 Vel'Koz laning is about pretending you are much stronger than you are. This is achieved by constantly W'ing the wave to keep it pushing heavily whilst throwing out Q's in all directions in an attempt to poke your enemy, and always looking for the opportunity to catch them with an E>W>Q combo to chunk their health. Doing this will make it seem like you are just a source of an unrelenting barrage of shit to dodge and will keep your opponent occupied on avoiding rather than planning aggressive plays themselves. Do be careful of the jungler though as they will likely see you as a good opportunity to gank, exercise extreme caution when you put your E on cooldown as it is the main defensive ability you have outside of summoners.

Once Vel'Koz gets his ult his kill potential on anyone on the enemy team skyrockets but the cooldown of it is very long so it shouldn't be wasted. You can try catch your laner out with a whole EWQR combo if you have poked them and they stick around but ideally what you should do is 1 of 2 things.

  1. Poke your laner as much as you can to force them to back, then push the tower and get as much damage on the enemy tower as you can, bring that thing down ASAP. But beware of the enemy jungler, if he shows up and you can't deal with him(if he is <70% HP try kill him) you should resort to number 2.
  2. Poke your laner as much as you can to back, then head bot lane, Vel'Koz is a brilliant ganker thanks to his high movespeed for a mage and his insane damage, coming behind an enemy botlane is sure to have them both dead if you get there undetected.

Dragon

Dragon happens in 2 ways, your team is trying it, or they enemy team is. if your team are doing it you have 2 choices.

  1. Stay midlane and push, pressure your laner to keep them there as well, if you do this this is up to you and based on the situation, can your team safely do it with out you? stay in lane if they can to avoid bring your laner towards the dragon and risking it all.
  2. If it isn't completely safe for your team to do it and a fight may break out you should help out at dragon, either WQ'ing the dragon for damage or firing out your spells to zone/poke the enemies who are trying to stop you.

If the enemy team is doing it, you need to stop them! Don't be afraid to fire your whole combo, aimming at the enemy and not dragon to try persuade them to stop.

Roaming

People like to walk about their own jungle on their own and farm wraiths or overextend in their lane when there is no tier 1/2 towers left, don't do this especially as Vel'Koz. Stick with your team at all times since the enemy team will be looking for opportunities to pick people off especially you to stop you from getting a chance to ult in a teamfight, don't be surprised if that enemy Vi Flash-Rs on to you.

Towers

When it comes to defending or sieging towers you job in either case is to simply fire out as much poke as you can and look for opportunities to E-catch someone. Don't get to cocky thought as you should still be hanging back and using your range or be prepared to retreat quickly as the enemy team won't hesitate to engage on you should they catch you out with something. Only once it is safe to do so should you attack the tower, that is if the enemy back off and are giving it free.

Vel'Koz combo is a pretty standard one and doesn't change based on targets/situation.

Open with: Assuming they hit, the knock up will guarantee both hits of the W and will appliy 3 stacks of OD(This is a basic harass combo as well as an opener).

The moment you see this combo land it can be followed up with: The slow from Q will pretty much make the entire laser hit with ease.

If anyone survived that you will still have a charge of W and Q will be off cooldown soon!

The thing about the initial part of this combo is that it is actually quite misleading but very demoralizing for the enemy team when it lands. It all happens in a split second and is 3.5 AoE spells hitting at pretty much the same time dealing their damage. However what the enemy team see is a laser, and they think that laser alone is melting everything and instakills anyone in its path despite the burst coming from 4 different spells and a passive.

Vel'Koz ability to turn on squishies

Perfect wombo combo

Teamfights for Vel'Koz are all about that 1 moment with his ultimate. You should hang back at the edge of your team and wait for the fighting to begin before you contribute, ideally getting your EWQR combo onto a minimum of 2 people, doesn't matter who, damage is damage. After your ult you will want to close in to effectively use your low cooldown Q/W to contribute further damage and preferably try to get your passive proccing more. Think it is safe to say if any one comes running at you and looks mean, floating away from them is likely the best choice. It is worth noting that you don't need to combo your ultimate, if an opportunity shows itself, for example a friendly Leona Solar Flared a priority target and another enemy, don't be afraid to just use your ultimates fantastic range to get off heavy damage on them.

- This passive is bound to happen a few times during your initial combo, but after that you should aim to proc it with purpose as it will hit harder than your basic abilities. If you see people with 1/2 stacks on them you should aim to get that true damage with further abilities aimed at them, and autoattacks if necessary/safe to maintain the stacks for cooldowns/missed skillshots(shame on you).

- This should be part of your main combo just as extra damage to one or more of the targets to be a victim of it, after that this becomes your most consistent form of damage with its low cooldown. It doesn't really matter who you fire it at just make sure it hits, there is no need to try aim it to do fancy multi-target hits, they will simply happen by accident or not at all but it isn't worth faffing about with. Like stated above people with OD stacks on them should take priority.

- This is a major part of your main combo as it applies 2 easy stacks of OD on them and a healthy amount of damage(not healthy for them huehue). After the main combo you will still have a charge left of this, it should be aimed at anyone with stacks of OD on them, or at any point where the enemy is grouped on(2+ champions) for the AoE. The recharge of this late game is decent that it will recharge enough, at the later stages of teamfights if you are alive this should be used the same way as Q.

- This is your personal set up for your combo, even if it isn't actually what sets it up it should be cast at the beginning of it for the extra CC and the stack application. After the combo this gets used in 1 of 2 ways.

  1. To get that mean psycho off your tentacles that is trying to kill you(IE self defence)
  2. To be used on any enemy within range to set up a free W double proc on them

- Been over this one a lot! You only get 1 chance per teamfight so it has to be a good one, waiting on the outskirts of the team for the fight to begin, once it happens you pick the most crowded spot to hit as many champions as possible with this and the rest of your combo. Make sure you are not at danger of being interrupted while channeling as there is a lot of champions and players who will aim to make sure you don't get the chance to. Not always does the chance to use this optimally occur, I've gone through some teamfights without even casting this in which case you can use it for any situation that follows the teamfight, IE sniping stragglers or making an epic turnaround combo on people that chase you.

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Thanks for checking out my Vel'Koz guide, hope this guide helped you guys enjoy Vel'Koz as much as I do! Leave a comment below, don't be afraid to ask questions!

http://i.imgur.com/R8Vi143.jpg

Comments coming soon!
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