Life Form Disintegration Ray
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.
Massive source of true damage
Low mana costs
High base movement speed for a mage(340)
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!)
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.
For Vel'Koz there is only 1 choice for your quints, Movement speed. Vel'Koz has a high focus on MS due to his his base MS and lack of mobility spells. He also doesn't care for AP early on in the game as he is a fairly passive laner pre-6 so AP quints can't compare.
As a mage it should be no surprise you want Magic pen marks, nothing else comes close to competiting.
For Seals I'd recommend you go Health/level as standard or Armour/level against an AD laner(per level since its easy to stay safe til 6 against most AD's as Vel'Koz).
With Vel'Koz your CDR items will be a combo of Morellos/FQC/Hourglass/Abyssal, generally this means you will have 20-30% CDR from items so getting 6 scaling CDR glyphs means you will have 30-40% depending on your build but won't overcap. I use the remaining 3 glyphs for AP/level or flat MR to fill the gap.
This is a common debate for Vel'Koz but with an easy answer, Thunderlord's always. Reasons being are Vel'Koz is a combo mage, he isn't a sustained damage dealer so he wants the extra hit on the combo which TL provides along with his W/R being multi-hit spells so he can proc it with ease. Additionally Deathfire Touch has a major negative point to it for Vel'Koz, he is all AoE, DFT is going to get the reduced effect on all of his spells and he isn't very sustained so the damage from it will be minimal.
I don't need to explain this, you are an immobile squishy mage and not taking Flash would be a deathwish that would be granted during the game 100%.
As Vel'Koz is an extremely high damage long range burst mage he is a poor user of Ignite as he out ranges it and rarely ever needs it. Instead he is better off using his second summoner as a defensive option and I choose Barrier as its a superior selfish option than Heal since it has a lower cooldown, shields for more than Heal heals and it isn't countered by Ignite which most midlaners will run.
Alternatively you can run Teleport if you are confident with it but I don't think highly of Ghost on Vel'Koz.
Vel'Koz passive is a simple one with a singular purpose, damage. Whenever Vel'Koz hit a champion with a basic ability it will apply a stack of this passive and once the target hits 3 stacks they are consumed and deal a flat amount of true damage based off level(+50% AP). Vel'Koz entire kit is damage, all abilities are damage abilities and thats why he hurts so much. This passive gives him a significant chunk of damage for free just for landing his combos and rewards him for chaining abilities together.
Vel'Koz Q is his primary poke spell and set up to his combo, its a long range linear skill shot that deals decent damage and slows the first target hit for 70% which decays over 1-2.8 seconds. After it hits a target or is reactivated by pushing Q again the projectile splits and fires 2 bolts perpendicular to the original, this allows the spell to hit up to 3 targets total and due to the range of the split, angling your aim will increase your potential range with the spell(~45 degrees is the max range). Once you are used to this spell you will find that most shots you fire will be angled from your target which makes it much easier to land since the detonation point is closer to the target than you are, it's like you are extending a long straight arm to fire a skillshot from a different location. It has a nice added bonus where it refunds 50% of its mana cost per target killed by the spell(so up to 150%) which makes last hitting at range less punishing if you are forced into that situation.
Q is maxed second in midlane as its a weak waveclear tool, when used for harass its mainly for the slow to set up the E-W combo. When you are support however you don't need waveclear and can max Q first for its low mana cost long range harass that doesn't push the wave.
Vel'Koz W is his primary damage output and waveclear, it's a linear skill shot that damages everything it hits and leaves a trail on the ground which detonates shortly after for 1.5x the initial skillshots damage. The special things about this spell are that both instances of damage it deals apply a stack of his passive and that it runs on an ammo system so can have 2 charges of it and cast 1 after another with only 3 seconds between them, finally it is instant cast so it can be combo'd with Q/E at the same time and cast while moving. Since this spell is all damage and its delayed for the most part it is not a reliable spell on its own which is why it should almost always be combo'd with a Q or E to allow its second part to actually hit your target.
W is maxed first on Vel'Koz mid as it is your main source of waveclearing and allows a very strong fast push which can be overwhelming for many champs. It is also the main damage source since it typically always follows E/Q so it should land both hits.
Vel'Koz E is his utility/defensive spell, like the other spells its a damage spell. It is a projectile that detonates at the location after 0.5 seconds(regardless of range) dealing decent damage(for a utility spell) and suspends(knock up, but affected by tenacity) the targets hit for 0.75 seconds, additionally if they are closed to Vel'Koz it will bump them away from him instead of a straight knock up. This spell is used to set up Vel's combo, if it lands everything else will land so it is often used as an opener(combo'd with W) or following a Q. Generally you will want to keep this spell for either peeling yourself or setting up a hard hitting combo.
As it's a utility spell with low damage compared to the others, E is maxed last.
Vel'Koz ult is the character defining spell, the big giant laser of melting shit. This is a channelled ability that roots Vel'Koz in place while firing a huge AoE laser towards his cursor for 2.5 seconds, it deals a huge amount of damage and slows everything hit for 20%, additionally the beam will apply a stack of his passive every 0.7 seconds(up to 3 from the ult). The laser doesn't turn very fast when aimming at the cursor so at close range this isn't a reliable ability to use on a free roaming target. This is one of the most powerful mage ults in the game and is a deciding factor in a teamfight, the enemy will want to interrupt it but its such a long range that it won't be easy for them. Generally you won't be casting this ult alone but at the end of a EWQ combo so the victims are going to be getting hit by A LOT of spells.
Oh yeah I forgot, if you use this on someone that has had your passive proc'd on them, it deals 100% true damage. Yep.
Standard mage start, no surprise here.
I would like to point out on the topic of Doran's/Dark Seal is that on Vel'Koz I NEVER get a second ring, I don't see the point on him and I'd rather just get to completing main items faster as Vel'Koz gets his value from items passives rather than their AP.
Your first major purchase will be a CDR item with mana sustain on it to allow more poke, more combos and more waveclear.
Since the build/runes recommended only get you to 30% CDR I recommend Lucidity boots to get to the 40% cap along with the fact they are cheaper than Sorc's allowing you to get your other items earlier. That being said if you are going to buy either Hourglass or Abyssal in the game go for the Sorc's instead to avoid overcapping.
I get Luden's as my second major item as it provides 3 important things.
Liandry's Torment is Vel'Koz single best damage item since it provides him with more Mpen and a burn passive that he is a very strong user of as he is an AoE mage with 3 spells that apply movement impairment. The amount of extra damage Liandry's provides for Vel'Koz cannot be matched by any other option, the health is handy too for staying alive.
With so much of Vel'Koz damage being true damage that scales off AP, Deathcap ideally comes next to get that high AP level for the max true damage burns.
Every damage mage wants a Deathcap/Void Staff, even one that does as much true damage as Vel'Koz(since his QWE and a lot of his R are still magic damage). But since Vel'Koz does do that much true damage Void Staff isn't a necessary rush item like it used to be and can be left to second last/last item.
If you feel you will benefit heavily from Hourglass(against AD laner or the active provides massive value against the enemy comp) then don't hesitate to build it, this should be your first choice defensive item since the active is so good along with it being pretty good as an offensive choice as well with the AP/CDR on it. Typically I'd replace Luden's on the default build with this.
This should be your first choice for an MR item should you need it, it offers a heavy 60 MR which combined with the offensive stats on it(CDR/AP/Amp aura) makes it a very effective item to get for defensive reasons while still keeping your damage relevant.
Sometimes you are against some dick that just won't give you a break, I'm gonna be honest here it is probably LeBlanc. LeBlanc out of control means you might be getting a Banshee's.
This is another item that it takes a special team comp for you to consider but those team comps do exist, if the enemy team is really heavy on AP or is just packed with hard CC then you can get these over Sorc's.
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.
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.
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.
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.
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.
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.
- 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.
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!