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All Guides Vel'Koz Guides [Challenger OTP] Varph's Vel'Koz Guide
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Updated
1 week ago
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Vel'Koz Statistics for Multirole Talent

Author's performance with Vel'Koz compared to the ranked average.

Value
Average
Games Played
292
8
Win %
56
44
Kills
5.5
6.0
Assists
7.0
8.7
Deaths
3.9
7.0
KA:D Ratio
3.2
2.1
Gold Earned
10.8K
11.7K
Creep Score
146.3
121.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

 


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The best selfish survival summoner, low cooldown burst protection ideal for baiting or just stopping yourself from dying instantly to an enemy burst combo.


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In rare occasions I will take Cleanse if I feel it is too good not to take, this is entirely based off my lane opponent and the enemy jungler. Generally that means my laner is Twisted Fate or Lissandra, and the jungler is Elise or Amumu. Obviously there are other CC heavy combos you can run it against but you do want both the enemies to be hard CC reliant champions.

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Inferior to Barrier as a selfish choice, it heals less than Barrier shields, has a longer cooldown and is countered massively by any grevious wounds(Ignite or Morello's). It does have good points which I won't ignore being

1. Healing a jungler in a 2vs2 is awesome.

2. The movement speed boost can help in dire situations.

3. The health is permanent

That being said it still doesn't beat Barrier which is why I will take Barrier over it 100% of the time.

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6.png

I personally don't like it. For Ghost to work IMO you need reliable damage and sustained damage, Vel'Koz has neither since he has an all skill shot kit along with the fact his ult stops him from moving(where Ghost will do nothing, A Barrier can make all the difference.)

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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.

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This is a less reliable defence option compared to Barrier IMO as it only affects 1 enemy where Barrier shields you from everyone as well as requiring you select a target for it rather than the instant Barrier application. I feel Exhaust is better if you are playing a champion that can use it well OFFENSIVELY(closer range mages) but for Vel'Koz midlane it isn't that great. Even against Zed I still just take Barrier.

Runes Back to Top

  • 9x
    +0.87 magic penetration Greater Mark of Magic Penetration
  • 3x
    +1.34 magic resist Greater Glyph of Magic Resist
  • 6x
    -0.09% cooldowns per level Greater Glyph of Scaling Cooldown Reduction
  • 9x
    +1.33 health per level Greater Seal of Scaling Health
  • 3x
    +1.5% movement speed Greater Quintessence of Movement Speed

Quints

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.


Marks

As a mage it should be no surprise you want Magic pen marks, nothing else comes close to competiting.


Seals

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).


Glyphs

With Vel'Koz your CDR items will be a combo of Morellos+ 1 of Lucidity Boots/Hourglass, this means you will have up to 30% CDR from items so getting 6 scaling CDR glyphs means you will have 40% by level 18. I use the remaining 3 glyphs for AP/level or flat MR to fill the gap.

Masteries Back to Top

/5
5/5
/5
5/5
/5
/5
12
FEROCITY
5/5
/5
5/5
/5
5/5
/5
18
CUNNING
/5
/5
/5
/5
/5
/5
0
RESOLVE

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.

As a general rule of thumb unless you are a DFT abuser(like Brand), Thunderlords will do more for you early/mid game than Deathfire Touch will late game and not every game has a late game anyway.

Now for some of the smaller choices,

  • Ferocity Tier 2 - Feast or Fresh Blood, As Vel'Koz has a short 525 range autoattack and generally doesn't auto that much I'd recommend Feast for the sustain.

  • Ferocity Tier 3 - The pros take 1 point in Vampirism!!!!! The spellvamp is completely ignorable(it's about 1 HP on a full rotation on a minion wave) and I just don't care for 0.4% LS, Vel'Koz barely attacks minions and basically stops attacking them earlier than most mages so you would be looking at 2-3 health per minion wave.

  • Ferocity Tier 4 - Bounty Hunter, Double Edged Sword or Battle Trance. Knock Battle Trance out immediately, Vel'Koz majority of damage happens in the first 2.5 seconds of combat. As for Bounty Hunter VS DES, I take DES as it is mroe reliable, its 3% from the begining of the game and on a long range mage like Vel'Koz that 1.5% extra damage taken isn't going to make a difference to you.

  • Cunning Tier 5 - Precision > Intelligence, Vel'Koz prioity is killing people in 1 combo first and sustained damage after.

Abilities Back to Top

Passive
Q
3
8
10
12
13
W
1
4
5
7
9
E
2
14
15
17
18
R
6
11
16
LEVEL 1 - Most of the time at level 1 I'll take W, this is so I can WW the first wave to push the lane hard as Vel'Koz is really weak level 1-2 so if the enemy is occupied with counterpushing they won't abuse your weakness. That being said in certain match ups especially if I expect them to be very aggressive(Cassi, LeBlanc, Yasuo) I'll take Q and save it for them.

MAX - W, it's your main waveclear and damage. Maxing W is essential IMO in most cases as the skill gains considerably chunks off its recharge rate, if you don't max W you will feel the long base CD and will require 2 of them per wave to clear. Vel'Koz is very good at pushing fast, he can clear a wave in 2 seconds flat but only if he maxes W. Q is a good spell to poke with but for the most part in midlane it is just a tool to slow the enemy so that you can get a good EW on them.

velkozpassive.png

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.


MgqoXt6.jpg


velkozQ.png

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 1-2.6 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.


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Here is a nice little triple kill with a Q


velkozW.png

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.


hrqOAZE.jpg


velkozE.png

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.


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velkozR.png

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.


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Items Back to Top

Starting Items

Core Items

    Maximum damage output build with complete focus on making your enemies die.

Situational Items

    The best defensive choice against bursty magic damage dealers or champions with high pick potential.
    Anti physical damage choice.
    For when the active counters something specifically on the enemy team.

Vel'Koz is a damage dealer, all 5 of his abilities are damage abilities(a rare trait) so he should focus on doing his job by building for it. The recommended build I've given you there is just that, now I'll go into detail about the build and the build order.

1. Morellonomicon 3165.png

Your first major purchase will be a CDR item with mana sustain on it to allow more poke, more combos and more waveclear.

  1. Morellonomicon - This is the standard choice, 20% CDR and mana on a big stat stick item.



2. BOOTS 3158.png3020.png3111.png

You are gonna want your boots to be upgraded before going for a second major item, which you get depends on the situations before you.

1. Sorc Boots(Mpen) - For maximum damage output.

1. Lucidity Boots(CDR) - To get CDR capped on Vel'Koz with Morellos+runes for as many combos as possible. Careful not to overcap on CDR if you are buying multiple CDR items.

3. Mercury's Treads(Tenacity) - Sometimes certain champs will just force these on you, Syndra, Kennen, Twisted Fate and Lissandra are all midlaners that you should get Mercs against to reduce the potency of their CC, especially if combined with junglers like Elise.



3 Liandry's Torment 3151.png

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.


4. Rabadon's Deathcap 3089.png

After Liandry's, with the ratios Vel'Koz has and especially with the amount of scaling true damage he has Deathcap is a must buy no later than third ite



5. Void Staff 3135.png

Once you have all that AP the next best option for more damage is Void Staff. I see a lot of people neglecting Void Staff on Vel because of all that true damage but that is a very wrong approach, tons of true damage or not, Vel'Koz Q, W, E and ~50% of his ult damage are magic and need a Void Staff to be relevant later on in the game. DO NOT NEGLECT YOUR VOID STAFF! For most mages in the game, Deathcap and Void Staff should be in their final build in 100% of games.



6. Luden's Echo 3285.png

As a final item to finish up the build I like to go Luden's, 100 AP on a Deathcap build is a big chunk, the proc will be hitting for ~170+ which is a very noticeable bump on your Q for poking along with it multi-proccing Liandry's on other targets and most importantly the movement speed, combined with all the other sources of movement speed it will make Vel'Koz surprisingly fast for an "immobile" champion.



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Banshee's is an incredible defensive item for Vel'Koz since he isn't as reliant on building pure damage to actually deal damage unlike many other mages. This means you can buy this item as early as first item without suffering for doing it while also being considerably harder to kill thanks to the bubble/MR.

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You are probably wondering what on earth is DMP doing in a mage build as an option. Well DMP is actually awesome for Vel'Koz, due to his high damage output he doesn't suffer as much as other mages when building defensive items with 0 damage on them. Deadman's Plate is perfect against high physical damage teams or when laning against assassins like Zed or Talon since the high armour on it combined with the health makes you very difficult to kill as opposed to the lower armour/0 health on Hourglass. What makes the item especially good on Vel'Koz is the passivee, since you won't be autoing much, outside of laning phase you will have the passive 60 Movement speed active pretty much all the time making you incredibly fast.

It also looks really cool with the Battlecast skin.

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Hourglass is an option you buy when the active on it counters something on the enemy team really hard(Lux combo, Malphite ult, Zed/Talon assassinations). The item can be bought at any stage of your build, depending on how badly you need the active but it is only bought when needed, it shouldn't be a default choice.


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Often I get asked if I ever get Tear or if I get Catalyst item and the reason against getting any of these is the same for all of them. These are mana items and Vel'Koz only needs one mana item, that item being Morello's. None of these can compete with Morello's since none of them have CDR which is far more important a stat than anything they have to offer. Not only that but if you were to go Morello's AND one of these items then you would be wasting gold on mana that you don't need.


Finally specifically for Seraph's, since the item is amazing with the shield and the high AP it provides, it has a bonus reason as to why I don't get it and that is Tear3070.png as an item sucks. Vel'Koz isn't mana hungry enough to consider Tear and if you buy it you are literally throwing away 750 gold for 0 combat stats.


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DON'T BUY RYLAI'S! This item gets bought on Vel'Koz so often but it shouldn't, the item is wasteful on Vel'Koz. It isn't a gold efficient buy meaning if you it, you are buying it for the passive and the passive does almost nothing for Vel'Koz. Slows do not stack, this means Rylai's passive doesn't even apply to Q/R and isn't worth mentioning on E(its 0.25 seconds of 20% slow after the knock up). 20% slow on W is the only real effect that Rylai's has in Vel'Koz kit but the thing is if you are using W correctly, it should be paired up with Q or E on almost every cast anyway. I'm definitely not saying the slow is useless on W, but it isn't worth commiting 2600 gold for intead of a different item.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Hard
  • Anivia
    Medium
  • Annie
    Medium
  • Azir
    Medium
  • Brand
    Medium
  • Cassiopeia
    Hard
  • Corki
    Medium
  • Ekko
    Hard
  • Fizz
    Hard
  • Jayce
    Easy
  • Karthus
    Easy
  • Kassadin
    Medium
  • Katarina
    Medium
  • Kennen
    Medium
  • LeBlanc
    Hard
  • Lissandra
    Easy
  • Lux
    Easy
  • Malzahar
    Medium
  • Morgana
    Medium
  • Orianna
    Medium
  • Ryze
    Hard
  • Syndra
    Hard
  • Taliyah
    Easy
  • Talon
    Medium
  • Twisted Fate
    Easy
  • Varus
    Easy
  • Veigar
    Easy
  • Viktor
    Medium
  • Vladimir
    Hard
  • Xerath
    Hard
  • Yasuo
    Hard
  • Zed
    Hard
  • Ziggs
    Hard

VS

Ahri

Hard

Ahri is one of Vel'Koz' worst match ups in the game for a plethora of reasons.

1. She can counter Vel'Koz early push because her Q ahriorbofdeception.png is a low cooldown/mana cost wave clear. It is low enough she can actually push you in while trying to harass with it.

2. Post-6 she can engage fights with her ult and just save the other 2 charges for dodging your spells. Duels with Ahri in the open are massively in her favour due to this.

3. Late game her pick potential with her mobility+charm into Vel'Koz larger than average hitbox makes it very easy for her to catch Vel'Koz out especially if he decides to ult and stay still for her.

179.png



What to do?
Early on in lane, from levels 2-9 you can afford to play aggressively as Ahri won't quite have the damage to take you from 100%. She's also fairly short ranged so you should actively try to catch her with EW combos whenever you can but wait for her to cast her Q first else she can dodge really easily if she happens to fire Q at the same time.

Post-6, don't even hesitate to ult her if you catch her with EW, at the bare minimum you will force her ult and that drops her threat massively during its downtime.

I'd recommend you get a Null-Magic Mantle(for a Banshee's) after Lost Chapter 3802.png but before completing Morello's3165.png. Also consider Mercury's Treads if Ahri is doing well.

Once laning phase ends you need to be on permanent paranoid mode, Ahri is looking for you, Vel'Koz is her priority target due to how easy he is for her to deal with.

VS

Anivia

Medium

Anivia begins as a fairly easy match up(1-5) since the only way she can threaten you is if you mess up and get hit by her Qflashfrost.png but the moment she hits 6 and has access to her ER frostbite.pngglacialstorm.png combo she becomes really obnoxious until you have complete your first item/upgrade boots. Anivia's short range will hurt her in the match up but she pushes so effortlessly that it is hard to interact with her in lane. Once laning phase ends the threat to you is fairly low since Anivia shouldn't be able to get close to you without losing her own life.

----------------------------------

What to do?

Early lane you should try play aggressively, Anivia has very low health and her Q is incredibly predictable and slow. Vel'Koz should actively bully her 1-5 rather than typically focusing on pushing the wave like he normally would.

Post-6 this lane should become farm fest, she's going to push you, you are going to clear the wave. Rinse and repeat, there should be very little interaction between the 2 of you but if Anivia is aggressive you should be able to 100-0 her if you catch her in a combo, just make sure you don't ult while her Q is in the air. If you egg her, back off you won't have the CD's to take the egg out in time unless you are already far ahead. If you have a jungler with some hard CC you should recruit them into helping the lane since landing 1 stun/root on Anivia is 100% dead bird.

Once laning phase ends Anivia shouldn't enjoy the game against Vel'Koz due to her short range but don't get too cocky, you get close to her and she will potentially burst you down.

Generally I don't build against Anivia, shouldn't be a need to.

VS

Annie

Medium

Annie is a short ranged bully with unmatched reliability. She has the power to bully Vel'Koz levels 1-5 really easily if she focuses on dodging and getting close. Post-6 and for the rest of the game she becomes a FlashTibbers bot that is devastating if you get caught by it but outside of that she shouldn't be able to do anything to you due to the range difference/lack of mobility.

-------------------------------

What to do?

I'd recommend not skilling at ability at level 1 until you see how Annie plays the first 5 seconds of lane, if she starts running at you like she wants to play then start Q and use it as an Annie deterrant, just throw it at her any time she tries to come near to discourage her from continuing. If she is just passive behind minions however, play as normal with W and push her.

Annie is really simple, if she's near you she throws shit at you otherwise she does nothing. So outside of Flash Tibbers there isn't that much to worry about although do realise that Flash Tibbers is ridiculous and if a jungler ganks you with it you very likely will die to it. You should build to survive Flash Tibbers since later on in the game it can win teamfights for Annie's team.

Get Merc Tread's early and buy a Null-Magic before completing Morello's. That NMM should go into a Banshee's Veil3102.png later on(maybe third complete item) as the bubble will completely negate Annie's engage potential on you until it is popped.

VS

Azir

Medium

Azir is an extremely annoying champion to lane against to start with, his soldier poke is literally unavoidable and you simply have to take the damage. Despite Azir's reputation he is one of the hardest lanes for Vel'Koz 1-5 but post-6 it switches and then becomes an awful lane for the Azir due to his low health and Vel'Koz range.

--------------------------------

What to do?

Levels 1-5 Azir is actually a better pusher than Vel'Koz due to the soldiers along with the fact he has more reliable harass from long range that you can't do much about. Keeping your distance and just trying your best to stay in lane is the only option unless the Azir is terrible.

Post 6 however is when Azir should start worrying, Azir is very soft and if you ever land an E on him the following combo should result in his death. Do try wait for him to move his soldiers before you try aggressive plays, there is a short downtime between moving soldiers for Azir that is a window of opportunity albeit it a small one.

Azir may scale like a god but Azir's late game is actually neutered massively when the enemy team has a long range mage(Xerath, Ziggs, Lux and Vel'Koz). Reason being is he stands still to attack with his soldiers and is very soft, this makes him a very easy target for any long range mage and Vel'Koz is no exception. Q+R alone is enough to remove Azir from a fight(maybe not kill him but just remove him).

VS

Brand

Medium
Brand vs Vel'Koz is a big gun versus a big gun and whoever pulls the trigger and lands a shot first wins. Both very similar champions, 5 damage abilities with 3 hit passives and ridiculous damage output. Vel'Koz has the edge on Brand for range but Brand has the edge on Vel'Koz with reliability / early strength. All of laning phase will be about you avoiding Brands Pillar of Flamebrandfissure.png and keeping your distance, you don't want to be trading until you have you ult(and when you use that it shouldn't be a trade, Brand should not be allowed to touch you). As with most of the short/moderate range mages the match up becomes quite bad for Brand later on since he can't reliably close the gap on you without taking a laser to the face but again like the other short/moderate range mages IF he gets close you can except a world of hurt.

-----------------------------------

What to do?

During lane phase, just keep your distance from him, if he doesn't land his Pillar he likely won't try anything. Save your Q for him if he tries to move aggressively and focus on pushing the wave as Brand isn't that good at counter pushing, it costs a lot of mana and spells for him. If you feel hes applying too much pressure on you don't hesitate to invest in a Negatron cloak or Abyssal first item.

After laning phase, just use your range and poke the guy whenever you see him. He won't have much answer for it but do be careful as Brand is a moderate range mage, his typical combo shares a similar range to your own EW.

VS

Cassiopeia

Hard

Cassi, when played correctly is one of the most obnoxious(heh) lanes in the game for Vel'Koz early.

On 1 hand you have Vel'Koz, hes quite weak in the first 3 levels with reliance on combos, unreliable skills(shots) and punishing cooldowns.
On the other hand you have Cassi who starts of strong at level 1 with the ability to spam Ecassiopeiatwinfang.png over and over again and only gets stronger once she has level 2.

Early lane against Cassi is awful, shes a massive bully and can abuse Vel'Koz hard if she even lands a single E. Thankfully post-6 Vel'Koz gets a breather for the rest of the game but it is just that, only a breather. Things can still go horribly wrong depending on what happens for either champ, post-6 is basically decided by did Vel'Koz land E? If yes then Cassi dies, if no then Vel'Koz dies(unless he has a tower beside him.)

------------------------------------

What to do?

Depending on how Cassi plays you may want to max Q first, if she is super aggressive and just slithers at you any chance she gets, max Q and plop it in her face when she tries to discourage her from continuing and only use it reactively. If you fire out a Q when she isn't going for you she may very well react to it being on cooldown and try chase you, then you will wish you didn't cast that Q. However if she is more passive for whatever reason then you might be ok to max W and counter push. Remember duels with Cassi are decided by your E and if you land it or not and the gut reaction should be to back off regardless. If you get to autoattack Cassi in lane then you are probably asking to get yourself killed.

I'd recommend you rush Boots and upgrade them ASAP to increase the chances of dodging Cassi's Qcassiopeianoxiousblast.png as her damage is reliant on it. Also be weary of Flash, it's very much a trump card for Cassi if she goes all in and uses Flash to dodge your E.

Playstyle against Cassi remains the same from level 6 to level 18, just stay away from her and be ready for her trying to all in with Flash. I generally don't build defensively against her but Abyssal isn't a bad buy if there are more magic damage dealers on her team.

VS

Corki

Medium

Corki mid is quite a strong bully thanks to his hard hitting autoattacks which makes him quite difficult to lane against 1-5 as Vel'Koz since he brings hard hitting spells AND autoattacks meaning he will win any extended fight or fight that involves autos. The bad point about Corki is that his late game is not nearly as impressive as most mages and he has no wombocombo meaning that all Vel'Koz needs to do to win the game against Corki is just not lose lane to him.

------------------------------------

What to do?

Don't trade in autoattack range, ever, Corki is an ADC so to speak and he will win those trades if you let him. Early on you will need to forfeit a few minions when he wants to trade and I'd recommend starting with Q at level 1 to try trade with him when he initiates along with just trying to poke him. His waveclear early isn't fantastic so you can keep him occupied with that if you W spam the wave.

You want the lane to be a farm lane most of the time to deny Corki his bullying strength but beware he is a great roamer with him passivecorkipassive.png

If the enemy have multiple magic damage dealers, you can go Abyssal since Corki is 75% magic damage/25% Physical and won't be building Void Staff most of the time so it will hurt his damage output a lot.

VS

Ekko

Hard

Ekko is one of the match ups where Vel'Koz is quite helpless against assuming the Ekko knows what he is doing. Ekko's Q allows him to push Vel'Koz in from level 1 causing many missed minions from the get go as you will have to farm under turret and his harass combo is a nightmare for Vel due to his mobility as he mini-dash>teleports on your face then runs around with a huge boost of movement speed. Add insult to injury once he gets his ult is is pretty much impossible for Vel'Koz to kill the Ekko and then late game Ekko has 100-0 potential with his basic kit+protobelt on Vel'Koz.

Assuming he knows what he is doing, I'd wager there is a good chance he doesn't a lot of the time.

-----------------------------

What to do?

For all of laning phase you need to save your E, DO NOT cast it for minions as it is your only defence against Ekko's harass combo, when he dashes towards you he appears just infront of you and you have to get your timing down so that the moment he's on you he will eat an EW as you retreat, don't take the time to autoattack him since he can catch up if you do. Like Vel, Ekko has a hard hitting 3 hit passive that you want to avoid.

I'd recommend you get an Hourglass for teamfights to bait Ekko in since his typical teamfight pattern is to dash in and combo someone then ult out, being able to deny him that with Hourglass and having him ult out is a big win.

VS

Fizz

Hard

Fizz is extremely similar to Ekko in the sense that he is a hyper mobile high threat champion that is extremely difficult to kill. Unlike Ekko, Fizz won't be pushing the lane in but rather looking for short trades in which is it very hard for Vel'Koz to even

reciprocate due to his slipperyness. Once Fizz hits 6 the lane is pretty terrifying since him landing his sharkfizzmarinerdoom.png at long range is pretty much a certain death for Vel'Koz if he is without Flash.

----------------------------------------

What to do?

Early on(1-3) you can try autoharass on Fizz to see how he reacts, if he lets you that is great but if not obviously you will have to be a bit more cautious. This lane is hard for Vel'Koz since it is so easy for Fizz to avoid your E with his Playful / Trickster fizzjump.png. It should generally be a lane where you are not looking for conflict and just passively clear your wave and stay out of his way.

Despite being a magic damage assassin I highly recommend you get Hourglass, reason being is if you get hit by Fizz ultfizzmarinerdoom.png there is a high chance of death unless you have at least 2 of the following to help, Flash/Barrier/Tower, if you have an Hourglass you can pop it just before the shark comes up to avoid the damage/knock up portion which increases your chances of survival massively and later on it can be used to bait the fish into overcommiting to a fight.

Also you can rush Banshee's against him just try not to let him pop the bubble with anything that isn't his ult.

VS

Jayce

Easy

Jayce is a fairly easy match up for Vel'Koz because he isn't very tough and is quite predictable in his fighting patterns. He is an AD so his autos in lane are a threat but Vel'Koz can trade well with him as long as the spells land, the only time Jayce has a real advantage over Vel'Koz is when poking from long range with Q which is quite difficult to do in lane with minions in the way.

-----------------------------------

What to do?

Stay behind minions, thats a given you don't want hit by his Q. You should actively look to try harass Jayce with your spells and sneak in an auto if you land E, if your E is on CD keep your distance so he doesn't leap on you or you will lose that trade pretty hard which is why I'd recommend that you hold on to E and rely on Q/W, this way if he leaps on you which is extremely telegraphed you can easily EW him as he lands and he won't be able to continue his trade.



VS

Karthus

Easy

Karthus is one of the easiest lanes for Vel'Koz since in lane he is pretty low threat and he is immobile and typically easily killed by a combo. He isn't a complete pushover however since he isn't gated by cooldowns like Vel'Koz so if you get caught in a fight after missing your spells Karthus can actually punish you for it. The main threat with Karthus is his ultfallenone.png picking up kills in side lanes and getting fed but that isn't really part of the match up itself.

-----------------------------------

What to do?

Other than making sure you don't get caught in a trade longer than you intend(generally 2-3 seconds) this lane is extremely standard and there isn't much to worry about. Karthus has no hard CC and is an easy kill if you land your combo on him so that is what you should aim to do.

I recommend you get Hourglass second item for his ultimate as later on in the game it can deal up to 50% of your health at times so I usually take the Hourglass and just pop it whenever Karthus ults.

VS

Kassadin

Medium

To begin with to no surprise Kassadin is a very easy lane to bully but the longer the game goes on the worse it gets as Kassadin can interrupt Vel'Koz R with his Qnulllance.png and he becomes hyper-mobile so it is extremely difficult to land spells on him.

----------------------------

What to do?

 
You are going to want to try poke Kassadin as much as you can in the first 5 levels just to be the bully. Don't use your spells until he Q's(either a minion or you) and let the brief shield drop off so that he doesn't mitigate any of your damage.

Post-6 you can still play fairly aggressive due to his R's long cooldown at low ranks/CDR just hold on to your E so that you can use it when he jumps in if he does. If you catch him in a combo make sure you don't ult close range cause he will just plop Q on it and interrupt it.

VS

Katarina

Medium

Kat is very mobile and bursty which should be a horrible thing for Vel'Koz but she's so telegraphed that she basically shouldn't deal damage to you outside of her Q. All of laning phase she should be in fear of you but she might try some cheeky plays but as long as you keep away from the daggers on the ground what can she actually do? Kats main threat comes from potential roaming and cleaning up messy fights.

-------------------------------

What to do?

STAY AWAY FROM THE DAGGERS ON THE GROUND! The daggers are Kats main damage so stay away and its fine, really that's all there is too it. Don't use your E aggressively or on minions, Kat's Eshadowstep.png is instant and she can dodge it or even go aggressively where she can freely ult if your E is on CD. Long story short save E for her R most of the time.

Depending on how your game is going, Banshee's Kat but only if she's actually a threat.

VS

Kennen

Medium

Kenny can be an annoying lane to begin with and you will have to build against him but once you do it should be near impossible for Kenny to kill you on his own. Laning phase vs Kennen for the most part should be you pushing it and avoiding his attempts to harass with his Q or enhanced auto>W kennenlightningrush.pngkennenbringthelight.png.

-------------------------


What to do?

 
First off, don't let him auto you if his shuriken starts glowing. When laning against Kenny post-6 you will want to keep a hold of your E and save it if he lightning rushes in aggressively towards you, a good E can cancel Kennens entire attack. Kennen is fairly mobile to begin with and likes to fight at close range so your mindset should be to keep him away and poke him down.

When he wants it to happen, his ult combo can be pretty much unavoidable when combo'd with protobelt or Flash so you need to build accordingly, rush Merc Treads to hit his stuns and get a Null-Magic with the intention of turning it into an Banshee's, with Mercs+Banshee's+Barrier Kennen shouldn't be able to kill you unless you mess up horribly whereas he should be easily killable if you catch him.

VS

LeBlanc

Hard
LeBlanc is one of the hardest match ups for Vel'Koz, she's mobile, bursty and worst of all ranged. Laning against LeBlanc is basically non-stop reacting to her aggressively dashing in and trying to harass, sure sometimes she can get caught out but the vast majority she won't. LB is very much in control of this lane and she's extremely hard to kill due to her mobility and other tricky tools. In teamfights you get a breather since Vel'Koz does way better in teamfights than her and she has limited options when against a team of 5 people. 

------------------------------------

What to do?

LeBlanc's basic harass combo is to either Wleblancslide.png into range to chain you or more commonly W onto you then trigger her passive(extra burst) with her Q.
If she does the former and W's into range of her other spells just try Q her and flee, if she does the latter and W's right on you, you will need to try E her but it is by no means easy to land and you have to do it quick before she teleports back.
You can try EW the pad on the ground left by her W anticipating her teleporting back but do so at your own risk.

Against LB I most often max Q first as it is the only spell that can be reliably landed on LeBlanc, I use it to try keep her health lower than shes comfortable with as to discourage her engaging on me.

Also rush Banshee's Veil before Morello's to completely deny LB any play making potential against you.

VS

Lissandra

Easy

Lissandra is an easy pick fro Vel'Koz, she is easy to lane against and scales poorly compared to Vel'Koz. She is also quite predictable and lacks the damage to take Vel out on her own BUT she is fantastic to gank for which is something you need to take care about, any jungler can gank for Lissandra with her ult up.

------------------------------

What to do?

Lissandra is a lane that Vel'Koz can actually go aggressive against from level 2 and onwards, the only thing she has to worry you is her Q through minions as harass, outside of that she is a short range and largely immobile champion making her an easy target for your harass.

1. Lissandra's mobility spelllissandraE.png leaves a huge claw on the ground and it is very slow making it very easy for you to catch her at the end of it, save your E so that you can E+W the claw when she uses it. If timed well even in a gank against you, the E alone can stop Lissandra's ability to lock you down if she doesn't have Flash to make up for it.

2. Consider Cleanse1.png, depending on the enemy jungler it might be ideal to take Cleanse to stop any gank potential the enemy have on you.

3. Even if you are winning, I'd recommend Merc Treads, they massively neuter Lissandra's entire kit since her root and stun are massive parts of her kit.

VS

Lux

Easy

Lux is a very similiar kind of champion as Vel'Koz except Lux herself trades in sustained damage potential and simple raw damage output for range and a shield. As far as laning against her goes, it isn't the worst although her harass with Eluxlightstrikekugel.png can be a pain in the ass since Vel'Koz has a large hitbox making it hard to dodge it but she is very soft and immobile with low health meaning she is a free kill should you land a combo on her.

------------------------------

What to do?

Lux is a simple lane, dodge her E's and try kill her! Lux CD's are very long as far as mages are concerned so if she is to put a spell on CD(especially Qluxlightbinding.png) then use that as your opportunity to try catch her out.

Lux should be an easy win for you but there are 2 very important things you must do in this match up to make sure it is a win!
1. Buy boots ASAP, upgrade them ASAP as well as you need them to dodge the Lux E harass else she can wittle you down to health levels you would rather not be on.
2. Hourglass, second item and no later! Hourglass is vital against Lux because should you ever get hit by a Q(especially in a teamfight) you will need that Hourglass to negate the combo she will follow Q up with(IE her ult.). If you don't have Hourglass against Lux even if you won lane you can still lose teamfights/the game if you get caught by a Q.

VS

Malzahar

Medium

Malz is one of the most stale match ups for Vel'Koz, in lane all Malz will do is be untouchable and push the lane against you and really all you can do is match that push as best you can. It is very difficult to go aggro on Malz thanks to his passivemalzaharpassive.png and at the same time very dangerous thanks to his ult as he can just ult you with a jungler nearby and you die. Late game it does move heavily in your favour however as Malz isn't the best scaler for teamfight but you should always keep your distance from him and be aware of his Qalzaharcallofthevoid.png interrupting your ult from a fairly long range.

------------------------------------------

What to do?

1.
Put the effort into killing his bugs, they are worth 10g and if this lane is going to be the farm fest it should be you can't say no to extra gold.
2. Try keep his passive on cooldown at all times since it will force him to play more carefully without that safety net on. Q/W are both brilliant for taking it off him if he is close but remember you can refresh its cooldown when it is off with any damage, so even an auto resets that early 30sec CD.

Malz ult is basically death for you if a jungler ganks and you cannot Barrier during his ult so if you see the gank coming try Barrier before he channels his laser. Lets be honest though, there is no shame dying to a Flash>R Malz gank since there is literally 0 counterplay to it in the first place.

If you really need to build to survive him, I'd still recommend Banshee's3102.png over a QSS3140.png since it is more general at keeping you alive whereas QSS is pretty much Malz only.

40% CDR rush(Morello's+Lucidity) and W max are vital to match Malz' push else you will find yourself farming under the tower.

VS

Morgana

Medium

Farm and outscale. Seriously that is all that can be done in this boring lane since you are probably against a support main that has no interest in doing anything other than surviving lane.

Morgana will AFK push you with her Wtormentedsoil.png and you can't counterpush it, you will be farming under tower along making this lane extremely stale. Not only that but your kill potential on her is pretty low thanks to her Blackshieldblackshield.png allowing her to easily never get CC'd by your E whereas her kill potential is really high should she try it, if Morg lands a Q on you you can except to lose a massive chunk of your HP.

Thankfully when it comes to scaling Morg has nothing on you so a farm fest is fine, both of you just want to push and not die.

-------------------------------

What to do?

Push, there isn't much else to do.

A couple things you need to be aware of though,

1. Morg pushes better than you do, her W is just god tier for pushing in laning phase.
2. Morg has high kill potential on immobile mages, if she lands a single binding on you and you don't have potions, either recall or play super safe cause the next binding that lands kills you.
3. Morg can 100% kill you if you don't have Flash, all she needs to do is ult you and you can't escape and will die to a QW following the stun so play with that in mind if you are without Flash.
4. If Morg is doing well, Banshee's Veil completely destroys her kit since she can't pop the bubble herself without blowing significant cooldowns.


VS

Orianna

Medium

Ori is a match up that I find is heavily influnced by the Ori player herself, you can either have a relatively passive Ori that occasionally tries to harass you which is fine, its a fairly easy lane or you can have the super aggressive Ori's that are just gagging to get ganked but if they don't they will bully you senseless. As far as harass goes in lane, Ori wins hard in reliability, her Q is extremely easy to land and when abilities are spent she will win hrad with autos thanks to her passiveorianaizunacommand.png. Ori is a lane where either champ can get ahead and whoever does can really abuse it, she is also a champ where she has a beast late game like Vel'Koz so games with both champions in them can really just be decided by who pulls the trigger first(and lands the shot).

-------------------------------------

What to do?

Push at level 1 hard, Ori has a really potent early game but if you push the wave she has to commit a lot of time to counter that push in the first few levels which means she can't trade with you with autos unless she wants a minion wave on her ass.

Orianna is a lot like Lux in the sense it is quite easy to catch her with a combo but you do need to make sure you don't ult her with her ball on top of you else she is just going to interrupt your ult immediately and escape with her life(or even take yours).
Also like Lux, Ori ultorianadetonatecommand.png is a massive threat to you so if you are behind or even, get Hourglass no later than second item and be alert since it is a lot harder to reliably Hourglass Ori ult compared to Lux.

VS

Ryze

Hard

Ryze in the right hands is one of the most difficult match ups in the game for Vel'Koz, it really can't feel helpless against him if he plays to his strengths. He has reliable abilities with no downtime, from level 1 this guy can go on the aggressive AND push you in. Ryze can engage fights and focus on dodging spells not that he needs to because he builds tanky and can shit out shields, I've had games where the Ryze literally sits in my combo and bursts me through it while the laser is casting. If he has fancy feet it can truly feel impossible to hit him with a spell thanks to his movement speed boost+Ghost. To add insult to injury he also has ridiculous gank aid potential since he has a 2 second targeted root.

Or he doesn't know what he is doing and is just an easy short ranged mage to kill, I won't lie if you are reading this and are Silver, that Ryze isn't going to know what to do against you and the match up will be in your favour.

-----------------------------------

What to do?

I would consider maxing Q against an aggressive Ryze to try trade at least a bit with him since it is too difficult to rely on EW against Ryze.

If Ryze lets you, try push him to the tower so that you don't need to interact with him and get Mercury's Treads, this guy has a 2 second root on a low cooldownruneprison.png.

Like I said, if the Ryze is good this match up is helpless but if he isn't then it's highly in your favour since a bad Ryze is just a short range mage. Now the chances that he isn't the problematic kind is actually really high, reason I say that is I play at Challenge rand not every Ryze gives me issue so if there are still non-problematic Ryze's at Challenger then there shouldn't be many if any at lower ratings.

VS

Syndra

Hard

Early game bullies are problematic for Vel'Koz, Syndra is the queen of early game bullies. She has easy to land spells(easier to land on big hitbox Vel), low cooldowns and one of the longest ranges a lane bully could have. These all lead to a very painful experience laning against Syndra since she's gonna poke you and zone you and very likely kill you by landing a long range stun and ulting you or getting a gank. On the brightside this is a match up that gets worse for Syndra, if you make it out of lane in one peice it is very bad news for her since you outrange her and can make her life in teamfights hell(along with just having more teamfight potential anyway.)

----------------------------------

What to do?

It shouldn't be surprising to say, keep your distance since if you are anything other than max range Syndra's stunsyndraE.png is basically free on you and at 6 that is basically a kill unless you have Flash(Barrier alone will not save you).

Unlike other aggressive lane bullies, max W as normal to push the wave and trade, Syndra is too long range with low cooldowns for Q to be reliable to trade back.
This is a lane that you should build to survive, that means early Banshee's and complete Mercs3111.png ASAP(these are vital, they help massively against Syndra's stun combo as it brings her 1.5 sec stun down to 1 and Syndra typically spends most of the 1.5seconds closing the gap to get into range to ult you, that half second off of the stun literally is a life saver.)

If the enemy jungler is something like Elise or Amumu or the enemy toplaner is Lissandra, consider Cleanse1.png

VS

Taliyah

Easy

Tali is mostly an easy match up since her main strength is pushing and roaming but against Vel'Koz it isn't easy for her to push and if she tries to roam the tower is basically instantly at her tower. She lacks an offensive ultimate so her kit is really simple with only 1 spell to actually care about(taliyahW.png). Tali is an easy kill in lane although late game she can be annoying due to the fact she can interrupt Vel'Koz ult. Although I rate her as an easy lane don't get carried away, she can win sustained fights with her Q due to its CD.

--------------------------------

What to do?

Don't do extended trades, Taliyah wins them as her QtaliyahQ.png is basically made for those kind of fights.

Get your hands on boots and upgrade them ASAP to increase the chances of dodging Tali's WtaliyahW.png as landing it is her main source of burst damage.

If Taliyah leaves lane, she's gonna want to roam so you need to push the wave as hard as you can the moment she disappears and then head to the lane that looks more gankable for the enemy team.

VS

Talon

Medium

Mobile assassins are typically a bad thing for Vel'Koz but Talon is probably one of the most predictable of the lot, he does A LOT of damage yes but it is really easy to just counter his engage(since he just jumps straight at you) and he can't really stick to you or take your combo after that. His harass in lane is all just a bit too short range to threaten Vel'Koz so it shouldn't be a good lane for him.

-----------------------------

What to do?

1. Get Seeker's Armguard3191.png first, seriously you will regret it if you don't, Talon's damage is impressive and you should show the pick the respect it deserves.

2. Talon's engage is Q'ingtalonnoxiandiplomacy.png on to you, this is a straight and predictable dash so if he gets into range to do it be ready to EW him as he lands, he won't be able to do anything if you hit E since he just used his gap closer.

3. Talon likes to go in after hitting both parts of his Wtalonrake.png so he can instantly proc his passivetalonpassive.png, this should be simple... avoid the W.

4. Liandry's is godly against his stealth, the burn triggers the stealth shimmer if he stays ulted.

VS

Twisted Fate

Easy

TF is immobile, soft with 0 defence abilities and is generally considered a weak laner who just wants to farm and push. This makes the lane against TF ideal for Vel'Koz, at least for early laning since it is very easy to kill TF(especially if he runs Ghost as a summoner) with low threat from him. That doesn't mean it's a roll over match up though since TF has a few things going for him,
1. His roam potential
2. His gank aid(targeted stun)
3. Once he gets an item he can start farming from really high range with just his Qwildcards.png making it nigh impossible to actually engage on him.

--------------------------------------

What to do?

Push your lane hard for the first 3 waves and try auto TF while he last hits, after that you want to focus on keeping the lane roughly centre and focus on going aggressive on TF since he is an easy target. TF himself is never really going to be that much of a threat with you and the only thing you need to look out for is his gold card(especially if you want to ult).

Post-6 you want to take TF is one go, so 100-0 quick and clean since there isn't time to beat around the bush, ganking for TF is so easy cause he just opens with Flash or Ghost into gold card. Just make sure when you ult you try to ult from longer than autoattack range to avoid getting your ult interrupted.

Also, get Merc Treads as your boots, the Tenacity is too valuable against Mr. 2 second stun on a 5 second CD. Also based off enemy jungler/teamcomp, consider running Cleanse1.png

VS

Varus

Easy

Varus is probably the most annoying "Easy" I've put down here, Vel'Koz isn't too hot against poke since hes a big champion making it easier to hit him. Varus is a poke champion firing trucksvarusq.png at people so he is really quite good at poking Vel'Koz down along with being an autoattacker meaning he wins extended trades especially early game where a good Varus will try zone you from level 1. He also has amazing gank potentail thanks to his ultvarusr.png. On the other hand Varus is slow/immobile with no defence abilities so landing an E on him should pretty much be his death.

------------------------

What to do?

Boots, and upgrade em, helps with dodging you know?

Varus will probably try trade with you at level 1, you're gonna need Q to discourage him but there is no need to max it. Once you get level 3 he has to be a lot more careful when trying to trade at close range, when trading do make sure it's a short trade, Abilities then back off!

This is one of the few match ups where Luden's3285.png second item is actually an amazing purchase, specifically for the movement speed so that Varus can't hit you with his truckvarusq.png or keep up with you when autoattacking.

VS

Veigar

Easy

Veigar is a mostly passive farmer for the majority of laning phase since all he wants to do is stack up his passiveveigarpassive.png which is good news for you since an immobile passive mage is an ideal match up. Doesn't mean he is without threat of course since Veigar's stunveigareventhorizon.png is really powerful for jungle ganks and he will eventually get burst that is terrifying should you get caught by him. The lane still should be highly in your favour with kills being relatively easy to pick up as Veigar isn't too long range but Vel'Koz even if ahead has to build against Veigar else he will end up dying in a split second.

--------------------------------------

What to do?

You are free to play aggressively and/or push the lane in, Veigar has fairly poor trading tools against you early on and he has a weak weak clear tool, farming under the tower will also overwhelm his Qveigarbalefulstrike.png CD so he won't be able to stack AP efficiently although if you choose to push him do be aware that you probably will get ganked so don't get yourself caught in his stun.

As the game gets longer Veigar will start having increasing kill potential on you, as well as his stun always being a major threat to you so you should build against him. By this I mean Merc Treads3111.png relatively early for the stun and I'd suggest a build like
3165.png3111.png3151.png3102.png and finish up with Deathcap/Void Staff. Liandry's is there for the extra health against Veigar's burst and the Banshee's will make it so that Veigar cannot catch/engage on you with his stun while the bubble is up.

VS

Viktor

Medium

Viktor is a fairly even match up if not slightly in Vel'Koz favour(slightly). Both are similar AoE monster damage mages, Vel'Koz outranges Viktor but Viktor has unmatched waveclear and more reliability. Outside of the first 2 levels this lane should be difficult for Viktor to close the gap to harass with his Qviktorpowertransfer.png so it should just be a poke war between immobile mages, Vel'Koz should be careful to not let Viktor get into auto range since his Q is an amazing trading tool(reliable 90% ratio spell + shield). Outside of laning phase it is a race between the champs to get a good combo out before the other kills them and both champs will die in <2 seconds to the other should they get caught. Range is usually better than reliability so Vel'Koz does have the edge as the game progresses.

-------------------------------

What to do?

At level 1, don't skill an ability until you see what Viktor has skilled.
If he skills Eviktordeathray.png, great, he's bad and you can start WvelkozW.png for a relatively problem free early lane and can treat Vik like any other immobile squishy mage.
If he starts Qviktorpowertransfer.png, he is likely going to want to play aggressive at level 1 and onwards which is why you will also need to start velkozQ.png otherwise you won't have a reliable way to trade with Viktor and he will be able to zone you simply by running at you in confidence of his own Q trading potential.

Viktor typically runs Ghost over other summoners and he is very soft so catching him with an E should be the end of him but you must almost always take 1 precaution when combo'ing Viktor,
If you land EWvelkozE.pngvelkozW.png before continuing the rest of your combo, move back a bit(we are talking like 200 units, a fraction of a second of movement) before channeling the laser, reason for this precaution is that Viktor's ultviktorchaosstorm.png initial impact interrupts channeling spells and is ~100 units shorter range than Vel'Koz E. Basically this precaution means if you catch him with your combo, the moment the E CC is over he can't immediately interrupt your ult with his own ult and either escape or fight back. This difference this move makes is what very often will make or break a kill on Viktor, don't do it and you will regret it as you see him run off with 100 HP or less.

VS

Vladimir

Hard

Vlad is one of the most frustrating match ups for Vel'Koz. A Vlad that knows what he is doing is going to be an immovable object in lane, he will permanently push with his 0 mana AoEvladimirtidesofblood.png while you struggle to match that push with your fragile blue bar. Along with that he will completely ignore any damage you do and will heal it up with ease thanks to his inbuilt sustain and he will eventually become so durable that you might as well not even bother trying to hurt him. Vlad in the right hands isn't a winnable match up for Vel'Koz without the aid of a jungler. The combination of his 0 mana push, sustain and tanky build path(3065.png first item) and ability to avoid your entire ult with poolvladimirsanguinepool.png makes him pretty much invincible.

Thankfully Vlad actually falls off late game(unless he gets super far ahead) due to his build and ratios, he will be tanky but his damage won't be up to par with traditional mages.

--------------------------------

What to do?

Early on you can try to harass him, depending on the Vlad player it might fluster him.
You shouldn't really be able to kill Vlad in lane unless he messes up and even then if he does it should only be possible for the first 8 levels or so, after that he just ends up too tanky.

One thing to note about the Vlad you face, check how he reacts to an velkozE.png that would land. Now post-9 a good Vlad will let it hit since the damage an EW does to Vlad with Spirit Visage3065.png is actually ignorable for him and will save his Poolvladimirsanguinepool.png for any time you try ult. This is important when it comes to ganking Vlad, if your jungler is coming can you make him pop his Pool with your E? If he doesn't usually pool the E then hold on to it until he does pool so that you can try combo with E after the pool. On the other hand if he does usually pool the E, then open with it and get the pool out of the way ASAP so you can follow up your team with the ult.

VS

Xerath

Hard

This is one of, if not the worst match up in the game for Vel'Koz(Vel'Koz statiscally has a 46-48% winrate against Xerath), I know right? Didn't expect Xerath to trump the others? Xerath is just a nightmare for Vel'Koz at all stages of the game(so it isn't like Vel'Koz can rely on late game here).

Reason for Xerath being such a good pick into Vel'Koz is that he outranged Vel'Koz and is extremely good at poking soft champions with his high AP ratios, along with Vel'Koz being a large champion it makes it very easy for Xerath to just constantly poke Vel'Koz in lane with Qxeratharcanopulse.png while also pushing at the same time. As the game goes on it only gets worse as Xerath starts getting AP on his amazing AP ratio kit he will start taking huge chunks of HP off with any spell landed. Add insult to injury, if Vel'Koz decides to ult and roots himself for up to 2.5 seconds, Xerath is free to land multiple charges of his own ultxeratharcanebarragewrapper.png from massive range, late game Vel'Koz will die in 3 charges so ulting is often a bad idea.

---------------------------------

What to do?

Xerath completely outpokes you in lane and is too long range for you to reliably engage on him(basically he does to you, what you do to shorter range mages) so a huge factor in the lane is you dodging skillshots, to do this you gotta build for the movement speed!
I actually recommend in this match up only, start with boots on your first buy, obviously upgrade them ASAP and also get Luden's3285.png second item for the movement speed.

When you ult, you need to be completely aware of Xerath at all times especially late game. It isn't even just his ult you have to worry about, both his Qxeratharcanopulse.png and Wxerathlocusofpower.png are huge threats as well since they match your ult range and late, a Xerath QW is going to be most of your health.

For all you Ghost6.png fanboys, this is also the only match up where I'd think yeah Ghost sounds nice.

VS

Yasuo

Hard

Infinite mobility and a projectile blocking wall make for a sad time. Yasuo is a very annoying match up to face as Vel'Koz since the guy is the most mobile laner in the game(even if its situational mobility) making it impossible hard to hit him with a skillshot and then theres the fact if you are going to hit him with a skillshot, it is very easy for him to just block that skill with his windwallyasuoW.png. Not only is he extremely hard to hit with abilities but he is also just a strong laner that wants to get on your face and stab your eye which he is very good at. Yasuo is a scary laner who is ideal at pushing you in or fighting you, the lane should be in his control. At least late game you get some relief especially if the silly goof uses his ultyasuoR.png in a teamfight that isn't on you allowing you to freely combo that location.

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What to do?

I would probably max Q against Yasuo if he plays aggressive, if he is passive for whatever reason then you can max W.
Keep away from your minions as much as you can, Yasuo can just dashyasuoE.png on to them to chain on to you and if you are far from your tower you will suffer for it.
Hold on to your EvelkozE.png since it isn't going to hit a decent Yasuo, it does not take good reactions for him to Windwall such a slow spell.
If you can, try auto or poke him with anything just to take off his passive shieldyasuopassive.png to take a little bit of his safety away.

Despite Windwall being such a pain in the ass for mages, Vel'Koz at least has the safety net that both his autos and his ultimate are not projectiles and thus will penetrate the windwall.


VS

Zed

Hard

Yet another mobile assassin that is rated hard, no surprise here. Zed is made to kill champions like Vel'Koz and due to the way how fights work between the 2 it is very difficult for Vel'Koz to kill Zed so it is mostly about surviving and waiting for Zed to potentially outplay himself. I do think Zed varies in difficulty hugely since the problematic Zeds are the ones that use his basic kit to bully and kill Vel'Koz rather than relying on their ult since his ult can be one of the easier things to deal with as Vel'Koz.

Laning agains Zed will really be down to who is landing their poke better? Zed becomes a massive threat at level 6 but then that dimishes once you get Hourglass although like I said, good Zed's kill without relying on their ult for the damage.

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What to do?

First off, no exceptions, rush Hourglass 3157.pngor you will regret it. Hourglass is a must have to negate Zed's ult(and activate it instantly, the moment he pushes R, this way his ult won't apply the debuff at all!).

EvelkozE.png is sacred, you must not cast it unless Zed ults as it is your only proper defence against him outside of Zhonya's. It takes some practice to get the timing down but you should be able to reliably E Zed the moment he appears out of his ult(you gotta fire it just behind you a moment before Zed has appeared)

Avoid autoattack harassing Zed in lane if you know his ShadowzedW.png is available otherwise he will just drop it on you when you try to auto and he will outtrade you massively.

Although I still run Barrier21.png against Zed, you can feel free to run Exhaust3.png if you are more comfortable with it, I won't yell at you for doing that.

VS

Ziggs

Hard

Ziggs is very similar to Xerath only a less reliable version but still a hard match up. He is less poke you down and more just push forever from the fog of war and Vel'Koz(TBH almost no one does) has the tools to close in on Ziggs and stop him. This makes the laning phase a push/farm war where neither champion should die in lane. Late game however Ziggs is extremely frustrating to face as Vel'Koz since he can easily interrupt your ult with his Satchelziggsw.png or like Xerath just drop a massive damage ult on your face while you are rooted in placeziggsr.png.

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What to do?

Similar to Xerath, I'd recommend you focus on movement speed to make sure Ziggs has as much difficulty hitting you with his skillshots, this means get upgraded boots ASAP and go for Luden's3285.png second item for the speedy tentacles.

Lane is just a push fest so have at it, he will be the one pushing you in most of the time and I'd also recommand against roaming since Ziggs pushes lanes fast and towers faster with his passive+W tower executeziggsw.png.

When you ult late game, keep an eye on yourself as well since Ziggs will take any chance he can to land a bombziggsr.png dead centre on you and it will deal a ton of damage if it hits.

This guide and the author Back to Top

Cw8lgjU.jpg

I'm Varph, also known as Zarph and I'm a Master/Challenger midlaner on EUW. I'm mostly known as a Vel'Koz one trick pony as the account I hit Challenger on(Season 5,6, and 7) is a Vel'Koz ONLY account. During season 5 I played Mid/Support Vel'Koz but for season 6 I changed over to Mid/Top(I play both lanes the same and even taken Barrier top) but I do play Vel'Koz botlane as well(both roles thanks to autofill). This guide however will only be for midlane Vel'Koz.

NOTE ABOUT MATCHUPS : The info I put into the match ups is based off my own experience and opinion against those champions, now remember that means how the match up goes at Master-Challenger. Some of these match up difficulties might be odd to you and that is because the champions may be played very differently at different elos. As an example Cassi and Ryze are marked as hard match ups, thats because at Master+ they abuse their early game extremely hard, at a lower rating that might not actually happen which would turn both match ups from hard to easy.

The Combo Back to Top

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

Open with: EWvelkozE.pngvelkozW.pngAssuming 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: QRvelkozQ.pngvelkozR.pngThe slow from Q will pretty much make the entire laser hit with ease, This whole combo will proc Vel'Koz passive twice as well.

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.


Remember to commit to your combo, I see so many Vel'Kozi landing multiple spells and realising too late to ult, so they ult with nothing else going on and often it is too late and the enemy can escape. You should, most of the time commit to your combo the moment you see E will land.
Here is a video showing what I mean, notice how I channel R pretty much the same time that the initial E hits the ground minimizing the amount of time my combo will take.


Playstyle Back to Top

LANING PHASE


Vel'Koz laning is generally about hard and fast wave pushing, long range light poke and opportunistic kill attempts. He is mostly a passive laner that pretends to be more threatening than he actually is. How Vel'Koz acheive's this is by the constant poke and pushing, this makes it seem like laning against him is non-stop pressure with spells coming left and right with a hard push on the waves. The reason that he isn't actually as strong at laning as he is, is that his skills are all skillshots and unreliable with lengthy cooldowns to begin with so Vel'Koz has very little to defend himself if he misses a skill. This certainly doesn't mean Vel'Koz is a weak laner, if he lands his spells he will hit like a truck but if a champion has methods to make that hard for Vel'Koz it can really show.

 

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Level 1-3


As Vel'Koz your level 1 should vary from champion to champion, the goal is to get to level 3 as safely and as quickly as possible as Vel'Koz is vulnerable before he has access to all 3 abilities.

Wave 1 - Double W the wave to hit all 6 minions as soon as you can and get autoattacking, you may miss a minion or two but you want this wave to be gone ASAP. Vel'Koz level 1 push is one of the best in the game and few can counter it or beat it.
Wave 2 - Your W will still be recharging from wave 1, wait until it is about 2/3rds the way done recharging and then W the wave, auto a melee a couple times for level 2 and then immediately W-E the wave(aiming at ranged minions). The reason for waiting is if you fire the first W too early, your passive will fall off and the W-E won't be enough to finish the wave. The reason for E over Q at level 2 is because it is easier to hit the 3 ranged minions without positioning in an odd way to hit them but if you feel you can do it with Q, by all means take Q at level 2.
Wave 3 - This wave is the easiest, just QW the melee minions and auto them, make sure you auto as much as you can to get level 3 ASAP, once you are level 3 you should have a more comfortable time in lane.

Now the above strategy is the default one, not always is that the choice you should take. ADC mids(Varus, Corki, Ezreal) and aggressive early laners(Cassi, Ryze, Q starting Viktors) shouldn't let you do that, if you were to fire away both W's infront of an aggressive laner champ they should immediately react with "lets trade, he has no spells to fight back with now", these champs are the champs that will try that regardless of you starting W so against them you would take Q and hold on to it, only casting it at your opponent if they move aggressively towards you. Getting to level 3 this way is just a traditional, make minions die while avoiding conflict and keeping as much health as possible.


Level 6+


Once you have level 6, as an ult reliant champion you have hit a massive powerspike. Now pretty much every mage has a huge powerspike at 6 but Vel'Koz' spike is on the high end and gives him a massive boost in kill potential. A full Vel'Koz combo(EWQR) is going to do ~90-110% the HP of basically every opponent you will face, meaning if you cast someone in a combo they have a good chance of dying or having to blow summoners to escape.
As a general rule if it is a mage with no mobility and you land E, just go all in, even if you don't kill them you will force them out of lane at the least and they will probably recall thinking "wtf is this damage >.<".
A big part of your powerspike at level 6 is the enemy jungler, enemy junglers tend to be dumb sometimes and completely underestimate midlaners, if you see a jungler walking about with missing health don't hesitate to just obliterate them given the chance.

Powerspike or not your lane opponent and the champion they play highly dictates how you should play, against a lane in your favour generally you want to either keep the lane roughly in the middle to avoid getting ganked, or pushed into their tower(if you know it is safe, jungler location known or a non-threatening jungler).
On the other hand, if you are against a lane bully who is just being a nightmare for you, Vel'Koz is pretty good at farming from a distance most of the time and can be quite untouchable for a lot of champions, abuse the power of your W to clear waves super fast if you don't feel safe in lane.

 


Teamfighting


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.


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velkozpassive.png

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).


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velkozQ.png

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.

-----------------------------

velkozW.png

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.


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velkozE.png

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

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velkozR.png

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.


Non-Match Up Problem Champs Back to Top

This section is about champions that give Vel'Koz a lot of trouble when they are on the other team but not in his lane. Generally they are champs that will camp him or maybe they counter him in teamfights or make his playstyle much more difficult than it normally would be. Do note that I will not be including midlane champs here since this is for the champs that you wouldn't meet in midlane(traditionally.)


54.png89.png432.png48.png

These 4 all make an appearance for very similar reasons, mostly tied your your ultimate.

  • Malphite is the ideal engage tool against you, if a Malphite is on the other team and he sees Vel'Koz he isn't going to hesitate to ultufslash.png that Vel'Koz and if you get it by it, you do pretty much die late game before you can do anything about it. Not only that but if he doesn't engage on you with the ult, you still pretty much can't channel your ult until he has used it since the chances are he is just saving it to instantly interrupt the laser. There are only 2 answers to Malph ult as Vel'Koz, Flash and Hourglass, Flash is a 5min CD and Hourglass is an item you would rather not buy(but you have to against Malph).
  • Leona is pretty much identical to Malphite but in the support form, her long range ultleonasolarflare.png will get saved for engaging on you or interrupting your ult immediately from huge range should you try cast it. She also has a habit of roaming and ganking immobile midlaners and since she is the support she can dedicate her whole game into making your life hell after laning phase, and trust me she will do that. These traits make her by far the worst support to have on the enemy team as Vel'Koz.
  • Bard is here for his ult interruption capability, good Bards end up just saving their ult and using it to interrupt your own from half the map away. Additionally his tunnelbardE.png gives his team huge mobility potential that is ideal for catching out immobile champs like Vel'Koz later in the game although if used poorly it can just deliver his entire team into a Vel'Koz combo.
  • Trundle... Good luck ulting with this guy on the enemy team, ever. His stupidly OP PillartrundleE.png is a basic ability that is instant and long range. Any decent troll will save this to stop your ult and you basically can't cast the spell if you haven't seen him put the Pillar out. Not only that but the Pillar is just broken in regards to catching immobile dashless champions like yourself.

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Fiora is just the worst kind of champion to face on the enemy team as Vel'Koz since unless she gets caught in his initial combo for some reason(she really shouldn't) he is so helpless at killing her or even just helping kill her. Her over the top mobility and CC blockfiorariposte.png make it incredibly hard to actually land a spell on Fiora unless someone else has managed to CC and keep her in place for you. This means should a fight come to the point where you have to be the one killing her, you just can't reliably do it. Getting caught by Fiora late game is 100% you dying unless a miracle happens. All it takes is a good flank or for your ADC to have died for Fiora to turn her eyes on to you.

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This fat lard is here because he likes to be a pain in the ass for you both in laning phase and teamfights. During laning phase Gragas is really good at ganking Vel'Koz and if he chooses you for his first gank, he can easily get summoners out of you if he Flash>E'sgragasbodyslam.png. Once he gets level 6 he becomes even potent at ganking you since he can just throw his barrelgragasexplosivecask.png behind you and launch you away from safety, as an immobile mage unless you have Flash you are an easy target for it. Once teamfighting begins that ult is even more of a problem, 1 because of the same issue it causes in lane, it is really good for making a pick on you if you don't have Flash. 2 is that it is long range and he can and often will save it to interrupt your ultimate.

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Graves is one of those early game junglers that just wants to fight you and see who has the bigger gun. During laning phase and in the mid game he is a massive threat to you due to his ability to get close and deal shit tons of damage, really at level 10 unless you land E on Graves he will outburst you while standing inside laser, in fact you ult is good for him since it keeps you still so he can easily land his Q+Rgravesclustershot.pnggraveschargeshot.png on you. Also at all stages of the game post-6 his Wgravessmokegrenade.png when used properly basically trolls you when you ult, he can just plop it on you in teamfights and blind you while you fire your laser off.

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If you are considering banning a jungler, Hecarim is your first choice. Basically everything that I mentioned above for Gragas and Graves is even worse for Hecarim. Hecarim is probably the best immobile midlaner ganking champion in the entire game, all he needs to do is Ehecarimramp.png, come from the back path and charge you into his laner, no Flash? no escape. As the game goes on Flash won't even help since he will just ulthecarimult.png and deal with you with that instead. Hecarim is the ganker from hell and in teamfights he just won't let you do anything, when Hecarim chooses your day to ruin, your day is ruined. Without the help of your team and maybe a great peeling support there really isn't much you can do to deal with Hecarim other than trying your best to burst him down. 

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Nocturne is here really for one ability, his ult nocturneparanoia.png. He isn't great at ganking until he gets his ult but when he does you should expect many of his ults throughout the game to be targeted at you, especially in teamfights. Nocturnes will prefer to go for immobile champions with their ult since that champ can't really escape once he is on them and that is going to be Vel'Koz or a dashless ADC. Once he is on you he brings a ton of damage and you have to get around his spellshieldnocturneunspeakablehorror.png before E'ing him. Because of his ult, you are forced into Hourglass for the active to protect yourself. Not only is his ult good for dashing on to you but even if he doesn't target you, the blind can be seriously effective either blinding you during your ult causing you to not know where to aim or causing you to miss a potential moment to combo entirely.

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Prepare to get camped. Vi is very similar to the above Nocturne except she's better for the early/mid game at making you die. Vi has pretty potent early ganks if she lands her QviQ.png but once she gets her ultviR.png you might as well lay down your arms and surrender. Vi's very often choose to camp solo lanes and Vel'Koz is perfect for it, even if you have Flash, if Vi ults you, you will likely die... over and over. If Vi chooses to build damage she can probably burst you down on her own as well. You pretty much have to rush Hourglass early(first or second item at the latest) against Vi to negate her ult or suffer the consequences. Thankfully in teamfights she's not that bad since she is predictable and once you have Hourglass she won't have an easy time picking you out along with the fact she is easy to burst down when she goes in.


Final Comments Back to Top

So that would be my Vel'koz guide, hopefully it has given you some insight and guidance on how to perform with him and feel free to leave any questions/suggestions in the comment section since I do intend to be quite active with this guide!

Also check out my Twitch channel on the rare occasion that I actually stream! It's quite rare.

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