
World Atlas
400 goldStarts support income and progresses into wards for the team.
Game patch 26.20Data Dragon 16.20.1
Reference patch 16.20.1
Veigar can be selected here as a deliberate player-chosen strategy, but it is not a primary role. The pick still needs a matchup and team plan.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Support
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Starts support income and progresses into wards for the team.

Turns safe champion damage into extra poke after the support quest completes.

Adds mana and burst for repeated ranged pressure.

Adds penetration against targets without meaningful magic resistance.

Rewards landing long-range abilities before the rest of the spell rotation.

Adds percentage magic penetration once enemies buy resistance.

Applies anti-heal only when repeated healing is materially changing fights.
Complete build choices
Recommendation review pending
Best when: Zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.
Best when: Banshee's spell shield can protect Lux from the first decisive hostile ability.
Recommendation review pending
Runes and summoner spells
Use controlled poke and preserve the cooldown that makes the next catch safe.
Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.

Banshee's spell shield can protect Lux from the first decisive hostile ability.

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.
Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.Situational AP purchase
Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.
Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.
Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.
Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.
Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.
If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.
Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.
See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Kit reference
Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

What it doesVeigar is the greatest Evil to ever strike at the hearts of Runeterra - and he's only getting bigger! Striking an enemy Champion with a spell or scoring a takedown grants Veigar permanently increased Ability Power.
Practical readPhenomenal Evil Power is the always-on rule shaping Veigar's normal trading and fight pattern. Watch its in-game state before committing.

What it doesVeigar unleashes a bolt of dark energy that deals magic damage to the first two enemies hit. Units killed by this bolt grant Veigar some ability power permanently.
Practical readBaleful Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

What it doesVeigar calls a great mass of dark matter to fall from the sky to the target location, dealing magic damage when it lands. Stacks of Phenomenal Evil reduce Dark Matter's cooldown.
Practical readDark Matter contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

What it doesVeigar twists the edges of space, creating a cage that Stuns enemies that pass through.
Practical readEvent Horizon is part of Veigar's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

What it doesBlasts target enemy champion, dealing a large amount of magic damage, increasing based on the target's missing health.
Practical readPrimordial Burst contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Part of this effect becomes more valuable against a target that has already lost health; it is not the same as maximum-health damage.
Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Deny space with your lane partner, but keep the carry connected to the wave instead of roaming at every opportunity.
Move first with an ally, establish vision and protect the route your team will use to enter.
Start only when allies can follow, then change to peel if an enemy reaches the protected carry.
Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.
Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.
Control one approach and keep enough protection for the enemy's most likely engage.
Stay for a crashing wave, block a dive and avoid spending the key defensive ability on low-value poke.
Enter darkness with another player and ward the nearest useful entrance instead of reaching for deep vision.
Peel first and punish overextension. A blind engage rarely repairs a losing game.
Pings, movement and objectives
Turn information into a shared decision. Move with an ally and preserve the tool that makes the next fight safe.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.
Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.
Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.
Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.
Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.
Use the guide
Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.