
Doran's Bow
400 goldThis is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.
Bot · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Varus has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Bot
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

This is the most-supported Draft/Ranked starting item in the frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off before leaving base.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This is the most-supported Boots choice in the frozen prior-patch public role snapshot; change it when the opposing damage or crowd control calls for a different defence.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

This item is part of the most-supported coherent core in the frozen prior-patch public role snapshot. Treat the sample as context, then adjust only for a clearly identified matchup problem.

Completes the six-item inventory with high attack damage and sustain for extended late fights.

Move through units.
Complete build choices
Recommendation review pending
Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.
Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.
Best when: Banshee's spell shield can protect the first important cast against you.
Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.
Runes and summoner spells
Preserve firing space and turn longer fights into sustained damage.
Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.
Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

Zhonya's stasis can absorb a committed dive or lethal burst window.

Banshee's spell shield can protect the first important cast against you.

Void Staff becomes valuable when the target has bought meaningful magic resistance.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
On kill or assist, Varus temporarily gains Attack Damage and Ability Power. This bonus is larger if the enemy is a champion.
Varus readies and then fires a powerful shot that gains extra range and damage the longer he spends preparing to fire.
Range changes as this ability charges. Check the current ability tooltip; the listed value is not its full range.
Cooldown (s) 16/15/14/13/12 · Cost 50/55/60/65/70 · Listed range (units) 925Passive: Varus' basic attacks deal bonus magic damage and apply Blight. Varus' other abilities detonate Blight, dealing magic damage based on the target's maximum Health. Active: Varus empowers his next Piercing Arrow.
Cooldown (s) 40 · Listed range (units) 750Varus fires a hail of arrows that deal physical damage and desecrate the ground. Desecrated ground slows enemies' Move Speed and reduces their self healing and regeneration.
Cooldown (s) 18/16/14/12/10 · Cost 90 · Listed range (units) 925Varus flings out a damaging tendril of corruption that immobilizes the first enemy champion hit and then spreads towards nearby uninfected champions, immobilizing them too on contact.
Cooldown (s) 100/80/60 · Cost 100 · Listed range (units) 1300Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.
Launch a damaging missile that accelerates mid-flight.
Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200Gain a shield and damage nearby enemies.
Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475Summon a damaging and slowing zone that applies Gloom to enemies.
Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Pressure farm with your Support while keeping the wave and river warded; two opponents can still punish an isolated carry.
Move after the wave is secured and attack the objective from a position your team can defend.
Deal damage to the closest safe target and preserve the shutdown. The lead matters only while you remain alive.
Match the opposing carry's income and trade when both lane partners can participate.
Finish the wave before rotating unless the fight is immediate and clearly reachable.
Stand behind allied control and build damage on reachable targets before stepping toward the back line.
Farm near tower or with nearby allies. Give up isolated minions instead of offering another kill.
Avoid being first into river and trade an unsafe objective for income when the team cannot contest.
Wait for enemy cooldowns and attack whoever enters your safe range; survival creates more damage than a desperate flank.
Pings, movement and objectives
Protect income and coordinate with Support. Your movement should follow the wave, while your pings make target choice and danger clear before the fight begins.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Finish safe farm and communicate the recall or move before the objective setup begins.
Walk with Support or another ally and choose the side where enemy engage cannot reach you first.
Keep an exit route and identify the nearest target you can damage without crossing enemy control.
Continue useful damage without chasing away from the objective or donating a shutdown.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.