
World Atlas
400 goldStarts support income and progresses into wards for the team.
Support · Ranked Solo/DuoMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
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.
Ranked Solo/Duo · 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.
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.
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.
Keep Vex visible before committing. The second Bot-lane champion and nearby Jungler can change whether the same engage is safe.
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.Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Phenomenal Evil Power is the always-on rule shaping Veigar's normal trading and fight pattern. Watch its in-game state before committing.
Baleful Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 6/5.5/5/4.5/4 · Cost 30/35/40/45/50 · Listed range 1000Dark Matter contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cost 60/65/70/75/80 · Listed range 950Event 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.
Cooldown 20/18.5/17/15.5/14 · Cost 70/75/80/85/90 · Listed range 725Primordial Burst contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 120/90/60 · Cost 100 · Listed range 650Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.
Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000Adapt 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.
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.