Arrr, good patterns
- Arrr, uses spells to shape space, punish predictable movement or control an approach.
- Ranged basic attacks can contribute without entering melee distance when spacing be preserved.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
the Tiny Master of Evil
Veigar be a spell-focused champion who plays 'round range, cooldowns and controlled areas. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.
Arrr, strengths and limits
These be kit-level patterns, nay a promise that every course or matchup plays th' same way.
Use Event Horizon to increase yer chances o' landing Dark Matter.
Veigar be extremely Mana and Cooldown Reduction dependent. Try buying gear wit' these stats in order to increase th' effectiveness o' yer passive and Baleful Strike.
Veigar be very fragile. It be valuable to pick at least one summoner spell that can be used defensively.
Dark Matter deals very high damage, but it can be avoided. Pay attention to th' sound and visual indicator to be aware o' when and where th' spell will land.
Event Horizon only stuns units on th' edge. If ye're inside th' spell, ye can still move and attack.
Veigar's ultimate deals increased damage based on yer lost overboard hull.
Arrr, practical champion reading
Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.
Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.
Track th' key setup and highest-impact cooldown. A missed or blocked opening can create a safer window afore th' full rotation returns.
Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.
Use range, controlled space and cooldown order to make th' next aboard action easier fer th' crew rather than spending every spell at once.
Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.
Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.
A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.
Defensive gear reference
Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.
Magic resistance addresses th' broad damage profile, while Tenacity can shorten reducible control.
Pick Plated Steelcaps instead only when physical basic attacks from this champion or th' rest o' th' crew be th' larger repeated threat.Normal Draft and Ranked role sea chart
Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.
Old chart, matey. Recommendations await inspection. Veigar be normally played Mid and does nay currently have a reviewed Top course. Top most often needs independent laning, durable trading or reliable side-course pressure. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Veigar be normally played Mid and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.
Old chart, matey. Recommendations await inspection. Veigar has an established central-course course wit' access to waves, both sides o' th' river and meaningful pressure betwixt prizes.
Old chart, matey. Recommendations await inspection. Veigar has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.
Old chart, matey. Recommendations await inspection. Veigar can be picked here as a deliberate sailor-chosen strategy, but it be nay a primary role. Th' pick still needs a matchup and crew course.
Arrr, Situational AP purchase
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, 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.
Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.
Arrr, kit reference
Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Arrr, what it doesEnglishVeigar 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.
Arrr, practical readPhenomenal Evil Power be th' always-on rule shaping Veigar's normal trading and fight pattern. Watch its in-battle state afore committing.

Arrr, what it doesEnglishVeigar 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.
Arrr, practical readBaleful Strike contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishVeigar 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.
Arrr, practical readDark Matter contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, what it doesEnglishVeigar twists the edges of space, creating a cage that Stuns enemies that pass through.
Arrr, practical readEvent Horizon be part o' Veigar's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

Arrr, what it doesEnglishBlasts target enemy champion, dealing a large amount of magic damage, increasing based on the target's missing health.
Arrr, practical readPrimordial Burst contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.
Part o' this effect becomes more booty valuable agin' a target that has already lost hull; it be nay th' same as maximum-hull damage.
Arrr, levels 1–18
Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.
Cooldown Data Dragon 16.20.1
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.
First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.
| Rank | Health, arr | Mana, arr | Trick milestone |
|---|---|---|---|
| 1 | 580 | 490 Mana, arr | Pick th' first aboard basic trick |
| 2 | 658 | 509 Mana, arr | Stow another basic trick or rank |
| 3 | 739 | 528 Mana, arr | Stow another basic trick or rank |
| 4 | 825 | 549 Mana, arr | Spend one trick point |
| 5 | 914 | 570 Mana, arr | Spend one trick point |
| 6 | 1,007 | 593 Mana, arr | First aboard ultimate rank normally available |
| 7 | 1,103 | 616 Mana, arr | Spend one trick point |
| 8 | 1,204 | 640 Mana, arr | Spend one trick point |
| 9 | 1,308 | 665 Mana, arr | Spend one trick point |
| 10 | 1,416 | 691 Mana, arr | Spend one trick point |
| 11 | 1,528 | 718 Mana, arr | Arrr, second ultimate rank normally available |
| 12 | 1,643 | 746 Mana, arr | Spend one trick point |
| 13 | 1,763 | 775 Mana, arr | Spend one trick point |
| 14 | 1,886 | 804 Mana, arr | Spend one trick point |
| 15 | 2,013 | 835 Mana, arr | Spend one trick point |
| 16 | 2,143 | 866 Mana, arr | Arrr, final ultimate rank normally available |
| 17 | 2,278 | 899 Mana, arr | Spend one trick point |
| 18 | 2,416 | 932 Mana, arr | Spend one trick point |
Pick th' next aboard query
Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.