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(Champion Rework) Veigar, the Tiny Master of Evil

Health 492.76 +82 Attack damage 50.71 +2.625
Health regen. 5.42 +0.55 Attack speed [*] 0.625  (+ 0 +2.24%)
Mana 392.4 +52 Armor 22.55 +3.75
Mana regen. 6 +0.8 Magic resist. 30 +0
Ranged 525 Move. speed 340

This is a tentative rework for Veigar, the Tiny Master of Evil. Right now he's not exactly in the best state: while he does have a strong identity as the burst mage in League of Legends, able to delete anyone at the press of a button, he has always struggled to balance that identity with interactive gameplay. Most of his kit right now is point-and-click (even his stun, Event Horizon.png Event Horizon, can be dropped instantly), which leads to the situation where he's either so far behind that he dies before he can do any real damage, or so far ahead that it's impossible to approach him without getting blown up. He received a few changes, designed mainly to allow more dodge potential to his abilities, but I feel those changes aren't sufficient in making Veigar as healthy and powerful as he could be, since he still retains a lot of his current flaws.

The goal of this rework is mainly to make Veigar the best burst mage in the game (and by a significant margin), but in a way that is fully interactive to both him and his target. His core combo would still rely on trapping his enemies and unleashing hell upon them, but instead of stunning them outright he'd capture them in a nigh-inescapable arena of death, which would allow him to land his abilities more easily but give his opponent tons of opportunities to move around and dodge his spells. All of his spells would depend on his target's positioning as well, and in exchange for all of this unreliability, he could be allowed to be vastly more powerful, and in ways that would allow him to be useful even after using all of his abilities.


Unlimited Power!

Veigar gains 1 ability power for every unit he slays, quintupled to 5 ability power for large minion, monster and champion takedowns.

Ability Details
Unlimited Power! is a self-buff.

Additional Information:

This is perhaps the most iconic feature about Veigar. Over time, he eventually becomes so powerful that he gets to burst down even the tankiest of characters, and scales even after that. However, the feature as it exists right now forces Veigar to hard-farm with his Q for most of the early game, as it's the only way he can scale, to the detriment of the interaction with his laning opponent. Making the bonus a lot less restrictive, as was done to Sion Sion, would let Veigar scale just by working like any other champion, and would let him focus on his opponent instead. He'd still have a weak early game, and could still be denied farm and AP by getting zoned out, but he'd have options of his own to fall back to.

Baleful Strike
RANGE: 900 / 600
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 10 / 9 / 8 / 7 / 6
Baleful Strike

Active: Veigar unleashes a burst of dark energy, stopping at the first enemy it hits and dealing magic damage.

  • Magic Damage: 80 / 125 / 170 / 215 / 260 (+ 60% AP)

If the target dies within the next 3.5 seconds, they explode, releasing an additional Baleful Strike towards every nearby enemy champion. This process can repeat indefinitely.

If multiple enemy champions are close enough that several separate Baleful Strikes would overlap, only one projectile will fire towards them.

Ability Details
Baleful Strike is a linear colliding skill shot.

Additional Information:

Veigar's update on the PBE made a huge step in the right direction by changing his Q to a skill shot. However, I don't entirely agree with the implementation: on the PBE, the skillshot passes through one enemy and stops at the next one it hits, which is good for Veigar's farm, and fairly interactive in terms of lane harass, but ultimately that's a mechanic that could be done in a much more interesting manner on another champion. What I propose is to blend in Baleful Strike as a skillshot with a bit of Malefic Visions.png Malefic Visions, allowing Veigar to chain-explode enemies, and thereby gain better lane harass. Since the projectile is always a skillshot and its secondary targeting is always proximity-based, Veigar's opponent would be able to hide behind their minion wave in order to evade those projectiles.

Another advantage to this is that it would allow Veigar to do a bit more than just burst enemies down: focusing the right target would allow his Q to splash to other opponents, which he could then follow up with more Baleful Strikes and his allies' damage to chain damage onto the whole enemy team. He'd still be all about bursting priority targets, but would also have a little bit of power on the side to fall back to.

Dark Matter
RANGE: 900 / 125
COST: 20 / 25 / 30 / 35 / 40 mana + 1 charge
Recharge Time: 12 / 11 / 10 / 9 / 8
Dark Matter

Passive: Veigar stores a charge of Dark Matter and can store up to 3 charges.

Active: Veigar calls a great mass of dark matter to fall from the sky to the target location, Sight icon revealing the impact zone for 1.25 seconds before landing and dealing magic damage.

  • Magic Damage: 60 / 95 / 130 / 165 / 200 (+ 50% AP)
Ability Details
Dark Matter is a ground-targeted ability.

Additional Information:

Dark Matter has potentially great gameplay of its own (it's a massive nuke with an equally massive delay), but on Veigar's kit it doesn't really work as well as it should: it's a guaranteed hit against stunned enemies, since they can't move out of the way (so it only works because the interaction is removed), and it's practically impossible to land against moving enemies, especially enemies with gapclosers. Changing the ability into a smaller nuke with a charge system would give Veigar a bit of breathing room: missing one ability wouldn't completely deprive him of one of a major source of damage, and he'd be able to use his charges to corral enemies into another nuke. He'd also be able to farm much more freely, especially by combining Dark Matter with the above Baleful Strike to chain-nuke minion waves.

I initially thought of seriously reducing the delay (to something like half a second), but ultimately decided against it, as the delay itself can be full of meaningful counterplay in the right situations, and the charge system would allow this ability to work even against gapcloser champions. However, I did increase the radius slightly.

Event Horizon
RANGE: 900 / 375
COST: 80 / 85 / 90 / 95 / 100 mana
COOLDOWN: 18 / 17 / 16 / 15 / 14
Event Horizon

Active: Veigar twists the edges of space, forming a cage for a short duration after a 0.5-second delay.

  • Cage Duration: 2 / 2.25 / 2.5 / 2.75 / 3

Enemies touching the cage from the outside are sucked in, and enemies touching the cage on the inside are blinked to the inner edge of the other side of the cage, conserving momentum and movement from dashes.

Ability Details
Event Horizon is a ground-targeted ability.

Additional Information:

Prior to his mini-rework, Veigar had access to an instant-cast, 2+ second stun, which not only had little counterplay when in the hands of a skilled Veigar, but also eliminated the counterplay to his other abilities. Even now, while the stun is eminently dodgeable, it only acts as an enabler in the sense that it prevents Veigar's opponent from doing anything as he unloads everything against them. I think Event Horizon should offer more counterplay to Veigar's opponents, and not less, while obviously still giving Veigar a huge advantage if used properly.

The idea behind this ability is that, for a short amount of time, Veigar gets to hold his target(s) within a small zone, during which he can rain hell down upon them, and that this zone is inescapable even to gapcloser champions, though blink abilities like Flash.png Flash would still let victims move out of the cage. Instead of trying to escape, the goal of the victim would be to try and dodge as many abilities thrown at them as possible, and so dashes would still help with that (you'd get to move a lot faster within the trap). This would give enemies more counterplay because they could use the inner wall blink to their advantage when dodging skillshots, though they'd still be kept within the same general area. Effectively, this is an ability I think would give both Veigar and his opponents tons more options to interact with each other in a fun and meaningful way.

Where this would get more difficult to implement would be the case of targeted dashes, e.g. effects like Resonating Strike.png Resonating Strike or Shadow Dance.png Shadow Dance, which under the above rules would have enemies dashing infinitely, since they'd be trying to move towards a specific target. I think a good solution, proposed by Zararthur in the comments below, would be to have those dashes merely stop at the first blink.

Primordial Burst
RANGE: 1000
COST: 100 mana
COOLDOWN: 120 / 100 / 80
Primordial Burst

Active: Veigar marks an enemy champion for impending doom and channels for up to 3 seconds.

While channeling, holding the cursor over the target locks onto them, increasing Primordial Burst's damage. At the end of the channel or after holding the cursor over the target for a total of 1.5 seconds (does not have to be continuous), Veigar blasts them, dealing magic damage based on how long they were locked on.

「 Minimum Magic Damage: 100 / 175 / 250 (+ 25% AP) 」「 Maximum Magic Damage: 400 / 700 / 1000 (+ 100% AP) 」
Ability Details
Primordial Burst is a channeled, unit-targeted ability.

Additional Information:

Primordial Burst has the potential to be Veigar's coolest, most amazing ability, yet as it stands it's just another point-and-click nuke. It's basically Baleful Strike on steroids, when it could be something much more dramatic and have much more unique gameplay. For this, I think it deserves its own targeting paradigm, where it's still point-and-click to some degree, but would require far more pointing than any other ability. With the above lock-on mechanic, marked targets would have the opportunity to move in crazy directions for the duration of the channel, and so would create lots of interesting interaction. I massively boosted the range on Primordial Burst, since Veigar standing immobile for 3 seconds would allow anybody to just rush to his location and interrupt him, which would put the ability on full cooldown. I also massively buffed the ability's base damage, at the cost of his victim's AP scaling and some of his own, mainly as compensation for those ratios but also to provide a bigger base reward for locking onto his target for so long.

Overall, Veigar would have massively more burst (1860 (+ 310% AP), the highest in the game, versus his current 1080 (+ 280% AP)), along with better usability on his kit, but he'd also be making sufficient enough tradeoffs for this power: his damage would be far, far less reliable now, and he'd have no real crowd control (or, at least, his crowd control wouldn't disable enemies).

What are your thoughts on this? Is this what you'd expect from Veigar's kit? What would you change?

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