Vel'Koz's basic attacks do not utilize projectiles. As such, they will not be blocked by Wind Wall or Unbreakable.
Each of Vel'Koz's damaging abilities apply a stack of Deconstruction to enemy units for 7 seconds, up to a maximum of 3 stacks. Upon reaching 3 stacks, they will detonate, dealing 25 + (10 × Vel'Koz's level) true damage to the enemy unit.
Basic attacks will refresh the duration of the Deconstruction stacks, but will not add additional stacks.
Organic Deconstruction is an spell effect and a debuff that detonates upon reaching 3 stacks. The stacks' duration can be refreshed on-hit.
First Active: Vel'Koz fires an energy bolt that deals magic damage and slows the first enemy hit by 70% for a few seconds. The slow decays over the duration. After a brief delay, Vel'Koz can activate Plasma Fission again.
Second Active: Vel'Koz splits the energy bolt in two, each in opposite directions perpendicular to the original bolt. Each of the secondary bolts deal magic damage and slow the first enemies they hit.
An enemy cannot be hit by multiple bolts. If blocked by a spell shield, you still count as having been hit and cannot be hit again.
There is a short delay before the ability can be reactivated. While primarily to prevent accidental detonations, it adds a minimum distance travelled of approximately 500 units.
1050 is the maximum distance that each bolt can travel. Factoring in the split, Plasma Fission can hit targets up to 1485 units away.
COST: 50 / 55 / 60 / 65 / 70 Mana + 1 Charge
STATIC COOLDOWN: 1.5
Recharge Time:19 / 18 / 17 / 16 / 15
Vel'Koz stores a charge of Void Rift every few seconds and can store up to 2 charges.
Active: Vel'Koz opens a rift to the void that cuts through the ground in a line, dealing magic damage and leaving behind a trail. After a 0.25 second delay, the entire trail detonates, dealing magic damage to enemies standing upon it.
It is not possible to have more than one Void Rift active at a time.
Vel'Koz can cast Void Rift while moving, but not while attacking.
COST: 50 / 55 / 60 / 65 / 70 mana
COOLDOWN: 16 / 15 / 14 / 13 / 12
Active: Vel'Koz hurls an anomaly at the target location. When it lands, it collapses, dealing magic damage and suspending enemies hit for 0.75 seconds. Enemies close to Vel'Koz at the time of impact are also slightly knocked back.
Suspension is a sub-type of Stun, not a sub-type of Airborne. As such, it is affected by crowd control reduction and can be removed.
The direction of the knockback is relative to point of cast, not Vel'Koz's position at the time of impact.
The time required for Tectonic Disruption to land is continuous, roughly 0.5 seconds, meaning the travel time is not dependent on how far from Vel'Koz the spell is cast.
Lifeform Disintegration Ray
COST: 100 mana
COOLDOWN: 130 / 110 / 90
Active: Vel'Koz roots himself in place and unleashes a disintegrating energy beam forward in a line, damaging all enemies caught in its wake in 0.25 second intervals and slowing them by 20% for 1 second.
Maximum Damage: 500 / 700 / 900 (+ 60% AP)
The ray's trajectory will update over the duration to face the cursor and will end after 2.5 seconds have elapsed, by being interrupted or if Vel'Koz recasts the ability.