

Veigar
The Tiny Maser of Evil
How this differs from the live game
- Baleful Strike (Q) is point and click
- Event Horizon (E) is instant
- Equilibrium (P) gains increased mana regeneration based on missing mana
Build
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Ability PowerQuint
- Ability Power +15.00
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
Magic penetration marks amplify Baleful Strike, Dark Matter, and Primordial Burst because all three deal magic damage. Armor seals cover basic attacks and jungle pressure, MR glyphs cover mage lanes, and flat AP quints strengthen last-hitting with Q and early burst.
Standard 21/0/9 mage page: 21 offense for AP, magic penetration, cooldown reduction, and execute damage; 9 utility reaches Runic Affinity after exactly 8 points in higher utility rows for longer blue buff uptime.
Skill order
ultimate at 6, 11 and 16Equilibrium
- Baleful Strike (Q) takes points at levels 1, 3, 5, 7, 9.
- Dark Matter (W) takes points at levels 4, 8, 10, 12, 13.
- Event Horizon (E) takes points at levels 2, 14, 15, 17, 18.
- Primordial Burst (R) takes points at levels 6, 11, 16.
Max Q first for reliable farming and permanent AP stacking, take E at level 2 for gank setup and self-peel, then max W second for burst after Event Horizon.
Alternative — Max W before finishing Q only when you cannot safely Q-farm and need stronger waveclear from range.
Why these items
Openingsall within the 475 starting gold
Doran's Ring start — Default mid start for AP, health, mana sustain on last-hits, and enough potion healing to lane aggressively.
Crystalline Flask start — Use into poke or sustain lanes where repeated health and mana refills matter more than Doran's early AP.
Corein buy order
1Sorcerer's Shoes1,100gSorcerer's Shoes give early magic penetration for Veigar's all-magic burst.
2Deathfire Grasp3,100gDeathfire Grasp was the Season 3 Veigar centerpiece, adding a target-nuke active and amplifying the full combo that follows.
3Rabadon's Deathcap3,300gRabadon's Deathcap heavily multiplies Veigar's farmed AP and makes Q, W, and R lethal.
4Void Staff2,295gVoid Staff keeps the burst relevant once enemies buy magic resist.
Situationalonly when the game asks for it

Zhonya's Hourglass3,260gBuy Zhonya's Hourglass earlier against Zed, Talon, Kha'Zix, or dive comps that can reach you after you stun.

Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range fights where you can stand close enough for the MR-reduction aura.

Morellonomicon2,200gBuy Morellonomicon when you need cheaper cooldown reduction and Grievous Wounds against healing-heavy champions.

Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when fights are slower and the extra health plus spell slows help you kite.

Banshee's Veil2,750gBuy Banshee's Veil when one long-range engage spell or pick ability is deciding fights.
One build, written by a player. Newest first.
Write a Veigar buildBuild
Runes and masteries
x9Mark of Magic PenetrationMark
x9Seal of ArmorSeal
x9Glyph of Magic ResistGlyph
x3Quintessence of Movement SpeedQuint
- Magic Penetration +9.00
- Armor +9.00
- Magic Resist +12.60
- Move Speed +4.50%
Not the author's. This is a 21/0/9 AP burst page for the author's Deathfire Grasp into Void Staff and Rabadon's Deathcap build. Offense takes magic penetration, AP scaling, Archmage and Executioner, while Utility supports Veigar's mana-heavy lane and lowers the cooldown on Deathfire Grasp. Inferred from the build and text they did publish.
Skill order
ultimate at 6, 11 and 16Equilibrium
- Baleful Strike (Q) takes points at levels 1, 4, 5, 7, 9.
- Dark Matter (W) takes points at levels 2, 8, 10, 12, 13.
- Event Horizon (E) takes points at levels 3, 14, 15, 17, 18.
- Primordial Burst (R) takes points at levels 6, 11, 16.
Not the author's. Max Q first for point-and-click farming and lane scaling, then W for the Deathfire Grasp burst combo, with E leveled later after its early instant stun utility is available. Inferred from the build and text they did publish.
Why these items
Corein buy order
1Deathfire Grasp3,100g
2Zhonya's Hourglass3,260g
3Void Staff2,295g
Situationalonly when the game asks for it

Doran's Ring400g



Seeker's Armguard1,160g

Sorcerer's Shoes1,100g

Mercury's Treads1,200g

Rabadon's Deathcap3,300g

Seraph's Embrace2,700g
Notes
the author's own wordsVeigar - A Vicious Villain — rated 10/10 from 1053 votes on MOBAFire.
What the guide does not publish: the guide never fills in an ability sequence.
Build by PsiGuard, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/veigar-a-vicious-villain-131275).
Abilities
per rankEquilibrium
Veigar's mana regeneration increases by 1% for each 1% of mana missing.
Baleful Strike5 ranks
Unleashes dark energy at target enemy, dealing magic damage. If a unit is killed, Veigar gains some Ability Power permanently.
- Damage
- 80 / 125 / 170 / 215 / 260 + 65% AP
- Cooldown
- 8 / 7 / 6 / 5 / 4s
- Cost
- 50 / 55 / 60 / 65 / 70 Mana
- Range
- 650
Dark Matter5 ranks
Veigar calls a great mass of dark matter to fall from the sky to the target location, dealing magic damage when it lands.
- Damage
- 120 / 170 / 220 / 270 / 320 + 100% AP
- Cooldown
- 10s
- Cost
- 70 / 80 / 90 / 100 / 110 Mana
- Range
- 950
Event Horizon5 ranks
Veigar twists the edges of space around the target location for 3 seconds, stunning enemies who pass through the perimeter for a short duration.
- Cooldown
- 20 / 19 / 18 / 17 / 16s
- Cost
- 80 / 90 / 100 / 110 / 120 Mana
- Range
- 725
Primordial Burst3 ranks
Blasts target enemy champion, dealing a large base amount of magic damage plus 80% of his target's AP.
- Min Damage
- 250 / 375 / 500 + 120% AP
- Max Damage
- 500 / 750 / 1000 + 240% AP
- Cooldown
- 130 / 110 / 90s
- Cost
- 125 / 175 / 225 Mana
- Range
- 650
Matchup against
62 champions, one-on-one
AhriUnfavoured
Ahri wins the clean duel because Spirit Rush lets her cross Event Horizon angles and punish Veigar before his full combo lands.
Watch for Spirit Rush breaks your cage spacing and gives Ahri repeated angles for Charm.
How to beat
Hold 700+ range and make her spend Orb of Deception on the wave before walking up for Q. Do not cast Event Horizon as a panic circle while Spirit Rush is ready; place it where her next dash must end, then commit only if Charm is down or blocked by minions.
Later Finished builds make the fight volatile, but Ahri still controls the side lane if her ultimate is up. In teamfights, Veigar is stronger if he cages choke points and saves Primordial Burst for Ahri after she dashes in.
- Stand behind minions so Charm cannot start the trade.
- Event Horizon is better after her first Spirit Rush, not before it.
- If she uses Spirit Rush only to dodge W, back off until the remaining dashes expire.
- Her AP makes Primordial Burst lethal, but only if you survive the Charm window.

AkaliEven
Veigar can delete Akali if he cages her first dash, but Akali wins if Shadow Dance gets her inside the ring before the stun matters.
Watch for Shadow Dance turns a marked target into an instant gap close and lets Akali stay on Veigar.
How to beat
Keep outside Mark of the Assassin range and punish her when she last-hits without shroud. When she spends Shadow Dance, drop Event Horizon so the perimeter cuts off her next dash path, then burst her before Twilight Shroud buys time.
Later Akali is stronger in isolated side-lane fog if she can start from stealth or a flank. Veigar is stronger in grouped fights where control wards and allies force her through Event Horizon before she reaches carries.
- Do not Q her after she marks you if it lets her take the return proc.
- Cage the edge of Twilight Shroud, not the center, so she must reveal to leave.
- Primordial Burst is best after she has committed a Shadow Dance charge.
- If she saves all charges, treat the duel as unwinnable without tower or teammate space.

AlistarFavoured
Alistar usually cannot kill Veigar alone unless Veigar stands in Headbutt-Pulverize range, while Veigar can kite and wait out Unbreakable Will.
Watch for Unbreakable Will removes Event Horizon's stun and heavily reduces your burst.
How to beat
Hold max spell range and never walk into Headbutt range just to land Q. If he ults out of Event Horizon, stop spending damage into the reduction and resume after it ends.
Later Alistar is not a side-lane duelist into Veigar unless he is setting up a gank. In teamfights, save Event Horizon for his engage path or for the carry he is trying to peel, and do not waste Primordial Burst into Unbreakable Will.
- His combo starts only if Headbutt can touch you.
- Event Horizon can force him to ult defensively before your real burst.
- Dark Matter is easy to land after Pulverize is down because he has no dash.
- Do not chase him through fog; his real threat is delivery for allies.

AmumuEven
Veigar wins at range, but Amumu wins if Bandage Toss starts a close-range all-in into Curse of the Sad Mummy.
Watch for Bandage Toss brings Amumu onto you and guarantees his follow-up stun if you are too close.
How to beat
Play just outside Bandage Toss threat and keep minions between you and him when possible. If he misses Q, immediately cage his retreat path and unload the combo before Despair and Tantrum grind you down.
Later Amumu is not favored in a pure side duel if Veigar sees him coming, but he is far more valuable as a teamfight initiator. Veigar should stay behind the front line and use Event Horizon to punish Bandage Toss or trap Amumu after he commits.
- A missed Bandage Toss is your clearest kill window.
- Do not stand close enough for Curse of the Sad Mummy unless you are finishing him.
- His passive makes follow-up magic damage hurt more, so avoid extended melee trades.
- Cage behind him after Q connects to stop him walking out after his burst.

AniviaEven
Anivia outranges and controls space better, but Veigar can kill her if Flash Frost misses and Rebirth is not enough to survive the second rotation.
Watch for Flash Frost stops your approach and enables the chilled Frostbite burst.
How to beat
Stay off the minion line so Flash Frost cannot hit wave and champion together. Bait Q first, then use Event Horizon to pin her near the wall of the cage and save damage for egg timing if Rebirth is available.
Later Anivia controls side waves better and can stall Veigar out, but she hates being caught by Event Horizon without Flash Frost. In teamfights, Veigar should cage around Glacial Storm zones rather than walking through them to force a duel.
- Do not spend Primordial Burst if Rebirth will absorb the only kill window.
- Event Horizon can trap egg position for a guaranteed Dark Matter follow-up.
- Crystallize can push you into bad cage angles, so leave room behind you.
- If she uses Flash Frost to farm, you have a short window to step forward.

AnnieUnfavoured
Annie's longer attack range and instant stun burst beat Veigar if she controls the first engage, especially once Tibbers is available.
Watch for Pyromania with Summon: Tibbers gives Annie instant area stun and burst before Veigar can cast back.
How to beat
Track her stun counter constantly and give ground when she holds four stacks. Trade with Q only when she has just spent stun or must choose between farming and threatening you, then cage her before she reaches Tibbers range.
Later Annie remains terrifying in side lane if Flash or stun is ready, but Veigar outscales her single-target burst against AP targets if he starts the fight. In teamfights, stand outside Tibbers flash range and punish Annie after her stun is spent.
- Her auto range lets her harass without committing spells.
- Do not trust Event Horizon if she can Flash-Tibbers before the cage appears.
- Molten Shield's MR can blunt a marginal all-in; wait it out if possible.
- Primordial Burst is strongest after she has spent Tibbers and cannot stun you back.

AsheFavoured
Ashe can poke and kite, but she has no dash and dies if Event Horizon catches her after Enchanted Crystal Arrow is dodged or blocked.
Watch for Enchanted Crystal Arrow starts the fight from long range and gives Ashe time to chain Volley and Frost Shot autos.
How to beat
Keep minions or side movement available so Arrow cannot be a free opener. Once Arrow is down, walk into spell range, place Event Horizon slightly behind her, and burst before Frost Shot kiting stretches the fight.
Later Ashe wins extended side-lane chases if Veigar misses cage, but she cannot safely hit a grouped team through Event Horizon. Veigar should protect carries with cage and delete Ashe when she steps up after Arrow is used.
- Do not chase through Volley slow without Event Horizon ready.
- Cage behind her, because Ashe's only escape is walking.
- If Arrow is fired from fog, cleanse or spell shield value matters more than damage stats.
- Her low AP means Primordial Burst is not unusually amplified, so land W first.

BlitzcrankFavoured
Blitzcrank cannot win a fair duel unless Rocket Grab lands, and Veigar can punish his long cooldown with a guaranteed cage zone.
Watch for Rocket Grab removes your range advantage and puts you into Power Fist plus Static Field.
How to beat
Stand behind minions and refuse side angles where Rocket Grab can reach you. When he misses Q, step up immediately, cage his path with Event Horizon, and burst before Mana Barrier turns the finish awkward.
Later Blitzcrank does not want isolated duels into Veigar unless he hooks first from fog. In teamfights, Veigar should keep cage ready for the hook aftermath and avoid wasting Primordial Burst into Mana Barrier unless lethal is certain.
- A missed Rocket Grab is a full trade window, not just a dodge.
- Event Horizon can block his Overdrive run-up even if he never hooks.
- Mana Barrier means your first lethal read may be wrong.
- Do not stand near walls where a hook gives him instant melee range.

BrandEven
Brand can out-damage Veigar in a spell trade, but Veigar's cage and single-target ultimate punish Brand's lack of mobility.
Watch for Sear stuns you if Blaze is already applied, turning Brand's combo into unavoidable burst.
How to beat
Avoid standing in Pillar of Flame and do not let Conflagration set up an easy Sear line. After Sear misses or is blocked, place Event Horizon around Brand and commit quickly because his passive damage keeps ticking even after your combo lands.
Later Brand is stronger in clustered teamfights because Pyroclasm punishes grouping. Veigar is better at deleting one target, so fight from spread formations and cage Brand before he can bounce ultimate through your team.
- Never stand beside low-health minions when he is looking for Conflagration spread.
- If Blaze is on you, sidestep first and cast second.
- Event Horizon denies Brand because he has no dash, but only if Sear is not already lined up.
- Do not duel him inside a wave where Pyroclasm can bounce back to you.

Cho'GathEven
Cho'Gath is kiteable and vulnerable to cage, but Feral Scream and Feast punish Veigar hard if he reaches spell range first.
Watch for Feral Scream silences Veigar long enough for Cho'Gath to land Rupture and Feast.
How to beat
Hold outside Feral Scream range and make him use Rupture from too far away. When Rupture misses, cage him before he can walk up, then burst and disengage before Feast range decides the fight.
Later Cho'Gath becomes difficult to one-shot in side lane once Feast stacks and MR are online. Veigar should treat him as a control target in teamfights, using Event Horizon to split him from carries rather than dumping ultimate into his health bar first.
- Silence is more dangerous than Rupture because it stops your defensive cage.
- Do not stand near terrain where Rupture plus body block traps you.
- His health stacking lowers your one-combo reliability; poke first.
- If Feast is ready, leave before you reach execute range.

CorkiEven
Corki can dodge and sustained-DPS Veigar with Valkyrie and missiles, but he dies fast if Valkyrie is forced before Event Horizon.
Watch for Valkyrie lets Corki escape Event Horizon or cross onto you after you miss it.
How to beat
Do not throw cage until Valkyrie is down or Corki has committed it aggressively. Play behind minions to reduce Missile Barrage poke, then punish his landing spot with Event Horizon and burst before Gatling Gun autos extend the fight.
Later Corki is stronger in side lane if he keeps Valkyrie for your cage and chips you with missiles. In teamfights, Veigar should cage his escape path after Valkyrie and save Primordial Burst for when Corki is locked or already chunked.
- Cage the Valkyrie landing zone, not Corki's starting position.
- His mixed damage makes pure armor or MR less decisive.
- Do not stand in Gatling Gun while waiting for Dark Matter to fall.
- Missile poke matters because it can force you too low to all-in.

Dr. MundoUnfavoured
Dr. Mundo is too durable for Veigar to reliably one-combo and can run him down if cleavers and Sadism keep the chase going.
Watch for Sadism heals through your first burst and gives Mundo the movement to keep chasing.
How to beat
Stay behind minions so Infected Cleaver cannot start the slow chain. Bait Sadism with partial damage, disengage through Event Horizon, and only commit after the healing window is mostly spent or when Ignite-like Grievous Wounds from items is available.
Later Mundo wins most side-lane duels by outlasting Veigar and forcing long chases. In teamfights, Veigar should cage Mundo away from the backline and save burst for squishier targets unless Mundo is already low and healing-reduced.
- Do not full combo into fresh Sadism unless you know it kills.
- Minions are your best protection against cleaver chains.
- Event Horizon is for disengage first, kill setup second.
- His AP is low, so Primordial Burst is mostly base damage rather than a special counter.

EvelynnUnfavoured
Evelynn's camouflage and point-blank burst make the duel dangerous because Veigar often has to react after she has already entered kill range.
Watch for Shadow Walk lets Evelynn choose the first contact angle and deny your normal range advantage.
How to beat
Keep defensive wards or true-sight support around paths and avoid standing alone in side-lane fog. When she appears, cast Event Horizon on yourself rather than on her current position, then burst only after Ravage or Agony's Embrace has committed her inside the ring.
Later Evelynn is stronger at picking Veigar in side lanes and rotations. Veigar is stronger in grouped fights if his team controls vision and he saves Event Horizon for her reveal instead of using it for poke.
- Cage yourself when she opens from stealth.
- Do not walk forward to check brush with Event Horizon on cooldown.
- Agony's Embrace slow can keep you in her Hate Spike range after Flash.
- Twin Shadows-style scouting is valuable because the fight is lost before it starts if she gets behind you.

EzrealEven
Ezreal can kite and dodge with Arcane Shift, but he is fragile enough that one post-shift Event Horizon can end the duel.
Watch for Arcane Shift dodges your cage or Dark Matter and resets Ezreal's spacing.
How to beat
Do not open with Event Horizon while Arcane Shift is ready unless you are forcing him away from an objective. Pressure with Q from behind minions, wait for him to Shift for damage or escape, then cage the landing zone and burst.
Later Ezreal has safer side-lane poke and can avoid many fair duels. In teamfights, Veigar should use cage to cut off Arcane Shift exits and punish Ezreal when he steps forward to land Mystic Shot.
- Minions block Mystic Shot and slow his cooldown cycling.
- Cage after Arcane Shift, not before, whenever possible.
- Do not stand low behind your wave; Trueshot Barrage can finish from outside vision.
- His low AP means Primordial Burst needs the rest of your combo to matter.

FiddlesticksUnfavoured
Fiddlesticks beats Veigar if he lands fear or starts Crowstorm from fog, while Veigar wins only when he interrupts or outranges Drain cleanly.
Watch for Terrify removes your ability to cast Event Horizon and lets Fiddlesticks channel Drain or Crowstorm damage freely.
How to beat
Stay outside Terrify range and never face-check areas where Crowstorm can channel unseen. If Drain starts, break range or cage him so he cannot follow; commit only after Terrify or Dark Wind silence is down.
Later Fiddlesticks is more threatening from fog in teamfights than in visible side-lane duels. Veigar should ward flanks, hold Event Horizon for Crowstorm landing, and burst him after fear is spent.
- Dark Wind silence can stop the cage even if Terrify is down.
- Event Horizon around Crowstorm's landing spot can save the whole fight.
- Do not duel near minions if Dark Wind can bounce repeatedly.
- If he starts Drain after missing fear, walk out before spending full combo.

GangplankEven
Gangplank can cleanse Event Horizon and trade with Parrrley, but Veigar wins if Remove Scurvy is forced before the real burst.
Watch for Remove Scurvy clears Event Horizon's stun and denies your normal combo timing.
How to beat
Use Q and cage pressure to make him spend Remove Scurvy defensively before committing Primordial Burst. Keep enough distance that Parrrley poke does not put you in Cannon Barrage chase range, then punish once his cleanse is down.
Later Gangplank is a better side-lane pest if he can farm safely and cleanse picks, but Veigar is more decisive in grouped fights when Gangplank cannot freely walk out of cage for his team. Save Event Horizon until after Remove Scurvy or use it to zone his team instead of relying on the stun.
- Do not assume a cage stun means kill while Remove Scurvy is ready.
- Parrrley trades add up because Veigar has no sustain beyond mana comfort.
- Cannon Barrage can turn a winning duel into a slow zone you cannot cross.
- Bait the cleanse with Event Horizon, then kill on the next rotation.

GarenFavoured
Veigar controls the duel as long as Garen has to run through Event Horizon before Decisive Strike can silence him.
Watch for Decisive Strike: the move speed and silence let Garen cross the last gap and stop your combo.
How to beat
Hold 525 range and keep tagging him with Baleful Strike so Perseverance does not reset the lane. Do not cast Event Horizon just because he is walking forward; wait for Decisive Strike, place the cage edge between you and him, then drop Dark Matter and Primordial Burst if he is trapped.
Later Garen can side-lane longer than you if he builds health and magic resist, but he still struggles to start a clean duel through cage. In teamfights, save Event Horizon for his run at your backline and burst him only after Courage is down or he is already committed.
- Any damage stops Perseverance, so Q poke matters even when it looks small.
- Cage the path of Decisive Strike, not Garen's current feet.
- Do not stand low enough for Demacian Justice after trading your stun.
- If he buys early Mercury's Treads, wait for the stun to land before committing W.

GragasEven
Gragas can break Veigar's setup with Body Slam and Explosive Cask, but he is punishable when those displacement tools are down.
Watch for Body Slam: it crosses your casting range, interrupts spacing, and lets Gragas start his burst before Dark Matter lands.
How to beat
Play just outside Body Slam range and make him spend it to farm or dodge before you cage. If he still has Body Slam, place Event Horizon so the wall covers his dash line; if he uses Explosive Cask to knock you out of your combo, reset instead of chasing.
Later Finished Gragas is harder to pin in side lane because Cask can deny your full burst. In teamfights, Veigar's cage is stronger area control, but you must stand spread enough that Explosive Cask cannot throw you into his team.
- Do not cast Dark Matter first; Gragas can Body Slam out before it lands.
- A cage centered on him is worse than a cage wall placed across his dash path.
- If Explosive Cask is down, your stun combo becomes much more reliable.
- Barrel Roll poke plus Happy Hour can outlast careless Q trades.

HeimerdingerEven
Veigar has better lethal burst, but Heimerdinger's turrets and rockets make walking into spell range costly.
Watch for H-28G Evolution Turret: turret zones punish Veigar for standing still long enough to line up cage and Dark Matter.
How to beat
Do not duel inside a turret nest unless you are already in kill range. Clear or thin turrets with Q and W, then look for Event Horizon when Heimerdinger steps forward for Hextech Micro-Rockets or CH-1 Concussion Grenade.
Later Veigar scales into the cleaner champion kill threat, while Heimerdinger is still better at holding a fixed area. In teamfights, use cage to cut him away from his turret setup rather than walking into it for a forced one-shot.
- His rockets hit closest targets, so minion positioning can reduce poke.
- Avoid fighting where multiple turrets will keep firing during your stun setup.
- A direct grenade stun can ruin your entire burst window.
- If he is outside turret cover, he is far easier to cage than most mages.

JannaFavoured
Janna can disengage Veigar but lacks the solo damage to punish him unless he wastes Event Horizon.
Watch for Monsoon: it knocks you out of burst range and can erase the damage window you created.
How to beat
Walk her down patiently and do not throw Primordial Burst into Eye Of The Storm unless it secures the kill anyway. Bait Howling Gale or Monsoon, then cage after the displacement is spent so she has no clean way out.
Later Janna should not be taking side-lane duels against Veigar; she survives by disengaging, not by killing him. In teamfights, use Event Horizon to zone her carries and force Monsoon defensively before your real burst target commits.
- Her shield can make your first combo look weaker, but it does not stop crowd control.
- Do not chase through a charged Howling Gale line.
- If Monsoon is down, she has little answer to cage into Dark Matter.
- She is usually the wrong late-game ult target unless isolated.

Jarvan IVUnfavoured
Jarvan IV's flag combo and Cataclysm force Veigar into a close-range fight where missed Event Horizon usually means death.
Watch for Cataclysm: it traps Veigar in melee range and removes the kiting space he needs after casting cage.
How to beat
Stand far enough back that Demacian Standard plus Dragon Strike cannot start for free, and save Event Horizon for the dash line or the Cataclysm landing. If he ults while your cage is ready, put the ring on the arena edge and stun him as he moves through it before unloading.
Later Jarvan remains the better side-lane brawler if he can force terrain or flash engagement. In teamfights, Veigar should play behind allies and punish Jarvan's engage with cage rather than trying to meet him alone in the pit.
- Do not waste cage on Golden Aegis; it is the follow-up movement that matters.
- Flag-and-drag can cross the cage if your wall is placed behind him instead of on his route.
- Zhonya's can deny his burst while Cataclysm is active.
- If Cataclysm is down, the duel becomes much closer.

JaxUnfavoured
Jax can jump onto Veigar repeatedly and his mixed durability makes the one-shot harder if Veigar misses the cage edge.
Watch for Leap Strike: it bypasses your normal range advantage and starts Jax's melee damage before you can kite.
How to beat
Keep minions between you and Jax's walking path, but do not rely on minions to block Leap Strike. Hold Event Horizon until he jumps; cage yourself or the landing point so he has to cross the wall to keep attacking, then burst while Counter Strike is not reducing Dark Matter's area damage.
Later Jax becomes the stronger side-lane duelist once he has health and mixed damage, especially if he can survive the first combo. In teamfights, Veigar is more valuable if he cages Jax's dive and lets allies finish him before he reaches carries.
- Counter Strike reduces area damage, so Dark Matter is worse during its active window.
- Caging Jax before Leap Strike often just gives him time to wait it out.
- Do not stand near allied units he can Leap Strike to for a better angle.
- If he builds Hexdrinker or Maw, track the shield before using Primordial Burst.

KarthusEven
Veigar has the harder burst combo, but Karthus can keep damaging through Death Defied and punish any all-in that leaves Veigar low.
Watch for Death Defied: even after Veigar wins the kill, Karthus keeps casting and can trade back with Lay Waste or Requiem.
How to beat
Sidestep Lay Waste instead of standing still for free Q trades, then cage when Wall of Pain has slowed your path or Karthus steps into Defile range. If you kill him, immediately leave his body radius and save enough health to survive Requiem.
Later Veigar is better at deleting one target, while Karthus is stronger in messy teamfights where his passive and Requiem always get value. Side lane is playable for Veigar if he can burst cleanly, but he should avoid low-health trades that become global kills.
- After killing him, keep moving; the duel is not over during Death Defied.
- Do not use Zhonya's early if Requiem is the real finisher.
- Wall of Pain makes your cage positioning predictable, so reset your angle first.
- Karthus's short auto range makes him vulnerable when he walks up to farm.

KassadinUnfavoured
Kassadin is built to beat Veigar: reduced magic damage, silence, and Riftwalk let him dodge the setup and punish every cooldown.
Watch for Null Sphere: the silence stops Veigar from answering Kassadin's engage with Event Horizon or burst.
How to beat
Abuse pre-6 range with Baleful Strike and make him pay before Riftwalk exists. After level 6, never throw Event Horizon casually; wait until he Riftwalks forward, cage the space he must exit through, and disengage if Null Sphere lands before your combo starts.
Later Kassadin becomes the stronger side-lane and pick champion because he chooses when the fight happens. In teamfights, Veigar must stay with crowd control support and use cage as anti-dive terrain, not as an opener on Kassadin alone.
- His passive directly weakens your magic burst.
- A silenced Veigar cannot punish the first Riftwalk.
- Force Pulse charges from nearby spell casts, so repeated poking can arm his slow.
- If he uses Riftwalk defensively, that is your best window to push or reposition.

KatarinaEven
Veigar wins if Event Horizon interrupts Katarina's channel, but loses quickly if Shunpo dodges the cage setup.
Watch for Death Lotus: if Event Horizon is down or misplaced, the channel deals the damage that forces Veigar out or kills him.
How to beat
Do not cage first while Shunpo is available unless you can place the wall where she must land. Let her Shunpo in, instantly drop Event Horizon around yourself, then interrupt Death Lotus and burst during the stun.
Later Katarina is better at cleaning teamfights after resets, while Veigar is better at preventing the first reset with cage. In side lane, the matchup stays execution-heavy: whoever wastes mobility or stun first usually dies.
- Your stun interrupts Death Lotus; saving it is the matchup.
- Do not ult into Shunpo damage reduction unless she is already controlled.
- Keep distance from low-health minions that give her a Shunpo angle.
- If Voracity resets happen in a teamfight, stop chasing and re-cage the next entry.

KayleUnfavoured
Kayle's ranged uptime, slow, heal-speed boost, and Intervention make Veigar's single burst window unreliable.
Watch for Intervention: it nullifies Primordial Burst and turns Veigar's committed combo into Kayle's counterattack window.
How to beat
Stay outside Righteous Fury autos whenever possible and use Baleful Strike only when she cannot immediately Reckoning slow into chase. Bait Intervention with Q-W pressure or a partial combo, then disengage and look for the real kill after the invulnerability ends.
Later Kayle is the stronger sustained side-lane duelist and can deny Veigar's execution with Intervention. In teamfights, Veigar should cage her approach or force her ult onto herself before using Primordial Burst on a different high-AP target.
- Do not fire Primordial Burst into Intervention unless you are forcing it for a teammate.
- Reckoning's slow is often what makes her ranged autos stick.
- Cage after Divine Blessing speed is used, not before.
- If she saves Intervention for your target, switch targets instead of waiting in her attack range.

KennenEven
Kennen outranges and threatens AoE stuns, but Veigar can punish Lightning Rush engages with Event Horizon.
Watch for Lightning Rush: it lets Kennen cross the cage zone quickly and start Mark of the Storm stacks for a stun.
How to beat
Respect his 550 range and do not stand marked where Electrical Surge can guarantee another stack. Hold Event Horizon for Lightning Rush or Slicing Maelstrom, then back out of the storm radius while Dark Matter lands on the stunned path.
Later Kennen is usually more dangerous in teamfights because Slicing Maelstrom can stun multiple targets, while Veigar offers stronger single-target deletion and zoning. In side lane, Veigar wins only if he controls Kennen's entry rather than eating a full ult in melee range.
- Track Mark of the Storm stacks before choosing to trade.
- Do not fight inside Slicing Maelstrom just because he is caged.
- A rushed Lightning Rush is the easiest time to stun him.
- His base range lets him poke before your Q unless you use fog or minions well.

Kog'MawEven
Veigar can one-shot Kog'Maw if he reaches spell range, but Bio-Arcane Barrage and Living Artillery punish slow approaches.
Watch for Bio-Arcane Barrage: the bonus range and percent-health magic damage let Kog'Maw hit Veigar before Veigar can Q or cage cleanly.
How to beat
Wait out Bio-Arcane Barrage if he activates it early, then step into cage range as it falls off. If he holds it, approach from fog or behind minions, land Event Horizon before he can kite with Void Ooze, and leave immediately after the kill to avoid Icathian Surprise.
Later Kog'Maw wins sustained front-to-back fights if protected, but Veigar wins isolated picks. In teamfights, cage the space between Kog'Maw and his peel rather than walking through his extended auto range for a raw combo.
- Do not chase the corpse; Icathian Surprise can trade the kill back.
- Void Ooze makes your cage follow-up slower if you walk through it.
- His W range window is the duel timer.
- Living Artillery reveals you, so fog approaches fail after it tags you.

Lee SinUnfavoured
Lee Sin's gap close, shield, reveal, and kick make him favored if he lands Sonic Wave or finds a ward jump angle.
Watch for Sonic Wave / Resonating Strike: landing Q gives Lee Sin the second dash that forces Veigar into melee range.
How to beat
Stand behind minions and make Sonic Wave hit the wave before you ever consider trading. If he connects Q, drop Event Horizon between his current position and you before Resonating Strike arrives; if Dragon's Rage is available, keep enough distance that the kick cannot send you into his follow-up path.
Later Lee Sin falls off as a pure damage threat compared to Veigar, but he still wins isolated catches if he starts first. In teamfights, Veigar should punish Lee's second dash or kick entry with cage and avoid being the first target in fog.
- A missed Sonic Wave is your best punish window.
- Tempest reveals you, so brush jukes are unreliable after he reaches you.
- Safeguard can change his angle around your cage.
- Zhonya's can deny the burst after Resonating Strike or Dragon's Rage.

LeonaFavoured
Leona has enough lockdown to start a fight, but alone she usually lacks the damage to kill Veigar before he repositions and bursts her.
Watch for Zenith Blade: it is the engage that carries Leona through range and starts her stun chain.
How to beat
Stand behind minions so Zenith Blade is harder to line up, and do not panic-cage before she commits. Once she uses Zenith Blade, place Event Horizon on her arrival path or around yourself, then kite out Shield of Daybreak range and punish after Eclipse fades.
Later Leona is not a real side-lane duel threat unless she is buying unusual damage; she matters by locking you down for teammates. In teamfights, stay outside Solar Flare center and use cage to separate her from the follow-up damage that makes her engage lethal.
- Her passive needs allies to cash in, so the isolated duel favors you.
- Eclipse makes the first burst worse; wait it out if you can.
- Solar Flare slow can still set up Zenith Blade even if the stun misses.
- Do not stand close enough for Q after she misses E.

LuluEven
Lulu's shields, polymorph, slow, and Wild Growth can deny Veigar's all-in even though she rarely kills him quickly by herself.
Watch for Whimsy: polymorph stops Veigar from casting during the exact window he needs to cage or finish his combo.
How to beat
Trade with Baleful Strike from max range and watch for Help, Pix! shield before committing damage. Bait Whimsy with movement or a partial cage, then use the next window to land Event Horizon; if Wild Growth is still ready, expect your first burst to fail and back away after forcing it.
Later Lulu is not a side-lane killer, but she is excellent at making Veigar waste Primordial Burst in teamfights. Use cage to zone her carries, force Wild Growth early, and then switch to whoever no longer has her protection.
- Polymorph prevents both the stun follow-up and Primordial Burst.
- Help, Pix! changes where Glitterlance comes from, so track Pix's position.
- Wild Growth bonus health can save a target after your combo starts.
- She can slow you from 550 range, so do not drift into free Glitterlance trades.

LuxEven
Lux outranges Veigar's normal trades, but if Light Binding misses or is blocked, Veigar's cage creates the deadlier close-range burst.
Watch for Light Binding: the snare lets Lux land Lucent Singularity and Finales Funkeln before Veigar can close or cast freely.
How to beat
Play behind minions and make Lux spend Light Binding before stepping into Event Horizon range. Once Binding is down, walk forward aggressively, cage her retreat path, and burst before Prismatic Barrier's return shield can soak the second half of your damage.
Later Lux has safer poke and long-range picks, while Veigar has the scarier punishment if anyone enters cage range. In teamfights, do not tunnel through her zone; use flanks or fog to force her Binding defensively, then cage the carry line.
- Minions blocking Light Binding are the difference between winning and losing the trade.
- Her shield returns, so delay damage if the wand is about to come back through her.
- Lucent Singularity slow makes your cage approach predictable.
- Finales Funkeln can finish you from outside your response range, so do not leave trades at low health.

MalphiteEven
Veigar can punish Malphite before level 6 and outside engage range, but one clean Unstoppable Force usually gives Malphite the full combo before Veigar can kite.
Watch for Unstoppable Force: it ignores Event Horizon timing if Malphite starts from outside the cage and puts you in knockup range for his burst.
How to beat
Hold 525-plus range and keep Event Horizon for after Malphite commits, not for random poke. Break Granite Shield with Q, back off while it is down, and only commit when Unstoppable Force is unavailable or when you can place the cage between his landing spot and your escape path.
Later Malphite is harder to kill in a side lane if he has magic resist, but Veigar is far more decisive in teamfights if Malphite's engage is tracked. Stand behind your front line, keep cage for his post-ultimate follow-up, and burst carries rather than dumping everything into the tank.
- Do not stand near walls where Unstoppable Force makes Event Horizon placement awkward.
- Q once to remove Granite Shield before spending W or R.
- If he ults into your team, cage behind him to stop his allies from following.

MalzaharUnfavoured
Malzahar outranges Veigar slightly, pushes safely, and Nether Grasp beats Veigar in a direct spell trade unless Veigar has a cleanse answer or catches him first.
Watch for Nether Grasp: it suppresses you long enough for Null Zone and Malefic Visions to finish the duel before you can cast your combo.
How to beat
Stay outside 550 when Event Horizon is down and avoid standing in your wave where Malefic Visions can transfer pressure for free. Bait Call of the Void or force his passive Voidling cycle, then cage from max range and unload before he can walk into Nether Grasp range.
Later Malzahar remains dangerous in side lanes because his suppression is point-and-click, but Veigar scales harder into pick and teamfight burst. Carry Quicksilver Sash if he is saving ult for you, and play fights around cage zones instead of stepping up for raw R trades.
- Do not use Primordial Burst while he can answer with Nether Grasp unless you kill instantly.
- Voidlings can eat space and make W harder to land, so wait for them to path forward.
- Cage him before he starts Nether Grasp; Event Horizon does not help once you are suppressed.

Master YiEven
Veigar wins if he cages Yi after Alpha Strike, but loses quickly if Yi uses Alpha Strike to dodge Dark Matter or enter melee while Event Horizon is down.
Watch for Alpha Strike: it makes Yi untargetable, dodges your delayed damage, and can place him inside your safe range.
How to beat
Do not throw Event Horizon first unless Yi has already used Alpha Strike or has no path to dodge through minions. Hold the cage for his landing, place the edge on top of his exit route, and burst through Meditate only after it ends or when you can finish with R.
Later Finished Yi can win side-lane duels if he ever reaches Veigar with Highlander running, while Veigar is stronger at controlling teamfight entrances. Stay grouped, cage the space Yi must cross after Alpha Strike, and avoid isolated lanes without vision.
- Fight away from large minion waves so Alpha Strike has fewer reposition targets.
- Dark Matter is best after the stun, not before Alpha Strike.
- Meditate can stall your burst; save Primordial Burst for after its damage reduction drops.

Miss FortuneFavoured
Miss Fortune has strong lane poke and channel damage, but she has no dash and is very vulnerable to Event Horizon into Veigar's full combo.
Watch for Bullet Time: it punishes a missed cage or bad retreat angle by dealing heavy channeled damage before you can re-enter range.
How to beat
Stand off the minion line so Double Up cannot bounce into you, and tap her with Q to remove Strut before looking for cage. Once Event Horizon lands, W and R force her to flash or die; if she channels Bullet Time, stun or step sideways out of the cone before committing.
Later Veigar wins side-lane picks against Miss Fortune if he sees her first, while Miss Fortune can outvalue him in front-to-back fights if Bullet Time is protected. Hold cage for her channel or for the front line that enables it.
- Never line up behind low-health minions for Double Up.
- Breaking Strut makes cage setups much easier.
- Cage interrupts her ability to keep channeling safely even if the stun lands late.

MorganaEven
Black Shield blocks Veigar's stun and part of his burst, but Morgana is slow and loses badly if Veigar baits the shield before using Event Horizon.
Watch for Black Shield: it denies Event Horizon's stun and absorbs enough magic damage to ruin your one-combo kill window.
How to beat
Do not open with cage when Black Shield is ready unless you are forcing it for a later trade. Poke with Q, sidestep Dark Binding, and commit only after shield is down or weak enough that W plus R breaks through it.
Later Morgana is more valuable as a teamfight counter-engage and pick blocker, while Veigar has better single-target deletion if Black Shield is forced early. In fights, cage multiple enemies and make Morgana spend shield defensively before targeting the carry.
- Dark Binding into Tormented Soil is her real duel starter; dodge Q before trading.
- If she shields herself, switch to zoning until it expires instead of wasting R.
- Soul Shackles needs proximity, so cage the edge of her chase path and walk out.

NasusFavoured
Veigar can kite and burst Nasus before Nasus gets sustained melee uptime, but Wither makes mistakes hard to escape.
Watch for Wither: it removes your ability to maintain spacing and lets Nasus walk through missed Event Horizon windows.
How to beat
Keep max range and punish every Siphoning Strike approach with Q while saving Event Horizon for after Wither or Fury of the Sands. If he ults, back away through your cage and wait out the health and aura damage before spending Primordial Burst.
Later A farmed Nasus is better in extended side-lane fights if he survives the first combo, while Veigar is better at ending teamfights with one cage. Do not duel him in long lanes without flash; force short trades or group where he must walk through control.
- Do not ult into Fury of the Sands unless it kills through the bonus health.
- Cage behind him when he retreats from poke; cage on yourself when Wither starts.
- His armor reduction matters little to you, so Spirit Fire is mostly a zoning tool.

NidaleeEven
Nidalee wins the poke war with long-range Javelin Toss, but Veigar wins if he corners her cougar form or catches her without brush movement.
Watch for Javelin Toss: a long spear chunks you before you can enter Event Horizon range and can force you out of the duel entirely.
How to beat
Do not chase through brush or narrow fog where spear angles are hidden. Hold minion cover, step forward only after Javelin Toss misses, and cage her landing path when she swaps to cougar and Pounces in.
Later Nidalee is stronger at sieging and side-lane poke, while Veigar is stronger in hard engage teamfights where enemies are forced through Event Horizon. Buy magic resist if spears are controlling the map and use cage to punish cougar follow-up, not max-range human form.
- A triggered Bushwhack makes her burst much scarier; wait out the resist shred if possible.
- Fight away from brush so Prowl does not let her outrun the cage edge.
- Her heal can deny chip damage, so save burst for a real stun window.

Nunu & WillumpFavoured
Nunu is durable and annoying with Ice Blast, but he has no reliable way to kill Veigar alone unless Veigar stays inside Absolute Zero.
Watch for Absolute Zero: it punishes panic movement by slowing you in place until the full channel damage lands.
How to beat
Respect Ice Blast range, but do not overreact to poke; he lacks burst without ultimate channel time. Save Event Horizon or movement for Absolute Zero, step out of the radius, then turn with W and R once he has spent his main threat.
Later Nunu rarely wants a true side-lane duel with Veigar, but his teamfight buffs and slows can enable carries. Veigar should avoid wasting burst on him unless he is caught without Consume sustain, and instead cage the Blood Boil target or interrupt Nunu's ult space.
- Do not chase him through minions where Consume keeps resetting his health.
- Event Horizon at your feet makes Absolute Zero hard for him to finish.
- His slows are annoying, not lethal, unless you are already in melee range.

OlafUnfavoured
Olaf's Ragnarok ignores Event Horizon, letting him run through Veigar's only real defensive tool and kill him in melee.
Watch for Ragnarok: it makes Olaf immune to your stun and turns Event Horizon from a stop button into only terrainless zoning.
How to beat
Before level 6 or when Ragnarok is down, punish him from max range and dodge Undertow sideways. Once Ragnarok is available, never commit in a long lane unless he is already low enough to die to Q-W-R before he reaches you; otherwise kite back and wait out the duration.
Later Olaf wins most isolated side-lane chases if he has room to run, but Veigar is stronger when Olaf must charge into a grouped team after Ragnarok ends. Save burst until the immunity drops or aim past Olaf at carries who cannot ignore Event Horizon.
- Do not place cage as your first response to Ragnarok; he will just run through it.
- Dodge the returning axe path so Undertow cooldown stays longer.
- Primordial Burst before he is low can leave him alive with Berserker Rage and lifesteal.

PantheonUnfavoured
Pantheon's point-and-click stun and early physical burst beat Veigar if he gets in range before being caged.
Watch for Aegis of Zeonia: it jumps onto you, stuns you, and guarantees Heartseeker Strike damage before you can reposition.
How to beat
Hold outside his stun range and do not let Spear Shot chip you into execute territory. Bait Aegis of Zeonia with cage placement between you and him, then punish after the stun is unavailable; if he blocks a basic attack with Aegis Protection, ignore it and rely on spells.
Later Pantheon falls off compared with Veigar's scaling burst, but he can still delete Veigar in side lanes with fog-of-war jumps. Group with vision, buy armor if he is snowballing, and cage his landing path after Grand Skyfall rather than standing at the center.
- His passive does not block Baleful Strike, Dark Matter, or Primordial Burst.
- Do not trade after eating Spear Shot poke; reset before he can all-in.
- Grand Skyfall gives time to move, so leave the circle before preparing cage.

RammusEven
Rammus struggles to kill Veigar without a clean Powerball into Taunt, but Defensive Ball Curl makes him hard to burst quickly.
Watch for Puncturing Taunt: it forces you to attack Rammus and holds you in Tremors range while your spell window is delayed.
How to beat
Keep minions or Event Horizon between you and Powerball, and do not waste full combo into Defensive Ball Curl unless he is already low. If Powerball is stopped or misses, step up for cage and burst after Taunt is unavailable.
Later Rammus is not a natural duel target for Veigar, but he can start fights on him from fog with Powerball. In teamfights, save Event Horizon to block his engage path and burst softer targets while his defensive cooldowns are active.
- Cage can stop the follow-up path after Powerball impact even if it does not stop the first contact.
- Do not auto him during Defensive Ball Curl unless taunted.
- His magic resist from W makes Primordial Burst much worse during that window.

RyzeUnfavoured
Ryze's low-cooldown targeted root and spell rotation beat Veigar in sustained mid-range trades unless Veigar lands the first cage and bursts cleanly.
Watch for Rune Prison: it roots you at Ryze's preferred range and guarantees Overload and Spell Flux follow-up before you can kite.
How to beat
Do not stand inside 550 without Event Horizon ready; Ryze wants the same range but casts faster and more often. Force him to step into cage range, punish after Rune Prison is down, and avoid extended trades during Desperate Power because his spell vamp and movement speed swing the duel.
Later Ryze is a stronger side-lane duelist if he gets repeated casts, while Veigar has better instant pick threat against AP-heavy targets. In teamfights, cage Ryze before he roots you and burst him only when his defensive health and magic resist are not too high.
- His Spell Flux MR reduction makes the second half of his combo hurt much more.
- Do not chase during Desperate Power; wait it out then re-enter.
- Abyssal or MR buys matter more here than extra raw damage if he is matching your range.

ShacoUnfavoured
Shaco's Deceive bypasses normal spacing and creates too much uncertainty for Veigar if Event Horizon is used late or on the wrong target.
Watch for Deceive: it lets Shaco enter melee from fog or dodge your targeted setup before Backstab damage starts.
How to beat
Stand near minions or teammates in real games, but in the duel keep Event Horizon for the moment Shaco appears instead of guessing his path. If he uses Hallucinate, back up and identify the real Shaco before spending Primordial Burst; killing the clone at point-blank range can lose the fight.
Later Shaco prefers picks and side-lane ambushes, while Veigar is better in grouped fights with controlled vision. Buy detection through team resources where possible, keep cage for his reveal, and avoid walking alone through box setups.
- Jack In The Box fear can interrupt your clean combo if you chase into it.
- Do not ult the first Shaco you see after Hallucinate without confirming clone behavior.
- Cage centered on yourself is often better than trying to predict Deceive from fog.

ShenFavoured
Shen is durable but lacks enough burst to kill Veigar through proper spacing, and Event Horizon punishes Shadow Dash engages.
Watch for Shadow Dash: it taunts you into Shen's melee range and can interrupt your escape if you hold cage too greedily.
How to beat
Harass at max range and save Event Horizon for Shadow Dash rather than using it to poke. If he shields with Feint, wait it out, then use Q-W-R when he is stunned or when he has no dash to force the gap close.
Later Shen is more useful globally with Stand United, but Veigar wins the direct duel unless Shen has built heavy magic resist. In teamfights, interrupt or zone his backline access with cage and be ready to punish the target he ults onto.
- Cage the lane behind him if he starts Stand United in your vision and your team can collapse.
- Do not dump burst into Feint unless the kill is guaranteed.
- His Vorpal Blade sustain is slow; short Q trades still favor you.

SingedEven
Veigar can burst Singed if he catches him before Insanity Potion momentum starts, but Singed wins messy chases by forcing Veigar through Poison Trail and Fling.
Watch for Fling: it throws you behind Singed into Poison Trail and breaks the spacing Veigar needs to survive.
How to beat
Never chase directly behind him; hold lateral distance and make him cross Event Horizon to reach Fling range. Bait Mega Adhesive or Insanity Potion movement first, then cage his path and burst while he is stunned rather than trying to wear him down.
Later Singed is better at side-lane pressure and long chases, while Veigar is better at controlling narrow teamfight entrances. Let him push if you cannot kill quickly, waveclear safely, and save cage for the carries following his disruption.
- Do not walk through Poison Trail just to land Primordial Burst.
- Insanity Potion makes partial poke less meaningful; wait for a full combo window.
- Cage in front of Singed, not behind him, because he wants to run past you.

SionEven
AP-style Sion threatens Veigar with point-and-click stun into shield burst, while AD Sion is kiteable if Event Horizon stops his melee uptime.
Watch for Cryptic Gaze: it stuns you on target and gives Sion time to detonate Death's Caress or walk into attack range.
How to beat
Respect his stun range and poke down Death's Caress before committing, because the shield blocks damage and can explode if ignored. Once Cryptic Gaze is down, cage his retreat or approach and unload before Cannibalism lets him heal through repeated trades.
Later Veigar scales better into teamfight picks, but Sion can win side-lane all-ins if he starts with Cryptic Gaze and has lifesteal uptime. Keep distance, burst after his shield is broken, and use cage to stop him from attacking during Cannibalism.
- Do not stand near him while Death's Caress is armed; make him choose between shielding and detonating nothing.
- Cannibalism only matters if he can keep attacking, so cage buys real time.
- If he builds AP, magic resist is more valuable than armor despite his melee tag.

SivirEven
Sivir can erase one spell with Spell Shield, but Veigar wins if he delays his real combo until the shield is gone or cages her after she spends it.
Watch for Spell Shield blocks Event Horizon or Primordial Burst and turns Veigar's commit into Sivir's attack window.
How to beat
Hold 525 range and do not open with the spell that has to land; tag her with Baleful Strike or threaten Dark Matter until Spell Shield is down. Once it is spent, place Event Horizon so she must stop moving or cross the wall, then use the burst before On The Hunt lets her kite out.
Later Finished Sivir is stronger in grouped fights because On The Hunt starts fights on her terms, but she still cannot stand alone inside Event Horizon without Spell Shield. In side lane, Veigar should clear and avoid long auto-attack trades, then look for cages after her shield is forced by poke or allied crowd control.
- Do not throw Primordial Burst into an unused Spell Shield.
- Dark Matter placed behind her can force Spell Shield before the cage commit.
- If On The Hunt is active, cage defensively instead of chasing through her movement speed.
- Her 425 range is shorter than yours, so punish last hits with Baleful Strike.

SkarnerUnfavoured
Skarner's shield speed and Impale punish Veigar if he ever lets the scorpion start the fight inside suppression range.
Watch for Impale suppresses Veigar and drags him through his burst window before Event Horizon can be used.
How to beat
Stay outside Skarner's direct approach path and treat Crystalline Exoskeleton as the cooldown to break or wait out. Cage between yourself and him, not centered on him, so he has to cross the Event Horizon wall before Impale range; commit only after the shield speed is gone.
Later Skarner wins side-lane catches if he reaches Veigar, while Veigar is far more valuable in teamfights when his cage blocks Skarner's engage. Stand behind the front line and save Event Horizon for Crystalline Exoskeleton or Impale paths rather than using it for poke.
- If his Crystalline Exoskeleton shield is intact, assume he can close the gap.
- Place Event Horizon on his route, not on his current feet.
- Do not walk up to finish with Primordial Burst if Impale is ready.
- His cooldowns drop while he attacks, so short disengages are better than standing near him.

SonaFavoured
Sona has poke and Crescendo, but she is fragile enough that Veigar can win the duel if he avoids the ultimate line and lands cage first.
Watch for Crescendo locks Veigar in place and gives Sona the only clean way to survive into a counter-burst.
How to beat
Respect her 550 range and do not walk straight at her when Crescendo is available. Fish with Event Horizon from max cast range; if she is stunned, Dark Matter plus Baleful Strike and Primordial Burst should end the trade before her auras matter.
Later Sona matters much more in grouped fights than in side-lane duels, where Veigar's burst is usually decisive. In teamfights, do not stack with allies for Crescendo and look to cage her or her carries after she steps up to aura range.
- Her Power Chord damage reduction can blunt your all-in, so avoid committing into a charged chord if you can wait.
- Crescendo is a line spell; sidestep before casting your combo.
- Her Aria of Perseverance MR aura can make marginal burst fail, so confirm damage before ulting.
- She has 550 range, so do not trade autos just to land Q.

SorakaEven
Soraka cannot usually kill Veigar quickly, but Infuse silence and Wish can break his burst sequence if he commits carelessly.
Watch for Infuse silences Veigar during his combo window and can stop Event Horizon follow-up or Primordial Burst.
How to beat
Do not start the duel from her 550 range unless you are ready for the silence. Bait Infuse with movement and Baleful Strike pressure, then cage as soon as silence is down and burst before Wish changes the health threshold.
Later Soraka is rarely a real side-lane duelist, but her global Wish and MR aura make Veigar's assassination math worse in teamfights. Veigar should force her silence defensively, then either burst Soraka first or wait until Wish is used elsewhere.
- Infuse can interrupt the exact moment you want to chain spells after cage.
- Wish punishes barely lethal Primordial Burst math; overkill matters here.
- Consecration gives nearby allies MR, so targets beside Soraka are harder to delete.
- Do not waste full combo while silenced timing is still available.

TaricEven
Taric is hard for Veigar to burst through heals and tank stats, but he has to walk into cage threat to make Dazzle matter.
Watch for Dazzle stuns Veigar from range and lets Taric walk in for Shatter and Radiance before Veigar can space him.
How to beat
Hold just outside Dazzle comfort range and make Taric spend it before you commit. Once Dazzle is down, he has no clean way through Event Horizon, so cage his approach and burst him only if Imbue will not undo the kill.
Later Taric is more relevant as a teamfight aura and stun bot than as a solo threat. Veigar should avoid being the Dazzle target, cage the follow-up, and often kill Taric's carry instead of wasting everything into his defensive kit.
- If Dazzle is available, do not step forward for a greedy Baleful Strike.
- His Imbue makes slow poke inefficient; look for a real stun window.
- Shatter's armor does little against you, so the duel is about stun and healing, not his aura.
- Radiance only matters if you let him stay next to you.

TeemoFavoured
Teemo's blind barely affects Veigar, and his short range makes him vulnerable to cage and burst if mushrooms do not control the approach.
Watch for Noxious Trap slows and damages Veigar, making the cage setup fail or letting Teemo kite the all-in.
How to beat
Keep the wave and river paths warded or swept by movement discipline, because stepping on a mushroom before the fight gives Teemo the spacing he needs. Trade with Baleful Strike when he farms, then use Event Horizon when Move Quick is down from champion damage or when he is forced to dodge Dark Matter.
Later Teemo is annoying in side lanes because traps make direct chases costly, but Veigar wins the clean duel and has stronger burst in grouped fights. Move with minions or allies through trapped zones and do not chase into fog for the last spell.
- Blinding Dart does not stop your spell burst, so do not panic after it lands.
- Damaging him turns off Move Quick's passive speed and makes cage easier.
- Do not follow a low-health Teemo through unwalked brush.
- His 500 range is shorter than yours, so Q trades favor you if you avoid poison autos after.

TristanaUnfavoured
Tristana can outrange Veigar as levels rise and can use Rocket Jump or Buster Shot to deny his cage-and-burst spacing.
Watch for Rocket Jump crosses Event Horizon setups and puts a slow on Veigar so Tristana can unload Rapid Fire.
How to beat
Do not stand where Rocket Jump can land behind or beside you; hold enough distance that she must use it first to start. If she jumps in, place Event Horizon on her landing/escape path and burst before Buster Shot knocks you out of follow-up range.
Later Late Tristana is a stronger side-lane and front-to-back threat because Draw a Bead lets her hit from outside Veigar's comfortable range. Veigar should play fog and flanks for cage angles rather than walking directly through her autos.
- Her range eventually exceeds yours hard, so early equal-range habits become bad later.
- Save Event Horizon until Rocket Jump is committed when possible.
- Buster Shot can push you out before Primordial Burst if you walk too close.
- Do not chase through Explosive Shot splash waves where she can reset spacing.

TryndamereUnfavoured
Tryndamere survives Veigar's lethal combo with Undying Rage and then kills him during the five-second window unless Veigar has already created distance.
Watch for Undying Rage denies the kill from Primordial Burst and lets Tryndamere keep attacking while Veigar's spells are down.
How to beat
Hold maximum distance and make Spinning Slash cross Event Horizon before you spend full burst. If Undying Rage is ready, use your combo to force it, then kite backward and save a spell or Zhonya's timing for the end of his invulnerability instead of dumping everything at once.
Later Tryndamere is much stronger in the side lane because he can force towers and survive burst, while Veigar is stronger around grouped choke points. Do not answer him alone without defensive cooldowns; waveclear, call help, and use Event Horizon to buy time after Undying Rage starts.
- Never Primordial Burst as the first lethal button if Undying Rage is unused.
- Cage after Spinning Slash, not before he has chosen an angle.
- His Mocking Shout slow only works well if your back is turned, so sidestep rather than flee in a straight line.
- Zhonya's can cover the most dangerous part of Undying Rage.

Twisted FateEven
Twisted Fate can stun first with Pick A Card, but Veigar has the stronger single-target kill if he avoids Gold Card or cages TF's approach.
Watch for Pick A Card Gold Card stuns Veigar and lets Twisted Fate land Wild Cards before Veigar can answer.
How to beat
Watch the card cycle and back off when Gold Card is locked unless Event Horizon is already controlling the space. If he uses Pick A Card on the wave or misses Wild Cards, step into Q range, cage his retreat, and burst before he can reset the stun.
Later Twisted Fate pressures the map harder with Gate and Destiny, while Veigar threatens cleaner kills in static fights. In side lane, keep track of Destiny before overcommitting; in teamfights, punish TF when he steps up to Gold Card someone.
- Gold Card is the matchup; respect the locked card more than his raw damage.
- Event Horizon can stop his walk-up for Gold Card if placed between you and him.
- Destiny reveal makes hiding for a cage flank unreliable.
- His 525 range matches yours, so whoever controls the first stun usually wins.

TwitchUnfavoured
Twitch's Ambush lets him choose the start of the duel, and if he opens outside cage control his stacked Expunge burst can kill Veigar first.
Watch for Ambush gives Twitch the first attack window and lets him appear at an angle where Event Horizon is late.
How to beat
Do not farm alone in unwarded lanes when Twitch is missing; the duel is much easier if you see him before Ambush breaks. When he appears, cast Event Horizon around yourself or across his firing line, then burst only after he is stunned or forced to stop stacking Deadly Venom.
Later Twitch is a terrifying teamfight carry with Spray and Pray, but he is fragile if Veigar can reveal his approach and cage him. Veigar should play with vision, hold burst for Twitch's reveal, and avoid side-lane isolation without defensive items.
- If you do not know where Ambush started, assume Twitch has the better angle.
- Venom Cask slow makes it harder to walk out of Spray and Pray, so cage immediately.
- Do not wait for max Deadly Venom stacks before reacting; Expunge punishes delay.
- A defensive Event Horizon around yourself is often better than a max-range catch.

VayneUnfavoured
Vayne can dodge key spells with Tumble, punish walls with Condemn, and kill Veigar quickly if Final Hour lets her reset target access.
Watch for Condemn knocks Veigar back and stuns near terrain, stealing the space he needs to cast a clean combo.
How to beat
Fight in open space and avoid standing near walls, because Condemn is her cleanest win condition. Hold Event Horizon until after Tumble or Final Hour stealth breaks her path, then burst during the brief moment she must auto to continue damage.
Later Vayne is stronger in side-lane duels once she has damage and Final Hour, while Veigar is stronger if his team can force her through choke points. In teamfights, save cage for her tumble routes and do not chase her into fog or wall angles.
- Open ground matters more against Vayne than against most marksmen.
- Do not cast Dark Matter where a simple Tumble leaves it for free.
- Final Hour makes tracking her after Tumble harder, so cage the area she wants, not the spot she vanished.
- Condemn into Event Horizon edges can still ruin your spacing if you stand too close.

WarwickUnfavoured
Warwick's sustain lets him absorb poke, and Infinite Duress gives him a point-and-click suppression that can kill Veigar before he casts his full rotation.
Watch for Infinite Duress suppresses Veigar and locks him in place long enough for Warwick to heal through the exchange.
How to beat
Stay beyond his lunge threat and do not let Blood Scent bait you into a low-health duel. Use Event Horizon as a barrier after he walks forward, and if Infinite Duress is available, keep Zhonya's or enough distance to deny the point-and-click start.
Later Warwick is better at picking Veigar in side lanes, while Veigar contributes more zone control in grouped fights. Stand behind allies so Warwick must ult a frontliner or cross Event Horizon first, then burst him after suppression is spent.
- Low health activates Blood Scent pressure, so recall instead of holding a greedy lane.
- His Hungering Strike makes small poke trades less meaningful.
- Event Horizon does nothing while you are suppressed, so cast before he reaches ult range.
- Zhonya's is specifically valuable for denying his all-in timing.

WukongUnfavoured
Wukong's dash, stealth, and knockup make it difficult for Veigar to land a clean cage before being forced into melee burst.
Watch for Nimbus Strike closes the gap instantly and starts Wukong's melee combo before Veigar can safely aim Event Horizon.
How to beat
Hold the wave closer to your side and do not stand near minions that give Nimbus Strike an easy angle. After he dashes, wait a beat for Decoy before committing Primordial Burst; cage the area around your feet so Cyclone cannot simply run you down.
Later Wukong is much stronger as a flank initiator, while Veigar wins if fights happen through visible choke points. In side lane, respect his all-in from fog; in teamfights, save Event Horizon for his Nimbus Strike or Cyclone path rather than using it early.
- If Wukong suddenly stops moving after engaging, do not ult the Decoy.
- Cage yourself after Nimbus Strike; max-range cage often misses his real path.
- Cyclone knockup can interrupt your combo even after you survive the dash.
- Avoid standing beside low minions that let him choose a better engage angle.

ZileanEven
Zilean outranges and kites Veigar with Time Bomb and Time Warp, but Veigar can win if Chronoshift is forced before the real kill combo.
Watch for Chronoshift denies Veigar's burst kill and revives Zilean after Primordial Burst has already been spent.
How to beat
Respect his 600 range and do not take repeated Time Bomb trades just to force Q. Use Event Horizon when Time Warp is down or after he speeds himself forward, then either hold Primordial Burst until Chronoshift expires or burst once you know it is unavailable.
Later Zilean is stronger as a teamfight denial champion because Chronoshift can erase Veigar's pick, while Veigar still controls zones better with Event Horizon. In side lane, the fight is slow unless Veigar lands cage; in teams, bait Chronoshift on a worse target before spending ultimate on the carry.
- His 600 range means he can bomb you before you can Q him.
- Do not Primordial Burst into an active Chronoshift unless the revive position is already losing.
- Time Warp can make your cage placement look late, so wait for its direction first.
- Rewind means a second bomb or speed shift comes sooner than expected.
No champion by that name.
18- Attack damage
- 95.7
- Ability power
- 726.98
- Armor
- 142.5
- Magic resist
- 87.6
- Attack speed
- 0.838
- Cooldown reduction
- 14%
- Critical strike chance
- 0%
- Move speed
- 385

Click an item to leave it out of the numbers.
Resources
- Health
- 1,831
- Health regen
- 13.65 / 5s
- Mana
- 1,312
- Resource regen
- 20.7 / 5s
Offense
- Attack range
- 525
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QBaleful Strikerank 5/5
- Damage
- 747
WDark Matterrank 5/5
- Damage
- 1,068
RPrimordial Burstrank 3/3
- Min Damage
- 1,400
- Max Damage
- 2,800
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.838
- Average hit
- 134.7
- Normal hit
- 134.7
- Critical hit
- 232.3
- On-hit damage
- 37.1
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +2%
- Time to kill
- 8.9s
On-hit
- Spellsword37.1
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 95.7
- Ability power
- 0
- Armor
- 83.5
- Magic resist
- 30
- Attack speed
- 0.838
- Cooldown reduction
- 0%
- Critical strike chance
- 0%
- Move speed
- 340
Resources
- Health
- 1,831
- Health regen
- 13.65 / 5s
- Mana
- 1,240
- Resource regen
- 17.7 / 5s
Offense
- Attack range
- 525
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 0
- Magic pen, percent
- 0%
Ability damage
at max rank
QBaleful Strikerank 5/5
- Damage
- 260
WDark Matterrank 5/5
- Damage
- 320
RPrimordial Burstrank 3/3
- Min Damage
- 500
- Max Damage
- 1,000
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.838
- Average hit
- 95.7
- Normal hit
- 95.7
- Critical hit
- 191.4
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Time to kill
- 12.5s
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.
18- Attack damage
- 95.7
- Ability power
- 701.61
- Armor
- 142.5
- Magic resist
- 42.6
- Attack speed
- 0.838
- Cooldown reduction
- 14%
- Critical strike chance
- 0%
- Move speed
- 402.33
Click an item to leave it out of the numbers.
Resources
- Health
- 1,831
- Health regen
- 13.65 / 5s
- Mana
- 2,420
- Resource regen
- 30.7 / 5s
Offense
- Attack range
- 525
- Crit chance
- 0%
- Crit damage
- 200%
- Life steal
- 0%
- Spell vamp
- 0%
Penetration
- Armor pen, flat
- 0
- Armor pen, percent
- 0%
- Lethality
- 0
- Magic pen, flat
- 24
- Magic pen, percent
- 43%
Ability damage
at this build's ranks
QBaleful Strikerank 5/5
- Damage
- 726
WDark Matterrank 5/5
- Damage
- 1,035
RPrimordial Burstrank 3/3
- Min Damage
- 1,360
- Max Damage
- 2,720
Before the target's resistances — Classic ships no damage type on these formulas.
Auto-attack DPS
at level 18- Attacks per second
- 0.838
- Average hit
- 132.5
- Normal hit
- 132.5
- Critical hit
- 229.5
- On-hit damage
- 35.5
- Armor after penetration
- 0
- Magic resist after penetration
- 0
- Damage increase
- +1.3%
- Time to kill
- 9.0s
On-hit
- Spellsword35.5
5% of ability power · magic damage
Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.