Veigar Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Veigar Mid Lane

Veigar Mid Lane Guide

Updated for Patch 7.3E
B Tier

Veigar Mid Lane Wild Rift overview and best build snapshot

How to play

  • Finish minions with your first ability Build permanent damage while farming safely instead of forcing weak early trades.

  • Use your cage to control their path Your 3rd ability creates a cage that stuns enemies touching its edge. Put that edge across their escape route or between them and your team.

  • Use your ultimate after your other damage It hits harder against low-health enemies, making it better for finishing a target.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Infinite ability power scaling means he eventually out-damages every other mage.
  • Event Horizon (3rd) is a long, reliable stun that sets up his full burst or peels a diver off him.
  • Primordial Burst (Ult) is point-and-click and scales to double damage with missing health, making it a strong finisher without an execute threshold.

Weaknesses

  • No dash or blink, so any assassin who dodges the cage simply runs him down.
  • Weak before his stacks and first item, when the cage is his only real threat.
  • Event Horizon (3rd) provides his main setup and protection, so its cooldown creates a clear window for enemies to engage.
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Veigar Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Veigar Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power, and he converts every ability hit into permanent scaling.

BOOTS

Spellslinger's Shoes

Magic penetration keeps his burst lethal, since his damage arrives in one caged window.

CORE BUILD

Hextech Rocketbelt

A gap closer that gets his cage where it needs to be, which is the only hard part of his combo.

Rabadon's Deathcap

Multiplies his ability power, which he has been stacking permanently all game, so it compounds harder on him than on any other mage.

Cryptbloom

Cuts the magic resist that lets a caged target survive his burst. The healing on takedown also helps his team. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Infinity Orb

Crits against low health targets, and his ultimate already scales with missing health, so both pay on the same enemies.

Void Staff

Cuts the magic resist that turns his one caged rotation into a survivable chunk. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

SITUATIONAL ITEMS

Mejai's Soulstealer

Another permanently stacking source of ability power, which suits a champion built around infinite scaling.

Rod of Ages

Health and mana for the games where surviving to his late game matters more than sharpening the burst.

Luden's Echo

The mana pays for farming stacks every cooldown, and Echo adds damage to the first ability of his combo.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing the rotation his cage set up.

Banshee's Veil

Build this when the enemy has a hook or point-and-click stun, since his cage cannot answer what he never gets to cast.

Zhonya's Hourglass

Build this against assassins who reach him with his cage on cooldown. Buy Seeker's Armguard early for the armor and ability power.

RUNES

KEYSTONE

Electrocute

A basic attack, Q (1st) and W (2nd) are three separate hits he can land while his cage holds the target in place.

PRIMARY

Axiom Arcanist

Primordial Burst (Ult) is single-target and gains up to 100% damage from the target's missing health. It is a finisher, not a threshold-based execute.

Transcendence

Ability haste means more casts, which on him is literally more permanent ability power.

Gathering Storm

He is the definitional infinite scaler, so a rune that grows over the game matches the pick exactly.

SECONDARY

Bone Plating

He is immobile and needs to stack, and this covers the assassin who comes for him before the cage is ready.

SITUATIONAL RUNES

Cut Down

Take this over Bone Plating when the enemy stacks health, since his burst alone will not finish a frontline.

Legend: Haste

Take this over Bone Plating in safer lanes against teams that require repeated control. Shorter Baleful Strike (1st) and Event Horizon (3rd) cooldowns help Veigar build Phenomenal Evil (Passive) and threaten another cage around an objective.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. He is completely immobile and his cage takes time to arm, so Flash is his only escape.

Barrier

Barrier

His ability power grows all game, which makes him the first target every assassin picks. Surviving that one dive keeps a stack total that nothing else in the game can match.

SITUATIONAL SPELLS

Teleport

Teleport

Take this over Barrier when the lane keeps you off the wave. His stacks come from farm, so lane time is his scaling.

Cleanse

Cleanse

Take this over Barrier against long crowd control, which is what stops him from casting his cage before he dies.

Ignite

Ignite

Take this over Barrier when you can kill the lane opponent rather than farm through them, since that lead is what pays for roams. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Veigar Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Veigar Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Veigar Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Veigar Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Farm and stack, in that order. Every minion you kill with Q (1st) adds to your passive, so last-hit with the spell whenever the enemy cannot punish you for it. Hold Event Horizon (3rd) as a defensive tool early instead of poking with it; throwing it away for chip damage leaves you with nothing when the jungler shows up. Keep the wave near the middle of the lane so you are never pinned under your tower with the cage down. Watch both side bushes for ganks, since you are one of the easiest mids to gank. This phase is about surviving until your numbers take over.

Mid / Late Game

Levels 9+
This is where the cage starts producing kills. Once your first item is done and you have some stacks, a clean Event Horizon (3rd) into your full combo deletes most squishies, so look for those windows instead of farming passively. Shove the wave with Q (1st), then walk to river or a side lane and threaten a pick: nobody wants to path near a Veigar holding a stun, and one cage on a roaming enemy hands your team scuttle, dragon, or Herald. Use your priority to set up objectives rather than chasing kills, because your roam is slow and a missed cage leaves you stranded in the open. Ward the river and play for the moments your stun creates a numbers advantage. Now you are the biggest single-target threat on the map and the enemy has to plan around you. With full stacks and a couple of items you one-shot any carry you can stun, and your ultimate finishes anyone who left a fight low. Stay behind your frontline and keep the cage ready for the first diver who commits. Your damage no longer needs a long setup: stun plus combo kills a squishy outright. Do not sit in side lanes; you scale to win grouped fights, not to split push, so be where the next objective is contested. The key skill late is patience, saving the stun for the target that matters instead of the first body that walks past.

Teamfights

5v5 Combat
Your job is to land one cage and delete one carry. Sit at the very back, let your frontline take the engage, and watch for the moment the enemy backline steps where Event Horizon (3rd) can catch them, or a diver jumps at you and the ring stuns them. The cage is both your engage and your only peel, so every fight you choose between offense and self-defense; guess wrong and you are standing still while an assassin kills you. When the stun lands, dump your combo on the most valuable squishy and finish stragglers with your ultimate, which hits harder the lower they are. Your whole value is one full combo, so make sure it lands on the right person.
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