Veigar Wild Rift champion guide - Support

Support · Wild Rift Guide

Veigar Support

Veigar Support Guide

Updated for Patch 7.3E
B Tier

Veigar Support Wild Rift overview and best build snapshot

How to play

  • Build stacks with safe spell hits Poke enemy champions while leaving the minion farm to your lane partner.

  • Use your cage to set up your teammate Use your 3rd ability to create a cage; its edge stuns enemies who touch it. Block an enemy's escape or an attacker's path to your damage dealer.

  • Finish a weakened target with your ultimate Let your team's damage land first, then use it when the enemy is low.

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

  • His long stun cage is the hardest lockdown of any mage support, peeling divers and starting picks with one button.
  • Strong lane poke and a stacking skillshot let him chip the enemy duo without ever putting his body at risk.
  • He scales harder than almost any support, turning a quiet lane into fight-ending burst by mid game.

Weaknesses

  • Completely immobile and squishy, so he is the easiest target for every hook and dash in the lane.
  • Everything important is a cooldown, and a missed cage leaves him with no peel or escape until it comes back.
  • He has no shields or healing, so a carry getting poked down gets nothing from him.
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Veigar Support Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

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

STARTING ITEM

Amplifying Tome

Early ability power, and he still converts every ability hit into permanent scaling from a support slot.

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 the stacks he has been collecting all game, which is how a support still deletes a carry.

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.

Oceanid's Trident

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

Morellonomicon

Build this when the enemy duo heals through his burst. Buy Oblivion Orb early, since the anti-heal works from the component.

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 for the dive that reaches him once his cage is spent. 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 missing health. It is a finisher, not a threshold-based execute, even from support.

Transcendence

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

Gathering Storm

His value is reaching a late game where a support one-shots a carry, which is what this rune builds toward.

SECONDARY

Bone Plating

He has no escape in a lane full of all-ins, and this blunts the engage he cannot walk out of.

SITUATIONAL RUNES

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 has no escape and he plays forward to land his cage, so Flash is the only way he leaves.

Heal

Heal

He is not the one being protected, but his carry is, and this is the only defensive tool he has for them. His stun does the rest.

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 Support Wild Rift matchups and counters

Wild Rift matchup guide for Veigar Support, covering favorable lanes and difficult counters to prepare for in ranked, plus the duo partners that pair best with this pick.

Veigar Support Wild Rift game strategy and teamfighting guide

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

Early Game

Levels 1-8
Use Dark Matter (2nd) when the enemy commits to a last-hit or is already controlled, then add Baleful Strike (1st) without walking past your carry. Holding Event Horizon (3rd) can deny an engage even before it is cast. Spend the cage when the enemy support commits, your jungler arrives, or a gank must be stopped. While it is unavailable, stay behind the wave and avoid contesting lane brush without vision.

Mid / Late Game

Levels 9+
Mid game your damage starts to matter, but Event Horizon (3rd) remains the reason your team controls space. Set up vision before the six-minute objectives and cage the entrance your team already owns rather than walking alone into the pit. Herald is usually the stronger even trade, while dragon is the better commitment when your composition wants repeated grouped fights toward soul. Roam to mid after the Dragon lane wave is secured, and approach with your jungler so a cage from fog becomes a pick instead of a face-check. Keep enough vision around your carry's next route to stop hooks and dashes from finding either of you first. By now you are a control mage who happens to be the support, and your job splits in two. On defense, the cage is the best peel on your team: ring your carry and any diver who jumps in gets stunned the second they cross the edge. On offense, your nuke from the backline deletes whoever you catch, and a stunned target rarely survives the follow-up. Stand behind your frontline, never in front of it, because your damage is huge and your survivability is tiny. Hold the cage for the engage you have to answer instead of throwing it at the first body you see.

Teamfights

5v5 Combat
Event Horizon (3rd) erects after 0.5 seconds and lasts three seconds. It stuns and knocks down only enemies that collide with an edge, and each enemy can be affected once per cast; targets standing safely inside are trapped but not automatically stunned. Use that control to land Dark Matter's (2nd) 1.2-second delay, then cast Primordial Burst (Ult) after other damage so its missing-health scaling is higher.
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