Vel'Koz Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Vel'Koz Mid Lane

Vel'Koz Mid Lane Guide

Updated for Patch 7.3E
A Tier

Vel'Koz Mid Lane Wild Rift overview and best build snapshot

How to play

  • Poke from angles around the wave Fire your 1st ability beside the minions, then press it again to split it sideways toward an enemy hiding behind the wave.

  • Keep your knockup for an enemy approach Use your 3rd ability under an approaching enemy to knock them up, then move away before using your other spells.

  • Use your beam when you can stand safely Your ultimate fires a beam while you stand still. Use it after enemies are slowed or trapped, with teammates between you and anyone who could interrupt it.

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

  • Huge range and layered skillshots let him out-poke and zone almost every immobile mid.
  • Every third ability stack deals passive true damage, and the ultimate deals true damage only to Researched champions.
  • His channeled ultimate deals heavy area damage when enemies are clumped and cannot interrupt him.

Weaknesses

  • No mobility of any kind, so divers and gap-closers run him down once they get past the poke.
  • His damage relies on skillshots, so a missed rotation gives opponents time to cross his range or leave.
  • Squishy and easy to pin down; hard crowd control or a windwall (2nd) can shut his damage off completely.
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Vel'Koz Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

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

STARTING ITEM

Amplifying Tome

Early ability power, since his lane is landing three separate abilities to trigger his true damage.

BOOTS

Spellslinger's Shoes

Magic penetration sharpens everything except his passive, which already ignores resistances.

CORE BUILD

Blackfire Torch

His abilities tag several enemies at once, so the stacking bonus counts multiple champions.

Horizon Focus

All of his abilities land from long range, so the reveal and amplification trigger on the poke he was already throwing.

Rabadon's Deathcap

Multiplies his ability power, and his passive true damage scales with it, so it raises the part magic resist cannot blunt.

Void Staff

Cuts the magic resist blunting the two thirds of his damage that is not true damage. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Zhonya's Hourglass

Stasis interrupts his beam, so this is not a way to finish the channel safely; it is the button that keeps an immobile artillery mage alive through the dive so he can start the next one. Buy Seeker's Armguard early for the armor and ability power.

SITUATIONAL ITEMS

Liandry's Torment

His abilities keep applying, so the max health burn stays refreshed on anyone holding ground against his poke.

Luden's Echo

The mana pays for poking every cooldown, and Echo adds damage to the first ability of every rotation.

Infinity Orb

Crits against low health targets, which finishes the group his poke leaves low.

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when his ultimate closes a teamfight. 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.

Morellonomicon

Build this when the enemy heals through his poke. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Oceanid's Trident

Build this when the enemy has shields that keep absorbing the poke his passive needs to land.

Banshee's Veil

Build this when the enemy has a hook or point-and-click stun, since he has no mobility and a channelled ultimate.

RUNES

KEYSTONE

First Strike

He out-ranges almost every mid laner, so he reliably lands the opening hit.

PRIMARY

Axiom Arcanist

His ultimate is where most of his damage lands, so raising it raises the cast that closes teamfights.

Transcendence

Ability haste means more casts, and since his passive needs three separate abilities, that is directly more true damage.

Gathering Storm

He is a scaling artillery mage, so a rune that grows over the game matches the pick.

SECONDARY

Bone Plating

His damage is a channel and a set of slow skillshots, and this keeps him casting through the first burst.

SITUATIONAL RUNES

Arcane Comet

Take this over First Strike against short-ranged or immobile enemies who cannot consistently avoid his poke. His slow and knock-up make Comet very hard to walk out of.

Cheap Shot

Take this when his knock-up and slow land first, since the target is impaired when his follow-up arrives.

Scorch

Take this in a pure poke war, since his abilities chip the enemy mid every cooldown.

Legend: Haste

Take this over Bone Plating in safer lanes when the plan is repeated long-range poke. More frequent Plasma Fission (1st) and Tectonic Disruption (3rd) casts give Vel'Koz another damage rotation and another chance to stop an approaching threat.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. He is immobile with the slowest combo in the lane, so Flash is his only answer to a dive.

Barrier

Barrier

His damage arrives as a chain of casts rather than one hit, so he has to live long enough to land all of them. This is what buys those seconds.

SITUATIONAL SPELLS

Ghost

Ghost

Take this over Barrier when you keep getting caught out of position rather than burst down, since his casts need spacing more than they need a shield.

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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Vel'Koz Mid Lane Wild Rift matchups and counters

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

Vel'Koz Mid Lane Wild Rift game strategy and teamfighting guide

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

Early Game

Levels 1-8
Use Plasma Fission's (1st) manual perpendicular split to bend around minions, and last-hit with it when practical because each enemy it kills restores mana. Track both phases of Void Rift (2nd): opening and collapse can each contribute toward the three-stack passive. A target at two stacks is one ability hit from the true-damage proc and Research mark, which turns the ultimate from magic to true damage.

Mid / Late Game

Levels 9+
This is your tempo phase. Once your first item lands, the poke starts doing serious damage, so shove the wave in and use your range across the map: stand back from a contested scuttle or dragon and rain Void Rift (2nd) and Fission (1st) into the pit before your team even arrives. You will not out-roam a Twisted Fate on foot, but mid priority plus your reach lets you decide whether an objective fight happens on good ground. Set up around dragon and Herald by standing where your ultimate threatens the choke, and look for the knockup into a full rotation on anyone who steps too far forward. Always keep minions or a teammate between you and the flank, because a side laner who finds you alone does not need to dodge much. Your passive true-damage bursts ignore resistance, but Q (1st), W (2nd), E (3rd), and the beam against unresearched targets still deal magic damage and benefit from penetration. Apply three stacks before channeling when possible: Researched lasts seven seconds and is refreshed by attacks or abilities, while the beam then deals true damage and continues applying Deconstruction every 0.7 seconds.

Teamfights

5v5 Combat
You are backline artillery, and your value is range plus the true-damage finish. Open with poke to chunk whoever fronts the fight, knock up the first diver who commits to break their angle, and save the ultimate for the instant their team clumps, because a laser swept across three bodies usually ends the fight right there. Stand behind every teammate you have and assume a flank is always coming, since you have no button to answer a gap-closer who reaches you. Let your frontline hold while you melt everything behind it. A Vel'Koz who lands the clumped ult and walks away alive wins the fight; one who positions greedily dies instantly and contributes nothing.
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