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VEL'KOZ BUILD GUIDE: Vel'Koz: The Laser Squid by SuperNobs

by SuperNobs (last updated 6 months ago)

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3
Greater Quintessence of Ability Power(+14.85 ability power)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
0
9
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 3/3
mastery 4 1/1
mastery 2 0/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Organic Deconstruction
QPlasma Fission
WVoid Rift
ETectonic Disruption
RLifeform Disintegration Ray
View Skill Order Details

Introduction

So the name is SuperNobbs. I've been playing League for around a year, And whiles i'm not the most experienced ranked player in the world (Landing in Bronze 1, and now at bronze 3 =/), I wouldnt say i'm that "New" to the game anymore. Lately i've been having ALOT of success using Vel'Koz, so it thought why not, lets make a guide and see what happens. Though this is my first guide ever, so any constructive criticism/questions/advice is welcome.

So I can safely admit, I'm not the best player in the world. Far from it infact. But I can however also add that i havent dropped much in terms of games regarding Vel'Koz, and on reading some of the guides on here, I felt i'd add my own into the mix and hopefully you guys will like it. My first guide, so lets not be too mean ^.~

So. Vel'Koz is more or less an AP Glass Nuke Cannon (Cannon didnt seem all that fitting). He can dish out a shed ton of damage and burst champs from life to death in next to no time. Of course, this takes practice, timing, and sometimes a small amount of luck. Once mastered, Vel'Koz is not someone people enjoy laning against.

The picture below, whiles again i can assure you i'm not the best player in the world, shows my current game state using him (There were a few more but as of late have moved off of said list.)

http://imgur.com/n51LnYp

EDIT: For some reason i couldnt get it to load properly on the guide, so you may have to click it >.>

So hopefully this guide can open a few eyes and get some good reception.

Runes

This page is more or less the staple for any AP mid, so its not a huge change in such things. Though i can safely say why i havent done alot with these.

Quints: Well its near 15 extra AP, which with Vel is always a nice plus.

Marks: Again, these more or less speak for themselves.

Seals and Glyphs: Now, a friend of mine was debating onto whether it'd be better to just stack outright AP, or perhaps add some form of mana regen, etc etc, but there's one thing Vel'Koz lacks: Mobility. If a jungler decides your face looks tasty, and makes a rush at you, then chances are, depending on positioning of course, you're getting eaten. Whiles Vel'Koz can handle himself, he's slow. The Glyphs and Seals are there to make sure your survivability is up there with the rest of those pesky mid laners.

Masteries

mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 3/3
mastery 4 1/1
mastery 2 0/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
Again, its pretty standard stuff, so i'll run through the choices anyway as best i can.

21-0-9 seemed the better fit for the typical "AP Nuke". Granted Defense added some nice perks, but Utility was ultimately more useful. We take more or less all the damage we need from Offense, Whiles also getting some nice Regen and such from Utility.

Again i was tempted by The Reduced time on Summoner spells in Utility, but in the end it didn't seem a good idea based on where the points ended up (1 in Scout, 1 in Alchemist, and 1 in Runic Affinity)

As i said before, not much else to be explained, its pretty standard stuff for any AP Mid really.

Summoner Sets

Barrier & Flash
This is my Primary set, based on the small detail I mentioned earlier: Mobility.

Vel'Koz is pretty damn slow, and whiles his abilities are useful in making an escape, 99% of the time you're getting caught. Barrier gives you that added defence whiles you make for the jungle, or the turrets, etc etc.

Its also worth noting, that the his Ultimate leaves you completely immobile, though terrifying, so once thats finished expect people to jump on you. Again, Barrier gives you that little bit of added survivability.

Flash of course speaks for itself.
Ignite & Flash
The Standard AP mid, Flash for the escapes, Ignite to mop up. I personally haven't used Ignite in a single one of my Vel'Koz games and have done rather okay without it. So this one is more personal preference.

Of course, i can tell you, you simply don't need it.

Item Builds

Starting Build(s)
Default Starting Build
2
Your Basic AP Mid Starting build, (I apologize if you're reading through this and it seems like most of this is "The same old business", because simply put, it kind of is). Not at all alot to say, its what you would expect from any AP mid laner.
Final Build(s)
Standard Final Items
So the item set is built mostly around AP and CDR. Why? Because having a 50-60 second cool down on a laser that can eat a team is always fun. But in all seriousness, This full game build has served me well.

Grievous wounds from Morello and the Dot from Liandris both paired rather nicely.

Boot wise i was tempted by Boots of Swiftness. Why? Well, again as we keep saying: Mobility. Vel'Koz is slow. Haing said that, it hasnt become more of an issue as of yet.

Build Order
Athenas: Gives you the MR you need against your lane opponent, along with the AP and CDR. Plus Mana Font helps alot, considering you go through mana relatively quickly. This is the first pick. Always.

Morellonomicon: Again, for the cost, its a nice item to have. More Regen, More CDR, more AP, and the Grievous wounds is handy (Considering the burst from this guy has them less than 40% relatively fast)

Rabadons: Well.... Its a Rabadons. Reason its third and not second is i felt Morello brought more to the table as the second item in the set. Also, Rabadons does indeed give you alot of AP, but with two items to build off of, this way it adds alot more.

Liandri: That extra HP boost, along with the Unique Passive made this one a fun buy considering the rate of abilities you can pump out, along with the Ultimate Laser Beam Of Doom, Death, and Demise.

Void: Another one of those staple items, This just more or less completes the build.

Situational Items

Zhonya's Hourglass
Good old Zhonya's. So it gives you alot of AP, And a Fair amount of armor. This would be the pick i would more than likely take over Athenas if i were laning against the likes of Talon, etc etc.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Organic Deconstruction
QPlasma Fission
WVoid Rift
ETectonic Disruption
RLifeform Disintegration Ray
So the W has two charges. Hence why we take it first, as the wave clear is a little better and its a nice way to bully your opponent. We max it first simply due to the two charges it brings, and it being the main source of Damage past your ult.

E is second pick, though last to max. The Knock Up combined with the W takes a fair amount of HP from anyone, and being the W has no cast time you can use your E to knock them up and immediately slap a W underneath them.

Q is third, and the second to max. Primarily it acts as a missile that hurts, whiles slowing whoever it hits. Again, combined with the other two it eats away at people. Also handy for slowing them before using the E/W combo.

Ultimate we take at 6, 11, and 16 (Naturally). This thing is severely powerful, but can be easily avoided/stopped if your opponent has a brain. It also deals That much more in Team fights where you can really capitalize on it.

Combo wise, try hitting people with the Q first in order to slow, Followed by the E to knock them up and the W. As soon as the W is cast, use the Ult. In most cases, this is a guaranteed kill. Of course there are variables, but as i said, MOST cases.

Skills

null
So his passive is \\\"Organic Deconstruction\\\". Every time an ability hits an enemy it adds a stack of Deconstruction, and once they are at three stacks they'll take bonus True Damage. Its worth noting whiles his Basic attacks won't stack his passive, they will refresh the timer on the enemy, thus keeping the stacks alive.
null
Plasma Fission is a skill shot ranged attack that splits ninety degrees in both directions after travelling a set distance. As a bonus, it also slows anyone it hits. This attacks can go alot further then you may think, being that you can angle the shot for the \\\"Extra shots\\\" to come out and travel further then the original shot would have.
null
Void Rift is my favourite ability out of his skill set. Coming with Two charges, this one is alot of fun to use against champs, and minions alike. With zero cast time, it will fire out in a straight line of your choice, dealing a fairly okay amount of damage the first time. After a brief delay the rift explodes, dealing more damage then the initial hit. Its also worth noting that both the initial rift, and its explosion, both stack his passive. So in using His E, followed by his W, you get three stacks, thus maximising his Damage output.
null
Tectonic Disruption is a Skillshot that launches all enemies caught underneath it into the air. Worth noting, that if the enemies are fairly close to you, it will also knock them up, and away from you, so this makes for a handy escape tool. Though there is a delay with this one, it can be somewhat avoided, so you need to time this well.
null
Giant Epic Laser Beam of Doom, Death, and Demise.... Wait.

Ahem.

Life Form Disintegration Ray.... Is his ultimate. This thing is, in short, far too much fun to fire at people, if just to watch them soil themselves. So.

It fires out in a straight line and deals a huge amount of Damage to anyone caught in front of it (I can safely admit, this is easy to avoid, if but a tad overpowered, being that nobody takes reduced damage for being behind minions, other champs, etc etc. In short, if you're infront of it, you're getting lasered).

It also stacks his passive every 0.5 seconds, with a max cast time of 2.5 seconds. You can also steer your cursor around to actually control the laser itself.

Things to remember are that whiles this hurts. Alot. You are 100% immobile whiles using it, and a simple knock up/Stun will cancel the ult and leave you vulnerable (Depending on positioning of course).

Another note is that you can traverse the jungle and help pick up kills in other lanes when roaming, being that this thing can fire through brush and such.

Early Game

If played well, you can normally stay in Lane until 6. I recommend hitting as many W's as you can to clear waves and rack up the gold, whiles using your E and Q to bully your opponent out of lane. Again, don't be too eager, if you push to far and their jungler fancies a go, You may be in a spot of bother, being that Vel is slow as hell. Around 6 you should be pretty low on mana and have a fair amount of gold to use, so B at this point, and on coming back to lane, really start pushing and going for the kills/objectives.

Again, The Jungler is not your friend. So always be wary.

Mid Game

At this point, and if you have taken your turret, then you can start roaming. Being that his skill set has alot of utility in the form of slows and knock ups, if your lane is pushed enough and so on, ventuting bot to laser an entire lane is always a plus.

More or less, keep an eye on your lane, make sure its pushed rather hard, and never leave it for long. Laning 101 to be fair. Help out where you can, but be wary of whats happening in your own lane.

Late Game

By now your Damage output is fairly substantial. Do not be afraid to commit to fights you think with other champs you may lose. With the Q,E,W,R Combo, you can turn a fight that want in your favor into a fleeing enemy with you chasing them down in a rather barbaric fashion. Though if they have friends, falling back may be the better option.

Teamfights

Teamfights are where Vel really shows his colors. His Q can hit multiple champs if timed properly, his W the same, His E. Plus his ultimate can melt a bunched up team. In short, stay at a safe distance, poke away with your Q's nd W's (At this point your CDR should be high as hell and you should be extremely annoying to the enemy team). As soon as there is an initiate or an opening, get that E in there, pump off some others, and then use the Laser.

Easy peasy.

Conclusion

Conclusion. Hmm.

Well. I'm an honest player. Or i try to be. I can say, that in my honest opinion, Vel may need a slight nerf. Perhaps reduced damage to enemies behind one another, perhaps taking the stack of his passive off of the initial hit from his W.

Having that been said. He's extremely easy to kill, and i think right now, people are complaining as he's a new champ and nobody realy knows what to expect.

So onto an ACTUAL conclusion.

Pros:
- Great Utility with knock ups and slows.
- Extremely high damage output, all the way through the game.
- An asset in any team fight.
- Easy enough to play.
- He has a laser.

Cons:
- Slow as hell.
- Squishy as hell.
- He has a laser that can be cancelled.
- Looks slightly odd when you have homeguard and go charging out of base.

All in all, one of my fave champs i've ever played, and i wont be putting him down any time soon.

As my first ever guide, i hope this wasnt to bad, and any questions or advice would be much appreciated.
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