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VARUS BUILD GUIDE: [S3] Varus - Deliver Them To Their End by Obamney2k16

by Obamney2k16 (last updated 11 months ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
View Rune Details
Summoner Spells
View Summoner Details
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21 Offense
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View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Living Vengeance
QPiercing Arrow
WBlighted Quiver
EHail of Arrows
RChain of Corruption
View Skill Order Details

Runes

Masteries

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9 Defense
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0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Living Vengeance
QPiercing Arrow
WBlighted Quiver
EHail of Arrows
RChain of Corruption

Champion Matchups

Introduction

Hi guys, and welcome to my guide on Varus, The Arrow of Retribution. Varus is a very strong ADC who excels in 1v1 trades as well as teamfight scenarios, not only due to the strength of his % health damage, but also due to his ability to lock down an entire team through use of his ultimate. When played properly, Varus is an unstoppable killing machine who can deal out tons of damage, Phreak or no Phreak.



Pros:

+Strong early game lane presence
+Hard CC Ultimate and tons of lane harass
+Hard to stop if you get ahead early
+Scales well into all stages of the game

Cons:
-No real escape
-Ult is a skillshot
-Kit requires you to land skills in order to do substantial damage


When to Choose Varus:
  • When your team comp is focusing on AOE damage
  • When a hard engage is something you lack
  • When their team has no gap closers
  • When you want to laugh in the face of a first pick Draven

Masteries

[http://i.imgur.com/92dIrt9.jpg]

These masteries are ideal for most any ADC, but work especially well on Varus. You'll notice that i dont take a point in summoner's wrath, namely because i rarely end up taking ignite on an AD Carry, and it therefore offers me no real use. On the other hand, you'll notice i do take a point in summoner's resolve, which grants me bonuses to both cleanse and barrier, two spells with which any adc player should be very familiar with. The extra CC reduction/Barrier absorption are just too good to pass up.


Offense Tree: Most of the points in the offense tree are related to getting me the most damage possible for early trades and late game teamfights. The 8% armor penetration is too good to pass up on a lot of attack damage champions, and Varus is no exception. It will keep your damage up the entire game, allowing you to dish out more than someone who would take it. I also take attack speed masteries and scaling attack damage masteries, in order to maximize damage potential. Brute Force allows for a flat +3 AD, which is free damage. Frenzy allows me to attack faster for every crit i land, which will be pretty often, and works in unison with other crit masteries.

Defense Tree: I take 9 points into the defense tree, as you are a squishy guy. Summoner's resolve allows for some sweet bonuses to summoner spells as previously mentioned, and 5 other points are dedicated to upping health to make you less squishy. The other 3 points go into armor, as you will most likely be laning against another adc, who will do less damage because of that armor.

Runes

[http://i.imgur.com/BSaXPen.jpg]

These runes will allow you to get the most bang for your buck.


Marks: Taking flat AD marks will give you a hefty +9 attack damage right off the start, meaning more damage, and also easier last hitting, as well as stronger trading potential.

Seals: Flat Armor seals will give you a surprising amount of armor for absolutely no in-game cost, meaning you save gold. This armor will allow you to take less damage from all attack damage sources, including basic attacks from anyone, minions, and especially from spells that scale off of AD or do physical damage.

Glyphs: Taking scaling magic resist runes is a personal preference. Seeing as you wont be against anyone using AP more than likely until mid game at least, or maybe possibly from ganks, you dont need the magic resist early. By the time you start fighting those AP champions, you should have the level where they meet the effectiveness of flat MR glyphs. The only difference is that you get even more MR as time goes on.

Quintessences: Here, again, is my personal preference. I prefer Flat AD Quints for that extra bit of damage in lane, and easier last hitting. However, many people prefer Lifesteal Quints, which, while giving you less overall damage, will allow you to sustain more in lane and through all stages of the game, although falling off a bit late game. It allows for a possibility of different starting items or first big-item-buys, perhaps opting for an Infinity Edge over a Bloodthirster, which some players have a great deal of success with. However, for my playstyle, i prefer the easier farming and more trade potential in lane.

Summoner Spells



Explanation:

Flash is pretty important on Varus, as you dont really have reliable escape tool in your kit. It allows for both defensive and offensive play, which is more important on Varus than other ADC's. Flash - Ult'ing their team can be invaluable as long as your team can follow up. On the other hand, ult'ing then flashing away can prove very effective if your team gets caught unable to fight, or you get caught.

As for cleanse, any CC is GG for an ADC. You have no escapes, and you have very little health. Take it to get out of sticky situations and keep up your damage output. Cleanse will not block suppresses, poison, or death mark from Zed, however. Take this if their team is very CC heavy and you think it's inevitable that you could get caught.

Other Spells:

Barrier is fantastic. It gives you a shield that absorbs damage based on level, which has more uses than just avoiding that last bit of ignite damage or getting away safely. Barrier can be used to bait trades when the opposing AD Carry thinks they have you where they want you. Waiting until you're low health and then popping barrier while they are also low health will give you the upper hand in trades, as they have to hit through a huge amount of damage in order to get to where they previously thought they had you. Early game, this spell can net you first blood, or even a double kill when someone gets a bit greedy.

I dont usually take this spell anymore on ADC's, as defensive play is often better than offensive. However, it does give you more kill potential, and can net you kills when the enemy isnt even on your screen. It's also a good tool against an ADC with tons of lifesteal, as it cuts healing in half, meaning they wont be healing by nearly as much as they could be, granting you the upper hand.

Skills

Passive: Living Vengeance

On champion kill or assist, Varus gains 40% aattack speed for 3 seconds. On minion kill, Varus gains 30% attack speeds for 3 seconds.

Explanation:
This passive is absolutely wonderful, and has a plethora of uses. While pushing, it allows you to clear waves extremely quickly, and while trading in lane, seeing as you've probably just killed a minion while farming, you get granted a heft attack speed bosst equal to having worth of AS without ever spending a penny. While pushing towers, it can be beneficial to kill a creep with low health in order to get the speed up and push it that much faster, as well.




Q: Piercing Arrow

Explanation:
This skill offers a lot of poke and harass throughout the game. It does pretty crazy damage when you charge it all the way up, and makes you feel like a badass whenever you hit an enemy from off screen and get that kill message. I choose to max this skill last, as i dont opt for the poke comp very often. For a poke comp, max this first, but otherwise, its main use is detonating blight stacks, which you dont even need to charge up to do, as long as you hit your target. It procs the % health damage and also resets the attack timer. It can be used to clear creeps before they get out of a line, as well.





W: Blighted Quiver

Explanation:
This is what makes Varus so unique. He not only gets extra damage on auto attacks, making last hitting easier, but he also gets a fantastic effect. When you auto someone, they are marked with a stack of blight, which, when detonated by any of your other abilities, will do damage based on their maximum health. This is one of those skills that scales beautifully throughout the game, and allows for consistent damage. Also, chances are, getting 3 auto attacks in a row off on a target wont happen super often without them running from you. So its sometimes best to auto attack twice, then use E, auto 2 more times, then use Q. This maximizes damage and allows your combo to hit people who get out of auto range.




E: Hail of Arrows

Explanation:
This is my favorite skill on Varus. It gives you an AOE slow with a relatively low mana cost that can detonate blight to do tons of damage and usually allow at least another auto on your target. It has pretty good range as well, and seeing as its a skill shot, you dont have to see your target to hit it. So if that pesky ducks into the bushes to escape you with just a sliver of health left, you can pop this for an AOE damage that should kill her. It's your main way to detonate blight, and scales very well with AD. It can be used to aid escapes and to tell pursuers to back off.




R: Chain of Corruption

Explanation:
Varus is one of the few ADC's that have an initiate in their kit. This ultimate is capable of hitting every member of a team, effectively having a 5-man stun when used correctly, which can be HUGE in team fights. Locking up people in order to make them take free damage is beautiful, and super rare in champions like Varus. It's on a fairly short cooldown, and gives you such a huge power boost after level 6, on top of your already crazy damage.




Skill Order

The order in which you max you skills on Varus greatly depends on the type of team comp that you're going for. Should you be on a team with a jayce, nidalee, and gragas (for whatever reason), you would run more of a poke oriented Varus. Because of this, ill go over both types of playstyles for reference.


Standard Maxing Order for Most Games:

First Max:

Maxing your E first is the best way to detonated blight stacks, as its AOE and you have a much lower chance of missing it. In addition, its great for early duels since it applies grievous wounds and slows, so if they try to fight you in it, they wont heal for nearly as much as you, and if they try to run out of it, its free damage for you.

Second Max:

Maxing this second will allow your blight stacks to do greater % health damage, and allow for some easier farming. Some Varus players max this last, but i personally think its good enough to max second. It gives you greater DPS that your Q would otherwise.

Third Max:

This skill is a great execution snipe, and a good, fast blight detonator. It also resets the auto attack timer, so it can be used for that function to get another hit off faster. Mainly, this skill will be used on targets too far away to auto attack, and have blight stacks on them. Use this to snipe them out and do some sensual damage.


The Poke Varus:

Essentially the same order as the standard build, but max first and last.

Item Builds

When playing Varus, you play a unique type of ADC. Very few are as bursty as Varus can be, as using his % health damage to the fullest will win you trade after trade. However, you're gonna need some nice shiny items to get to that point.

Starting items:
or

I recommend the Doran's, as after 60 auto attacks, you heal more with it than the longsword 2 start. However, the healing is slower and the Doran's gold doesnt help towards anything. The longsword start will get you a vamp sceptre sooner, but will not give you that huge +80 health in lane.

First Back:
if the lane is just a farm lane. If you think you can get an early kill, i would definitely opt for a for the crazy trading potential it grants over a vamp sceptre.

Mid Game:

/ and a should hopefully be completed, or be close to completion. At this point, team fights should start to be happening, and towers should be steadily falling (hopefully on their team, not yours). Your next goals will revolve around what the other team is building. If they're building armor, go for a, and, if you're just so far ahead that damage is your game, or its a farm fest for both sides, id recommend going for a .

Late Game:

At this point, you should be nearing your full build, should you be keeping up farm and have been doing so for the majority of the game. Steady gold income is your best friend as Varus, as you can very well fall off if you aren't building correctly. I'd reccommend going for the item you didnt build in the mid game section, and maybe finishing up with a or depending on the team you're against. For heavy cc comps or high damage AP champs, go for a merc, but if the enemy team blows everything on you to kill you, leaving your team open to fire away at them, get a GA, as you can respawn and get back into the fight, hopefully winning it.

Note: At this point, consider selling your boots for a if you find yourself with nothing but elixirs to renew. You lose 20 MS, but gain pretty sensual stats.

Early Game

As far as early game goes, Varus is inherently stronger than a huge variety of other champions. You have pretty decent kill potential at level 2, and further increased at level 3 once you get your . But, in order to make killing someone a possibility, you gotta farm. Varus is extremely easy to last hit with, as once you get your you'll be doing a tad bit of extra magic damage on every auto attack, meaning last hits will be a breeze. One interesting thing to note about this is that if your lane is pushed to your tower, you have an advantage over other adc's. Most AD carries in the extreme early stages of the game lack just a few points in damage to effectively last hit under turret every time. Luckily, with this boost from your W, you can bypass that and get yourself some extra gold.

Trading in Lane:
Alright, so trading in lane is something that Varus excels at. Seeing as he not only does AOE damage in 2 of his spells, but also does % health damage, you have crazy early damage. Most people will realize this fairly early in the trade, meaning that it's best to get 2 auto attacks off, cast to make them regret ever coming near you, and then get an auto or two off on them again due to the aid from the slow, and then, as they try to get away (sometimes even flashing away) you can detonate those last stacks of blighted quiver by sniping the target with a well-aimed . This combo seems situational, but with smart-casting or just having quick fingers, it goes off extremely fast and can be performed rather easily with some practice. And since Varus has exceptionally low mana costs for such a bursty ADC, you wont drain yourself from being able to play on the defense should things go awry.

Freezing The Lane:

Freezing the Lane is a tactic that is only truly seen commonly in higher level play, but can be extremely beneficial. Freezing the lane consists of allowing the wave to push towards your turret, but letting it stop right outside of turret range, or close enough that the enemy will think twice about going in for a last hit, as it forces them to over extend by doing so. In order to accomplish this, simply let the wave push to the desired area, and then last hit, never auto attacking to push the wave back. This tactic keeps you safe from ganks, and makes your enemy much more vulnerable to ganks, as they are consistently in the, "Danger Zone," of the lane, as they are pushed far enough that a jungler gank, even if they see it coming, could potentially be very potent, as they simply dont have the time to get away properly. Generally, it will force a flash at least in lower tier play, or at least force some abilities to go on cooldown and cost them gold from creeps, experience from not being in range, and time by having to recall to heal up.


Mid Game

The mid game is where Varus really shines. I would classify the mid game as the point where a few of the Tier 1 turrets have gone down, dragons are being taken/contested and team fights/skirmishes are beginning to take place. What makes Varus such an amazing pick is his incredible amount of CC for an AD Carry. He has a slow, which can be used both offensively and defensively, aiding in a chase or escape, and an ultimate that has the potential to lock down an entire team, negating damage and allowing them to take free damage from your team. In a meta where getting stunned generally means a summoner or two down, a kill, or even an Ace, hard initiates are emerging as king.

Positioning:
As an AD Carry, your positioning is KEY in team fights. Generally, the adc will stay as far back as possible, away from the high priority carries, in order to avoid high damage, as an AD Carry is a squishy target indeed. Varus has a specific role in this, meshing this passive playstyle with extreme aggression. Varus excels on a team that has another form of hard initiate, such as Volibear, Malphite, Nocturne, Cassiopeia, or anyone who can dive targets/pin down targets. By allowing a frontline to initiate first, Varus is able to land a clean ultimate, locking down an entire team and firing away, dealing massive damage, from afar without taking much damage at all. For teams that lack this hard engage, you may find yourself having to initiate by catching someone or flash-ult'ing, which, while not optimal by any means, could be the only way your team has to force a fight. It is imperative to know your own strength, your team's strength, and your enemy's strength in order to make better decisions about when and how to initiate and what fights to take, and what others to leave.

Late Game

Late game is where Varus doesnt like to be. If Varus is in late game, his damage is extensively lessened, and his lack of an escape becomes detremental to teamfights. By now, people will be diving and killing you almost instantly, unless your team will peel for you, which is IMPERATIVE to your survival. But do not fret! As long as your team peels, and fights properly, your role is a sinch.

The Tide Turn Teamfights:
At this point in the game, neither team can afford to make mistakes. You, as an ADC, should hopefully have a good amount of damage by now, and if they have armor for you, YOU HAD BETTER HAVE THAT LAST WHISPER. If you cant hit through that armor, you are not gonna be in a very happy place. Unlike those tanky brusiers on your team who are diving their carries, you should be in the back, firing away and kiting everything thats smacking you in the face. This is where that peel comes in handy, as those tanks now have the damage to kill you and the stickiness to make sure you dont get away. Your primary objective is to find a realistic target and kill them, while still keeping up objective control. Right now, even if your team wins a fight, without you, there's a good chance objectives cant go down. Your team doesnt push like you, or take baron/dragon like you, you just have so much more sustained damage than everyone else on the map.

Pretty Standard Late Game Knowledge to Know:
While it may be general knowledge that carries across all champions, i feel it important to make a point of not dying at this point in the game. A dead ADC is a useless ADC, and without that threat on the map, the enemy team can make your team their play-thing. Your positioning is everything at this point, so make sure you know what you're doing. Let the tanky guys face check bushes that dont have wards, let them lead the charge into baron, and let them hard initiate, as your flash is too valuable at this point, as is your life, and putting it on the frontline with a mere 2000-ish health is NOT going to cut it. There's a golden area between passive and aggressive, and that zone is where you need to stay. Be passive until a fight is happening, then, by all means, GO BALLS DEEP.

Team Fights

Team Fights as Varus is a pretty standard common strategy shared among all adc's. Pretty much, all of those guys spamming, "FOCUS X AND ITS GG," arent talking to you. Your job is not to dive along with the tanky guys, your job is to hit the closest thing to you, provided you actually have a chance of killing them. With that being said, if their 12/2/5 Vayne with nearly 200 CS at 20 minutes is standing in the frontline, by all means, shoot her in the face repeatedly along with your team and punish her for being out of position.

The Sensual Varus Ultimate:
Your ultimate is one of the best in the game for an ADC, and as such, you need to make sure you land it. It's one of those abilities that you HAVE to land in order for a team fight to go in your favor most of the time. However, landing it is EXTREMELY easy when they are clumped together. And this is when it's most effective. If someone is caught out, dont feel like you have to burn your ult to snare them for a a second, as that ult is better used IN A TEAMFIGHT. If you can kill them without the ult, kill them without the ult. If they flash, CONGRATS, YOU BURNED A HUGE COOLDOWN. If they get out with a sliver of health, capitalize on that player having to back and take an objective or force a 4v5 teamfight, landing that beautiful ultimate across them all. One of the most satisfying ultimates in the game to use, in my opinion.

Lane Match-Ups


Ashe is a fairly simple match-up for Varus. She simply does not do the same amount of damage you do, really at any phase of the game. The only thing you really have in common is a great late game ult that requires a bit of skill to use. Your key to winning this lane is to stand behind minions to avoid her Volley, and try not to get caught at level 1 with her passive 100% charges, as that crit will half health you in one hit. It isn't fun. So, i would suggest letting her hit that on a minion before you get in range for anything else.

Difficulty: 5/10



Caitlyn is actually someone that you may think can outbully a Varus, BUT THIS IS WHERE YOU AARE WRONG. Her early poke is simply not a match for you, as you have good range, and even if she pushes you to tower, your W allows for you to have easy last hits. Should she go for an all-in, you out damage her, as long as you hit all of your spells. She will most likely use her net to esccape after she sees the damage your blight stacks do, so killing her may be a challenge. But after 6, your ult locking her down should do the trick. Should the Caitlyn be stupid aggressive and poke you all to hell, such as when she has a soraka support and has free mana, simply try to avoid as many peacemakers as possible and watch out for her level 6 if you're low.

Difficulty: 6/10



Not many people really play Corki, but i assume if you went against one, his Valkyrie would be exceedingly annoying, and he'd probably bait your ult pretty often. He's pretty hard to catch, and his rocket poke after 6 can be pretty irrititating, but other than that, his damage is sub-par, especially with his super high mana costs for any kind of real poke. Whenever you run from him, assuming he has you low on health, try to zig zag so he doesnt hit as many rockets.

Difficulty: 4-6/10



Whoever said that nobody can counter the Draven was WRONG. Carus is the biggest counter to Draven, not only for the fact that you can punish him horrendously for trying to catch an axe, seeing as you have an aiming reticule telling you exactly where to shoot, but you OUT DAMAGE THE DRAVEN. Maybe not at Level 1, but even as you hit 3, your damage is just better. And you have more range. He will undoubtedly push the lane, making it hard for him to catch axes, last hit, and harass. Meaning he'll be scattered while you can just farm away and get jungle ganks to shut him down right away.

Difficulty: 5/10



Ezreal is a champion that rarely gives you trouble, but when he does, he gives you A LOT of trouble. Standing behind minions is the best way to counter him, as he cant hit Mystic Shots, but this may cause him to take a point in his W early to hit you. Luckily, it does no damage and costs a ton of mana, so he cant do it much. But you'll rarely kill him in lane, as his arcane shift is almost always up, and hes just so slippery. Honestly a skill-match up.

Difficulty: Skill-Based



Many people say that Graves is the biggest counter to Varus. I've never quite understood why, as at the moment, Graves isn't very strong at all. He might do more burst damage than you, but your overall game presence is so much greater than his. Try not to feed him in lane, and try to deny him CS in order to make sure you scale into the beast you are, while Graves is stuck on the backburner, trying to catch up. Right now, Graves just isn't that much of a threat to any ADC.

Difficulty: 5-7/10



Miss Fortune is arguably the biggest lane bully in the game, and one of the strongest ADC's right now. Her kit allows her to be super annoying, hit you for a ton, and still look good as hell doing it. She's fast no matter what, making skill shots hard to hit sometimes, and sshe does a lot of sustained damage. Your ults have similar uses, but she cant run out of yours. Pretty much try to deny her CS and dont give her kills. She's a monster late, and she can carry with even the slightest lead under her belt.

Difficulty: 7/10



You will rarely see a Quinn in game, but on the off-chance you do, here are some tips. She hurts when she gets a harrier proc on you. She hurts when she gets a vault off on you. She hurts when shes a bird and can tower dive you pretty easy with jungler help, or even support help. Quinn hurts and is a snowballing beast. Dont give her kills early, and try to poke her a bit. What he lacks is an effective escape outside of an ult, minus the mediocre slow from vault, provided she can use it properly in the first place. This is another skill matchup, if you ask me.

Difficulty: Skill-Based



She's really only a threat if she gets a soraka support, because then she can just spam all day. Her spell shield doesnt work well on you, and her mana costs are stupid high. Her level 3 Boomerang Blade can half health you early, so be careful of those. Try to get jungler help if she pushes, because msot sivirs who push wont stop.

Difficulty: 5/10



I hate her. So much. She isn't really a huge lane problem, but if she gets kills, her late game is so strong. Personally, i think she scales better than any other AD carry in the game, with a crazy attack speed boost at level 18. She farms easily and cant help but push, so last hitting under tower is a must have skill.

Difficulty: 7/10



Twitch is a strange champion. In the right hands, you will never win, but those hands are very rare. He doesnt do the damage you do unless he has a sona, and hes terribly easy to kill, at any stage of the game. His farming is sub par, and his only escape is a stealth which costs a lot of mana, a resource that he has a fragile supply of. Deny him cs and try to push, while keeping up ward coverage to avoid ganks.

Difficulty: 6/10



Vayne is only dangerous if someone on your team is a next to a wall or she gets kills early. Both involve getting condemned, and both are not fun to deal with. She's a crazy late game threat, and if she reaches that late game by mid-game, your team has no chance. She can farm effectively at any stage of the game, and she can even farm champions when she has to, which is OFTEN DO YOU HEAR ME, SHE LOVES TO KILL YOU. Most Vayne players know they do a lot of damage, but think they do that damage all the time, which just isnt true. If she gets 6 hits off on you, your life is terrible, but as Varus, the amount of damage you do in 6 hits is comparable to her before she hits late game status. Dont feed her, dont lose. Simple as that.

Difficulty: 7/10

Supports That Work Well With You

Varus, seeing as he excels in CC, does particularly well with a lane partner who also has heavy CC, or the ability to help his sustain/aid his escape/provide moral support for his blood lust. Below are a list of supports who he does well with, and explanations as to why.



Alistar isn't really a meta-pick right now, but he gets the job done for Varus. A good Alistar will pulverise and then headbutt the enemy into your clutches, waiting for you to unleash fury on their frightened face. His extra lane sustain will keep you healthy, and his peel in team fights is like no other. The Cow will not let you down.



Blitz is usually banned in ranked, and for good reason. He is annoying and his grabs are game changing. A good grab can net you kill after kill, but his usefulness is drastically reduced later in the game if he didnt get anyone fed early, or fed, as his escape options are very limited, and his mana costs are obscenely high.



Janna offers a lot of good peeling, and a lot of utility and poke to wear targets down before you get a combo off. Her extra movespeed passive can be huge early game, and her counter initiate skills are unrivaled, provded she can land a good Howling Gayle. Janna is a good pick if their team has loads of chase potential, or if they're scary and you want no part of it.



Leona offers so much CC it isnt even funny. The combination of her Crowd Control plus yours is just unfair. Rarely does a Varus Leona lane lose, unless the Leona is too aggressive and tower dives at level 2, or the jungler camps bottom. Leona synergizes so well with Varus that it should be criminal.



Lulu offers a little bit of everything. She can shield Varus, provide a poke that slows, and provide a veritable silence/stun in a polymorph, which gives you free reign to lane your skills. She's incredibly annoying at every stage of the game, and has enough utility to fit nearly any lane scenario.



I love Nami. Her Aqua Prison is so under-rated, but so good. She has a good heal, good crown control, and her ultimate is perfect for teamfights, as bottom lane alone holds enough initiate to lokc down an entire team twice. She can give you extra damage in trades, and deal damage to them while simultaneously healing you. What isnt to like?



Sona offers everything. Good poke, good sustain, fantastic ultimate. Her only downside is her extreme squishiness, which will sometimes lead to you trying to peel for her in order to deny the enemy a kill. However, a good Sona player will put enough pressure down to where this doesn't happen often, and her usefulness doesn't fall of at any stage of the game.



Taric offers a stun and a heal, and even some passive armor, which are all things an ADC loves to have early, seeing as their stats and build items just havent gotten there yet. His stun is targeted, meaning it simply cant miss, and it's long enough for you to land an ult nearly every time with it. Taric does fall off a bit late, but his damage in lane is Truly Outrageous.




Thresh is the big daddy of supports for Varus. It's like these two were made for eachother. Absolutely everything about this lane is terrifying. So much CC, so much kill potential, and still a good amount of peel. His lantern can save you, or bring you into a fight in order to secure kills, or deny the enemy team a coveted first blood. Thresh simply is the best support in my opinion for Varus. If he lands a hook and pulls in, he can Box, then Varus can ult, and they're chain CC'd for days. A very rarely lost lane for me, and it counters turret dives extremely well. [center][center]
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Final Comments

Thank you all for taking the time to read my guide! Hopefully you enjoyed it as much as i enjoy playing Varus, and i truly hope you learned something. If you have any questions or comments, leave them below and i will be sure to get back to them as soon as i possibly can. I am completely open to suggestions on builds and skills, even lane information. Just leave something below and i'll test it out and come back with a conclusion!

Comments

May 27, 2013 - 08:48 PM #1

It's definitely a great start, but your items chapter needs to be totally reformatted, and it needs more information overall as well. You don't really explain in much detail why each item is great for Varus, or really what difference it makes what order you buy the items in.



Your items at the top is basically a TL;DR for people who are in loading screen already. It should read starting items, core items, endgame items, situational items, with almost no text. Put your text in the build chapter.

The guide is still being constructed. If you really want to see an incomplete Renekton guide, feel free to click the image.



NOTE: RUNES AND MASTERIES UNDERGOING A MAJOR REFORMAT (also I have to reupload the images because photobucket sucks)



[url="http://www.solomid.net/guides.php?g=39018&c=782621352334834"][/url]



Thanks to Foo18 for the image.