IntroductionVeigar is a very interesting mage. For one, he epitomizes the role of nuking, which is what most AP champions are designed to do. On the other hand, he requires a completely different setup and playstyle than most other mages to optimize his potentially limitless scaling. Finally and most importantly, he's the Black Mage from Final Fantasy. Thus he commands your respect, and you should obey him.
The purpose of this guide is to maximize the potential of Veigar's evil laughter (which is your reward for making their souls serve you), and thus in order to do this, I will teach you how to dominate with this champion.
Pros and ConsThis section is very important. While I typically have one of these in most of my guides, I especially recommend you read it here because this is easily the most misunderstood part about playing Veigar correctly.
- Very high base damages
- HUGE mana pool
- Potentially limitless AP, thus has significant freedom in runes and masteries
- Insane scaling burst combo
- Best non-ultimate disable in the game
- Very very strong at winning trades over time during the laning phase
- A fairly poor pusher earlygame
- Low base health
- Quicksilver Sash is VERY annoying lategame
- Champions that actually have better sustain than you early in the laning phase are very annoying
- Huge skillcap. Landing his stun on demand and positioning correctly in teamfights takes practice.
The common misconception about Veigar is that his laning phase is weak. In actuality, Veigar in fact has a very strong earlygame, one of the stronger earlygames in terms of directly trading hits. The base damages on Veigar's spells are all very high for their mana cost. Coupled with Veigar's very naturally high mana pool, Veigar can often crush people in trades simply because other people that try to trade with him simply will run out of mana before they can kill him, while Veigar can continue maintaining pressure beyond that point.
The most difficult part of playing Veigar is, ironically enough, his lategame. While he scales very well into lategame due to his ever increasing AP stat, many players will typically try to buy items to avoid or mitigate Veigar's stun, making it much harder for him to pick fights with it reliably. Losing about one third of your damage to a Quicksilver Sash is not funny if the person who bought it is a farmed Vayne or Ezreal.
Putting all these things into perspective, Veigar by design is not meant to be played as a hard carry, though it's technically possible with an outrageous and usually unrealistic amount of farm. What Veigar actually is meant to do is play as a lane bully who shuts out his opponent from experience and farm, and then ganks other lanes into oblivion, thus carrying the game by killing people before they have a chance to counter build against him.
So instead of being a complete wuss and just farming and letting the other AP mid be your boss, it is in fact your job to make them serve you, and show them you are in fact the true master of evil.
MasteriesImmediately, one thing that makes Veigar FAR different from other mages is masteries. Veigar does not want 21 in offense for one simple reason. It does very little to help him earlygame given early into the game, Veigar benefits less from AP than other mages. This is not a bad thing, because your Q has very high base damage to pick up the slack.
So instead of being like all the other wimpy mages who will be serving you, a true boss like Veigar takes 21 points in utility because REAL MEN ARE USEFUL. Er, yordles. As I was saying, 21 points in utility gets you these specific goodies:
Nimble: OH SNAP, 3% MOVEMENT SPEED! Like a true boss, you are on top of things, and always at the right place at the right time.
Intelligence: A true master of evil is smarter than his hopeless underlings and always more available to do his job. 6% cooldown reduction adds up for making sure you're always available to burst someone down and make their soul serve you.
Awareness: You wouldn't be a true boss if you weren't more experienced than your underlings. More experience = more power.
Biscuiteer: Real bosses don't need to go back home for snack breaks. Instead they come to work prepared. 80 HP and 50 mana might not sound like a lot, but keep in mind that you actually get more than 50 mana from using this item because the regeneration scales with your passive.
Vampirism: True masters of evil are sustained by working their underlings to death. Now 3% lifesteal/spellvamp might not be a lot, but you legitimately benefit from this more than other mages given you have a massive mana pool with which to sustain your harass, and because you aren't a noob that needs to build damage early on to get damage.
Mastermind and Summoner's Insight: Lower cooldowns on summoners = more influence = more dominating like a boss
Mediation: A true boss knows how to keep his mind healthy to be productive. More mana means you spam more spells which means you dominate people more.
If you really want, you can take 9 points in defense instead of offense, though I prefer getting extra CDR, Improved Ignite, and the 8% magic penetration does scale pretty well throughout the game.
RunesWHAT?! NO AP RUNES? WHAT IS THIS?!
Veigar is a true boss, not a wimpy underling, and has no need for AP to boost his damage during the laning phase, because he's a boss, and a better mage than you. He's much more flexible than other mages given he can simply just focus on his base damages earlygame and win.
Magic Penetration: Remember, we are focusing on Veigar's base damages, which are improved by magic penetration.
Flat Magic Resist: Also works, might be worth considering if you're really scared of being 1shot earlygame by like Tristana or Leblanc running flat AP runes or something.
Mana Regen Per Level: Building most mana items on Veigar is stupid unfortunately, so these are the best Seals for guaranteeing maximum flexibility in what items you pick later on in the game. With Mana Regeneration, not only will you be able to harass like a boss, you get to FARM like one too.
Health Per Level: Rushing Eleisa's Miracle earlygame is pretty much necessary if you take these, but itemizing health is also somewhat tricky on Veigar early on, and these Seals arguably add up more lategame because Veigar can actually be incredibly difficult to kill if he can land his stun correctly in tight situations.
Flat Armor Seals: Because even Pantheon can't be your boss.
Flat Magic Resist: Veigar no need for AP runes. Your puny underlings can't harass you more than you can.
Mana Regen Per Level: If for some reason you can't take Mana Regen Seals.
Mobility: LIKE A TRUE BOSS YOU ARE ALWAYS IN THE RIGHT PLACE AT THE RIGHT TIME HELL YEAH.
Don't take AP runes, or I will personally slap you in the face for insulting the one and only true master of evil.
So you've been truly evil and just been harassing your underlings all day, and they're out of potions and mana. And they demand time off. What do you do? You FIRE THEM.
Force them into a mandatory meeting with you in your cage er office. Throw stuff at them to express your anger, and then FIRE THEM. They will run home crying, and you will save some money that you otherwise would have had to give them.
Sometimes, they will try to hide from you and hope you forget they exist. That's why you FLASH INTO THE RIGHT PLACE AT THE RIGHT TIME TO FIRE THEM.
Alternatively, sometimes they will go on strike, and gang up together to rise against you. Instead you can flip the bird, and Flash out of there and give yourself a well-deserved day off. They'll be so busy searching for you in your cage that they won't ever catch up.
A REAL BOSS IS ALWAYS AT THE RIGHT PLACE AT THE RIGHT TIME HELL YEAH. Definitely worth considering on Veigar given how strong his presence is. This Summoner is also a stronger option to take if you are laning top a Veigar.
Again, a real boss knows how to use all his options to remain at the right place at the right time. Overall pretty good, just not as good as Flash on Veigar.
Veigar's mana regeneration is increased by 1% for each 1% of mana he's missing.
A real boss maintains a healthy mind to be more efficient at work. This passive is legitimately overpowered and lets you spam like twice as many spells as most other mages during the laning phase. Keep in mind it actually scales with how much mana per 5 you have, so thus the Meditation Mastery and a source of mana regen from runes are necessary to take advantage of this optimally allowing you later to farm while harassing.
Q: Baleful Strike
Unleashes dark energy at target enemy, dealing 80 /125 / 170 / 215 / 260 (+60% Ability Power) magic damage. If this ability deals a killing blow, Veigar gains 1 ability power.
Veigar also passively gains 1/2/3/4/5 Ability Power for killing a champion with any damage source
Cooldown: 8/7/6/5/4 seconds
Cost: 60/65/70/75/80 mana
DON'T FARM WITH THIS ABILITY EARLYGAME. USE IT TO HARASS.
That's just generally speaking, although if it would be otherwise impossible to last hit a minion, and if you are already full mana, then you might as well use this to last hit. Just make sure that you are PRIMARILY using this for harass, because the base damage on this ability is too good to ignore especially considering the low mana cost and your insane mana pool.
W: Dark Matter
Veigar calls a great mass of dark matter to fall from the sky to the target area, which lands after a 1.2 second delay, dealing 120 / 170 / 220 / 270 / 320 (+ 100% Ability Power) magic damage. This ability also provides vision through fog of war or brushes before it lands.
Cooldown: 10 seconds
Cost: 70/80/90/100/110 mana
This ability kinda sucks, but it's your one AOE tool, and it also comprises about one third of your burst damage, so thus it has uses throughout the game as a 1 point wonder. Earlygame, you will primarily be using this as a counter pushing tool, because many cowards will just try to push lane against Veigar instead of fighting him. You also can use this to facecheck bushes, and furthermore when stunning someone, you will cast this first before unloading the rest of your abilities.
E: Event Horizon
Veigar twists the edges of space around the target location for 3 seconds, stunning enemies who pass through the perimeter for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.
Cooldown: 20/19/18/17/16 seconds
Cost: 80/90/100/110/120 mana
Read those numbers. This stun not only has a maximum range of basically over 1000, at max rank it stuns people for 2 and a half seconds.
Learning to place the edge of the stun directly on people or leading them into it takes practice, but is doable. This stun is so outrageous that you basically should never die to ganks as Veigar. I've been ganked before by Lee Sin, Shaco, and Morgana simultaneously. And I still lived, because Veigar's stun is simply that outrageous. Note that champions that Dash through the stun (such as Tristana, Irelia, and Lee Sin) will still get stunned once they are done dashing. Ones that blink past it (such as Kassadin, Summoner Flash, Katarina) will not on the other hand.
R: Primordial Burst
Blasts an enemy champion, dealing 250 / 375 / 500 (+ 120% Ability Power) magic damage plus 80% of the target's ability power.
Cooldown: 110/100/90 seconds
Cost: 125/175/225 mana
Even if you don't have any AP, this ultimate does seriously high base damage. It also scales with enemy AP, meaning those wusses that built AP to try to deal damage will end up taking MORE damage from you once you hit level 6.
It is very important to note that you cannot oneshot good players at level 6 by just doing a full spell rotation. You can however extremely reliably kill most people that are around half health once you acquire your ultimate, though you will have to make sure you manage your mana very carefully if you have the intent of killing your lane opponent. Also, do not forget that sometimes, you DON'T have to kill your lane opponent to dominate them. Sometimes, if I am getting pushed, and I am certain I will be preoccupied with farming, I will use my ultimate as a poke to force my lane opponent to go back to base instead of potentially roaming or staying in lane to farm against me. Making decisions like these can add up to you snowballing to victory.
Skill OrderMax order is >>>
Obviously, Veigar's ultimate is leveled whenever available.
Your Q is maxed first both to lower its cooldown and to increase its base damage to maximize the efficiency of your harass during the laning phase. Also, at max rank, you get 5 AP from killing a champion.
You take 1 point in W by level 3 so that you have an AOE spell with which to counter push lane on demand. Leveling this up only increases the base damage and the mana cost, while you will eventually get a lot of damage on your W from simply just farming your Q and building AP items even if it only remains at rank 1.
E is maxed second, because aside from the damage on your Q, you will need ranks of your E to reliably combo people you have stunned. The cooldown also is reduced with each rank, which helps a lot.
This is the standard start for positioning intensive mages. Nothing really new or surprising.
You get this start if you are really paranoid about ganks or invasions. The other advantage to this is you can farm/harass more with your Q. It just becomes slightly harder to dodge skillshots, but you also get Philospher Stone slightly sooner and get one extra pot. If by chance you have to go top lane as Veigar, this start is significantly more desirable.
Veigar is a trade over time oriented mage during the laning phase that runs defensive runes rather than offensive runes due to his high base damages. You benefit significantly from the health and mana regeneration from this item, as well as the gold generation. You also have the option of upgrading this into Eleisa's as well, which will give you a permanent source of regeneration for the entire game.
The optimal boots, given during teamfights, your role transitions into bursting people to death.
Combined with AP that you farm, getting this item lets you oneshot minions with your W, as well as oneshot carries with your full rotation. Being able to waveclear in particular is crucial midgame, so you can spend time ganking and killing people so that the rest of your team can push to victory.
This item alone also lets you oneshot enemies if you hit every single spell after activating this item. It also grants you cooldown reduction letting you oneshot people more often, and combined with Deathcap actually forces tanks to have to play carefully around you. You probably can't actually oneshot tanks most of the time, but assuming you have a team nearby to follow up, you can definitely kill a tank very easily once you complete this item in conjunction with Deathcap.
Building Veigar after DFG and Deathcap is situational, and requires some decision making skills. There are plenty of good options for him to consider, but he has to weigh how much his team needs him to simply assassinate priority targets, or how vulnerable his team is to dives against other tanks and initiators. Building more damage is optimal if the main threats on the other team are simply squishy carries. Building tankier tends to be prudent if the other team has several tanks and initiators that can ruin Veigar's positioning if he doesn't have the health to survive minor hits.
I typically don't get enchantments on Veigar, but they can be considered in long games.
Alacrity is overall the most practical enchantment. You can't go wrong with 15 base movement speed, especially combined with mobility quints.
If you are expected to be an initiator for the team, and if you took Teleport, Distortion might be more useful.
Furor is very situational on Veigar, but deserves mention as being useful against tankier teams, which requires Veigar himself to build tankier in response.
You need to get this item by level 15 at bare minimum if you plan on building it. Usually sooner is better so you can fully take advantage of the mp5 without the item slot restriction, although building this somewhat delays building other items. If you have been denied blue buff constantly, then getting this item sooner may be preferable so you can focus more on farming with abilities.
Has been nerfed recently, but is still a very strong option on Veigar. It gives you health, CDR, and regeneration stats, which overall can help you tremendously as an initiator.
This is typically the item you get after Deathcap and DFG when you want to do more damage, and with this trio of items, you are actually able to focus tanks and kill them. Combined with your Sorcerer Shoes and Mpen runes, you will typically ignore well over half of enemy magic resist by getting this item.
This is a high utility option that can save you from getting bursted if you time it very well. This item is your strongest option for protecting yourself from an impending Karthus ultimate for instance. The stasis is also good for waiting out your stun cooldown, which can let you make an escape after you are out of stasis. It also provides a respectable amount of damage and armor, which are useful.
This item overall synergizes rather poorly with Veigar's overall playstyle of pick a target and kill them dead, but it instead becomes really strong on Veigar against really tanky teams that have many threats that Veigar cannot oneshot easily. In these situations, the health and 35% slow actually are extremely strong on Veigar for wearing out threats and THEN killing them.
This is an endgame item. You get this item when you are super farmed and are expecting to carry very hard. The movement speed and extra nuke you get that scales directly with your AP will in fact make you a veritable hard carry in very long games.
This is an option you can combine with Void Staff or Rylais, or possibly both to do insane amounts of burst damage. To give you an idea how insane the magic penetration is, you can basically bring a 150 MR target down to about 53 MR by combining all these sources of mpen.
If you end up playing a tankier version of Veigar as a result of needing survivability against other tanky teams, then spellvamp actually will become very practical on him. Maxing CDR and having Rylais are optimal if possible.
If you don't like Eleisa's Miracle, this is another option you have for mana regeneration as well as gold income. As for the active effect, just remember to use it on your initiators if you have other people on your team that can initiate. If you are the only member on your team that's competent at initiating, then you won't get much use of the active, and you would rather get Shurelyas instead.
This is a nifty utility option that builds from Kage's and grants you both movement speed and magic resist. If Lich Bane is too expensive, but you still want some stats and extra movespeed, then this might fit your style.
Usually the best item on Veigar for ensuring you don't get caught. It's typically very easy to take advantage of the spell shield given most teams WANT to focus Veigar, but he will usually remain near the back as he fishes for opportunities.
The other viable option for making sure you remain in the fight even if you get focused.
Early GameHARASS WITH YOUR Q, DON'T FARM WITH IT UNLESS THERE IS ABSOLUTELY NOTHING ELSE TO DO.
Also, remember to help your teammates scout for invasions. Don't take a point in Q until you are certain the other team is not invading. If they invade, a point in E can be gamebreaking in turning around an invasion, or as well as helping your own team invade.
Don't forget to farm while you harass, and make sure you dodge skillshots in the process, which should be fairly easy with your high starting movespeed. Try to last hit more with your autoattack than your Q typically. Use your Q only to last hit when you have no other options, or if you're just sitting at full mana. If the other laner is pushing, autoattack the creeps as much as you can while trying to last hit. Once you have a point in W, use that to counter push as well.
If your jungler is coming to gank, be ready to stun, Q, and cast ignite. This usually will result in a kill if your jungler follows up. In matchups that outsustain you, just remember that Veigar's threat at amplifying ganks is very valuable for your jungler, and you will want to manage your mana extra carefully in those situations so you have enough to stun and combo.
Likewise if you're getting ganked, drop your stun and position it ideally so that it stuns both the enemy jungler and AP mid. You don't have to worry too much about strict positioning of your stun usually, just you need good reaction time, and as long as you react reasonably fast, you typically can get out of any gank easily. Remember to use Flash as necessary to avoid appropriate gap closers or skillshots. Better yet, if you catch someone under your tower with a stun, it can very often result in a kill.
Mid GameOnce you acquire your ultimate, you need to judge the situation carefully. You WANT to use your ultimate at some point if your lane opponent is staying against you. If you have enough mana for a full rotation, try to make sure that your opponent is around half health before trying to kill them. Cast ignite here as well if you have it.
If your lane opponent is just pushing, and isn't quite low enough for you to easily kill them, then if they don't have any extra sustain, then simply cast your ultimate on them as a poke. This will typically chunk them for about 35% of their health. This is usually enough damage to establish lane control, where your opponent has to leave you alone, or risk getting ganked and killed. They also cannot roam or farm neutrals easily if you chunked them hard.
You will very rarely have time to roam and gank as Veigar unless you have established an advantage against your lane opponent, which in many matchups will actually happen very easily. If you diligently harassed your opponent as Veigar, and they do not have both high mana and health sustain in their kit, you will typically run people out of mana in trades and have put significant damage on them by the time they burn through all your potions.
If your opponent starts buying Chalice, Mercs, and Negatron Cloaks against you after being forced out, you have SUCCEEDED in lane and can continue to dominate them with your sustained damage. And if they buy damage, then go ahead and and oneshot them later. And while it should be made clear that opportunities for Veigar to roam will be somewhat scarce due to his low pushing power, you should definitely look for opportunities to gank other lanes after abusing your lane opponent. Veigar's ganks are among the strongest in the game due to both his obscene stun as well as his amazing burst.
Late GameThis part of the game can either be really annoying or really easy. Veigar can excel lategame at reliably singling out targets and killing them, and assuming you are farmed, this usually should be an easy task for you given his amazing stun and burst damage with basically just Deathcap, DFG, and Void Staff. On the other hand, lategame can be annoying in that enemies that have time to counter build against you will make the game very stressful for you given how much you basically live or die by perfect positioning.
As per usual, towers, inhibitors, Baron, and the nexus are priorities. If anything, your team above all needs to be able to control these things reliably to win the game. Remember if you need to facecheck, use your W. If by chance you are running Lichbane, try to focus more on pushing rather than teamfighting, because Lichbane Veigar is ridiculously stupid strong at killing structures.
Also force pushes if your team is snowballing before the other team builds any QSSes, GAs, or if their tanks are not threats at all. Don't drag games with Veigar and let their tanks become strong enough to dive you or otherwise force you to focus them first. Veigar is not a hard carry without ridiculous amounts of farm, and because of this will fall off significantly later into the game when people have the opportunity to build items to counter him.
If your team is behind though, this doesn't necessarily mean Veigar can't help his team make amazing comebacks, though this tends to be very conditional on what threats on the other team are important, and it's imperative that you are a decent farmer. For the most part, if you have Deathcap, DFG, and Void Staff, it's relatively easy for Veigar to pick any target and kill it, though if your team is behind, you might be lacking Void Staff, which you need to reliably kill tanks. If the main threat on the other team is a squishy AD or AP carry, then Veigar as long as he has decent farm is very strong at shutting down these threats if they haven't built defensive items to counter his stun. Oftentimes against cocky carries, it's possible to make a comeback by simply feeding off them every time you catch them alone and your abilities are all up, just make sure before you try bursting them you check for Negatron Cloaks, Chalices, QSSes, and other defensive items and factor them before going for kills. If the main threat on the other team is a bruiser or tank on the other hand, you still want to check their items and if they are squishy enough, you will try to feed off them if they get reckless, but if you can't burst them easily, then things might be really tough if your team isn't able to pick up the slack, and you sometimes will be forced into building more defensive items like Rylais if their tank/bruiser can dive and cripple you too easily.
Team FightsProvided you are any good at farming reasonably (meaning in most games, you should have at least farmed Deathcap and DFG), it's pretty simple most of the time for Veigar to pick a squishy target and kill them. That is, provided they aren't running QSS. Usually you will try to single out the AD carry as they are generally the biggest source of damage on the team. Focusing their AP also is smart, as if you can remove them from the fight before they do anything, then your team also can win pretty easily. Especially if their AP is someone like Karthus who typically builds pure damage, you want to instakill him with your ult before the fight starts.
If the other team is running QSSes, you need to be able to bait them by stunning them, threatening to burst them with your W, and disengaging when they activate it.
If they have GAs, it's also somewhat annoying, but not quite so bad. You can still go out of your way to burst someone. Just ideally, try to save either your W or your ultimate if the target is squishy so that as they revive, you can cast it on them as they get up and kill them.
If the other team doesn't have any of the above mentioned items, then simply position well and go about business as usual and kill their squishies and win teamfights.
If the other team's main threat is a tank (by threat, I mean something that will essentially dominate you in teamfights), you need to have Void Staff if bursting their tank to death is necessary to be at an advantage. If their team only has one tank that can dive you and removing him from the fight will give you more freedom to position, then go ahead and kill him if he's out of position. If the other team has multiple tanks that can dive you and prevent you from focusing squishies easily, then now is the time to consider building Rylais to make you harder to instakill, and give you an extra option for kiting and wearing out their front line before going for the kill.
Make sure you always have vision of any assassins the other team has as well. The majority of them can be killed very easily by Veigar as long as he gets the jump on them with his high ranged stun. Against Leblanc and Kassadin, consider a Banshee's Veil to increase your margin of error when trying to initiate on them. If you suck at consistently stunning Talon, then you might prefer building Zhonya's Hourglass against him. If the other team has a Rengar or Evelyn, try to carry pink wards and put them in various nearby locations before a fight starts.
Notable CountersAt any given moment, I could change something if I discover something new. Just keep in mind that champions are heavily subject to being changed as patches come and go. If something isn't listed, it usually isn't a notable counter. That doesn't necessarily mean you can play stupid against that champion, but later I might go into more detail about how to not be stupid against certain champions.
STUFF THAT COUNTERS YOU IN LANE 1 ON 1
Most of these champions can push better than you. More importantly, many of them are much harder to wear out with a damage over time oriented playstyle and they can actually outtrade you. This does not mean you can't win against them, because with the right support from your jungler, you can get these champions easily killed and secure an advantage for your team overall. It just means you should probably expect to get owned if your team is selfish and doesn't help you.
STUFF THAT YOU COUNTER IN LANE 1 ON 1
These champions realistically should not be able to outtrade you in the laning phase and you can eventually try to kill them provided you don't get reckless. Of course ganks can change things, but fortunately for you, you are one of the hardest champions in the game to gank period.
STUFF THAT IS VERY ANNOYING TO TEAMFIGHT AGAINST
These items are things you basically have to pay attention to before hitting your full combo out of muscle memory. You can definitely work around them, just it requires you to be extra careful before entering fights.
And the champions listed here, while they may or may not be threats to you during the laning phase, may be very difficult for you to shut down in teamfights, and often have qualities that will make you have to think twice before going about your usual routine of picking a target and trying to kill them dead. Sometimes your best solution to this is just manning up and building tankier to make sure you yourself become more annoying to counter.
Playing Smart Against Specific StuffIn this section, when I feel like it, I'll update nitty gritty detail on how to counterplay against really annoying things, or just in general how to not look stupid before going about dominating your underlings.
Considered by many to be strong 1v1 against most mages. He should not be beating you for two simple reasons. He's melee, and he has very high mana costs. You CAN lose this matchup if you get ganked really early and he tries to all-in you. All you have to do to beat him is harass him constantly in the earlygame. He has to spend more mana than you in order to reasonably trade hits, and if he wastes his trollpole skill to dodge your Q, you basically won the exchange. Just make sure when you stun him, you are very precise about your placement. Also make sure you save potions for when his heal debuff wears out, and if you have Flash up, don't be afraid to save it for his ultimate if you need to, although MS quints typically should make realistically possible to dodge on reaction.
Normally, Kassadin is a godawful laner, but his specific strengths happen to be perfectly placed for beating Veigar 1 on 1 given Veigar typically prefers to win his lanes gradually. As far as I can tell, the only possibly reliable way to actually beat Kassadin in the laning phase 1 on 1 as Veigar is to run AD runes. You simply lack the autoattack damage to really be enough of a threat to him otherwise, and because you don't run a lot of AP earlygame, spamming Q to harass him will help charge his Force Pulse more than you would like, which is annoying, and his Q and E have better base damage than your Q, on top of the fact that like you, he has a very massive mana pool with which to sustain his harass.
HOWEVER, your jungler SHOULD gank him. You have the best non-ultimate stun in the game, and Kassadin is extremely vulnerable pre-6. Make sure you ask very nicely for an early gank, and try to wear down Kassadin a little bit beforehand.
Should you fail to gain the advantage against Kassadin early, you will have to build Magic Resistance against him because it's nearly impossible to really stop him from being cheeky with his ultimate. However he's EXTREMELY vulnerable if he can't actually kill you after jumping you, and of course, if you have vision of him, little should actually stop you from landing accurate stuns on him from max range. While you probably will be unable to instakill him for quite a while simply because you are often forced into building more Magic Resistance in this matchup, he can't exactly ignore your burst either when it will often do enough damage to get him easily killed if your team is there to help you.
You can be outplayed in this matchup if you place your stuns really badly, but beating Katarina is honestly as simple as just trading hits with her earlygame. She just lacks the damage to win trades earlygame, and only becomes somewhat scary at level 6 with her ultimate, which you can nullify with your stun. One trick you can try against a Katarina that you know is being aggressive is to place stuns directly on top of you. If you see Katarina throw a Bouncing Blade in your direction, this is sometimes an option you should consider if you expect her to blink on top of you. Of course, you have to manage mana a bit more carefully against Katarina simply because she's manaless, and you naturally don't want her to get FREE hits on you, but your superior base damages typically should be more than enough to make her cry.
This matchup is scary as hell, but it's entirely winnable. Chances are she will usually shit on you more than you can shit on her unless you play perfectly. A key important detail is that your stun will catch her if she dashes through it. So you should actually try to be aggressive while your stun is available. Try to also react really fast to her dash should she use it through your stun so you can hit her with Dark Matter when she does. And buy an early Negatron Cloak and later build it into a Banshees usually. Play very carefully when she has Blue Buff, and when killing her, try to cast Ignite on her early in your combo so that if her passive clone activates, you will be able to see the Ignite particle on the real one when finishing her off. Alternatively if she has blue buff, the particle for that will also only circle the real one.
AP Yi to clarify. If you want to make this matchup really easy, just start with a Faerie Charm and 8 Health potions. Seriously. Master Yi doesn't have the burst to scare you, and if you simply buy a lot of health potions early, he will just run himself out of mana if he tries to be aggressive. Otherwise, the hard way to win this matchup is to ask for jungle ganks, given Yi tends to push a lot and also farms in melee range.
Smart players will buy these against Veigar to stop oneshots from stun combos, given it becomes much easier for them to avoid Dark Matter. You need at least two ranks of your stun to reliably hit Dark Matter on a champion running Mercs assuming they don't have a dash or fast blink (such as Flash), and you have to cast it really fast. With more ranks, you should be able to reliably combo Dark Matter from your stun before they can escape if you have fast fingers. Other than that, don't forget to wear people out over time before trying to kill them generally speaking if they have any magic resistance to mitigate your burst.
Normally, Veigar likes to save his burst for the AP carry. If the other team has a Nasus that has been farming well, then you should almost always focus him first in every teamfight, otherwise if he's alive, he'll both remove your AD carry from the teamfight and smash everyone else to pieces. If he constantly tries to focus you, you might want to build mercs so you can more easily escape his slow. Even if you cannot oneshot him easily, your burst more often than not is more than enough to effectively remove Nasus from teamfighs, and make him easy for the rest of your team to kill. Make sure your team doesn't die stupidly while your stun is on cooldown though after you focus Nasus.
Sometimes if he's bad, you might be able to bait him into using his ultimate at a bad time by simply landing a really accurate stun on him if he's out of position. Normally though, he will usually try to save his ultimate for when his team is in a decent position to initiate, and if he's really farmed, then you might have to just treat him like Nasus and just try to burst him down as quickly as possible before he just dives you and your AD carry to oblivion.
Most people think Ryze counters Veigar because he can build tanky, doesn't get any AP, and can outduel Veigar. This is FALSE. Ryze does not become tanky without a lot of farm. Furthermore, it is entirely possible for you to kill him lategame as long as you have Void Staff. But more importantly, Ryze just gets CRUSHED by Veigar during the laning phase. Just trade hits with him, and watch him run out of mana like everyone else, and worse for him, he can't push back very hard against you. He'll die no problem to you and your superior harass and stuns once you hit level 6. Of course don't sit around at half health on his side of the map where he can flash Snare you and kill you with a gank.
Just remember when playing against one that if she Jumps through your stun, she will be stunned once she comes to the ground. Then do your combo as usual. Play VERY safely early against an AP Tristana. She's somewhat like Leblanc, except you can punish her more easily if she doesn't kill you after jumping you.
Final CommentsVeigar is the Black Mage. You can't get more bosslike or badass than that. I suggest you stop laughing at him, because he will make your soul serve him and then FIRE YOU.
Any comments, questions, hatemail, etc please leave below. If you ask nicely, I might eventually put up videos of me dominating puny underlings.