Giving Veigar a Bit More Flair - [W and R 'Rework']

Uberphish·8/15/2014, 7:37:12 PM·1 votes·891 views

Initial Note: I love Veigar, and this is in no way intended to be a serious note of something he 'needs'. This just came up in reply to a friend's off-hand comment.


So in talking with a friend one day about the glory that is Final Boss Veigar, it seems that, to some people, the villainous Yordle can come off as a bit static and non-interactive. After all, his Q and ult both look fairly similar and are targeted, dumb-fire abilities, his W is slow to land and easy to see coming, and the Rage Cage... well, that's pretty iconic. You can't mess with that.

In the spirit of that discussion, we sat down and discussed ways of making Veigar's kit a bit more interesting, a bit more flashy, and a lot more interactive for both the Veigar player and his opponents. My rendition of this did one thing that is important to note: It more or less removed Veigar's ability to walk up and just remove a single target and then walk away.

Now, before you get all mad, I love that about him too, it feels great to just assert your power over the other squishies so quickly and decisively, but it also leads to more than a few raging mid laners who just couldn't justify buying a Banshee's or Zhonya's. Since this was all hypothetical anyway, I decided I would sacrifice that aspect and, in return, give our diminutive friend some spectacle. Something overbearing and awe-inspiring, just like he would have wanted.


W - Pulsar - Veigar slashes/backhands the air with his gauntlet, creating a spectral clone of it at a semi-distant location that sweeps in a line, dealing damage, leaving a dark trail, and slightly knocking enemy units along its path. After a few moments, a secondary swipe repeats the process, removing the indicator trail as it goes.

Range - Short to Medium; Damage - Low base, high scaling; Mana Cost - Moderate (more than Q, less than E)

  • The knockback has very low base values, but scales with AP, making the strike hit harder as Veigar grows in power. Even at low levels or when behind, however, it can still act as an interruption tool against stronger opponents with channels (Fiddles, Katarina, Malz if your timing is good, etc) who are generally a bit tricky to stop with the stun-ring. It also acts as a counter to people who can bypass said ring or remain effective in its center, allowing Veigar to push them into it if he acts fast.

  • Minions and monsters are knocked back 1.5x as far as champions. Good for clearing minions away from a tower, bringing them closer for Q's, or generally clearing a path to more important targets.

  • The ability is targeted a bit like Viktor's laser, but would have a slight arc to it, similar to Diana's Q. If the damage is low enough, the fact that it can potentially reach outside of its range should be of little consequence as far as poke goes, but it would provide a tool for assisting with ganks at a range or as a last-ditch chance at catching an enemy who just barely survived an earlier onslaught.


R - Dark Matter - Veigar calls down mystical power from the heavens. At first cast, small indicators appear as tiny, low-damage particles begin to scatter through an area. After 4-6 seconds, a much larger indicator appears, after which a massive, magical meteor collides with the ground, dealing more damage the closer targets are to the center, as well as scaling on affected units' own AP. By re-activating the ability between initial activation and impact, Veigar can cause the meteor to slowly drift towards his cursor.

Range - Medium (700-800); Damage - Medium base, high scaling; Mana Cost - High

  • The precursor impacts are meant as a sort of early warning system. They do minor damage and fall slowly (akin to a slow-motion GP ult with less scatter), and serve as a means to alert the enemy to the incoming ult without having the giant, end-impact indicator for more than the last few seconds. In niche situations, they might also serve as a good delivery system for Rylai's to keep people from escaping the blast radius.

  • The ability's drift should have a sort of 'inertia' behind it. Too many presses in a single direction (the first few of which will increase its speed slightly up to a cap) mean that it will be much harder to re-direct if a particularly savvy Ahri or Fizz juke back against its current direction.

  • With its 'On enemy AP' scaling in addition to other scalings, the ability is designed for players to want the enemy mage in its AoE, and in particular towards its center, while still leaving the ability as a viable option to drop on Team-Fights (with its ability to drift allowing it to follow moving fights despite its long impact time).

  • Veigar's all about his power and destructive force, but you know he's got a bit of a sore spot in his own size... Doesn't he seem the type to overcompensate just a little bit?

2 Comments

Neomea8/18/2014, 9:17:46 AM1 votes

I LOVE this, the Veigar pimpslap is something I need, NOW.

Bowserbob8/18/2014, 9:23:01 AM1 votes

All of my yes! I love the idea you have. It thematically fits him so well. Hope riot sees this.