Why I love Glass Cannon Vel'koz

SeargentAnus··1 votes·781 views

I'll use Caitlyn as an example who'll likely be around 57 Mr without any defensive items and at lvl 18. This can change from 30-107 depending on your threat level towards the ADC. Now whats extremly important is my preferred runes for Vel is +14 Mpen. This'll hurt his early game, but hyper buff his lategame. I'll tend to build Sorc boots, Liandires, Void Staff, Death Cap, Situational AP, Situational Now that means I'll be at 44 +35% Mr shred. Percent MR shred is applied before flat. This means that her Mr will reach 0. The normal equation for Mr is 100/(100+MR) So 100/(157)=.637 or 36.3% Magic reduction. Her Resistance will drop to 0 creating 1.0 or 0.0% Magic Reduction. A tank with 200 Mr will be at 86 or .538=46.2% compared to no Mpen at .333=77.7% Magic Reduction With those situational items turning into Athenes, and morellonomicon (two good items for sieging) your AP will be at 494 AP With amplification will be ~1325.15. You'll nearly one hit her. This is why I love Glass Cannon Vel'koz.

4 Comments

Cale0171 votes

I honestly prefer him rushing Chalice, then finishing Athene's if you need the MR or going for the Haunting guise if you don't, then going back and finishing Athenes and Sorc Boots, rushing that Rabadon, getting a Zhonya's, and then building situationally from there. I pretty routinely hit about 2500 or so damage on my ult by the late game, and if you build a Rylai's Crystal Scepter it makes him absolutely MELT tanks by doubling the %damage on the Haunting Guise while giving him some better kiting potential with abilities that'll be on really short cooldowns by that point.

He has so much damage in his kit from landing abilities for his passive procs that you really don't need much in the way of amplified damage. The DFG is great in single situations, but Velkoz is at his best when he's far enough away from teamfights to blast them all to bits, but not close enough to use DFG as he has awful escape mechanics once someone is already on top of him and you don't want to be so close that they can get there.

SeargentAnus1 votes

{quoted}

I honestly prefer him rushing Chalice, then finishing Athene's if you need the MR or going for the Haunting guise if you don't, then going back and finishing Athenes and Sorc Boots, rushing that Rabadon, getting a Zhonya's, and then building situationally from there. I pretty routinely hit about 2500 or so damage on my ult by the late game, and if you build a Rylai's Crystal Scepter it makes him absolutely MELT tanks by doubling the %damage on the Haunting Guise while giving him some better kiting potential with abilities that'll be on really short cooldowns by that point.

He has so much damage in his kit from landing abilities for his passive procs that you really don't need much in the way of amplified damage. The DFG is great in single situations, but Velkoz is at his best when he's far enough away from teamfights to blast them all to bits, but not close enough to use DFG as he has awful escape mechanics once someone is already on top of him and you don't want to be so close that they can get there.

Yeah the list up there isn't necessarily my build order. I'll generally build a Morello every game. I personally don't like Rylais as slows give diminishing returns, I've honestly never seen the second part of the Liandries Passive. Very interesting now that I see it. I'll run the ult numbers with this build. His ult on that Caitlyn will deal 1491.13. With the 40% CDR he'll be dealing insane damage. I personally avoid DFG if I'm going Glass Cannon as I never want to be in that range.

The only issue with Glass Cannon Vel'koz is if you make one mistake you're straight up dead.

Mathbalnase1 votes

While negative resist are technically 'a thing', they almost never happen. Mostly because Penetration (which is applied after reduction) cannot bring a target's effective resists below zero. (http://leagueoflegends.wikia.com/wiki/Magic_penetration )

SeargentAnus1 votes

{quoted}

While negative resist are technically 'a thing', they almost never happen. Mostly because Penetration (which is applied after reduction) cannot bring a target's effective resists below zero. (http://leagueoflegends.wikia.com/wiki/Magic_penetration )

Hmm, my bad. It seems that the damage was only changed by about ~100 damage with the 7.5% amplification anyways. I'll readjust the numbers.

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