Tiny, But Bigger Evils [Veigar Ability Kit Concept]

Stacona·5/11/2018, 4:23:05 AM·2 votes·978 views

Probably should open up with the disclaimer that I have played hundreds of Veigar games, though mostly as support Veigar, it is still Veigar.

Points:

  1. My biggest qualms his Veigar's ultimate. When ahead, offers no counter play. In general, does not make any sense on his kit so I would like to see a completely new ultimate.

  2. Keep Event Horizon as it is his cage of torment. I would like to see a kit made around Event Horizon and just change everything else to play around this ability.

  3. I really do not like getting ability power from last hitting minions with Q, yes it is a reward mechanic for proper last hitting, but it rewards the player from AFK farm where as if the ability power gains is from landing spells and gaining kills/assists feels like you actually earned your ability power since you interacted with the enemy team.


Phenomenal Evil Power (Passive):

Whenever Veigar hits an enemy champion with one of his abilities he permanently gains 1 ability power while champion kills or assists grant 5 ability power.

Amount of Times Your Victims Have Been Tormented: X

Baleful Strike: X Meteor Storm: X Event Horizon: X Primordial Burst: X Champion Takedowns: X

Baleful Strike (Q): Cooldown: 5/4.5/4/3.5/3 seconds; Cost: 40/45/50/55/60 mana; Range: 950 units

Veigar unleashes a bolt of dark energy in the target direction, dealing 50/70/90/110/130(+45%AP) magic damage to every enemy in its path and reflecting off of terrain and walls from Event Horizon, travelling another 950 units.

Baleful Strike can reflect off a surface up to 2 times, dealing the same damage even against the same target.

Meteor Storm (W): Cooldown: 0.5 second; Cost: 25 mana; Range: 900 / 100 units

Passive: Veigar stores a Mass of Dark Matter every 20/17.5/15/12.5/10 seconds, up to a maximum of 4 at a time.

Active: Veigar summons a Mass of Dark Matter to fall at the target location after a 0.4 second delay, dealing 40/55/70/85/100(+30%AP) magic damage to struck enemies. This reveals the area around it as it falls down.

Event Horizon (E): Cooldown: 18/17/16/15/14 seconds; Cost: 70/75/80/85/90 mana; Range: 700 / 375 units

Veigar forms a cage at the target location after a 0.5 second delay, remaining in play for 3 seconds with the walls stopping enemies and stunning those that make contact for 1.5/1.75/2/2.25/2.5 seconds.

Primordial Burst (R): Cooldown: 120/90/60 seconds; Cost: 100 mana; Radius: 250(+100%PEP) units

Veigar summons an immense amount of unstable power from his location that floats and moves around with his will, also known as moving towards your mouse cursor, for the next 2.5 seconds that moves slower the further it is from Veigar.

After 2.5 seconds, the unstable power will explode, damaging enemies within the area for 100/130/160(+75%AP) magic damage and increasing to 200/260/320(+150%AP) magic damage to one enemy champion closest to the centre of the blast.

The size of Primordial Burst increases based on his current ability power gained from Phenomenal Evil Power.


NOTE: PEP = Phenomenal Evil Power, it is the ability power earned from the passive.


UPDATE NOTES:

Baleful Strike: Base Damage lowered to 50/70/90/110/130 from 50/75/100/125/150 Can reflect off a surface 2 times from 3 times (max 3 times the damage from 4 times the damage, if you bounce properly)

Meteor Storm: Recharge time increased to 20/17.5/15/12.5/10 from 12/11/10/9/8 seconds Delay increased to 0.4 from 0.25 (one-third the damage, one-third the delay; radius is slightly smaller than the current big meteor that it is now)

Primordial Burst: Base radius increased to 250 from 200 units Area damage lowered to 100/130/160(+75%AP) from 200/250/300(+120%AP) Now added a single target effect where it deals double damage to one enemy champion that is closest to the centre of the blast.


5 Comments

Waltimore5/17/2018, 4:13:55 PM1 votes

No.

veigarbage can5/17/2018, 8:37:43 PM1 votes

I honestly like this idea, as a Veigar one-trick. I like the idea of removing the unreliability from his W to his R. A few issues though:

  • Q damage might be too high, especially for exponential stack gains from teamfights.

  • Q would have to reset it's range every time it bounces, else it would be completely useless.

  • W's charges are a bit much. My idea for it is 1/1/2/2/3 charges. This would make it need to be conserved, especially in early levels, where Veigar should be weak.

  • My biggest complaint: This isn't what Veigar's supposed to be played as. Veigar works best as a single-target burst champion. This kit would make him be played more as AoE burst with a moderate range.