Tiny, But Bigger Evils [Veigar Ability Kit Concept]

Stacona··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

Waltimore1 votes

No.

veigarbage can1 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.

Stacona1 votes

Q - I did state it travels another 950 range in my tooltip. Q - Maybe max reflecting from 3 to 2 and slightly less base damage. - so max damage be pass through, bounce off head on and then bounce from event horizon again, trying to hit them all three times.

W - Charges should be all on the first rank. This leaves things open for something like increasing the recharge cooldown for at least early ranks, for the most part I want W to remain as the one point wonder ability for the most part with weaker meteors, but a lot more of them to go with the cage of torment.

Yes and no, they are AoE abilities, that they function in such a way where you focus them all on a single target rather than trying to hit everyone, if you try to hit everyone then you are either missing everyone or splitting your damage massively and unable to kill anyone without that focus.

veigarbage can1 votes

{quoted}

Q - I did state it travels another 950 range in my tooltip. Q - Maybe max reflecting from 3 to 2 and slightly less base damage. - so max damage be pass through, bounce off head on and then bounce from event horizon again, trying to hit them all three times.

W - Charges should be all on the first rank. This leaves things open for something like increasing the recharge cooldown for at least early ranks, for the most part I want W to remain as the one point wonder ability for the most part with weaker meteors, but a lot more of them to go with the cage of torment.

Yes and no, they are AoE abilities, that they function in such a way where you focus them all on a single target rather than trying to hit everyone, if you try to hit everyone then you are either missing everyone or splitting your damage massively and unable to kill anyone without that focus.

Q - Oops, didn't see that!

Q - Possibly; that would lower the overall damage in an alright manner.

W - Alright, I'll give you that one. The only problem is that a 0.25 second delay might be too small; have you considered 0.5? It would make it more reliable than the current one, but it would also make it dodge-able.

I do see your last point, but I think the worry is that it would enable him to spread damage a lot easier, especially due to W's charge-mechanic. I do like your idea for R's bonus damage when near the center, that way it would be mostly used to try to get one person down rather than all. Overall, good stuff!

Stacona2 votes

Or 0.4 second where it is one-third of the delay since the damage is pretty much cut to one-third, I did reduce the radius of the meteor as well which will make it harder to land.

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