Vel'Koz is an Artillery Mage who can play in the Mid Lane. He's your typical Mage who has long-range poke from Plasma Fission and Void Rift, which lets him harass enemies from very far away, keeping you safe from any danger. On top of his poke, Vel'Koz can also deal true damage from his passive, Organic Deconstruction, after he hits an enemy with 3 abilities, allowing him to ignore all magic resist. This makes Vel'Koz a great teamfight champion that can chunk down an entire team when positioned well.
Hitting an enemy with an ability applies a stack of Deconstruction for a few seconds. Enemies with 3 stacks take true damage. Attack can refresh the duration of Deconstruction.
Organic Deconstruction is a core mechanic when playing Vel'Koz and can increase your damage significantly. You can see how many stacks of Deconstruction an enemy has by looking at the purple symbol next to the champion. When trading and in teamfights, you should always look to land multiple abilities so you can ignore enemies' magic resist.
Vel'Koz shoots a plasma bolt that deals magic damage and slows enemies for a second. At the end of its range or on hitting a target, the bolt splits and fires two new bolts at either side. Recasting this ability splits the bolts earlier.
Plasma Fission is a unique ability for Vel'Koz, which opens a whole new world of playmaking. Mastering the angles and geometry of Plasma Fission can be difficult, but if you can get yourself in a good position, you can hit enemies from really far away. Most of the time, you want to use Plasma Fission at an angle because one of the two new bolts will reach further than just using Plasma Fission in a straight line.
Vel'Koz opens a rift to the void, dealing magic damage to enemies on it. The rift then erupts after a brief delay, dealing more magic damage.
Void Rift is mainly used for pushing waves. You always want to start this ability at Level 1 to push the minion wave underneath the enemy tower and get Level 2 before the enemy. It's difficult to hit both parts of Void Rift on its own; to get the full potential, you want to use Void Rift after hitting Plasma Fission or Tectonic Disruption, so the enemy is either slowed or knocked up, so you can guarantee both parts of the damage.
Vel'Koz disrupts an area, causing it to explode, dealing magic damage and knocking them up. Casting this ability near Vel'Koz will also knock back enemies nearby.
Tectonic Disruption is the only form of hard Crowd Control that Vel'Koz has. Landing this ability is crucial and enables you to use your full combo to deal an insane amount of damage. However, it is also your only disengage tool, so be sure not to waste it when an assassin can jump on top of you.
Passive - Enemies with max stacks of Deconstruction (Passive) are marked as Researched.
Active - Vel'Koz channels a ray of energy in the direction of the joystick that can be moved, dealing magic damage and slowing enemies for a few seconds. Enemies hit by the ray gain one stack of his passive Deconstruction. If enemies have max stacks of Deconstruction, this ability does true damage instead.
When using Life Form Disintegration Ray, you will be extremely vulnerable during the channelling time, so you have to take into consideration all the disruptions the enemies might have. Additionally, this ultimate is most effective when you have maximum stacks of Organic Deconstruction. Follow the combo at the top of this page for the max damage output.
Luden's Echo gives Vel'koz more burst damage and has some great stats. It will be the only mana item you need and can help when clearing waves with Void Rift.
Infinity Orb allows Vel'Koz to critically strike enemies when they are low on health, helping with your burst damage. Even though the crit doesn't work on Vel'Koz's true damage, it's still a must-buy.
Rabadon's Deathcap grants Vel'Koz a substantial boost in Ability Power, which scales incredibly well into the mid and late game. It's essential to have in your build to help with Vel'Koz's damage.
With runes, we have the following:
Arcane Comet gives you a lot of free damage and has great synergy with your poke. Plasma Fission and Tectonic Disruption can slow and knockup enemies, making dealing damage with Arcane Comet easier.
Scorch increases Vel'Koz's damage from his abilities.
With Plasma Fission and Tectonic Disruption slowing and knocking up enemies, you can deal additional true damage with Vel'Koz's full combo.
Eyeball Collector gives Vel'Koz more Ability Power after he gets a few takedowns, increasing his overall damage. Zombie Ward can provide you with more Ability Power if you want to focus more on clearing wards.
Gathering Storm gives Vel'Koz Ability Power throughout the game. The later the game goes, the more Ability Power Vel'Koz will get, which turns you into a late-game monster.
In the Early Game, Vel'Koz is a relatively weak champion. You can use his abilities to poke enemies and farm safely, so you can't be threatened by enemies ganking your lane. At Level 1, you always want to start with Void Rift. You will have 2 charges, which can be used on the first minion wave and with a few extra auto attacks, you'll be able to get Level 2 before the enemy Mid Laner. If you hit Plasma Fission, the slow makes it easier for you to hit both instances of damage from Void Rift, procing Organic Deconstruction's true damage.
Late Game Vel'Koz has incredible range and high burst damage. You are very vulnerable and immobile, so to survive and deal the most amount of damage possible, you will need to pay attention to enemies' abilities and position well around teamfights. You play a very similar role to Marksman, where you sit on the backline behind your tanks and wait for the right time to use your skillshots and follow up on your team's crowd control. Since you have built in true damage with Organic Deconstruction, you deal a lot of damage to all enemy champions, even tanks, so focusing them is not the end of the world.
Overall, Vel'Koz has a very safe playstyle with his long-range abilities. He has strong pick potential with his poke and insane burst damage with his combos.
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