Meta, tier list & top-player builds from the China server · live
维迦 · 邪恶小法师 Mage B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 23 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Veigar: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Veigar players, captured in-game.
📖 How to play VeigarCounted on 24 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
23 of the top 30 players have a public match history; the others keep theirs private.




























































































The toughest lane matchups for Veigar on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Fizz counters Veigar: He hops into your cage as through a revolving door and deletes you before the stacks mean anything.
How to play Veigar into Fizz: Cage on YOURSELF, not on him: force the choice between the stun and giving up. Zhonya's early and stack from range.
→ FizzWhy Yasuo counters Veigar: The Wall blocks Q and W, and with decent timing his dashes cross the cage's edge.
How to play Veigar into Yasuo: Cage on the wave he is about to dash through: anticipate and the entry stun is guaranteed. After 2 items your R deletes him anyway.
→ YasuoWhy Zed counters Veigar: You are immobile with slow casts: his R arrives before your cage unless it is already down.
How to play Veigar into Zed: Cage on yourself the MOMENT he leaves vision, from his 5 onward. Your R executes him on the return: keep R plus W as a single answer.
→ ZedWhy Kassadin counters Veigar: His shield drinks the odd Q, but your R grows with missing health and your stacks are infinite.
How to play Veigar into Kassadin: Stack in peace and keep the cage for his jump. After 3 items your R removes him from the game on every cooldown.
→ KassadinWhy Ahri counters Veigar: Charm punishes your cast times, your cage punishes her dash: whoever misuses their tool loses.
How to play Veigar into Ahri: Cage slightly BEHIND her: the instinct to back off traps her. Never walk forward while her Charm is up.
→ AhriThe champions Veigar works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Fling (E) hurls the target behind Singed: park him on the rim of your cage and he delivers them straight through the wall, stunned for 1.75 seconds before you cast anything. Mega Adhesive (W) pins them in there while you finish the rotation.
Unstoppable Force (R) leaves half their team floored in one spot: put Event Horizon (E) around the pile and whoever runs for it eats another 1.75 seconds. Two lockdowns back to back is what the Dark Matter (W) delay asks for.
Your page says a diver deletes you before your stacks ever matter: Shadow Dash (E) taunts him halfway in and Stand United (R) shields you from across the map. That turns Event Horizon (E) back into a weapon instead of your only defence.
Bellows Breath (W) leaves Brittle behind, and Brittle is worth 30% more duration on the next lockdown: your cage goes past two seconds, which is the gap between landing only Primordial Burst (R) and landing the whole rotation.
Only worth it if he can actually get his hands on someone, since a kiter holds him off all game: when he does, The Show Stopper (R) grabs an isolated carry and throws them inside your cage with no answer left.
Frenzying Taunt (E) forces their carry to walk towards Rammus: keep him on the far side of Event Horizon (E) and she crosses the rim by herself. A taunted target does not sidestep the Dark Matter (W) delay either.
Infinite Duress (R) is a full second of suppression: the target does not move, does not answer, and your slow rotation lands in full. Blood Hunt (W) flags whoever is already low, which is exactly what Primordial Burst (R) executes.
You win games with a single hit, and Cursed Touch (P) staples true damage onto every magic hit they eat: no champion gets more out of that amp than you do. Curse of the Sad Mummy (R) locks a whole group down for 1.5 seconds: that is your window.
When they collapse on you, Crescent Guard (R) sweeps away everyone but his marked target and cuts off ranged damage: with the cage already down, that shove stuns them on their way out through the rim.
Worth it when the enemy actually fights as a group: your cage removes the one flaw his page gives Absolute Zero (R), that people simply walk out of it. If they spread instead, you have spent two ultimates on one body.
The stun on Enchanted Crystal Arrow (R) lands from the far end of the lane and buys you the walk-up time a mage with no dash never gets on his own. Frost Shot (P) then slows every hit, so nobody leaves the cage in time.
Love Tap (P) hits its cap the moment Double Up (Q) bounces, and that target then takes 6% more damage from everything: on Primordial Burst (R), one enormous number in a single hit, those six points are free.
Baleful Strike (Q) clips the first two enemies in its path without you ever stepping up, and that alone arms his Deadly Flourish (W) root. From there you are two long-range executioners aimed at the same pinned target.
Stand Aside (E) is a knockback, and displacement is a stun as far as you are concerned: whoever reached your face gets shoved back out through the cage wall. Every pick you open for him feeds his League of Draven (P) stacks.
You are the two least mobile champions on the map, so either there is a real frontline in front of you or you die together. In exchange your cage is the peel his page says he lacks, and Void Ooze (E) keeps them inside it.
Death Sentence (Q) drags the target towards Thresh: put your cage between the two of them and the stun fires while they are still in the air. And when the dive comes for you, the Dark Passage (W) lantern is your only exit.
Headbutt (W) displaces a target, and displacement is all you need: he only has to shove them through the rim of Event Horizon (E). Pulverize (Q) meanwhile knocks up whoever reached your face before they land a hit.
Your rotation takes time and one stun cancels the whole thing: that is precisely what Black Shield (E) is for. Her Dark Binding (Q) also roots longer than your own cage does, so Event Horizon (E) stays free for the diver.
Magnet Storm (R) hauls everyone standing around her into a single point: make that point your cage and every one of them crosses the rim on the way in. Ferromancy: Crash Down (W) starts the whole thing with a knock-up.
Take him against teams that dive you: Chronoshift (R) puts you back on your feet the instant you die, and for a mage with exactly one combo to cast that is the whole fight. Against a poke team he does far less for you.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | B | 48.48% | 10.74% | 15.1% | #19 / 39 |
| Support | D | 48.65% | 4.26% | 15.1% | #31 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | B | 48.33% | 10.46% | 15.04% | #19 / 38 |
| Support | C | 48.41% | 3.92% | 15.04% | #30 / 34 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | B | 47.83% | 9.15% | 9.84% | #24 / 39 |
| Support | D | 48.25% | 2.85% | 9.84% | #32 / 33 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Mid | C | 47.35% | 6.51% | 5.79% | #34 / 41 |
| Support | D | 46.15% | 2.07% | 5.79% | #31 / 33 |
Veigar is a mid-lane mage in Wild Rift built entirely around one idea: scale until a single combo can delete anyone on the enemy team. His passive, Phenomenal Evil Power, banks permanent ability power every time a skill lands on a champion or finishes off a minion or monster, and that stacking never stops no matter how long the game runs. He plays a patient, stationary game early - poking safely with Baleful Strike - before Event Horizon and Primordial Burst turn him into a long-range executioner who can one-shot a squishy carry outright. He's one of the simplest mages in Wild Rift to pick up, but also one of the frailest and least mobile once someone actually reaches him.
Skill order: Q > W > E - max Baleful Strike first for the strongest wave clear and poke damage, Dark Matter second (its cooldown already shrinks passively from stacks, so extra ranks matter slightly less), and Event Horizon last since ranking it mostly lowers its cooldown rather than lengthening the 1.75s stun; still grab one early point in E for the utility as soon as it's available. Level Primordial Burst at every chance (levels 5, 9, 13).
Play patient in lane: poke and farm with Baleful Strike from max range, and avoid extended trades before Phenomenal Evil Power has stacked up - Veigar's early stats are weak and he has nothing to escape with if a trade goes wrong. Hold Event Horizon rather than throwing it out for chip poke; it's his only stun and main defensive tool, so save it to punish an overextension or set up a kill instead of burning it on cooldown. A Rod of Ages start helps cover the HP and mana he's missing in the opening levels while stacks are still low. Look to hit level 5 first if possible - Primordial Burst turns even a single landed Q into real kill pressure and is his first true power spike.
From the mid-game on, stand at the very back of the fight and treat Event Horizon as a zoning tool: drop the cage on the path the enemy frontline or a diver has to cross, not on whoever happens to be standing closest. Once a priority target - usually the enemy carry or mage - is caught in the cage or already low, burst them down with the full rotation, and use Primordial Burst as a long-range execute on anyone trying to peel off and disengage. Once Rabadon's Deathcap is online, a single clean combo is often enough to end a fight outright, so target priority and positioning matter for Veigar more than for almost any other mage - one step forward at the wrong moment gets him deleted before he casts anything.