This meta overview presents VARUS’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where VARUS performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Adc Line VARUS. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+30% Attack Speed
Shadow: Attacks deal 35 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist
for 5 seconds on hit. Dark attacks grant
11% Armor Pen and
11% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
3400
Terminus TIPS: This item is perfect for champions who rely heavily on auto-attacks and can benefit from mixed penetration effects and stacking resistances. It provides bonuses to attack damage and attack speed, and adds bonus magic damage to your auto-attacks. The "Juxtaposition" effect alternates between Light and Dark on-hits, granting you bonuses to resistances or penetration depending on which effect is triggered. Light attacks grant armor and magic resist, while Dark attacks grant armor and magic penetration. This item is especially useful for champions who auto-attack frequently and can take advantage of the stacking resistances and penetration effects.
Berserker's Greaves
Attack Speed
+15 Attack Damage
+35% Attack Speed
+45 Move Speed.
Blessed Blade: Reduces Attacks restore 10 Health on hit.
1400
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Runaan's Hurricane
Ranged Attacks hit 3 targets
+35% Attack Speed
+25% Critical Rate
Wind's Fury: Attacks strike 2 additional nearby enemies, each dealing 55%
. These strikes can Critically Strike and trigger on-hit effects.
Wind Blade: Attacks deal 15 bonus physical damage on-hit against targets.
This item cannot only be used by melee champions.
2900
Runaan's Hurricane TIPS: This item turns your basic attacks into multi-target pressure: each attack fires extra bolts at nearby enemies that can trigger on-hit effects and crits. It greatly improves waveclear, contributes strong multi-target damage in teamfights, and makes trading on single targets much riskier for the opponent due to distributed damage. Perfect for marksmen and on-hit builds who value sustained attack cadence and AOE presence. Melee users can use it too, but it shines brightest on ranged auto-attackers.
Berserker's Greaves
Attack Speed
+15 Attack Damage
+35% Attack Speed
+45 Move Speed.
Blessed Blade: Reduces Attacks restore 10 Health on hit.
1400
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Galeforce
Grants a dash and damage bonus
Cloudburst (Active): Dash in a target direction and fire 3 missile(s) at the lowest Health enemy near your destination, prioritizing champions. Deal physical damage equal to 40-120 (
) plus 35% bonus
. (50s cooldown)
500
Galeforce TIPS: This enchant is perfect for marksmen and assassins who need both mobility and execution damage. The active dash closes gaps instantly, then a volley of missiles locks onto the lowest-health target, securing kills or enabling a swift escape.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Terminus (Increases Armor Pen, Megic Pen, Armor, and Magic Resist) as your first item, followed by
Berserker's Greaves (Grants Attack Speed) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Runaan's Hurricane (Ranged Attacks hit 3 targets).
Galeforce (Grants a dash and damage bonus). You may want to replace it with
Stasis Enchant (Turn invulnerable), it all depends on your playstyle and the situation on the battlefield.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+35 Attack Damage
+30% Attack Speed
Shadow: Attacks deal 35 bonus magic damage on-hit.
Juxtaposition: Alternate between Light and Dark on-hits when attacking. Light attacks grant 5-8 Armor and Magic Resist
for 5 seconds on hit. Dark attacks grant
11% Armor Pen and
11% Magic Pen for 5 seconds on hit. Each on-hit effect stacks up to 3 times. While you have this item, bonus
Armor Pen and
Magic Pen granted by it is capped at 40%.
3400
Terminus TIPS: This item is perfect for champions who rely heavily on auto-attacks and can benefit from mixed penetration effects and stacking resistances. It provides bonuses to attack damage and attack speed, and adds bonus magic damage to your auto-attacks. The "Juxtaposition" effect alternates between Light and Dark on-hits, granting you bonuses to resistances or penetration depending on which effect is triggered. Light attacks grant armor and magic resist, while Dark attacks grant armor and magic penetration. This item is especially useful for champions who auto-attack frequently and can take advantage of the stacking resistances and penetration effects.
Berserker's Greaves
Attack Speed
+15 Attack Damage
+35% Attack Speed
+45 Move Speed.
Blessed Blade: Reduces Attacks restore 10 Health on hit.
1400
Berserker's Greaves TIPS: These boots grant a significant boost to attack speed and movement speed, while empowering your basic attacks with on‑hit life steal. — A great pick for marksmen and auto‑attack bruisers who need mobility, rapid attack cadence, and constant sustain in fights.
Runaan's Hurricane
Ranged Attacks hit 3 targets
+35% Attack Speed
+25% Critical Rate
Wind's Fury: Attacks strike 2 additional nearby enemies, each dealing 55%
. These strikes can Critically Strike and trigger on-hit effects.
Wind Blade: Attacks deal 15 bonus physical damage on-hit against targets.
This item cannot only be used by melee champions.
2900
Runaan's Hurricane TIPS: This item turns your basic attacks into multi-target pressure: each attack fires extra bolts at nearby enemies that can trigger on-hit effects and crits. It greatly improves waveclear, contributes strong multi-target damage in teamfights, and makes trading on single targets much riskier for the opponent due to distributed damage. Perfect for marksmen and on-hit builds who value sustained attack cadence and AOE presence. Melee users can use it too, but it shines brightest on ranged auto-attackers.
Guinsoo's Rageblade
Applies on-hit effects
+30% Attack Speed
Surge: Gain 5% Move Speed.
Chaos: Gain 25 Attack Damage or 50 Ability Power (Adaptive).
Wrath: Attacks deal 30 magic damage but no longer Critical Strike. Fore every 1% Critical Strike Rate gained from items, your magic damage increases by 1.5, up to a max increase of 75 (reached at 50% Critical Rate).
Seething Strike: Attacks grant 8% Attack Speed, staking up to 4 times for a maximum of 32% Attack Speed). While fully stacked, every 3 attacks applies on-hit effects an additional 1 times.
3100
Guinsoo's Rageblade TIPS: This item is perfect for on-hit and high-attack-speed builds. It converts crit-focused stats into consistent on-hit magic damage, provides a powerful ramp of attack speed and stacking attack-speed bursts from consecutive hits. At full stacks your attacks trigger extra on-hit strikes more often, making it a top choice for players who want reliable, sustained damage in extended duels and teamfights.
Blade of the Ruined King
Attacks deal bonus damage
+25 Attack Damage
+35% Attack Speed
Thirst:
+10% Omni Vamp.
Ruined Strikes: Attacks deal bonus physical damage equal to 7%
of the enemy's current Health
on-hit. (Melee attacks deal 10%). Minion damage: 15. Max damage vs monsters: 60.
Drain: Hitting a champion with 3 attacks or abilities deals 30-100 bonus magic damage and steals 25% of their Move Speed
for 2 seconds. (60s Cooldown)
3000
Blade of the Ruined King TIPS: This item is a powerful tool for shredding enemy health and staying alive in extended fights. It grants attack power and attack speed, turning your basic hits into sustained damage that scales with the target’s current health — ideal against tanks and high-HP builds. Its active grants a strong slow and steals movement speed from the target, helping you chase or lock down priority targets. The lifesteal-like sustain it provides makes it a solid pick for champions who want to outlast opponents in prolonged exchanges.
Magnetic Blaster
Increases attack range and damage
+25% Critical Rate
+35% Attack Speed
Fervor:
+5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 40-100 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 50-80% bonus damage against minions.)
3000
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Magnetic Blaster
Increases attack range and damage
+25% Critical Rate
+35% Attack Speed
Fervor:
+5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 40-100 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 50-80% bonus damage against minions.)
3000
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Edge of Night — This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Magnetic Blaster
Increases attack range and damage
+25% Critical Rate
+35% Attack Speed
Fervor:
+5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 40-100 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 50-80% bonus damage against minions.)
3000
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Wit's End
Basic Attack deals Bonus Damage
+45% Attack Speed
+45 Magic Resistance
At Wit's End: Basic attacks deal 10-55 bonus magic damage. While below 50%
Health, dealing damage to an enemy champion heals you for (Melee 100%/Range 33%) of this effect's post-mitigation damage.
2800
Wit's End TIPS: This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.
Wit's End — This item is perfect for champions who want to deal sustained damage and have some defensive stats against magic damage threats. It provides bonuses to attack speed and magic resistance, as well as adding magic damage to your auto-attacks, making it effective against magic-based threats. The "While below 50% Health" effect heals you when dealing damage to an enemy champion, increasing survivability in fights. This item is especially useful for champions like Vayne, Irelia, or Master Yi, who can benefit from its on-hit magic damage and health restoration effect.
Magnetic Blaster
Increases attack range and damage
+25% Critical Rate
+35% Attack Speed
Fervor:
+5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 40-100 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 50-80% bonus damage against minions.)
3000
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Guardian Angel — This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Magnetic Blaster
Increases attack range and damage
+25% Critical Rate
+35% Attack Speed
Fervor:
+5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 40-100 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 50-80% bonus damage against minions.)
3000
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (90s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Maw of Malmortius — This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Magnetic Blaster
Increases attack range and damage
+25% Critical Rate
+35% Attack Speed
Fervor:
+5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 40-100 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 50-80% bonus damage against minions.)
3000
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Amaranth's Twinguard — This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Flash (Teleport a short distance) and
Ghost (Gain a large burst of movement speed) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Lethal Tempo (Attack faster with each consecutive attack.) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Alacrity (Gains Attack Speed.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Lethal Tempo
Attack Speed
Gain stacks of Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed the Attack Speed cap.
Each stack: increase 8-16% (Melee) or 3-12% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 50 (Melee) or 75 (Ranged) Attack Distance.
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Legend: Alacrity
Bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 20% Attack Speed.
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 30s
Lethal Tempo
Attack Speed
Gain stacks of Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed the Attack Speed cap.
Each stack: increase 8-16% (Melee) or 3-12% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 50 (Melee) or 75 (Ranged) Attack Distance.
Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus
Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 100%
Health Restore: 15-85 (
) + 30% bonus
+ 30%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana
or 8% missing energy
.
When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.
Fleet Footwork — The rune is perfect for champions who need to sustain themselves in extended fights, such as Jhin or Vayne. It allows building Energy stacks through attacks and abilities, and upon reaching 100 stacks, it provides bonus attack speed, healing, and movement speed. The rune is ideal for champions who need to survive in lane or jungles, as it restores mana or energy when attacking enemies, and also heals when attacking minions or monsters.
Lethal Tempo
Attack Speed
Gain stacks of Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed the Attack Speed cap.
Each stack: increase 8-16% (Melee) or 3-12% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 50 (Melee) or 75 (Ranged) Attack Distance.
First Strike
Bonus Gold, Bonus Damage
0.25s after engaging an enemy champion in combat, dealing damage to them grants 10 gold and a First Strike effect that lasts 3s to you, allowing you to deal 7% bonus true damage to the enemy champion. Once the effect has ended, gain gold according to the bonus damage dealt (melee: 100% /ranged: 85%) during the effect.
Cooldown: 20s
First Strike — The rune is perfect for aggressive champions like Zed or Twitch, who can quickly engage in combat. After dealing damage to an enemy, it activates an effect that allows you to deal bonus true damage and earn gold based on the damage dealt. This makes the rune useful for fast economy gains and increased damage in the early game. It works especially well when initiating fights, where it's crucial to gain an advantage quickly.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Giant Slayer — The rune deals bonus damage based on the enemy champion's bonus health, up to 16% bonus damage when the enemy champion has 1600 or more bonus health. It is perfect for champions who face enemies with high amounts of health, such as tanks. The rune helps effectively break through high health opponents, making it an excellent choice for damage-focused champions.
(Q) PIERCING ARROW
15/14/13/12s
75/80/85/90
Hold: Draws the bow, gradually increasing the range and damage for the next shot. Varus is slowed by 20% while preparing to shoot.
Release: Fires the arrow, dealing 80-120 physical damage (80/140/200/260 + 110/120/130/140%
to 120/210/300/390 + 165%
), reduced by 15% per enemy hit (minimum 33%).
Piercing Arrow's cooldown is reduced by 4 seconds if the arrow detonates Blight stacks on at least one enemy champion.
Piercing Arrow fails if not released after 4 seconds, but will refund 50% of its Mana cost.
(W) BLIGHTED QUIVER
25s
Passive: Attacks deal 15 bonus magic damage (15/25/35/45 + 35%
) and apply Blight stack for 6 seconds (max 3 stacks). His other abilities detonate Blight, dealing 3% of the target's max Health (3/3.5/4/4.5% + 0.012%
) as magic damage.
Detonating Blight on enemy champions or epic monsters reduces his basic ability cooldwns by 13% per stuck.
Active: Varus next Piercing Arrow deals 6-9% (
) of the target's missing Health as bonus magic damage, increase by 0% to 50% based on charge time.
Detonating Blight on monsters deals up to 120 damage per stuck.
(E) HAIL OF ARROWS
13/12/11/10s
80
Fires a hail of arrows that deals 70 physical damage (70/115/160/205 + 90% bonus
) and desecrates the ground for 4 seconds. Desecrated ground slows enemies by 25/30/35/40% and applies 40% Grievous Wounds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
(R) CHAIN OF CORRUPTION
75/65/55s
100
Flings out a tendril of corruption that deals 150 magic damage (150/250/350 + 85%
) and roots the first enemy champion hit for 2 seconds.
The corruption then spreads toward nearby enemy champions, also immobilizing them on contact. Immobilized units gain 3 Blight stacks over the next 3 seconds.
We have prepared lists of champions that can really annoy you during a match with the game on the Adc VARUS. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Adc VARUS in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken from champions by 3-10% (
).
1350
Mercury's Treads TIPS: These boots provide solid magic damage reduction, enhanced regeneration, and movement speed, with a passive that further lessens incoming magic damage. — The perfect pick for tanks, bruisers, and supports who need to withstand heavy AP threats while maintaining mobility.
Spirit Visage
Increases healing and shielding received
+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.
2800
Spirit Visage TIPS: This item greatly boosts your health, regeneration, magic resistance, and ability haste. Its “Blessed” passive amplifies all healing, regen, drain effects, and shields on you by 30%, allowing you to recover more quickly in fights. It’s an excellent choice against champions who deal sustained magic damage, like Vladimir and Swain, as well as burst mages like Syndra or Veigar, helping you survive initial bursts and heal up rapidly.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
Storm:
+5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (90s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 3-9% (
).
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 20% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 2% bonus Health
magic damage to the attacker.
Entwine: Aply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damge to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
800
Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Mantle of the Twelfth Hour
Increases max Health when your Health is low
+200 Max Health
+40 Armor
+40 Magic Resistance
Lifeline: Damage that puts you under 35%
, grants bonus max Health equal to 180 + 45% bonus health
for 3 seconds, and provides 50% Slow Resistance and 30 Movement Speed for 3 seconds. (90 second cooldown)
2900
Mantle of the Twelfth Hour TIPS: This item is perfect for champions who find themselves on the brink of death and need an instant survivability boost. When you take damage that drops you below 35% health, you gain bonus maximum health, significant movement speed, and high slow resistance for a short duration. This gives you the chance to escape danger or stay in the fight. The item is especially effective for tanks and bruisers who need to endure critical moments while retaining mobility at low health.
The information below will help you get familiar with the game on the APC Line VARUS. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Long Sword. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Long Sword
+12 Attack Damage
500
Magnetic Blaster
Increases attack range and damage
+25% Critical Rate
+35% Attack Speed
Fervor:
+5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 40-100 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 50-80% bonus damage against minions.)
3000
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+45 Ability Power
+150% Mana Regeneration
+45 Move Speed.
Magic Break:
+8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
1400
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
Nashor's Tooth
Attacks deal bonus damage
+45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 25 Attack Damage or 50 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus
+ 30% bonus
) on hit.
3000
Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility. With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+45 Ability Power
+150% Mana Regeneration
+45 Move Speed.
Magic Break:
+8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
1400
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
Gluttonous Greaves
Attack Damage, Omnivamp
+30 Attack Damage
+45 Move Speed.
Conversion: +7% Omnivamp
.
1400
Gluttonous Greaves TIPS: These boots are perfect for champions who rely on auto-attacks and need constant sustain. They provide bonuses to attack damage and movement speed, while the “Conversion” passive turns a portion of your damage into omnivamp, allowing you to stay in fights longer. Especially useful for marksmen, fighters, and junglers who frequently skirmish and require extra healing from their attacks.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Magnetic Blaster (Increases attack range and damage) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) or
Gluttonous Greaves (Grants Attack Damage and Omnivamp) depending on the situation. (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Nashor's Tooth (Attacks deal bonus damage).
Stasis Enchant (Turn invulnerable).
Magnetic Blaster
Increases attack range and damage
+25% Critical Rate
+35% Attack Speed
Fervor:
+5% Move Speed.
Energized: Moving and attacking will generate an Energized Attack.
Power Blitz: Energized Attacks gain 100 range (50 range for melee attacks), deal 40-100 bonus magic damage, and grant 60 Movement Speed for 0.75 seconds. This damage bounces to 5 nearby enemies and can Critically Strike.
(Deals 50-80% bonus damage against minions.)
3000
Magnetic Blaster TIPS: This item extends your attack range and adds hybrid damage by empowering every fourth attack with a magic burst that can bounce to multiple targets and critically strike. Moving and attacking charges the empowered strike, and upon activation you gain a hefty movement speed boost, aiding both chase and retreat. — Perfect for marksmen and auto‑attack bruisers who want more reach, multi‑target damage, and extra mobility in skirmishes.
Boots of Mana
Ability Power, Magic Penetration, Mana Regeneration
+45 Ability Power
+150% Mana Regeneration
+45 Move Speed.
Magic Break:
+8% Magic Penetration.
Equilibrium: Champions without Mana gain 75% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.
1400
Boots of Mana TIPS: These boots boost your ability power, mana regeneration, and movement speed. The “Magic Break” passive grants extra magic penetration for more potent spells against resistances. “Big Bully” speeds up waveclear by dealing bonus damage to minions with attacks and abilities. The new “Equilibrium” passive gives champions without mana a strong health regeneration boost, enhancing their survivability in prolonged engagements. — A great pick for mage mid laners and supports who need frequent spellcasting, wave control, mobility, and added staying power.
Nashor's Tooth
Attacks deal bonus damage
+45% Attack Speed
+20 Ability Haste
Magic Fang: Obtain 25 Attack Damage or 50 Ability Power (Adaptive).
Gnaw: Attacks deal adaptive damage (15 + 20% bonus
+ 30% bonus
) on hit.
3000
Nashor's Tooth TIPS: This item is perfect for champions who blend auto-attacks with magic damage. It provides a hefty boost to attack speed and reduces ability cooldowns, allowing you to cast spells more frequently in fights. The “Magic Fang” passive adapts to your build by granting either bonus attack damage or ability power, adding flexibility. With each auto-attack, “Gnaw” deals adaptive magic damage on hit, making it especially effective against tanky targets and for wearing down opponents over time. This item is ideal for champions like Teemo, Kayle, and Jax, who rely on sustained auto-attacks supported by magic damage and need frequent ability usage to maximize DPS in extended engagements.
Guinsoo's Rageblade
Applies on-hit effects
+30% Attack Speed
Surge: Gain 5% Move Speed.
Chaos: Gain 25 Attack Damage or 50 Ability Power (Adaptive).
Wrath: Attacks deal 30 magic damage but no longer Critical Strike. Fore every 1% Critical Strike Rate gained from items, your magic damage increases by 1.5, up to a max increase of 75 (reached at 50% Critical Rate).
Seething Strike: Attacks grant 8% Attack Speed, staking up to 4 times for a maximum of 32% Attack Speed). While fully stacked, every 3 attacks applies on-hit effects an additional 1 times.
3100
Guinsoo's Rageblade TIPS: This item is perfect for on-hit and high-attack-speed builds. It converts crit-focused stats into consistent on-hit magic damage, provides a powerful ramp of attack speed and stacking attack-speed bursts from consecutive hits. At full stacks your attacks trigger extra on-hit strikes more often, making it a top choice for players who want reliable, sustained damage in extended duels and teamfights.
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Magic Vamp
.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack of Corruption increases your magic damage dealt by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item suits mages and hybrid bruisers who want sustained power in extended fights: while you’re engaged with champions it builds stacks that steadily increase your magic damage, and at full stacks a portion of that bonus becomes true damage — excellent for prolonged duels and objective fights. The built-in magic vamp improves survivability in trades, making it a strong choice for players who like to stay in the thick of combat and scale through longer engagements. Best for AP duelists and spell-powered bruisers who benefit from ramping damage over the course of fights.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Magic Vamp
.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack of Corruption increases your magic damage dealt by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item suits mages and hybrid bruisers who want sustained power in extended fights: while you’re engaged with champions it builds stacks that steadily increase your magic damage, and at full stacks a portion of that bonus becomes true damage — excellent for prolonged duels and objective fights. The built-in magic vamp improves survivability in trades, making it a strong choice for players who like to stay in the thick of combat and scale through longer engagements. Best for AP duelists and spell-powered bruisers who benefit from ramping damage over the course of fights.
Infinity Orb
Abilities deal bonus damage
+80 Ability Power
+7% Magic Penetration
Destiny:
+5% Move Speed.
Balanced:
+15 Magic Penetration.
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 (
) plus 10%
to nearby enemies.
2900
Infinity Orb TIPS: This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
Infinity Orb — This item is ideal for mages and assassins looking to boost execution damage and mobility. It grants magic penetration and adds critical strike damage against weakened targets, enabling reliable finishers. Following a kill under this effect, a lightning bolt strikes, damaging nearby enemies—perfect for cleaning up in teamfights.
Riftmaker
Ramping Damage
+150 Max Health
+80 Ability Power
+7% Magic Penetration
+15 Ability Haste
Assimilation: +11% Magic Vamp
.
Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack of Corruption increases your magic damage dealt by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage.
3300
Riftmaker TIPS: This item suits mages and hybrid bruisers who want sustained power in extended fights: while you’re engaged with champions it builds stacks that steadily increase your magic damage, and at full stacks a portion of that bonus becomes true damage — excellent for prolonged duels and objective fights. The built-in magic vamp improves survivability in trades, making it a strong choice for players who like to stay in the thick of combat and scale through longer engagements. Best for AP duelists and spell-powered bruisers who benefit from ramping damage over the course of fights.
Liandry's Torment
Abilities deal bonus damage
+250 Max Health
+75 Ability Power
+7% Magic Penetration
Torment: Damaging abilities or empowered attacks deal 0.6-3% (
) of the target's max Health as bonus magic damage over 3 seconds.
3000
Liandry's Torment TIPS: This item applies a sustained burning effect that deals extra magic damage scaling with the target’s max health — making it especially potent versus tanks and high-HP champions. The stacked torment periodically detonates for true damage to finish weakened foes. A strong pick for mages who want to prolong fights and slowly shred the enemy frontline.
Liandry's Torment — This item applies a sustained burning effect that deals extra magic damage scaling with the target’s max health — making it especially potent versus tanks and high-HP champions. The stacked torment periodically detonates for true damage to finish weakened foes. A strong pick for mages who want to prolong fights and slowly shred the enemy frontline.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Amaranth's Twinguard — This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Rabadon's Deathcap
Boosts Ability Power
+100 Ability Power
+7% Magic Penetration
Overkill: Increases Ability Power by 20-45%
.
3400
Rabadon's Deathcap TIPS: This item is perfect for mages who rely on high ability power ratios and want to significantly increase their damage output. It provides a huge bonus to ability power and magic penetration. The "Overkill" effect increases your ability power by 20-45%, depending on the level, significantly enhancing your magical abilities and attacks. This item is especially useful against enemy teams that lack magic resistance or have squishy targets, as it allows you to significantly boost your damage and deal massive magic damage.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Crown of the Shattered Queen — This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Flash (Teleport a short distance) and
Ghost (Gain a large burst of movement speed) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ghost
Gain a large burst of movement speed, that decays to 25% bonus movement speed for 8 seconds. With each takedown, Ghost's duration is extended by 6 seconds, refreshing its effects, up to the original amount.
Cooldown: 90s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Lethal Tempo (Attack faster with each consecutive attack.) as your keystone, followed by
Brutal (Attacks deal bonus damage to enemy champions.),
Coup de Grace (Increases damage dealt to enemy champions with low Health.) and
Legend: Alacrity (Gains Attack Speed.) in the primary tree, as well as
Bone Plating (Reduces incoming damage.) in the secondary tree. Below you can see possible options for replacing runes.
Lethal Tempo
Attack Speed
Gain stacks of Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed the Attack Speed cap.
Each stack: increase 8-16% (Melee) or 3-12% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 50 (Melee) or 75 (Ranged) Attack Distance.
Brutal
On-hit Damage
Basic attacks deal 7-21 bonus adaptive damage on-hit against champions.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Legend: Alacrity
Bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 20% Attack Speed.
Bone Plating
Block Combo-damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 30s
Lethal Tempo
Attack Speed
Gain stacks of Attack Speed when attacking enemy champions. Stacks up to 6 times. At max stacks, you gain bonus range and can exceed the Attack Speed cap.
Each stack: increase 8-16% (Melee) or 3-12% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 50 (Melee) or 75 (Ranged) Attack Distance.
Fleet Footwork
Mobility, Heal
Moving, attacking and casting builds Energy stacks. At 100 stacks, your next attack gains Attack Speed, heals you, grants bonus
Movement Speed. If the attack is again st a champion, it also restores Mana or Energy.
Bonus Attack Speed: 100%
Health Restore: 15-85 (
) + 30% bonus
+ 30%
.
Bonus Movement Speed: 20% for 1s.
When attacking a champion, restore 8% missing mana
or 8% missing energy
.
When attacking minions or monsters, heals for 35% (Melee champions) or 15% (Ranged champions) of the original heal amount.
Fleet Footwork — The rune is perfect for champions who need to sustain themselves in extended fights, such as Jhin or Vayne. It allows building Energy stacks through attacks and abilities, and upon reaching 100 stacks, it provides bonus attack speed, healing, and movement speed. The rune is ideal for champions who need to survive in lane or jungles, as it restores mana or energy when attacking enemies, and also heals when attacking minions or monsters.
Coup de Grace
Bonus Damage
When an enemy champion has less than 40% Health, deals 8% bonus adaptive damage.
Giant Slayer
Takedown high health champions
Deal bonus damage based on the enemy champion’s bonus health, up to 16% bonus damage when the enemy champion has 1600 bonus health.
Giant Slayer — The rune deals bonus damage based on the enemy champion's bonus health, up to 16% bonus damage when the enemy champion has 1600 or more bonus health. It is perfect for champions who face enemies with high amounts of health, such as tanks. The rune helps effectively break through high health opponents, making it an excellent choice for damage-focused champions.
Legend: Alacrity
Bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 20% Attack Speed.
Legend: Bloodline
Omnivamp
Gains 1% Omnivamp
. Takedown monsters, enemy champions, or minions to gain up to an additional 7% Omnivamp
.
Legend: Bloodline — The rune increases your omnivamp by 1%, allowing you to restore health when dealing damage to both enemies and allies. By taking down monsters, enemy champions, or minions, you gain additional bonuses, increasing your omnivamp up to 7%. This rune is suitable for champions such as fighters, junglers, and marksmen who actively engage in battles. Marksmen, who are often in the heart of the action, can effectively sustain themselves with omnivamp, enhancing their survivability in fights.
(Q) PIERCING ARROW
15/14/13/12s
75/80/85/90
Hold: Draws the bow, gradually increasing the range and damage for the next shot. Varus is slowed by 20% while preparing to shoot.
Release: Fires the arrow, dealing 80-120 physical damage (80/140/200/260 + 110/120/130/140%
to 120/210/300/390 + 165%
), reduced by 15% per enemy hit (minimum 33%).
Piercing Arrow's cooldown is reduced by 4 seconds if the arrow detonates Blight stacks on at least one enemy champion.
Piercing Arrow fails if not released after 4 seconds, but will refund 50% of its Mana cost.
(W) BLIGHTED QUIVER
25s
Passive: Attacks deal 15 bonus magic damage (15/25/35/45 + 35%
) and apply Blight stack for 6 seconds (max 3 stacks). His other abilities detonate Blight, dealing 3% of the target's max Health (3/3.5/4/4.5% + 0.012%
) as magic damage.
Detonating Blight on enemy champions or epic monsters reduces his basic ability cooldwns by 13% per stuck.
Active: Varus next Piercing Arrow deals 6-9% (
) of the target's missing Health as bonus magic damage, increase by 0% to 50% based on charge time.
Detonating Blight on monsters deals up to 120 damage per stuck.
(E) HAIL OF ARROWS
13/12/11/10s
80
Fires a hail of arrows that deals 70 physical damage (70/115/160/205 + 90% bonus
) and desecrates the ground for 4 seconds. Desecrated ground slows enemies by 25/30/35/40% and applies 40% Grievous Wounds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
(R) CHAIN OF CORRUPTION
75/65/55s
100
Flings out a tendril of corruption that deals 150 magic damage (150/250/350 + 85%
) and roots the first enemy champion hit for 2 seconds.
The corruption then spreads toward nearby enemy champions, also immobilizing them on contact. Immobilized units gain 3 Blight stacks over the next 3 seconds.
We have prepared lists of champions that can really annoy you during a match with the game on the APC VARUS. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter APC VARUS in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Reduces Magic Damage
+200 Max Health
+100% Health Regen
+35 Magic Resistance
+45 Move Speed.
Dissolve: Reduces magic damage taken from champions by 3-10% (
).
1350
Mercury's Treads TIPS: These boots provide solid magic damage reduction, enhanced regeneration, and movement speed, with a passive that further lessens incoming magic damage. — The perfect pick for tanks, bruisers, and supports who need to withstand heavy AP threats while maintaining mobility.
Spirit Visage
Increases healing and shielding received
+350 Max Health
+100% Health Regen
+50 Magic Resistance
+20 Ability Haste
Blessed: Increases all healing, regen, drain effects and shields on yourself by 30%.
2800
Spirit Visage TIPS: This item greatly boosts your health, regeneration, magic resistance, and ability haste. Its “Blessed” passive amplifies all healing, regen, drain effects, and shields on you by 30%, allowing you to recover more quickly in fights. It’s an excellent choice against champions who deal sustained magic damage, like Vladimir and Swain, as well as burst mages like Syndra or Veigar, helping you survive initial bursts and heal up rapidly.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
Storm:
+5% Move Speed.
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 25%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (90s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Plated Steelcaps
Reduces Physical Damage
+150 Max Health
+100% Health Regen
+35 Armor
+45 Move Speed.
Block: Reduces physical damage taken from champions by 3-9% (
).
1350
Plated Steelcaps TIPS: These boots provide solid protection against physical damage, boosting your durability and movement speed. The “Block” passive further reduces incoming basic attacks and physical damage from enemy champions. — The perfect pick for tanks, bruisers, and supports who need to soak up auto‑attacks while staying mobile in fights.
Guardian Angel
Revives at death
+40 Attack Damage
+40 Armor
Resurrect: Upon taking lethal damage, restores 50% Health and 30% Mana after 4 seconds of stasis. (210s Cooldown)
3400
Guardian Angel TIPS: This item is perfect for champions who need a second chance in teamfights. It is especially effective against champions with high burst damage, such as Zed, Syndra, or Zoe, as well as against strong diving champions like Camille, Kha'Zix, or Lee Sin. The Resurrection effect allows you to return to the fight after taking lethal damage, restoring health and mana, giving you a chance to continue fighting and assist your team even in critical moments.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 20% less damage to you.
Countercurrent: Gain 1 stacks of Countercurrent when Critically Struck by physical damage. Each stuck grants 5% Movement Speed and 5% slow resist. Max 4 stacks.
2800
Randuin's Omen TIPS: This item is built to counter crit-heavy builds. It provides a large health pool and armor while reducing damage from critical strikes, making you much tougher in head-on engagements. When you are critically struck, you gain stacks that boost your movement and slow resistance, helping you hold position and control fight spacing. — Perfect for tanks and bruisers who need to stand up to high-crit auto-attackers and survive extended teamfights.
Thornmail
Reflects damage and reduces enemy healing
+200 Max Health
+75 Armor
Thorns: When struck by an attack, deal 20 + 6% bonus Armor
+ 2% bonus Health
magic damage to the attacker.
Entwine: Aply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damge to them.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2700
Thornmail TIPS: This item reflects a portion of incoming physical damage back to attackers as magic damage and applies an effect that reduces enemy healing effectiveness. A strong pick versus teams with heavy auto-attack damage and sustain — ideal for tanks and bruisers who need to absorb focus and cut down opponent healing.
Dead Man's Plate
Increases Movement Speed
+350 Max Health
+70 Armor
Relentless:
+5% Move Speed.
Momentum: Moving builds Momentum, granting up to 40 Move Speed at 100 stacks. Attacking removes all Momentum. Stacks decay when movement is impaired.
Crushing Blow: Attacks deal up to 100 bonus magic damage based on Momentum removed. Melee attacks with max Momentum slows by 75% for 1 second.
2800
Dead Man's Plate TIPS: This item provides a substantial boost to health and armor, and its “Momentum” passive builds movement speed as you move—up to a cap—until you land an attack, which then triggers “Crushing Blow”, dealing bonus magic damage based on the momentum removed and slowing enemies at full stacks. This makes it an excellent choice for tanks and bruisers who need extra mobility to engage quickly and sustain through fights. Tips: ideal for champions who need to close distance and absorb damage; pairs extremely well with Spellblade items (e.g., Divine Sunderer) for additional burst damage on engage.
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Warden's Mail
Reduces enemy's Attack Speed
+35 Armor
Cold Steel: Reduce the Attack Speed of enemies by 15% for 1.5 seconds when struck by an attack.
1050
Frozen Heart
Reduces all nearby enemies Attack Speed
+80 Armor
+200 Max Mana
+25 Ability Haste
Winter's Caress: Basic attacks and magic damage caused by you or inflicted upon you and nearby allies, will apply stacks of Chill to the enemy champion for 3 seconds. Each stack of Chill slows enemy attack speed by 9%, up to a maximum of 4 stacks or 36% attack speed reduction. Each individual ability has a 3 seconds cooldown on applying Chill stacks.
2700
Frozen Heart TIPS: This item is ideal for tanks and support champions who need to slow enemy attack speed and maintain a healthy mana pool. It provides substantial bonuses to armor, mana, and ability haste. The “Winter’s Caress” passive applies up to four stacks of Chill on enemy champions through your basic attacks, abilities, or any magic damage they take—each stack slows their attack speed by 9%, up to 36% at full stacks. This weakens enemy marksmen and fighters, making it harder for them to deal sustained damage in fights.
Stasis Enchant
Turn invulnerable
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1000
Stasis Enchant TIPS: This Enchant renders you invulnerable and untargetable for 2.5 s, but prevents movement, attacks, and ability or item use. Perfect for surviving critical moments against assassins and high burst damage.
Quicksilver Enchant
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.75 seconds.
Perseverance (Passive): After the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
800
Quicksilver Enchant TIPS: This enchant cleanses all crowd control effects, grants brief CC immunity, then boosts your tenacity and slow resist. Perfect for champions who need to quickly purge control to stay in the fight.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3150
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Crown of the Shattered Queen
Blocks an enemy ability
+60 Ability Power
+7% Magic Penetration
+200 Max Mana
+20 Ability Haste
Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).
Poise: AP
increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.
3000
Crown of the Shattered Queen TIPS: This item is perfect for champions who need both defense and offense. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Safeguard" effect grants a spell shield that blocks the next enemy ability and reduces incoming damage by 40% for 1 second. "Poise" increases your ability power while safeguarded and reduces the cooldown of Safeguard by 4 seconds when you deal magic damage using an active ability. This item is especially useful for champions who need to protect themselves from crowd control while engaging in fights, particularly against champions with key abilities that can be blocked, such as Ashe, Lux, or Morgana.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Amaranth's Twinguard
In-combat durability
+60 Armor
+60 Magic Resistance
Endurance: Gain 1 stacks of Endurance every 1 seconds while in combat with enemy champions (max 5 stacks). At maximum stacks, gain 20% size, 20% Tenacity, and increase Armor
by 30% and Magic Resistance
by 30% until out of combat with champion.
3100
Amaranth's Twinguard TIPS: This item is perfect for champions who spend a lot of time in the thick of fights and need extra durability and crowd control resistance. It provides bonuses to armor and magic resistance. The “Endurance” passive stacks up to five times during combat, and at full stacks you increase in size, gain enhanced tenacity, and receive bonus armor and magic resistance until you exit combat. This allows you to stay in the frontline longer and withstand enemy attacks more effectively. Due to its versatile utility, this item is one of the most popular defensive choices in the game and is used by the majority of tanks, fighters, and other classes.
Mantle of the Twelfth Hour
Increases max Health when your Health is low
+200 Max Health
+40 Armor
+40 Magic Resistance
Lifeline: Damage that puts you under 35%
, grants bonus max Health equal to 180 + 45% bonus health
for 3 seconds, and provides 50% Slow Resistance and 30 Movement Speed for 3 seconds. (90 second cooldown)
2900
Mantle of the Twelfth Hour TIPS: This item is perfect for champions who find themselves on the brink of death and need an instant survivability boost. When you take damage that drops you below 35% health, you gain bonus maximum health, significant movement speed, and high slow resistance for a short duration. This gives you the chance to escape danger or stay in the fight. The item is especially effective for tanks and bruisers who need to endure critical moments while retaining mobility at low health.
LIVING VENGEANCE
PIERCING ARROW
BLIGHTED QUIVER
HAIL OF ARROWS
CHAIN OF CORRUPTION

On champion takedowns, gains:
50% Attack Speed that can exceed the Attack Speed cap
0 Attack Damage (20 x bonus
)
0 Ability Power (20 x bonus
)
On non-champion takedowns, gains:
15% Attack Speed
0 Attack Damage (10 x bonus
)
0 Ability Power (10 x bonus
)
These bonuses last 5 second(s).
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15/14/13/12s
75/80/85/90
Hold: Draws the bow, gradually increasing the range and damage for the next shot. Varus is slowed by 20% while preparing to shoot.
Release: Fires the arrow, dealing 80-120 physical damage (80/140/200/260 + 110/120/130/140%
to 120/210/300/390 + 165%
), reduced by 15% per enemy hit (minimum 33%).
Piercing Arrow's cooldown is reduced by 4 seconds if the arrow detonates Blight stacks on at least one enemy champion.
Piercing Arrow fails if not released after 4 seconds, but will refund 50% of its Mana cost.
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25s
Passive: Attacks deal 15 bonus magic damage (15/25/35/45 + 35%
) and apply Blight stack for 6 seconds (max 3 stacks). His other abilities detonate Blight, dealing 3% of the target's max Health (3/3.5/4/4.5% + 0.012%
) as magic damage.
Detonating Blight on enemy champions or epic monsters reduces his basic ability cooldwns by 13% per stuck.
Active: Varus next Piercing Arrow deals 6-9% (
) of the target's missing Health as bonus magic damage, increase by 0% to 50% based on charge time.
Detonating Blight on monsters deals up to 120 damage per stuck.
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13/12/11/10s
80
Fires a hail of arrows that deals 70 physical damage (70/115/160/205 + 90% bonus
) and desecrates the ground for 4 seconds. Desecrated ground slows enemies by 25/30/35/40% and applies 40% Grievous Wounds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!

75/65/55s
100
Flings out a tendril of corruption that deals 150 magic damage (150/250/350 + 85%
) and roots the first enemy champion hit for 2 seconds.
The corruption then spreads toward nearby enemy champions, also immobilizing them on contact. Immobilized units gain 3 Blight stacks over the next 3 seconds.
This section is currently empty, but we assure you that we are working tirelessly to fill this section!
Use this combo to get a pick on an enemy from a long range.
From a long range, use (R) CHAIN OF CORRUPTION, then immediately FLASH to root the the enemy. AA and (E) HAIL OF ARROWS to and proc your W's passive. From there, activate (W) BLIGHTED QUIVER and AA twice before using (Q) PIERCING ARROW to proc your W's passive again. Continue to AA 3 times and use (Q) to extend this combo if needed.