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
Blade of the Ruined King
Attacks deal bonus damage
+40 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.
Berserker's Greaves
Attack Speed
+30% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
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.
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.
Berserker's Greaves
Attack Speed
+30% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
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.
Gunmetal Greaves
Increases Attack Speed and Movement Speed
+50% Attack Speed
+5% Physical Vamp
+45 Move Speed
Noxian Gait: Attacks against enemy champions grant Movement Speed (15% for melee champions / 12% for ranged champions) decaying over 2 seconds.
Blessed Blade: Attacks restore 12 Health on hit.
2200
Gunmetal Greaves TIPS: These boots greatly increase your attack speed while improving your mobility in combat. Attacking enemy champions grants a burst of movement speed, making it easier to chase opponents or kite effectively, while Physical Vamp and on-hit healing provide valuable sustain during extended fights. They are an excellent choice for marksmen and champions who rely on frequent basic attacks to deal damage.
Blade of the Ruined King (Attacks deal bonus damage) 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
Guinsoo's Rageblade (Applies on-hit effects).
Gunmetal Greaves (Increases Attack Speed and Movement Speed).
Blade of the Ruined King
Attacks deal bonus damage
+40 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.
Berserker's Greaves
Attack Speed
+30% Attack Speed
+45 Move Speed
Blessed Blade: Attacks restore 10 Health on hit.
1200
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.
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.
Dusk and Dawn
Applies on-hit effects
+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 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%.
3300
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.
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.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 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%.
3300
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.
Mortal Reminder
Armor Penetration (%) and reduced enemy healing
+25 Attack Damage
+25% Critical Rate
+15% Attack Speed
Last Whisper:
+30% Armor Penetration. Attacks that Critically Strike gain an additional
6% Armor Penetration.
Sepsis: Dealing physical damage to enemy champions applies 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
3300
Mortal Reminder TIPS: This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Mortal Reminder — This item is perfect for auto‑attackers who need to shred through armor and cut down enemy healing. It boosts your penetration to deal more damage against tanky targets and applies grievous wounds on hit, reducing all healing and regen effects. — Ideal against tanks and high‑heal champions, and for marksmen and auto‑attack fighters who need to pierce defenses and curb enemy sustain.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 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%.
3300
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.
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 66%) 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.
Terminus
Increases Armor Pen, Megic Pen, Armor, and Magic Resist
+40 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%.
3300
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.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Zhonya's Hourglass — This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
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 6-14% (Melee) or 3.5-8% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 25 (Melee) or 50 (Ranged) Attack Distance.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Bone Plating
Anti-Burst 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: 40s
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 6-14% (Melee) or 3.5-8% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 25 (Melee) or 50 (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: 40%
Health Restore: 15-110 (
) + 15% bonus
+ 10%
.
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
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
(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 1.5 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
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+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 20%.
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. (70s 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 damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% 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
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage 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
+250 Max Mana
+20 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.
2650
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
+250 Max Mana
+20 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.
2650
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.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When 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.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When 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.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
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)
3000
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.
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. (70s 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
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.
2800
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 Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
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.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Spellslinger's Shoes
Deal bonus damage to minions
+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Nashor's Tooth (Attacks deal bonus damage) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (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
Guinsoo's Rageblade (Applies on-hit effects).
Spellslinger's Shoes (Deal bonus damage to minions).
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.
2800
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 Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
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
+350 Max Health
+70 Ability Power
+15 Ability Haste
Void Corruption: Every 1 second(s) in combat with enemy champions, deal 2% bonus damage, up to 8%.
At maximum strength, gain
Omni Vamp. (10% for melee champions / 6% for ranged champions).
Void Infusion: Gain 2% of your bonus Health as Ability Power.
3100
Riftmaker TIPS: This item is built for extended fights, gradually increasing your damage the longer you remain in combat. Once fully ramped up, it grants Omni Vamp for improved sustain, while your bonus Health is partially converted into Ability Power, further increasing your overall damage. An excellent choice for AP bruisers and battlemages who excel in prolonged teamfights and thrive by scaling throughout combat.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Riftmaker
Ramping Damage
+350 Max Health
+70 Ability Power
+15 Ability Haste
Void Corruption: Every 1 second(s) in combat with enemy champions, deal 2% bonus damage, up to 8%.
At maximum strength, gain
Omni Vamp. (10% for melee champions / 6% for ranged champions).
Void Infusion: Gain 2% of your bonus Health as Ability Power.
3100
Riftmaker TIPS: This item is built for extended fights, gradually increasing your damage the longer you remain in combat. Once fully ramped up, it grants Omni Vamp for improved sustain, while your bonus Health is partially converted into Ability Power, further increasing your overall damage. An excellent choice for AP bruisers and battlemages who excel in prolonged teamfights and thrive by scaling throughout combat.
Infinity Orb
Abilities deal bonus damage
+110 Ability Power
+15 Magic Penetration
Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.
3100
Infinity Orb TIPS: This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Infinity Orb — This item greatly enhances a mage's finishing power. It provides a large boost to Ability Power and magic penetration while allowing your abilities and empowered attacks to deal increased damage to low-health enemies. An excellent choice for mages and AP assassins who want to execute targets more reliably and maximize their burst potential.
Riftmaker
Ramping Damage
+350 Max Health
+70 Ability Power
+15 Ability Haste
Void Corruption: Every 1 second(s) in combat with enemy champions, deal 2% bonus damage, up to 8%.
At maximum strength, gain
Omni Vamp. (10% for melee champions / 6% for ranged champions).
Void Infusion: Gain 2% of your bonus Health as Ability Power.
3100
Riftmaker TIPS: This item is built for extended fights, gradually increasing your damage the longer you remain in combat. Once fully ramped up, it grants Omni Vamp for improved sustain, while your bonus Health is partially converted into Ability Power, further increasing your overall damage. An excellent choice for AP bruisers and battlemages who excel in prolonged teamfights and thrive by scaling throughout combat.
Liandry's Torment
Abilities deal bonus damage
+300 Max Health
+70 Ability Power
Torment: Damaging abilities and empowered attacks burn enemies for 2% max Health magic damage for 3 seconds.
Madness: Deals 2% more damage for each second in combat against champions, capped at 6% after 3 seconds.
3000
Liandry's Torment TIPS: This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Liandry's Torment — This item excels in extended fights. Your abilities and empowered attacks ignite enemies, dealing damage over time based on their maximum health, while your overall damage steadily increases the longer you remain in combat. It is an excellent choice for damage-over-time mages and AP bruisers who want to wear down even the toughest frontline champions.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
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.
2800
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.
Nashor's Tooth — 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.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Dusk and Dawn
Applies on-hit effects
+350 Maximum Health
+25% Attack Speed
+70 Ability Power
+20 Ability Haste
Spellblade: After using an ability, your next attack deals (75% base
+ 10%
) bonus magic damage. After a brief delay, apply on-hits to the target 1 additional time. (1.5s Cooldown)
Deals reduced damage to structures.
3100
Dusk and Dawn TIPS: This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.
Dusk and Dawn — This item is perfect for champions who weave abilities into their basic attacks. After casting a spell, your next attack is empowered with bonus magic damage and then triggers all on-hit effects an additional time, dramatically increasing your overall damage output. It excels on hybrid AP fighters and melee mages who rely on chaining abilities and auto-attacks to maximize their DPS.
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 6-14% (Melee) or 3.5-8% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 25 (Melee) or 50 (Ranged) Attack Distance.
Brutal
Attacks deal on-hit damage
Attacks deal (5 + 6% bonus
+ 3%
) bonus adaptive damage to enemy champions.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Legend: Alacrity
Increase bonus Attack Speed
Gains 3% Attack Speed. Takedown monsters, enemy champions, or minions to gain up to an additional 18% Attack Speed.
Bone Plating
Anti-Burst 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: 40s
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 6-14% (Melee) or 3.5-8% (Ranged) Attack Speed for 6 seconds.
At max stack bonus: Gain 25 (Melee) or 50 (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: 40%
Health Restore: 15-110 (
) + 15% bonus
+ 10%
.
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
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
(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 1.5 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
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+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 20%.
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. (70s 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 damage from champion attacks
+150 Max Health
+20 Armor
+45 Move Speed
1200
Plated Steelcaps TIPS: These boots provide reliable protection against physical damage, especially from enemy basic attacks. The bonus Armor, Health, and movement speed improve your durability, allowing you to survive longer against marksmen and AD fighters. They are an excellent choice against teams that rely heavily on auto attacks for their damage.
Randuin's Omen
Counters Critical Strike Damage
+400 Max Health
+75 Armor
Resilience: Critically Struck deal 30% 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
+ 1% bonus Health
magic damage to the attacker.
Entwine: Apply 50% Grievous Wounds to enemy champions for 3 second(s) when stuck by their attacks or dealing damage 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
+250 Max Mana
+20 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.
2650
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
+250 Max Mana
+20 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.
2650
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.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When 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.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When 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.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
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)
3000
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.
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. (70s 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:
55% 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:
20/25/30% 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.
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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 1.5 seconds.
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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.