See Varus's counters
Patch 26.18bot

Varus Bot Build & Guide — Patch 26.18

Varus

Tactical Dashboard

Difficulty
Damage
MIXED
Class
Marksman / Poke
Patch
26.18

Core Abilities

Living Vengeance
On kill or assist Varus gains a temporary stack of Attack Damage and Ability Power. Stack is larger on champion takedowns. Free stats reward fight participation.
Piercing Arrow
Piercing Arrow
Charge-up linear skillshot with 925 range. The longer you hold it, the bigger the damage and the Blight detonation. Pierces every target on the line. Your main poke and main mid-range threat.
Blighted Quiver
Blighted Quiver
Passive: basic attacks add a Blight stack to the target. Your Q, E and R detonate Blight for bonus magic damage based on the target's max HP — punishes tanks specifically.
Hail of Arrows
Hail of Arrows
Ranged AoE that lands at a target spot, slows enemies on impact and reduces their healing/regen while they stand in it. Detonates Blight. Use for poke, zoning, anti-heal.
Chain of Corruption
Chain of Corruption
Long-range skillshot that roots the first enemy champion hit, then spreads tendrils to nearby enemies, rooting them as well on contact. Multi-target lockdown ultimate.

Skill Order

1
Q
2
E
3
W
4
Q
5
Q
6
R
7
Q
8
E
9
Q
10
E
11
R
12
E
13
E
14
W
15
W
16
R
17
W
18
W

Primary Combo

WEAAQ

Core Items

Eclipse
Mercury's Treads
Hubris
Serylda's Grudge
Youmuu's Ghostblade

Situational Items

Edge of Night
Edge of Night
vs hard CC ults (Morgana Q, Ashe R, Malzahar R) — spell-shield blocks the first incoming ability and saves you from one-shot setups
Black Cleaver
Black Cleaver
vs frontlines stacking armor (Sion, Ornn, Malphite) — shreds armor on every Blight detonation and Q, helping the team chew tanks
Plated Steelcaps
Plated Steelcaps
vs heavy auto-attack threats (Draven, Tristana, Master Yi) — blocks % of basic-attack damage; swap from Mercury's when CC is rare
Mortal Reminder
Mortal Reminder
vs heavy healing (Soraka, Yuumi, Aatrox, Vladimir) — applies Grievous Wounds (cuts healing by 40% for 3 seconds)
Mercurial Scimitar
Mercurial Scimitar
vs single lockdown CC ults (Malzahar, Skarner, Warwick suppressions) — cleanses crowd control except knock-ups, and gives extra Magic Resist

Runes

Primary · Domination
Hail of Blades
KeystoneHail of Blades
Taste of Blood
Taste of Blood
Sixth Sense
Sixth Sense
Relentless Hunter
Relentless Hunter
Secondary · Sorcery
Manaflow Band
Manaflow Band
Gathering Storm
Gathering Storm
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Domination primary: Hail of Blades gives three fast autos at the start of a trade — perfect to stack three Blights before you detonate with E and Q. Taste of Blood heals chip damage, Sixth Sense reveals enemy wards, Relentless Hunter adds move speed for roams.

Why secondary

Sorcery secondary: Manaflow Band gives extra mana from ability use, which lets you spam Q + E to poke in lane without running dry. Gathering Storm scales with game time and turns your late-game Q into a one-shot threat — Varus is at his strongest after 25 minutes.

When to switch secondary

If the enemy bot lane is full hard-engage (Leona + Nautilus, Pyke + Blitzcrank), swap Sorcery → Inspiration with Magical Footwear (free base boots at minute 12) + Cosmic Insight (extra summoner-spell uptime, more Flashes per fight). You trade scaling for survivability.

Win Condition

Stack Blight with one or two auto-attacks, then detonate with E and a fully-charged Q from max range. Open every fight with R onto a key target so your team has a guaranteed root to follow up.

Weakness

No dash, no escape, channeled Q. If the enemy gets on top of you, you die. Falls behind hard against short-range bullies in the first three levels before R is online.

Overview

Varus is a marksman built around two things: a charge-up arrow that pokes (chips the enemy's HP from far away) at huge range, and a passive on his W that stacks "Blight" on targets he basic-attacks, which his other spells then detonate for bonus magic damage based on the target's max HP. That mix — physical damage from autos and Piercing Arrow, magic damage from Blight detonations — is why he chews through every kind of front line, including tanks.

The game plan is to play the lane phase (the first 14 minutes farming and trading in bot lane) like a sniper: stack one or two Blights on the enemy ADC with auto-attacks, then detonate with Hail of Arrows (E) and a fully-charged Piercing Arrow (Q) from max range. After level 6, Chain of Corruption (R) turns every grouped enemy team into a free engage for your jungler and support. You are a glass cannon (high damage, low defense, like most ADCs): no dash, no escape, channeled Q. Everything depends on positioning two screens away from the front line.

Recommended Build

Starting items: Doran's Blade Doran's Blade + 1 Health Potion. Doran's Blade is the standard ADC starter: small Attack Damage (AD) boost, a bit of HP, and lifesteal (you heal for a percentage of the damage you do with auto-attacks).

Core items (in order):

  1. Eclipse Eclipse — first-item damage spike, and despite the reputation it carries no lethality at all: 60 Attack Damage and 15 Ability Haste. Its passive triggers after two separate attacks or abilities hit the same champion within 2 seconds — both your autos and your Q stack the proc on their own. You get 5% of the target's max HP as damage (raised from 4% in 26.16) and a shield in the same window where you fire your charged Q.
  2. Mercury's Treads Mercury's Treads — Magic Resistance boots with Tenacity (Tenacity = reduces the duration of stuns, slows and roots on you). Default vs any team with CC-heavy supports (Leona, Nautilus, Morgana). If the enemy team is all auto-attack with no CC (Tristana + Vayne), swap to Plated Steelcaps Plated Steelcaps.
  3. Hubris Hubris — your first lethality item (Lethality = a flavor of armor penetration that ignores a flat amount of armor, especially strong against squishy targets — champions with low defense, like ADCs and mages). When a champion you damaged dies you gain 12 Attack Damage plus 3 per champion killed, for 90 seconds; on a good win streak you snowball (turn an early lead into a bigger lead) hard.
  4. Serylda's Grudge Serylda's Grudge — 35% armor penetration, a percentage cut and not a flat one, plus Bitter Cold: your damaging abilities slow by 30% for 1 second, but only enemies already below 50% health. It closes fights rather than opening them — R roots the group, then Q and E slow whoever walks out of it low.
  5. Youmuu's Ghostblade Youmuu's Ghostblade — last-slot lethality item with an active out-of-combat move-speed boost. Lets you flank (enter the fight from a side the enemy isn't watching), run wide around vision and fire a charged Q into the back line.

Situational items:

  • Edge of Night Edge of Night — replace Youmuu's when one enemy ability would one-shot you with crowd control (Morgana Q, Ashe R from across the map, Malzahar R suppression). The shield blocks the first incoming ability for free.
  • Black Cleaver Black Cleaver — replace Serylda's when the enemy front line is 3+ armor stackers (Sion, Ornn, Malphite, Maokai). Shreds armor on every hit, including Blight detonations — your whole team chews tanks faster.
  • Mortal Reminder Mortal Reminder — last-slot swap when the enemy has heavy healing (Soraka, Yuumi, Aatrox, Vladimir). Applies Grievous Wounds: a debuff that cuts the target's healing and health regeneration by 40% for 3 seconds.
  • Mercurial Scimitar Mercurial Scimitar — final-slot swap when a single CC chain decides every team fight (Malzahar suppression, Skarner R drag, Warwick R). The active cleanses crowd control on cast, but not knock-ups.

Skill order: Max Q first (your main damage and main poke), E second (more slow duration, more anti-heal duration), W last. Take R at levels 6, 11, 16.

Runes: Primary Domination — Hail of Blades keystone (three fast autos at the start of a trade — perfect for stacking three Blights before you detonate). Then Taste of Blood (small heal on every damaging ability vs champions), Sixth Sense (reveals enemy wards — wards are the small invisible eyes opponents place to see you — so you can poke from the fog of war), Relentless Hunter (out-of-combat move speed for roams). Secondary Sorcery with Manaflow Band (keeps mana topped up for Q-spam) and Gathering Storm (scales with game time — Varus's late-game Q one-shots).

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Varus beats

  • Short-range hyper-carry that must commit to trade

    Varus Piercing Arrow (Q) reaches 925 against Samira's 500 auto range, forcing her to Wild Rush (E) through minions to engage. Once she commits, Hail of Arrows (E) slow and the Blight detonation chunk her before Inferno Trigger (R) channel finishes.

    Samira
  • Hop-based marksman with skillshot Q

    Kalista has to close to her 525 auto range to load Rend (E) stacks, and Martial Poise only hops her a short step at a time. Varus stacks Blighted Quiver (W) with autos and detonates with Hail of Arrows (E) for percent max-HP damage before her trade pattern pays off.

    Kalista
  • Late-game scaler with weak pre-6 auto range

    Tristana starts at 550 auto range and only grows it with levels, so Varus Piercing Arrow (Q) pokes free from 925 every wave. Rocket Jump (W) burns on engage and Explosive Charge (E) detonation arrives after Hail of Arrows (E) slow lands the kill setup.

    Tristana
  • Immobile AP scaler with delayed Q

    Chain of Corruption (R) root pins Karthus before he can place Lay Waste (Q) and denies Defile (E) drain pressure. Varus Piercing Arrow (Q) at 925 out-ranges that 875 blast, and the root also cuts the Requiem (R) channel he needs to stand still for.

    Karthus
  • Immobile bot-lane mage scaler

    Chain of Corruption (R) roots Seraphine through Surround Sound (W) and locks her for the full chain, denying the Encore (R) windup. She has no dash, so Piercing Arrow (Q) at 925 and Hail of Arrows (E) grind her down while she walks up for High Note (Q) at 900.

    Seraphine

Champions that beat Varus

  • Aggressive level 1-3 marksman with auto reset

    Spinning Axe (Q) makes every Draven auto-attack chunk Varus levels 1-3 while Blood Rush (W) move speed resets on axe catch, letting him kite the Piercing Arrow (Q) channel window. Stand Aside (E) knockaside cancels Varus charged Q mid-cast before the arrow fires.

    Draven
  • Mobile level 1-3 marksman with dash

    Lightslinger passive double-shot plus Piercing Light (Q) burst chunk Varus during his Piercing Arrow (Q) channel window, while Relentless Pursuit (E) dash steps out before the charged arrow lands. The Culling (R) zones Varus off the charged-Q spot in extended trades.

    Lucian
  • Hard-engage support with point-and-click CC

    Varus has no dash or blink — zero escape tools. Zenith Blade (E) closes the gap inside Piercing Arrow (Q) channel range, and Solar Flare (R) stuns through minions before Sunlight passive procs amplify follow-up damage. He dies before Living Vengeance procs.

    Leona
  • Hard-engage support with hook ultimate

    Dredge Line (Q) hooks through minions and pulls Varus mid Piercing Arrow (Q) channel, while Staggering Blow passive roots him on the first auto. Depth Charge (R) knocks up everyone in its path before stunning its target, and Riptide (E) slow denies him the room to re-charge Q.

    Nautilus
  • Roaming assassin support with execute

    Phantom Undertow (E) dashes through minions and stuns Varus mid Piercing Arrow (Q) channel, while Bone Skewer (Q) charged pull from fog of war catches him out of position. Death From Below (R) executes inside Hail of Arrows (E) slow before Living Vengeance triggers.

    Pyke

Key matchups

  • Draven: Hardest lane. His Spinning Axe (Q) makes every auto hit like a truck levels 1-3. Don't try to win short exchanges (trades — brief swaps of hits, not a kill attempt) — last-hit only, max range. Wait for him to over-extend chasing a catch axe, then punish with a fully-charged Q from outside his auto range. Pick up a second Doran's Blade Doran's Blade on first back if you took chip damage (small but constant damage that wears down HP) but stayed even on CS (Creep Score: number of minions killed).
  • Lucian: Mobile bully (high damage with a gap-close tool that punishes immobile carries). His Relentless Pursuit (E) dash makes him slippery. Don't charge Q in his face — he dashes mid-channel and the arrow flies into nothing. Use uncharged Q (instant release, lower damage but no windup) to push the wave; save charged Q for when he burns E to step in.
  • Caitlyn: Range war. She out-ranges your autos but you out-range her with charged Q. Step up to max Q range, fire, step back. Don't stand on her traps — she headshots you for huge damage. After your Eclipse Eclipse spike (a clear jump in power tied to an item milestone), you out-burst her in a 1-second window.
  • Jhin: Poke war. He out-pokes pre-6 with W root and 4th-shot crit (his 4th basic attack is a guaranteed critical strike). You out-poke him post-6 because his ultimate (a long-range channeled snipe) requires standing still, and your R roots him through the cast. Trade Blight stacks for his W procs; don't trade autos straight up early.
  • Karthus: Free lane post-6. No dash, no escape, no real lane trades. His Defile (E damage aura) burns his mana fast — stay outside its range and Q him every time he steps up. At level 6, R roots him through his ult channel — your jungler gets the easiest gank on the map (gank = a surprise visit by another player to help kill an enemy).

Power spikes & win conditions

  • Level 2: Pick up E for the slow and anti-heal field. Now you can charge Q with a slowed target and almost guarantee the hit. Most level-2 all-ins (full-commitment fights with no fallback option) win because the enemy can't dodge a charged arrow when they're slowed.
  • Level 6 with R: First Chain of Corruption is a game-changer. Hold it for a clear engage chance — your jungler showing bot, a misplaced enemy ADC, a Drake fight starting. The root is multi-target: one cast, several locked enemies if they stand together. Strongest engage tool on any ADC in the game.
  • Eclipse Eclipse completion (~ minute 10-12): First-item spike. Your charged Q now one-shots most squishies. Window to roam (leave your lane to help another lane) mid with your support, or force a play on bot-side Drake.
  • 2-item spike (Eclipse + Hubris around minute 18-20): You become the strongest lethality marksman in the game for this 5-minute window. Force objective fights (Drake, Rift Herald, towers — neutral targets that grant team buffs or map pressure) here. Stand at max Q range and fire one charged arrow per fight — it does roughly 60% of an enemy ADC's HP bar on its own.

Common mistakes

  • Holding the charged Q for too long. Max charge is 4 seconds. If you channel for more than 1.5-2 seconds without firing, you're locked into a single shot and giving up movement — anyone with a dash (Akali Shuriken Flip, Yasuo Sweeping Blade) walks behind you and kills you. Quick-release at 1-1.5 seconds is the sweet spot; only full-charge from fog of war.
  • Using R to start a fight from full HP into bad terrain. Chain of Corruption spreads tendrils between enemies — value is highest when 2+ enemies are clumped (standing close together). Firing it onto a single isolated target wastes the spread. Wait for the team fight moment when enemies group up around an objective.
  • Forgetting to stack Blight before detonating. Your other abilities only detonate Blight if the target is already carrying stacks, and each stack is worth a slice of their max HP. Charging Q from max range with zero autos first means throwing away half your kit. Step up, auto once or twice, then detonate.
  • Standing still in team fights. Varus has no dash. If you stand on the same spot for two seconds in a row, anything mobile (Zed, Diana, Camille) deletes you. Strafe (move sideways while attacking) between every auto — short steps, constant motion.
  • Picking Varus into hard engage on both sides. This is a draft mistake — if the enemy has Leona support + Hecarim jungle + Malphite top, you have zero space to channel Q. Pick a peeler support (one whose job is to protect you from divers, like Lulu or Janna) to compensate.

Advanced tip

Learn the Q-cancel for kiting (moving backward while attacking). Pressing S (stop) during the Piercing Arrow channel cancels the cast and refunds part of its mana cost. Use it when you start channeling Q in lane and the enemy dashes on top of you mid-channel: you cancel, drop E at your feet to slow them, walk back into your wave for safety, and re-charge Q from a safe distance. It turns Varus's biggest mechanical weakness (the channel time) into a recoverable resource.

Past patches

No previous versions available.

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