(Innate): Veigar's mana regeneration is increased by 0.75% for each 1% of mana he's missing.
Tips :Thanks to this passive you can concentrate on the last hits with Baleful Strike without worrying about running out of mana.
(Passive): Veigar gains bonus ability power for each champion kill from any damage source.
(Active): Unleashes dark energy at target enemy, dealing magic damage. If this ability deals a killing blow, Veigar gains 1 ability power.
Tips :Thanks to Baleful Strike you can quickly increase your AP from the first levels. Think about starting off by last hitting the enemy sbires with the help of your ability in the early game. Next up, Baleful Strike will be an efficient harass spell because of its short CD, but be careful of its short range.
Ability Power Gain per Champion Kill: 1 / 2 / 3 / 4 / 5
Cost: 60 / 65 / 70 / 75 / 80 mana
Cooldown: 8 / 7 / 6 / 5 / 4 seconds
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.6 per ability power
(Active): Veigar calls a great mass of dark matter to fall from the sky to the target area, which lands after a 1.2 second delay, dealing magic damage. This ability also provides vision through fog of war or brushes before it lands.
Tips :Although this spell deals some important zone damage, you should note that it takes 1.2 seconds before it reaches the ground. So if an enemy has Mercury Treads, he can avoid your Dark Matter. So think about levelling up Event Horizon rather than Dark Matter if ever you don't manage with the meteor.
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 120 / 170 / 220 / 270 / 320 (+1.0 per ability power)
(Active): Veigar twists the edges of space around the target location for 3 seconds, stunning enemies who pass through the perimeter for a few seconds.
Tips :Event Horizon is an excellent zone stun. As well as letting you stun the whole enemy team if you place it well, it will let you zone opponents by preventing them from reaching the area they want with 'walls'.
Cost: 80 / 90 / 100 / 110 / 120 mana
Cooldown: 20 / 19 / 18 / 17 / 16 seconds
Stun Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds
(Active): Blasts an enemy champion, dealing heavy magic damage plus 80% of the target's ability power.
Tips :Thanks to this ultimate you can very often kill the enemy mage with a quick combo. Howevery, think about having a look at your enemies' stuff. If the enemy mage has taken a lot of magic resistance it would be better to try and kill another weak champion like the AD carry. The AP bonus is useful but not essential.
Cost: 125 / 175 / 225 mana
Cooldown: 130 / 110 / 90 seconds
Magic Damage: 250 / 375 / 500 (+1.2 per ability power)
Pros
Huge single target burst
A zone nuke with Dark Matter
Scales very well in late game thanks to his passive
Cons
Has quite a weak early game (lacks damage and mana)
Very dependent on his long CDs to be useful / deal damage
Easy to play but hard to master