Veera — Patch 1.62 Verdict
[Default: B]
Veera — Mage Guide
Veera rewards aggression over caution. She is not a long-range poke merchant like Natalya or a zone-control wall like Azzen'Ka. She is a mid-range burst mage whose whole identity is closing on a target, stripping their magic resistance through stacked Come Hither procs, then deleting them with a synchronized stun and demon swarm. She is a chaos witch who gets stronger the moment a fight tips in her favor, because every kill and assist shaves 25% off every cooldown, letting her chain straight into the next target.
Right now on the Thai server she sits comfortably in B tier, and that ranking is honest. She has real tools: a point-and-click stun in Kisses that hits for 1.5 seconds and is nearly undodgeable at close range, meaningful AoE burst from Little Friends, and a passive that punishes anyone who lets her land three skill hits. What holds her back is a lack of meaningful mobility and a kit that falls apart when she is kept at arm's length by high-range assassins or hard CC chains that interrupt her combo window.
She is a good pick for players who understand tempo and kill-timing in the mid lane. If you are the kind of Diamond player who can spot an opponent at 70% HP and out of cooldowns, Veera rewards that read every time.
Strengths
- +The passive magic resistance shred stacks three times and scales with level, meaning a fully stacked Veera effectively amplifies the damage of every subsequent ability hit, including from allies, making her a soft debuffer disguised as a burst mage.
- +Kisses is a point-and-click stun with 1.5 seconds of lockdown, which is among the most reliable hard CC in the mid-lane mage pool and makes her a consistent pick into mobile assassins who think they can dodge skillshots.
- +The post-kill and post-assist 25% CDR refund from Come Hither gives Veera genuine snowball potential in multi-kill scenarios, allowing ability chains that would normally be gated by cooldowns to fire in rapid succession.
- +Little Friends provides AoE burst that punishes tightly grouped enemies and backline divers simultaneously, giving Veera a teamfight presence that pure single-target burst mages simply cannot replicate.
Weaknesses
- −Veera has zero built-in mobility and no escape tools outside of Flicker, which means any assassin or fighter who gets on top of her before she can land Kisses is likely to burst her before the combo resolves.
- −Her entire damage window is front-loaded into a short combo sequence, if Kisses is blocked by a support's shield or interrupted by hard CC, she becomes nearly harmless until cooldowns reset.
- −Little Friends' damage cap against single targets (50% on repeat hits) means she underperforms in extended 1v1 duels compared to sustained-damage mages, and enemies who itemize magic defense early can largely negate her output.
- −She has no reliable waveclear tools before she gains level and item advantages, making her vulnerable to laning bully mages like Tulen or Lorion who can poke her under tower without committing to an all-in.
Abilities
PCome Hither
Targets hit by skill damage have their armor and magic defense reduced by 30-72 (scales with hero level). Stacks up to 3 times. Additionally, after a kill or assist, reduce all skill cooldowns by 25%.
1Hell Bat
Veera releases a hell bat in a straight line, dealing magic damage.
2Kisses
Veera sends out a kiss, dealing magic damage and stunning enemies for 1.5 seconds.
RLittle Friends
Veera summons her demons to attack nearby enemies. Each demon deals magic damage. If a demon hits the same enemy a second time, it deals only 50% damage.
How to Use Veera's Kit
The magic resistance shred stacks up to three times and scales with hero level, meaning at level 15 each stack is stripping a meaningful chunk off a target, this is the core reason your build front-loads Boomstick and Berith's Agony rather than raw AP. Never blow your full combo on a target with zero stacks; land Q first to begin shredding, then commit W and R once at least one stack is applied. The post-kill/assist 25% CDR refund is equally critical: always be watching the minimap for a nearby dying enemy because getting that reset mid-skirmish transforms Veera from a burst mage into a multi-target threat.
Hell Bat is a straight-line projectile that you should treat primarily as a passive-stacking tool rather than your main damage output, it applies one Come Hither stack and pushes enemies toward your W range. The most common mistake at Diamond is spamming Q at max range when you need to be walking forward to close the gap simultaneously, so the stun from W lands before the target can react. In minion waves, avoid pointing it directly into the wave; angle it at the enemy laner standing behind the creeps to start your shred without wasting a full combo.
A 1.5-second stun at close-to-mid range that is, practically speaking, undodgeable once you're within arm's length, this is Veera's bread-and-butter engage tool and the linchpin of every combo she has. The critical mistake is using it first: if you open with W before landing Q, you waste the passive stack and lower overall damage, and the stun ends before Little Friends finishes its full hit cycle. Instead, treat W as your commit button, fire it after Q has landed and you're confident the full combo will resolve before the enemy can react or get peeled.
Little Friends summons demons in an AoE around Veera that each deal magic damage, but the second hit on the same target deals only 50% damage, meaning in a 1v1 your total R damage is capped and you want your demons spreading across multiple enemies in a teamfight to maximize output. Always cast R after W lands so the target is locked in place for the full demon salvo; dropping it before the stun means half the demons miss a mobile enemy. In teamfights, try to position centrally before casting so multiple enemies eat full-damage first hits from different demons.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Hell Bat | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Kisses | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RLittle Friends | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard Lane Kill
Walk into close range first so W lands the moment Q's shred applies, use this to punish any mid laner who overextends past the river.
Flicker Ambush
Open with Flicker to close an unexpected gap, immediately chain W into Q and R while the target has no time to reposition, best used on squishy carries in the backline during a teamfight.
Snowball Chain
After securing a kill and triggering the Come Hither 25% CDR refund, immediately re-engage the nearest target with the refreshed Q and W, the reset window is short, so have your next target pre-selected.
Poke-into-All-In
Used in the lane phase when the enemy is at two Come Hither stacks from prior trades, walk up, land a third Q to max the shred, auto once to proc any item passive, then commit with W and R for a guaranteed burst kill.
Gameplan
Veera's first real spike is level 4, when Kisses is leveled enough to combo cleanly with Hell Bat and Little Friends for a kill-threat all-in. She is a genuine threat from here through the mid-game; with Boomstick done she hits the damage threshold where a fully passive-stacked target simply dies to one full rotation. The window between first and second core item (Boomstick into Berith's Agony) is her strongest solo-kill period. She weakens in the very late game without a meaningful gold lead, as enemies finish magic resist and her burst-then-wait cooldown pattern gets easier to play around.
Early Game
Levels 1–6- →Level 1-3: play disciplined and farm safely — use Q at angles that hit the enemy laner through minions to start stacking Come Hither passively, but do not commit W until you have level 4 and all three abilities.
- →Use the first back to complete Enchanted Kicks and a component of Boomstick; your kill threat rises sharply the moment Boomstick is finished, so rush it over anything else.
- →Communicate with your jungler: Veera's Kisses stun into a jungle gank creates an almost unavoidable kill because there is no dash for the enemy to escape through — if your jungler is near, bait the opponent forward with a Q poke and spring the trap.
Mid Game
Post Broken Spear- →Once Boomstick is complete, start actively hunting kill opportunities in the mid lane and rotate to dragon skirmishes where your AoE stun and demons can swing multi-person fights instantly.
- →If you have a kill lead, prioritize The Aegis next for survivability — dying in a mid-game teamfight resets your momentum and Come Hither's kill-CDR mechanic only helps you if you're alive to use it.
- →Shove your wave quickly with Q before rotating so the tower does not punish you for leaving lane; Veera's wave clear is not exceptional, but consistent Q casts will work through a wave faster than standing there auto-attacking.
Late Game
Teamfight phase- →In late-game teamfights your job is to identify and burst the highest-priority squishy — usually the enemy marksman or the opposing mage — using Flicker into W if necessary to bypass frontline peel.
- →Position centrally in grouped fights before casting Little Friends so each demon hits a different target for full damage rather than half-damage repeat hits on the same enemy.
- →If the game is close, do not use Flicker offensively on a risky pick attempt — save it as your panic button, since without it you have no way out of a collapsed dive and losing Veera in the late game is a team fight loss.
Matchups
Never first-pick Veera in a competitive draft; her lack of mobility makes her a free target for any assassin a savvy opponent second-picks in response. If you must pick her early, only do so when Butterfly, Nakroth, and similar dive threats are already banned or on your team. Into Tulen, play the lane entirely defensively until level 4 and save every engage for when the jungler arrives; don't trade with Q pokes, his range overwhelms yours. In favorable matchups with Grakk or Baldum on your team, play aggressively the moment your CC is up, because the combined lockdown is essentially a guaranteed kill from level 6 onward.
Veera gets countered by
ButterflyButterfly's passive invulnerability frames and extreme burst speed mean she can kill Veera before Kisses even animates, and there is no escape if she commits.
NakrothNakroth's near-instant mobility makes him almost impossible to hit with the sequential Q-then-W setup, he simply gaps out of Kisses range before Veera can close, then returns to full-combo her.
TulenTulen out-ranges Veera in the lane phase and can perpetually poke without committing to the close range that Veera needs to land Kisses, making early-game extremely uncomfortable.
MgangaMganga's healing and sustained DOT mean Veera's burst-then-wait pattern is partially negated, as he can heal through her combo window and then out-damage her in the recovery period.
Veera synergizes with
BaldumBaldum's arena-wide suppression sets up free, zero-skill-required Kisses hits on every enemy simultaneously, turning Little Friends into a full-AoE execution.
GrakkGrakk's chain pull drags a target directly into Veera's kill zone, negating her main weakness of needing to close distance before Kisses lands.
AnnetteAnnette's knockback and zone denial force clumped enemies right into Little Friends' demon spread, maximizing unique-target hits for full damage.
AleisterAleister's bind CC chains perfectly before Veera's Kisses, and his magic resistance debuff stacks additively with Come Hither shred to produce devastating total magic shred on a single target.
Pro Tips
- →Track the Come Hither stack count on your target using the debuff icon above their health bar, experienced Veera players delay the Kisses commit until they can see two or three stacks already applied, which ensures the stun window syncs with maximum magic shred and kills targets who would otherwise survive a clean one-two-three.
- →After a kill or assist, immediately scan the minimap before the 25% CDR refund expires, the window is short and most Veera players waste it by standing still; if there is any nearby enemy within dash range of an ally, instantly redirect and use the refreshed Kisses to chain a second kill.
- →In the lane phase, angle Hell Bat to hit the enemy mid laner through the side of the minion wave rather than shooting it down the lane centerline, this tags them for a passive stack while they assume you were clearing creeps, and they will not respect the follow-up W until it's too late.
- →Against heavy magic-resist itemization (e.g., opponents rushing Gaia's Standard), switch your fourth item from Berith's Agony to Staff of Nuul earlier in the build sequence, the percentage magic penetration on Nuul bypasses the flat resistance that Berith targets and recovers much of your lost damage.
Veera is the pick for Diamond-and-above players who want a mid mage with a reliable kill pattern and genuine teamfight presence, as long as they can keep her out of losing draft matchups against dive assassins. She rewards disciplined passive stacking and punishes players who use Kisses as their opener rather than their commit; mastering the Q-first, W-second sequencing is the single most impactful habit to build. If you enjoy a mage who gets sharply stronger with every kill and whose teamfight performance scales with positioning intelligence rather than reaction time, she has a high ceiling at this rank. She won't carry on raw stats alone, but she makes every fight feel choreographed exactly the way you planned it.
Veera — Frequently Asked Questions
Is Veera good in the current ROV patch?+
Veera sits solidly in B tier on the Thai server this patch, so a viable mid pick but not a must-ban or must-pick threat. She rewards players who understand kill-timing and passive stacking, and in the right hands she punches above her tier. She is just not as dominant or low-effort as the A-tier alternatives right now.
What is the best build for Veera?+
Start with Enchanted Kicks for the magic penetration on boots, then rush Boomstick as your first major item since it provides the burst you need to threaten kills from level 4 onward. From there, build The Aegis for survivability, then Berith's Agony and Staff of Nuul to maximize magic pen alongside the passive Come Hither shred, and finish with Blade of Eternity as your safety net against burst assassins.
How do you counter Veera?+
The cleanest counter is a high-mobility assassin like Butterfly or Nakroth who can either kill her before she establishes Kisses range or dash out of her close-range combo window. A ranged bully mage like Tulen can also deny her passive stacks by refusing to play close enough to eat sequential Q-W, making her lane miserable without ever committing to a direct trade.
Is Veera hard to play / good for beginners?+
Medium. Her buttons are simple and Kisses is point-and-click, which lowers the mechanical floor, but optimizing her around passive stack management, the post-kill CDR reset window, and correct positioning before Little Friends is where the real skill lives. Not the best choice for your first mid mage, but any player comfortable with burst-mage fundamentals picks her up quickly.
