Vel'koz
VEL'KOZSkills
Tier by Rank
Official- TierWinPickBan
- DiamondD50.3%3.3%1.0%
- MasterD50.5%3.3%1.0%
- GrandmasterD50.5%3.1%0.8%
- ChallengerD48.5%2.6%0.5%
Tencent official (CN server) / Mid / 2026-09-22
Tier stays D at every rank, with only a 2.0 point win-rate spread — consistent across ranks.
- TierWinPickBan
- DiamondB50.7%1.9%1.0%
- MasterB50.6%1.9%1.0%
- GrandmasterB51.4%1.7%0.8%
- ChallengerC47.1%1.6%0.5%
Tencent official (CN server) / Support / 2026-09-22
Tier moves B → C across ranks, a 4.2 point spread in win rate.
Stats
Drag slider to switch levelRanked 68 of 142 at level 1 and 69 at level 15. Drops in the ranking as levels go up.
Combat Power from stats 8,574 78%
Combat Power from skills 2,416 22%
- True damage (3 Deconstruction stacks)691G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
- Magic damage1,209G
- 70% slow (decaying)747G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Rift damage592G
- Eruption damage814G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage750G
- Crowd control605G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
- Magic damage526G
- Slow57G
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Converted to gold with the same formula as runes. These are bare values, so ratios such as AP grow with the build you make in the Build Lab. Dashes are counted in Mobility as a dash count. Tap a row to see the formula and assumptions.
Build Trends
Items
Magic
Support
Boots
Runes
Keystone
Precision
Resolve
Available Skins
—Videos
8 · YouTube
Wild Rift: THERE IS NO COUNTERPLAY VS VEL'KOZRoyal - Wild Rift Gameplay
【ワイリフ】安全圏から敵が溶ける!ヴェル=コズ サポートの理不尽ポークと確定ダメージが強すぎる件楽メ攻略Game
Wild Rift: Vel'Koz is SECRETLY BROKENRoyal - Wild Rift Gameplay
Wild Rift: THIS Vel'Koz Build makes him OPRoyal - Wild Rift Gameplay
How to Play Vel'Koz in Wild Rift – Complete Beginner’s GuideiTzSTU4RT
How to Counter Vel'Koz in Wild Rift | Best Tips & Champions to PlayiTzSTU4RT
Wild Rift: VEL’KOZ GUIDE *NEW CHAMPION* - Build, Ability Breakdown, Gameplay, Tips & TricksRoyal - Wild Rift
ヴェル=コズ(Vel’Koz)チャンピオン スキル解説動画|リーグ・オブ・レジェンド:ワイルドリフトOfficialリーグ・オブ・レジェンド: ワイルドリフト