Everything You Need to Know About Vel'Koz

Vel'Koz is an AP Caster with huge amounts of burst. All of his abilities deals damage; even his passive does damage. His kit is meant for Vel'Koz to stay in the back line and spam all of his abilities.We will get into all of his abilities and what they do.
"Vel’Koz is a ranged mage born to blast out overwhelming damage over sustained fights. With long-range harass available from the start of the game, Vel’Koz is a fragile but threatening early presence who relies on his teammates’ protection to bring his full force to bear come late game."

First thing's first: 
Vel'Koz is a guy; not gender neutral, nor is he a girl (don't get confused by the purple)

Vel'Koz Stats and Abilities

Damage 54.80159(+3.141593 per level)
Health 456(+76 per level)
Mana 295(+45 per level)
Movement Speed 340
Armor 15.5(+3.5 per level)
Magic Resist 30
Health Per 5 Sec 4.5
Mana Per 5 Sec 7
Range 525

Passive: Organic Deconstruction
"Vel’Koz’s abilities Deconstruct those they strike. After being hit three times by his abilities, minions, monsters and enemy champions are Deconstructed and suffer bonus true damage. Enemies lose their Deconstruction stacks by avoiding Vel’Koz’s attacks for a short while."

This is arguably one of Riot's most "OP" passives. If you just mash all your buttons and hope they all hit, you will deal so much damge to them they will cry. There is no limit on how many times the passive can apply on a champion, so Vel’Koz could just spam his abilties away at you for some true damage. This also means that he
doesn't need to rely on magic pen as much as the other carries because of the true damage. Vel'Koz could just go for the CDR boots so he can just proc his passive more offten. This has massive synergy with Vel'Koz's kit. Combined with Vel'Koz's other abilites Vel'Koz can proc a stack of his passive many MANY  MANY times with just one combo. Lucky for us, Vel'Koz's passive does not scale by AP but by level, so Riot didn't make his passive completely OP.

Q: Plasma Fission deals 80/120/160/200/240 (+0.6*AP)
"Vel’Koz fires a plasma bolt that slows and damages the first enemy struck. Once Plasma Fission hits, reaches its maximum range or is reactivated a second time, the bolt splits at a 90 degree angle. The split bolts deal the same damage and apply the same slow."

This skill is a bit tricky. When shoot there will be an indicator for its max range that everybody could see. Just like Lissandra's E but you can't teleport to it. Instead you can reactivate the ability to make Plasma Fission split in to two, perpendicular from the angle you shot it from. This can get a little tricky at first but when you get the hang of it, it will feel normal. You can also angle your initial cast so that when reactivated makes Plasma Fission go further that usual. You have to use your trigonometry!

W: Void Rift deals 30/50/70/90/110 (+0.25*AP)
Vel’Koz sends out a straight line blast that tears open a temporary rift to the Void before exploding. Both the initial tear and the delayed explosion damage and apply Deconstruction stacks to caught enemies.

Basically like Cho'Gath's Rupture, but in a narrow line,and it doesn't apply a knock up. There are two parts to the ability. When you activate the ability Vel'Koz will shoot the rift thingy on the ground that deals damage. Wait a while and then the rift explodes causing more damage. Both will apply stacks of Deconstruction, and you can hold two Void Rifts at a time, like Corki Missiles.


E: Tectonic Disruption deals 70/100/130/160/190 (+0.5*AP)
"After a brief delay Vel’Koz disrupts a nearby area, damaging and launching all enemies caught into the air. Enemies hit that are close to Vel’Koz are also knocked back slightly."

This is exactly like Cho'Gath's Rupture, but purple like a Lulu. (Cho'Gath is from the void! shhhh I didn't tell you nothing.....)





R: Life Form Disintegration Ray deals up to a total of 500/700/900 (+0.6*AP)
"Vel’Koz channels a ray of infinite energy that follows the cursor for a brief while, damaging, slowing and Deconstructing all enemies in range."

You like Lux lasers, but think it is too short? You like PURPLE? Well this ultimate gots everything. It shoots a continuous beam that passes through enemies, and you can also control the beam with the cursor. And guess what. IT APPLY DECONSTRUCTION STACKS EVERY .5 SECONDS!!!!!! Talk about being OP.




Mid Lane:
"Vel’Koz is a creature of raw power, not speed, and as such carries out his finest research on the mid lane of Summoner’s Rift. The towers here are placed closer together, giving the Eye of the Void less distance to travel when enemy junglers dare get between him and his research subjects. A short autoattack range means Vel’Koz is often in the thick of the fighting, but he has the necessary tools in his abilities to dissuade his lane opponent from engaging. Enemy midlaners within their own minion waves are vulnerable to poke through Void Rift, while opponents caught in the open make easy targets for Plasma Fission. Using abilities frequently benefits Vel’Koz: fully stacking Organic Deconstruction against his opposing laner deals substantial true damage, forcing his counterpart to choose between moving in to secure minion gold or retreating until their Deconstruction stacks have dissipated. Aggressive enemies risk a quick death once Vel’Koz catches them with further rounds of Void Rift followed by Tectonic Disruption, while those that flee are still subject to considerable ranged harass. With clever aiming and timing of Plasma Fission’s second cast, Vel’Koz can both steer his ability around enemy minions and gain additional range through geometric finesse.
Vel’Koz becomes an entirely different beast once he gains access to Life Form Disintegration Ray. His ult deals devastating amounts of damage to all enemies caught, but its long channel time and slow turn speed makes initial positioning absolutely paramount. Because of this, Vel’Koz does best bringing his ult to bear following a few successful rounds of poke, after his opponents are sufficiently researched with Organic Deconstruction and wounded enough to keep their distance. Even the minion cover often granted by distance is ignored by Life Form Disintegration Ray’s absolute power, which fully affects all enemies within its substantial range."

Teamfights:
"As teams start skirmishing around Summoner’s Rift, Vel’Koz is safest positioning himself within or behind his allies, harassing his enemies with repeated casts of Plasma Fission and Tectonic Disruption. When caught in unfavorable positions, Vel’Koz fires off Plasma Fission while retreating to kite his pursuers and positions Void Rift in choke points to dissuade enemies from following further. In favorable situations, Vel’Koz uses the same ability to separate his subject from its pack before unleashing Tectonic Disruption and Plasma Fission to quickly catch and dispatch them.
In full-scale teamfights, Vel’Koz again works best from the back line, tossing out damage and crowd control with Plasma Fission as he builds Deconstruction stacks on his enemies. Allied protection is key here as enemy bruisers, once they get to Vel’Koz, make short work of the tentacled glass cannon. Still, Vel’Koz has a few tricks of his own to ensure his safety: Plasma Fission makes for an excellent kiting tool, while the combined knock back and knock up from Tectonic Disruption allows Vel’Koz to reposition away from danger. Finally, once enough enemies are primed from his harass, once his team has set up a safe area for Vel’Koz to channel in, the Eye of the Void unleashes Life Form Disintegration Ray to melt through the massed enemy ranks and leave his foes staggering under sheer, overwhelming damage" 

So is Vel'Koz OP?
Let me answer that with another question.
Are Teemo shrooms annoying?