Talk:Varus/@comment-24496127-20160610161919/@comment-26203093-20160615172414

I'd only get runaan's if there's a bunch of fighters that can't get through your frontline. Varus needs safety anyway. As soon as teamfight starts, he has to go in for damage, and AP might just be better than AD for that, as ass-backwards as that is. AD varus can't skirt around the sidelines like ez because of the cooldown on his Q, so varus needs the same protection for both builds. AP varus might just be better since he deals such damage to the frontline and by the time he needs to attack something else guinoo's should be in full swing.

Guinoo's is basically infinity edge for on-hits atm, so I'd delay it, but not forgo it. His playstyle also doesn't change early, no matter how you build so I think gunblade is a better rush - plus its active is stronger now - that zap is 324 extra damage out of the blue, and with the W you get 60 damage per hit with which helps for last hitting. Plus sustain is more valuable early. AP isn't worth much early, either since it's max health scaling which is why I wouldnt go hard into AP and AS to start with. by the time gunblade is done, though, you should be at the point where nashor's the best choice since teamfights are happening so you move from poking to actually auto attacking, you start having enough mana to benefit from the CDR and their health is high enough for AP scaling to be worth it.

You only got 48 damage from detonation vs somebody with 1k health, which is where the adc should be slightly above at that point in the game, and that's at 3 stacks, which has put you in danger vs 64 from charged Q which doesn't require any additional aggression and you've still got the 48 detonation damage from gunblade. And you shouldn't be aggressive unless you've got CC as varus, which to me means teamfights.