Viktor Build Guide by Alhazred
Not Updated For Current Season
Not Updated For Current Season
You are the first of many. (Introduction)
Alhazred The Mad, here. Do not take my next statement as a dismissal of effort towards any other Viktor build authors, but I have yet to find a build that fully advocates, exploits, and nurtures the outstanding destruction that The Machine Herald is capable of harnessing. With hope in my breast, I hope to spread the knowledge of Viktor's uncanny laning capabilities, as well as his overwhelming presence while fending off ganks, participating in ganks, or acting as a constituent of a team fight. Keep in mind that this is my first published work on Mobafire, and is constantly being updated. Any criticism, comments, questions, and/or concerns that arise in regards to my work should be directed at me, and I shall be more than happy to answer any inquiries that you all may pose.
Submit to my designs. (Champion Overview)
+ Rare champion
+ Begins with The Hex Core
+ Great area denial with Gravity Field
+ Given a shield with Power Transfer
+ Wickedly powerful
+ Silence enemies with Chaos Storm
+ Can be in any lane
+ Extremely versatile
+ Errday he shuff-el-in.
+ Has a Russian accent
- Somewhat long cooldowns
- Death Ray can be weird
- Mana hungry
- No escape without Gravity Field
- Cannot alter augment after buying
- A tad squishy early game
- Ridiculed as useless
- Easy to overestimate damage
- Easy to overextend
- Has a Russian accent
Relinquish the flesh. (Ability Analysis)
Evolving Technology: At the beginning of each match, Viktor begins with The Hex Core, a free item that can be upgraded to one of three possible purchases that enhance his existing abilities, Augment: Power, Augment: Gravity, and Augment: Death. Naturally, the item also grants +3 AP per level.
Power Transfer: A single target missile that deals sizable damage when maxed, and returns 40% of the damage dealt as a temporary shield that persists for 3 seconds. This is Viktor's lowest cooldown ability, and also uses the least amount of Mana.
You're going to want to max out Power Transfer after Death Ray and before Gravity Field.
- Power Transfer at some times may be a better choice of poke than Death Ray, depending on how close your target is to you. Don't be afraid to throw it out and chip away at their health.
- The shield that Power Transfer provides is pretty serious business. The small amounts of damage that it can shrug off may be enough to save your life. Use it well and often when you want to keep your health up.
- A small bug with Power Transfer is that when the projectile is in flight, despite whether or not it actually hits the target (as in it dies before the projectile reaches it), it will still return with a shield for the amount of damage it would have done.
Gravity Field: A somewhat strange CC, this contraption will first slow enemies who travel through it, and after staying inside the field for 1.5 seconds, gathering debuffs per .5 seconds, they are stunned for another 1.5 seconds. This is a great ability for area denial, as well as stopping junglers dead in their tracks when they attempt to gank.
You're going to want to max Gravity Field last, as it is primarily a utility spell.
- Gravity Field has a very large, inconveniencing cooldown on it. When laning, and the enemy team has a jungler that is not currently in sight, be sure to hold on to it in case of an attempted gank.
- If you're assisting a teammate flee from a team fight gone sour in the jungles, an excellent strategy is to lay down Gravity Field as a form of choke. The diameter of its effect is enough to close off any passages in the jungles, and can effectively stop an entire enemy team.
- Punish enemies that clump up by laying Gravity Field in the center of their formation. If you can't finish them off with your full combo, the stuns will be enough for a nearby teammate to pounce on the stragglers.
Death Ray: Living up to its name, this beam of concentrated chaos deals consistent damage to all enemies it hits for a large amount of damage. The aiming mechanics are somewhat awkward, but this skillshot allows Viktor to move freely while it is being cast, which entitles him to one of the longest pokes in the game.
You're going to want to max this sum***** first, taking points in Chaos Storm whenever possible, of course.
- This is your most devastating skill next to your ultimate, so use it freely, but at the same time, reserved. Death Ray consumes Mana quickly whenever it is frequently cast, so be sure that each laser counts to some degree, whether it be farming minions or poking a lane opponent.
- Learn the range. The skill shot indicator is not indicative of where the laser actually hits. It skips ahead of where it's supposed to start, and continues past the tip of the marker by a small amount as well.
- Death Ray can be cast through walls, as long as the very beginning of the skill shot starts within your range. Use this to your advantage when chasing or ganking.
Chaos Storm: An almost sentient mass of energy, this singularity is controlled by Viktor by reactivating his ultimate and clicking where the player wishes. Upon the initial casting, a silence is issued to all enemies in range of the singularity, and also deals damage per second.
Dedicate points into Chaos Storm at levels 6, 11, and 16.
- This is one of the scariest ultimates to ever exist. If a team fight has devolved into a cluster****, drop Chaos Storm dead in the center of the action and their health will eventually dissolve into nothing as your team should be able to follow through with the rest.
- Popping this straight out of Flash when going for the kill in lane is very effective. The ensuing silence ensures that they cannot escape by abilities or Summoner Spells for half a second, which is usually enough lock in the kill for yourself.
- At later levels, the damage per second caused by Chaos Storm is absolutely massive. Do not neglect the move function that it has when jumping into fights.
True Power! (Skill Sequence)
The key to helping unlock the full potential of Viktor's damage is to know how and when to use each ability. Viktor suffers from moderate cooldown syndrome with his E, Death Ray. While not wholly inaccessible because of its rather low cooldown, it cannot be spammed without costing the player precious damage output and Mana. Your standard one/two punch with Viktor is Death Ray, followed swiftly by Power Transfer. Your almost guaranteed kill maneuver is Chaos Storm, Death Ray, Power Transfer. This sudden burst of power will melt almost any other AP Champion instantly. Initiating with Chaos Storm is a great option, as it possesses a silence upon the initial casting, which is a great tool for dispensing of characters with free flashes (i.e. Ezreal's Arcane Shift, Katarina's Shunpo, and LeBlanc's Distortion).
When the game first starts, Death Ray is your choice ability to begin with. It's an extremely long range poke, but deals only minimal damage at the start; however, that will usually be enough to frighten away any other lane opponent. Power Transfer should quickly be obtained at Level 2. Power Transfer, when maxed, deals decent burst damage, and also grants Viktor a temporary shield that negates a good amount of damage, including the true damage from Ignite. A great escape strategy while ignited is to begin fleeing while throwing Power Transfer on to an enemy minion for the shield. If you're not taking any additional damage, the temporary shield from Power Transfer will soak up Ignite almost completely. Keep in mind that Power Transfer doesn't actually have to connect with a minion or person to cast the shield. A minion could die to a turret as you cast out your Q, but you will still gain the shield.
After placing one more point in Death Ray, Gravity Field is your next best choice. I like to spend a point in Gravity Field at Level 4, and max it last, as it is a utility more than an initiator, and the likelihood of being ganked before Level 4 is very low. One more point in Death Ray, and you shall reach Chaos Storm. The cooldown on Viktor's ultimate is enormous, so use it wisely, but don't hoard it for longer than five minutes.
Continue to pour points into Death Ray, and when you can't, Power Transfer. This will transform Viktor into the damage dealing Russian badass he was born to be. After Death Ray has been maxed, finish maxing your Q, then begin to max Gravity Field.
Pave the way. (Summoner Spells)
Now, some of you may be thinking, "What?! A mid without Flash/ Ignite?!" but my response to that is shut your ***** mouth. Flash/ Ignite is a common, and usually effective spell combination, but by my philosophy, if you need Ignite to gain yourself a kill, you don't deserve that kill. Viktor has a monstrous damage output, and his Death Ray can chase like no one's business, so if you need that extra bit of true damage to secure a kill that should have been yours, go roll yourself into a ditch, because you're now minus one.
In all seriousness, Teleport is an ideal spell to make doubly sure that you can keep an eye on your respective lane, while also being sure your teammates are not suffering from a gank, tower dive, or bad choice. Teleport is also a great choice if you possess a support on your team that knows how to use wards. Within the span of a few seconds, your team can be present within one bush that was completely empty a moment before. It can also be the perfect catalyst for the rude awakening of someone who is attempting to dive past minions.
Flash is perhaps the most used Summoner Spell in the entire game, and the reason why this is, is that it serves one of two purposes. Escape and initiation. If your lane opponent is at less than half health, or even more than, but you know you can pull enough damage to bring them down, Flash is the perfect way to take them by surprise and deliver your burst within a blink. It is also the best tool for Viktor to escape ganks and junglers, coupled with Gravity Field for the slows and stuns.
With utmost efficiency. (Runes)
Greater Mark of Magic Penetration
Greater Seal of Scaling Ability Power
Greater Glyph of Scaling Ability Power
Greater Quintessence of Ability Power
It may be important to note that the runes I have selected for this build directly mirror Phreak's in his Champion Spotlight for Viktor, as well as several other Spotlights that center around an AP mid. The sole reason for this is that, contrary to popular belief, Phreak knows what the hell he is talking about.
The magic penetration granted through Greater Mark of Magic Penetration is ideal for countering any laning opponent that has had the foresight to build enough (not overwhelming) magic resist to be a nuisance for any other AP champion. If you do find yourself laning against a champion who bears a staggering amount of MR early game, it is highly recommended that you ask a teammate to lane in your stead, preferably an AD ranged carry, while you take whatever it is they had been dealing with.
The Greater Seal of Scaling Ability Power and Greater Glyph of Scaling Ability Power Phreak and I share both emphasize lane dominance through steady AP growth through leveling, inhibiting the need to return to the summoner platform for constant Doran's Rings or Amplifying Tomes.
The Greater Quintessence of Ability Power we have selected also stress the importance of presenting the player with an equalizer for the early game, as the bonus Ability Power when the laning begins should usually be enough to cause another player to think twice before diving at Level 1.
Function over form. (Masteries)
With the Masteries that I give Viktor, I advocate the boosting of the entire AP side of the offensive tree with Mental Force , Sorcery , Arcane Knowledge , Blast , and Archmage while also granting an increased 1.5% in total damage from Havoc , as well as the very useful Executioner mastery.
In the Utility tree, I mark down the increased Mana, and Mana Regeneration masteries from Expanded Mind and Meditation respectively to help counteract the Mana starvation that many AP champs go through while laning, as well as Summoner's Insight , to help boost the total point allocation in the Utility tree, and increase the effectiveness of both assigned Summoner Spells.
In the Defense tree, I have dedicated the last two points into the Resistance mastery, to present the player with a bit more defensive capabilities in lane against an AP champion. Despite the apparent futility of this minor mastery, do not discount its benefits. If an opposing champion does not possess magic penetration runes, the minimal amount of damage you can shrug off will make a difference. However, if you believe that the two extra mastery points can be converted into something more beneficial for you, please feel free to dedicate them as you please.
Destroy, then improve! (Item Composition)
|The Hex Core is the item that makes Viktor such a prominent threat throughout the game. While it grants +3 AP per level, it can also be upgraded to one of three Augments that drastically boost the effectiveness of one of Viktor's abilities, as well as a few bonuses. For the sake of continuity in this guide, we shall only discuss the Augment: Death item when the time comes.|
|Your first item is Doran's Ring, for obvious reasons. Boots of Speed and three potions are not recommended, mainly because potions are for *******, but also because Viktor should be able to out-range almost any lane opponent. If you need potions to feel safe, Viktor is not your champion to play.|
|The second investment is very standard; Boots of Speed. This is chosen for the sake that it builds into the key Sorcerer's Shoes, as well as it improved Movement Speed to aid escapes and chases.|
|The third piece of your build shall be a second Doran's Ring to help supplement the game progression and Mana costs. If at all possible, purchasing this with Boots of Speed is the ideal option, especially if your farm is up to par.|
|Sorcerer's Shoes are a key addition to Viktor's build, as his overwhelming damage coupled with the Magic Penetration from the Runes, Masteries, and Sorcerer's Shoes will surprise almost any tank.|
|At about this time, Viktor's special purchase shall come into play. Augment: Death is a rather inexpensive, but incredibly helpful item as it grants +45 AP in addition to the +3 AP per level, as well as a damage over time buff for Death Ray. There's your ******** Ignite, scrubs.|
|After Augment: Death, you'll notice a drastic increase in your farming potential. Strafing an entire mob of minions is now extremely profitable, as your Death Ray will eat through almost everything except cannon minions. As you become more powerful with the purchase of a Needlessly Large Rod, even the melee minions will melt like chocolate in the Mojave in summer. You want to buy the Needlessly Large Rod before the Blasting Wand for the simple fact that you will do much more damage.|
|Continue farming until your first Blasting Wand becomes available. The additional AP will help during team fights, and brings you one step closer to the cornerstone item for any decent AP carry. Once again, procure this item after the Needlessly Large Rod is secured.|
|This is where **** gets real, children. When you can afford the additional 1140 gold after buying both the Blasting Wand and Needlessly Large Rod, don this pretty sucker on your noggin, and get ready to see heads roll. The massive AP boost and 30% bonus makes Rabadon's Deathcap your primary focus when playing Viktor, as the rest of the build emphasizes that scaling, coupled with small contributions to Viktor's survivability.|
|and/or||s||As the round matures, you'll be faced with the choice to either continue building AP, or begin increasing your health pool and increase your usefulness during battles of attrition. Giant's Belt or Blasting Wand are your next two choices for these purposes. Choose your initial item, then return and sell one or both of the Doran's Rings for the other when you have enough money. If you wish to fill all six slots of your inventory, also acquire and Amplifying Tome.|
|Upon obtaining enough cash to make the purchase, seal the deal on Rylai's Crystal Scepter. Not only is this item critical for Viktor lasting through fights and being a little beefier, but the slows from its unique passive will solve any chasing problems that may have occurred during the course of the match.|
|Surprise, surprise! It's another Blasting Wand. Hold on to this bugger, and throw another Amplifying Tome on top of it in preparation for your next item.|
|Void Staff is essentially any ranged mage's best friend. More Ability Power, as well as Magic Penetration stacked on top of masteries and Sorcerer's Shoes. What's not to like? Get it.|
|Now we're mixing it up. Another Needlessly Large Rod should find its way to your friendly inventory soon for your final item. You totally could buy a Chain Vest instead, as the two of them complete the last item, but really, do you want moar AP, or some flimsy armor?|
|The final item in Viktor's build, Zhonya's Hourglass is paramount when drawing all the aggro of an entire team. The stasis provided is wonderful for evading CCs and generally scary situations, however the cooldown should not be underestimated. You could pop the stasis to negate a Teemo's mushroom damage, only to find Karthus just started revving up his ult.|
Embrace progress! (Footnotes/Update Log)
Thanks, Brosef Stalin.